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 Post subject: Physics
PostPosted: Sat 07 Jan, 2012 - 2:01 am 
Agent
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Joined: Tue 07 Jun, 2011 - 3:20 am
Posts: 250
Location: Waupaca, WI
Could it be possible to allow physics to stay on after a restore? As of now, whenever you restore a map the physics switch off. To add on to that, physics could be made restore specific. For example, you have one restore with physics set to normal. When you open another restore, the physics there are set to Hardcore.

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 Post subject: Re: Physics
PostPosted: Sat 07 Jan, 2012 - 11:55 am 
Agent
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Joined: Fri 21 Oct, 2011 - 8:13 pm
Posts: 676
Location: In a galaxy far far away...
i have no idea that they did that :P

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 Post subject: Re: Physics
PostPosted: Sat 07 Jan, 2012 - 3:22 pm 
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Joined: Wed 15 Dec, 2010 - 9:06 am
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Location: Surrey, England
Neither did I...

It may just be an issue with the map. Due to the limitations of Classic, there are no actual physics reactive blocks within a map. Active_Water, and all other Active blocks are just normal water blocks, but the server duplicates them to seem to react to physics (drop down, flow along paths, etc). When a map is stored and unloaded from memory, the blocks within there are not physics active, physics are applied after the map has loaded, and when blocks around the physics active ones are changed.

Changing the way this works can increase the loadtime of maps tenfold, and also corrupt all previous maps (due to addressing more file space to a physics setting, which won't exist in old maps). This would also make it incompatible with other server software based off MCLawl/MCSharp (which uses the same filesystem).

In short, Physics is a server property, not a map/world property, and it is applied per world, regardless of the current map loaded into that world. Changing this can cause more problems than it can solve.


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