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#1

List of what was in Cornish Yarg

Archive: 130 posts


Post what new updates you've found and I'll add to the list:

The search light from the MGS pack now has more options, which include the radius angle control and inversion, and possibly Require All (has this been here before?)
Various Glitches fixed (ie, Anti-colour, Scribble glitch, Checkpoint thickness glitch.)
You can now move your arms in edit mode and also change facial expressions in edit mode.
"Backwards" option added to Winches
Sackboy can be rotated when stickering with R1 and L1
L2 and R2 display hearts, plays, etc in a bubble above levels on cool levels.
Emitted gas keeps its colour
The save-level-while-popit-is-on-a-sticker-causes-system-crash bug is fixed
Points glued to your level are no longer integral to its structure (ie, collect it and the level won't collapse)
There is the option to find out which DLC was used in a level.
The message that tells you a collectible uses a DLC you don't own tells you which DLC.
Music Player in Pod or Create (keeps the track location during a level)
Option to not collect any Objects/Photobooths
Option to delete all community Stickers/Decorations or Objects
All connections can be made invisible in create mode
Extra info has been added next to the menus below the main Planet
Angle added to Proximity/Magnetic Switches
When you leave create mode, there is now a cancel option, in case it was accidental
Keeping the Community selected shows the number of players online
Keeping the Story selected shows various stats eg, % bubbles collected etc.
When you Return To Pod/Enter Level, a black bubble appears showing which song is playing and the artist's name.
When the game detects a freeze (e.g overloaded thermometer (what usually causes this)) instead of the PS3 crashing, it executes a 'safe-crash' mode, which boots you back to the XMB immediately, instead of just freezing the PS3.
Modifiers for connecters/switches etc. increase faster when with D-pad (by 1.0, not 0.5)
When a player dies and talks the speech buuble will appear IN the screen, so no more missing what the other said for being off-screen!
You can now put stikcers on score bubbles again
You can no longer change the thickness of start & finish gates for races
When you die and type a message in multiplayer, your name shows up with the message so the other players know who wrote it.
The locked/copyable etc. menus are now changed via right analog stick
'Send To My Friend' has been added to the options for level keys.
When a level key is received from a friend, the level is automatically unlocked (ie no need to go to create)
Copied objects/Community/My objects placed in a level with separate parts will show a dotted line when you select one of the parts, telling you they are one object
Max Emitted on emitters now goes into the thousands
When selecting an area of the screen, it will auto-zoom out.
2009-04-16 11:13:00

Author:
dawesbr
Posts: 3280


One of the coolest things I've seen so far is the ability to set the angle on magnetic switches.... I may actually go back and do major changes to some of my levels based on this. For some of you who have not thought about this feature much.... it will make proper collision detection possible. You're going to see some of the more advanced creators doing some wild stuff with it.2009-04-16 15:12:00

Author:
CCubbage
Posts: 4430


Added a forward slash and the word magnetic 2009-04-16 15:18:00

Author:
dawesbr
Posts: 3280


this sounds like an excellent update, cant wait to check it out2009-04-16 15:27:00

Author:
Samson107
Posts: 83


One of the coolest things I've seen so far is the ability to set the angle on magnetic switches.... I may actually go back and do major changes to some of my levels based on this. For some of you who have not thought about this feature much.... it will make proper collision detection possible. You're going to see some of the more advanced creators doing some wild stuff with it.

I, for one, don't see something big of an excitement out of this outside times where you need a trigger zone with a particular shape for X reasons. I wonder If I will ever need it. Or maybe my imagination is broken?

.
2009-04-16 15:40:00

Author:
RangerZero
Posts: 3901


Angle magnetic switches!!! Yay! And I thought I was gonna have to wait a week.
I'm not an advanced creator lol, but I can't wait to get my hands on this beauty, for collision detection, aiming, and condensing down the space logic takes up (rather than lots of different colours). A lot of things I want to do with this could be done before, but it'll be soooo much neater now
2009-04-16 15:55:00

Author:
rtm223
Posts: 6497


I'm gonna be messing around with that particular feature when I can get me hands on me PS3.2009-04-16 16:03:00

Author:
dawesbr
Posts: 3280


I can really use a lot of the stuff Yarg has brought....and it's not even the 23rd yet 2009-04-16 16:20:00

Author:
Coxy224
Posts: 2645


Angle magnetic switches!!! Yay! And I thought I was gonna have to wait a week.
I'm not an advanced creator lol, but I can't wait to get my hands on this beauty, for collision detection, aiming, and condensing down the space logic takes up (rather than lots of different colours). A lot of things I want to do with this could be done before, but it'll be soooo much neater now

Angle switches?!? You mean like the MGS turret's sensor switch, a half circle?!? SWEET!!! I WISH MY PS3 WORKED!!!
2009-04-16 16:34:00

Author:
tjb0607
Posts: 1054


One of the coolest things I've seen so far is the ability to set the angle on magnetic switches.... I may actually go back and do major changes to some of my levels based on this. For some of you who have not thought about this feature much.... it will make proper collision detection possible. You're going to see some of the more advanced creators doing some wild stuff with it.

Would you explain in what way this works...I am not getting it?? I am at work and cant play with it to help my understanding.



2009-04-16 16:46:00

Author:
AJnKnox
Posts: 518


The circle that you normally have can be changed to be, say, a quarter of a circle, or just a thin beam.2009-04-16 16:48:00

Author:
dawesbr
Posts: 3280


1degree wide, 200 long. Turret sensor..2009-04-16 16:49:00

Author:
CreateNPlay
Posts: 1266


The circle that you normally have can be changed to be, say, a quarter of a circle, or just a thin beam.


Ok...I see said the blind man!


2009-04-16 16:52:00

Author:
AJnKnox
Posts: 518


I don't get it. I'm guessing you're saying you don't understand. It basically means that you don't have to use a circle for your sensor - ie, the sensor can look for the key in a specific part of a circle if you want it to.2009-04-16 16:59:00

Author:
dawesbr
Posts: 3280


Add this: When you Return To Pod/Enter Level, a black bubble appears showing which song is playing and the artist's name.

EDIT: You can also add: When game detects a freeze (e.g overloaded thermometer usually causes this,) instead of the PS3 crashing, it executes a 'safe-crash' mode, which boots you back to the XMB immediately, instead of just freezing the PS3.

I've had that issue a LOT with Shoot Em Up 2.
2009-04-16 17:00:00

Author:
DanC
Posts: 433


Done and done. Thanks for that 2009-04-16 17:09:00

Author:
dawesbr
Posts: 3280


EDIT: You can also add: When game detects a freeze (e.g overloaded thermometer usually causes this,) instead of the PS3 crashing, it executes a 'safe-crash' mode, which boots you back to the XMB immediately, instead of just freezing the PS3.



awesome, I gotta try this.
2009-04-16 17:11:00

Author:
oldage
Posts: 2824


Don't spread it though, oldage, we'll end up with hundreds of "OMG GLitch LeveL teh gaem shood FREEZE but it goes to the MENU"2009-04-16 17:47:00

Author:
dawesbr
Posts: 3280


Another thing to add if not already added:

New 'POP' sound when a description loads.
2009-04-16 17:54:00

Author:
DanC
Posts: 433


Don't spread it though, oldage, we'll end up with hundreds of "OMG GLitch LeveL teh gaem shood FREEZE but it goes to the MENU"

what?
2009-04-16 18:05:00

Author:
oldage
Posts: 2824


Ooh... I was gonna make this list.

I'll post what all the little details I found. I've already posted them in the main discussion, so i'll copy it over.
2009-04-16 18:12:00

Author:
Pitcard
Posts: 779


EDIT: Ahh, didn't see you last post until I refreshed... Well they are here now anyway =P

Thanks Pitcard for something else to add:

When you're standing on the very edge, you can still move your arms around. (you used to only be able to move your fingertips.)

There's some crazy glowy stuff around the shop icon.

It seems to sort photos/costumes/community objects in order of date.

Recently Played now DOESN'T spazz out when you go to it due to tooo many levels loading....
It now shows you levels in order of last played, but also throws in a few levels that you haven't played. Most of these are from creators who's levels you have played though. Possibly levels friends have played too.

There's a popping noise when the first photo in a level loads (when you are hovering over it. Also a new 'POP' sound when a description loads.

If you make a decoration really big, stick it to your back, you'll see the back side of the decoration... just kinda expected them to be lazy with that kinda stuff.
2009-04-16 18:14:00

Author:
DanC
Posts: 433


hehehe You got there ahead of me!

I like the idea of a "safe crash" does it save your file safely before crashing yeah??? Cause that'd actually cut down most of the destroyed save files
2009-04-16 18:17:00

Author:
Pitcard
Posts: 779


I, for one, don't see something big of an excitement out of this outside times where you need a trigger zone with a particular shape for X reasons. I wonder If I will ever need it. Or maybe my imagination is broken?

.
Well, it would have made my POD descent in Splat Invaders II MUCH cooler. I'm using magnetic switches for collision detection, but since I could only do it based on circles I made a lot of the cavern obstacles circles. I may go back and make it a much nicer cavern.
2009-04-16 18:18:00

Author:
CCubbage
Posts: 4430


hehehe You got there ahead of me!

I like the idea of a "safe crash" does it save your file safely before crashing yeah??? Cause that'd actually cut down most of the destroyed save files

Yeah, I'm pretty sure it does. I changed my costume and then made LBP crash - it booted me back to the XMB. I loaded it up and my costume was still there. I'm not 100% sure yet, I am going to try and do a few more test. I'll let you know when I am certain it saves all the time.
2009-04-16 18:22:00

Author:
DanC
Posts: 433


Thats very cool thanks mate.2009-04-16 18:42:00

Author:
Pitcard
Posts: 779


I have a good one:

Since the update, the Global Lighting Switch looks different.

Remember how it used to look like a bug (like the sensor switch)?
Now, its a globe with a white circle around it!

Looks nice
2009-04-16 18:48:00

Author:
alexbull_uk
Posts: 1287


Don't spread it though, oldage, we'll end up with hundreds of "OMG GLitch LeveL teh gaem shood FREEZE but it goes to the MENU"

Lol, I got that.
2009-04-16 19:36:00

Author:
Whalio Cappuccino
Posts: 5250


Oh LMAO, I just got it too. =P

Length Modifiers now increase in 1's instead of 0.5's.
Woops.. didn't realise that last post was mine. Would have edited.
2009-04-16 19:38:00

Author:
DanC
Posts: 433


Winches finally have a backwards option like pistons. That wasn't there yesterday.2009-04-16 21:52:00

Author:
rtm223
Posts: 6497


That's a good one2009-04-16 21:57:00

Author:
dawesbr
Posts: 3280


Hey, you forgot to mention another one.

-Now when a player dies and talks the speech buuble will appear IN the screen, so no more missing what the other said for being off-screen!
2009-04-16 22:30:00

Author:
Silverleon
Posts: 6707


thanks for the explaining it helped a bunch!2009-04-16 22:32:00

Author:
Snrm
Posts: 6419


Added, Monsieur Silverleon.2009-04-16 22:33:00

Author:
dawesbr
Posts: 3280


the new global switch that alex pointed out looks really nice

before i thought it looked really ugly, i'm glad they changed it

and now that bolts have a visibility toggle they're a really nice alternative to glueing
2009-04-16 22:47:00

Author:
Dexiro
Posts: 2100


the new global switch that alex pointed out looks really nice

before i thought it looked really ugly, i'm glad they changed it

and now that bolts have a visibility toggle they're a really nice alternative to glueing

I think they look nicer now, too!

I like being able to have invisible Pistons that don't have to have a minimum length of "0"... think of the possibilities!
2009-04-16 23:20:00

Author:
alexbull_uk
Posts: 1287


I have a good one:

Since the update, the Global Lighting Switch looks different.

Remember how it used to look like a bug (like the sensor switch)?
Now, its a globe with a white circle around it!

Looks nice

Wut? Didn't it always look like a little planet??

.
2009-04-16 23:44:00

Author:
RangerZero
Posts: 3901


anyone think of uses for the invisible ropes?2009-04-17 00:21:00

Author:
Dexiro
Posts: 2100


Thanks a bunch for posting this, perhaps this should be listed in the main thread on the Front Page News.2009-04-17 00:55:00

Author:
Bear
Posts: 2079


I actually was waiting for invisible connections. It will help making small, yet complicated, objects.

In case you didn't notice, speech bubbles look different now.
2009-04-17 01:12:00

Author:
crazymario
Posts: 657


You can remove the unremovable stickers given in how-to glitch levels, so some noob doesn't ruin your pod decoration with one sticker.2009-04-17 01:21:00

Author:
tjb0607
Posts: 1054


I wish they would've made it so that other people can hear the music you play. Otherwise, I would have Rickrolled thousands of people by now.2009-04-17 01:54:00

Author:
Sack-Jake
Posts: 1153


hey i dont know about you but i noticed the yarg update fixis some good glitches to wat i know it fixed the gas save un gas glitch(GOOD THING I STOCKED UP ON GLITCH)so i thout i let you know2009-04-17 02:12:00

Author:
solid-snake
Posts: 212


I also noticed related video tutorial links under create mode objects like craft materials. If you select a material from the Goodies Bag a series of videos about materials will appear in the selection.2009-04-17 02:49:00

Author:
Unknown User


hey i dont know about you but i noticed the yarg update fixis some good glitches to wat i know it fixed the gas save un gas glitch(GOOD THING I STOCKED UP ON GLITCH)so i thout i let you know
Never heard of that one, mind explaining it?
2009-04-17 03:05:00

Author:
Silverleon
Posts: 6707


no matter the color of the gaz you were capturing, it was always emitted green.

.
2009-04-17 04:24:00

Author:
RangerZero
Posts: 3901


no matter the color of the gaz you were capturing, it was always emitted green.

.

Oh yeah!
I hated that, stoped me from doing some parts of a level.
I didn't know bad glitches also had names tho
2009-04-17 05:26:00

Author:
Silverleon
Posts: 6707


it fixed the gas save un gas glitch

I think he means anti-colour. =(

Wow, this was one big update & very small in size(mb.)

EDIT: Just found a big change. You can now move your arms in edit mode and also change facial expressions in edit mode. =D
2009-04-17 08:55:00

Author:
DanC
Posts: 433


That's a gud'un! Always bugged me 2009-04-17 12:07:00

Author:
dawesbr
Posts: 3280


i have a problem that i hope cornish yarg might have fixed, it didnt, my xmb wont lent me play music during any game i use, i thought it was just the files but i dont know, everytime i access the xmb during a game and try to activate music it tells me that "music content cannot be used during this game" or something like this, does anyone know why this might be?2009-04-17 14:49:00

Author:
redmagus
Posts: 667


Protected music file maybe?2009-04-17 15:38:00

Author:
DanC
Posts: 433


Redmagus, I thought that was why they introduced the music player.

Try this: https://lbpcentral.lbp-hub.com/index.php?t=p=184459#post184459
2009-04-17 15:41:00

Author:
dawesbr
Posts: 3280


I think he means anti-colour. =(

Wow, this was one big update & very small in size(mb.)

EDIT: Just found a big change. You can now move your arms in edit mode and also change facial expressions in edit mode. =D

how??


i have a problem that i hope cornish yarg might have fixed, it didnt, my xmb wont lent me play music during any game i use, i thought it was just the files but i dont know, everytime i access the xmb during a game and try to activate music it tells me that "music content cannot be used during this game" or something like this, does anyone know why this might be?

go into your pod or create mode, pause > settings > music player
you have to play your music from there
2009-04-17 17:13:00

Author:
Dexiro
Posts: 2100


The jet pack has been changed. You no longer pick a number for its length. It has a circle radius like the switches.

I only noticed this today, but I haven`t used a jetpack in my levels for ages so it may well have come from an earlier patch. If it did, ignore me.
2009-04-17 17:36:00

Author:
Matt 82
Posts: 1096


The jet pack has been changed. You no longer pick a number for its length. It has a circle radius like the switches.

I only noticed this today, but I haven`t used a jetpack in my levels for ages so it may well have come from an earlier patch. If it did, ignore me.

It's new. AND AWESOME.

.
2009-04-17 18:53:00

Author:
RangerZero
Posts: 3901


It's new. AND AWESOME.

.

Is that what they mean by tetherless jetpack then or is that still to come?
2009-04-17 19:17:00

Author:
Matt 82
Posts: 1096


The radius for the jetpack isn't new - it was in an earlier update. And the tetherless jetpack is still to come (a jetpack with no limits.)2009-04-17 19:18:00

Author:
DanC
Posts: 433


A problem with the music player: You can't play AAC files, which is the file type for some songs I bought on iTunes.2009-04-17 21:08:00

Author:
crazymario
Posts: 657


Can someone clear up whether the Jetpack radius thing is new or not?2009-04-18 08:24:00

Author:
dawesbr
Posts: 3280


Can someone clear up whether the Jetpack radius thing is new or not?

No, its not new, its been there for quite a while actually.

Also another thing.
-The search light from the MGS pack now has more options, which include the radius angle control just like the magnetic key/ prox, switches, a "Backwards"
2009-04-18 08:40:00

Author:
Silverleon
Posts: 6707


The checkpoint-thickness glitch has been fixed 2009-04-18 14:47:00

Author:
ARD
Posts: 4291


Silverleon, by backwards do you mean inverted? And shame about the checkpoint thickness - has it also been fixed for when you do it with a paintinator?2009-04-18 15:08:00

Author:
dawesbr
Posts: 3280


I dunno, haven't tried it. Not many people know about the paininator one, as it seems I'm the only person to mention it on the interent
It'd be a shame if that's stopped working, that was much more useful than the checkpoint one IMO (could have used it for keys and stuff when it has to pass a checkpoint cos you're only on one layer)
2009-04-18 15:27:00

Author:
ARD
Posts: 4291


I know, right? Like when an enemy is chasing you, you may want to have it pass a checkpoint or something, but if the glitch is fixed...2009-04-18 15:33:00

Author:
dawesbr
Posts: 3280


Yeah, there's another great use for it.
I wish Mm would stop fixing the useful glitches and concentrate on the bad ones.
And start up the PCS counters. And online create.
2009-04-18 15:35:00

Author:
ARD
Posts: 4291


I wish Mm would stop fixing the useful glitches and concentrate on the bad ones.
And start up the PCS counters. And online create.

Yes. Just yes.
2009-04-18 15:37:00

Author:
dawesbr
Posts: 3280


Silverleon, by backwards do you mean inverted? And shame about the checkpoint thickness - has it also been fixed for when you do it with a paintinator?

Yes, and also forgot to mention a "Requre all" option as well.
2009-04-18 15:59:00

Author:
Silverleon
Posts: 6707


Cool. I wish they'd put the spotlight in switches, I keep forgeting about it.2009-04-18 16:01:00

Author:
ARD
Posts: 4291


Cool. I wish they'd put the spotlight in switches, I keep forgeting about it.

Yeah, and I wish the LED light was put on like a sensor switch so you wouldn't have to glue every time.
2009-04-18 16:03:00

Author:
tjb0607
Posts: 1054


Yeah, LED's should have their own radius, own on/off/speed settings as well as colour change settings (brightness etc..)2009-04-18 16:21:00

Author:
DanC
Posts: 433


I seem to remember Require All being there for a while.

Can anyone confirm Silver?
2009-04-18 16:23:00

Author:
dawesbr
Posts: 3280


Require all has been on prox switches for months.
Silverleon is talking about spotlights.
2009-04-18 16:25:00

Author:
ARD
Posts: 4291


Apparently, you can now sticker bubbles again.
Haven't tried it yet though.
2009-04-18 17:08:00

Author:
ARD
Posts: 4291


Add this: when you spend 30+ hours on making a level, the thermometer will slowly start filling up until it will be overheating.


also put that if you copy your level that you have spent 30+ hours on and delete everything, the thermometer will still be overheating...


2009-04-19 07:27:00

Author:
Unknown User


I'm sorry about that, sounds like a terrible bug.

49DRA, I meant for spotlights. Hasn't the require all been there a while too?
2009-04-19 10:21:00

Author:
dawesbr
Posts: 3280


I dunno. I only used them once to test them.
Anyway, add these to the list:
-You can now put stikcers on score bubbles again
-You can no longer change the thickness of start & finish gates for races
-The 'Sorry, this level contains collectables that you do not own blah blah blah' message now tells you which DLC the objects use
-When you die and type a message in multiplayer, your name shows up with the message so the other players know who wrote it.
2009-04-19 11:09:00

Author:
ARD
Posts: 4291


Has anyone ever accidentally locked a level by using your d-pad to scroll through the description/tag/comment part? well not anymore. they've switched it to the right analog stick.2009-04-19 17:19:00

Author:
smasher
Posts: 641


Added and cleaned up my post slightly.2009-04-19 17:27:00

Author:
dawesbr
Posts: 3280


Ohh hey i found another another one!

-You can now color Dark Matter with stickers!
(Before if you placed a sticker i it nothing would happen)
2009-04-19 17:29:00

Author:
Silverleon
Posts: 6707


Added, good sir.2009-04-19 17:30:00

Author:
dawesbr
Posts: 3280


You can now color Dark Matter with stickers!


Nope, that's not new. May have come with 1.11, but definately predates CY
2009-04-19 17:33:00

Author:
rtm223
Posts: 6497


I thouht you could always colour dark matter?2009-04-19 17:34:00

Author:
ARD
Posts: 4291


Removed!

And Silverleon? I'll deal with you later...
2009-04-19 17:36:00

Author:
dawesbr
Posts: 3280


What?
this is proposterous! I'm quite sure i tried painting dark matter before CY and nothing happened...

EDIT: Oh, did you say 1.11?
I see... that must be why, but are you sure? dang i remember trying to cover up some dark matter to not make it noticabel by stickering it, but nothing happpened..
Arighty then, my mistake! I'll still keep a looking for anything new tho.
2009-04-19 17:57:00

Author:
Silverleon
Posts: 6707


I know it came loooong before 1.112009-04-19 18:48:00

Author:
ARD
Posts: 4291


What?
this is proposterous! I'm quite sure i tried painting dark matter before CY and nothing happened...

EDIT: Oh, did you say 1.11?
I see... that must be why, but are you sure? dang i remember trying to cover up some dark matter to not make it noticabel by stickering it, but nothing happpened..
Arighty then, my mistake! I'll still keep a looking for anything new tho.

I've been coloring dark matter for quite some time now, but not with black. when you put black on it nothing happens. when I put a sticker on it other colors would show up but not the black. Does black work now?
2009-04-19 18:59:00

Author:
smasher
Posts: 641


My very first level, made in December has dark matter in it that I coloured red with a sticker.2009-04-19 20:13:00

Author:
Matt 82
Posts: 1096


I guess that settles that then, SL2009-04-20 13:51:00

Author:
dawesbr
Posts: 3280


Since yarg objects that are connected to other objects (walls) via piston act like ONE object when selected, as if they where glued together.

And (not fully confirmed but suspected) objects that are side by side to each other (via grid) get GLUED together even if you spend a whole lot of time to AVOID right that.

Oh and cornish yarg stinks. The cheese I mean.
2009-04-20 14:08:00

Author:
Fjonan
Posts: 359


I noticed today that when someone sent me a key for his unfinished level that I didn`t need to put it in a level and collect it, it automatically opened up the level for me.2009-04-20 16:08:00

Author:
Matt 82
Posts: 1096


I noticed today that when someone sent me a key for his unfinished level that I didn`t need to put it in a level and collect it, it automatically opened up the level for me.
Oh, nice! That's gonna be useful.
2009-04-20 16:14:00

Author:
CCubbage
Posts: 4430


I noticed today that when someone sent me a key for his unfinished level that I didn`t need to put it in a level and collect it, it automatically opened up the level for me.

Thats a brilliant update. I wonder why they didn't mention that addition?
2009-04-20 16:15:00

Author:
wexfordian
Posts: 1904


I noticed today that when someone sent me a key for his unfinished level that I didn`t need to put it in a level and collect it, it automatically opened up the level for me.

Also, you don't have to place the key in a level, then capture it if you want to send it to a friend anymore. Just go to 'level keys' in the gameplay kit, hit square, then 'send to my friend'. It's probably more private and secure, as people can't put the key in their level, then publish it for everyone to play.

In short: 'Send To My Friend' has been added to the options for level keys.
2009-04-20 17:13:00

Author:
Entity
Posts: 274


Added for you 2009-04-20 17:36:00

Author:
dawesbr
Posts: 3280


-Pistons with a minimum length of 0 are not invisible any more (unless set to be invisible)
-Text bubbles and the chat text entry bar have more rounded corners.
2009-04-20 19:46:00

Author:
ARD
Posts: 4291


They don't really need including 2009-04-20 19:49:00

Author:
dawesbr
Posts: 3280


Oh, i'm pretty sure this one IS new.
When you capture various separate objects as one amd place them, when moving them about you see a dotted line that "connects" them thogeter, they'll still move separately, but you can see to what it was saved with.
AND
The emmiters "Max emmited" option now reaches thousands, i'm pretty sure it reaches 9999, but not really sre, i just went to 1557
2009-04-20 22:30:00

Author:
Silverleon
Posts: 6707


I don't remember having the option "remove joint" and "attach joint" when clicking at the extremety of a piston or other connector.

If you have a piston into something and you "unglue" that thing, normally your piston would be wasted and you had to make another one. Now you simply need to click on it's edge and use "attach join".

.
2009-04-20 23:03:00

Author:
RangerZero
Posts: 3901


I don't remember having the option "remove joint" and "attach joint" when clicking at the extremety of a piston or other connector.

If you have a piston into something and you "unglue" that thing, normally your piston would be wasted and you had to make another one. Now you simply need to click on it's edge and use "attach join".

.
No, this isn't new - I used it all the time. I used to remove joints and joint them up to another surface quite a bit.

But it IS pretty cool!
2009-04-20 23:21:00

Author:
CCubbage
Posts: 4430


I don't remember having the option "remove joint" and "attach joint" when clicking at the extremety of a piston or other connector.

If you have a piston into something and you "unglue" that thing, normally your piston would be wasted and you had to make another one. Now you simply need to click on it's edge and use "attach join".

.

As CCu said, this isn't new, i've been using that for a long time actually.
2009-04-20 23:45:00

Author:
Silverleon
Posts: 6707


Looks like I'm still discovering things! I've never seen that "attach join" option before. LOL

.
2009-04-21 01:46:00

Author:
RangerZero
Posts: 3901


I noticed when I published a new level last night that you can no longer rate your own level and give it a heart.

Of course, the last time I published a level was back in December so maybe this is actually an old chyange and I didn't notice?
2009-04-21 03:57:00

Author:
CheesyMcFly
Posts: 211


My post in this thread wasn't entirely bad mood. They did change the behavior of objects joint together via pistons. They act as one object now. Also something on the physics has been changes, an object moved by pistons in my in-the-work-level ceased working since Cornish Yark and I cant get it to work no matter how light I make it and use a lot more pistons then before.2009-04-21 07:24:00

Author:
Fjonan
Posts: 359


I added SL's2009-04-21 09:55:00

Author:
dawesbr
Posts: 3280


One thing I noticed - a subtle thing which works MUCH better - when selecting an area of the screen, it will auto-zoom out nicely. I used to have a big problem with this, but much nicer now.2009-04-21 14:48:00

Author:
CCubbage
Posts: 4430


That's a good one, I always hated the selecting system. Added.2009-04-21 14:54:00

Author:
dawesbr
Posts: 3280


Are you ignoring my posts on purpose? Things connected to each other via piston are handled like one object now. That is clearly a yarg thing and makes things VERY complicated.2009-04-21 15:38:00

Author:
Fjonan
Posts: 359


I noticed when I published a new level last night that you can no longer rate your own level and give it a heart.

Of course, the last time I published a level was back in December so maybe this is actually an old chyange and I didn't notice?

Not new indeed. Maybe there since launch actually.

.
2009-04-21 19:53:00

Author:
RangerZero
Posts: 3901


You can still give it a heart but you cannot rate it. Nor could you ever rate your levels.2009-04-21 22:58:00

Author:
Matt 82
Posts: 1096


Things connected to each other via piston are handled like one object now.

They actually aren't. If I select the object on the end of the piston, I can move it separately to the rest of the object, just like I could before. I have been doing this all evening to modify objects behind them. Now if I grab the pistona nd I'm not in pause... I don't like to think about what happens then.
2009-04-22 01:19:00

Author:
rtm223
Posts: 6497


You can still give it a heart but you cannot rate it. Nor could you ever rate your levels.


*facepalm*


Okay, ignore what I just wrote. You're completely right, I don't know what happened to my brain yesterday. Too much LBP I guess
2009-04-22 01:42:00

Author:
CheesyMcFly
Posts: 211


Maybe you left it somewhere in your maze.2009-04-22 01:48:00

Author:
Matt 82
Posts: 1096


Maybe you left it somewhere in your maze.



Oh yeah??? Well maybe you left yours....on....Mars....


(oh boy, these comeback things are kinda beyond me...)
2009-04-22 02:05:00

Author:
CheesyMcFly
Posts: 211


Haha! Stick to the gardening!2009-04-22 02:13:00

Author:
Matt 82
Posts: 1096


Are you ignoring my posts on purpose? Things connected to each other via piston are handled like one object now. That is clearly a yarg thing and makes things VERY complicated.

Are you sure you didn't just glue what the piston was moving to something else?
Because pistons have been working as always for me.
2009-04-22 04:00:00

Author:
Silverleon
Posts: 6707


I just checked to see if i could see any difference, and found I could move objects connected by pistons just the way I always could.2009-04-22 04:32:00

Author:
Matt 82
Posts: 1096


I am absolutely sure. I spend hours on this matter. I work like this:

In one section of the level, everything that I see as static ground I glue together. Now I had in some kind of Pit a moving object that was connected to this ground via Piston. BEFORE Yarg, when I selected the moving object, i could move it around and the pistons would stretch around. AFTER Yarg it automatically selects everything else, too, that is connected to the pistons on the OTHER side, in this case the ground floor. so it is for me impossible to move around my moving object without disconnecting the pistons first.

Also it was impossible to get this moving part moving smoothly with pistons again. BEVOR Yarg it went absolutely well, no problem. AFTER Yarg, I could even get it to move with 6 pistons and half it's mass.

Ask feloneouscat, he discovered similar problems with this matter. My guess is, that there have been changes (or a bug) with friction.
2009-04-22 12:30:00

Author:
Fjonan
Posts: 359


Also it was impossible to get this moving part moving smoothly with pistons again. BEVOR Yarg it went absolutely well, no problem. AFTER Yarg, I could even get it to move with 6 pistons and half it's mass.

Ask feloneouscat, he discovered similar problems with this matter. My guess is, that there have been changes (or a bug) with friction.

There is definitely something different, but it appears that objects/levels made prior to Yarg do not go as smoothly as pre-Yarg.

I had a floor that moved perfectly pre-Yarg. Fjonan playtested this level. After Yarg is refused to move. I tracked it down to two thin layers touching each other. When I cut around the part the was moving (so they didn't touch) it worked perfect.

I then attempted to reproduce it on a bare stage. No matter what I did, it worked perfect.

Same design, same materials. Different behavior. OR as it is know "form, fit, function" - however in this case function is NOT the same.

I attempted to recreate Fjonan's issue without success. There does seem to be a difference between pre and post Yarg levels. Why, I have no idea.

It MAY be friction values were modified. It MAY be tweaks in the resolver. It MAY be a lot of things.

Mm may want to look into issuing a formal changelist (see my blog Beating My Head Against a Wall (http://www.lbpcentral.com/forums/blog.php?b=382)).
2009-04-22 15:48:00

Author:
feloneouscat
Posts: 89


There does appear to be a new glue bug as indicated by Fjonan.

Please see my blog on how to recreate it.
2009-04-23 04:23:00

Author:
feloneouscat
Posts: 89


People!
This isn't a thread to tell about bug's in the Yarg, this is for what was in CY as in what are the new features.
There is a thread already where you can take your Yarg problems, but in here is just features and good /extra stuff in it.
2009-04-23 06:19:00

Author:
Silverleon
Posts: 6707


"They actually aren't. If I select the object on the end of the piston, I can move it separately to the rest of the object, just like I could before."

That's why, Fjonan. I had my reservations, and I swore it had worked fine for me. At any rate, I believe what you describe is more a "bug" than a "feature", even if the two are occasionally mixed.
2009-04-23 07:03:00

Author:
dawesbr
Posts: 3280


Alright, please just say so next time I felt kind of ignored cause noone reacted to my post.

I went in the editor yesterday and .. guess what. On a brand new block with a brand new piston, it worked like it always did. I am so confused right now, I swear to ConfusedCartman, I had this happen to me and it broke one of my main attractions for my new level and cost me at lest 6 hours of work. But since I think it is a bug for one thing, that occurs only in situations concerning levels that are being worked at before and after Cornish Yarg, you can leave it off your list.
2009-04-23 12:26:00

Author:
Fjonan
Posts: 359


Alright, please just say so next time I felt kind of ignored cause noone reacted to my post.

I went in the editor yesterday and .. guess what. On a brand new block with a brand new piston, it worked like it always did. I am so confused right now, I swear to ConfusedCartman, I had this happen to me and it broke one of my main attractions for my new level and cost me at lest 6 hours of work. But since I think it is a bug for one thing, that occurs only in situations concerning levels that are being worked at before and after Cornish Yarg, you can leave it off your list.
The only time I've seen this happen is when something is inserted from an object, but it's always been that way. If you've found a way to do it without saving to an object first, that would be great - see if you can retrace your steps. .
2009-04-23 13:13:00

Author:
CCubbage
Posts: 4430


I did'nt know Yarg had added so much until I just read this thread lol.

The key idea is an excellent one, and will most certainly save time and effort.
2009-04-23 13:34:00

Author:
GruntosUK
Posts: 1754


Cornish Yarg may also have a new glue bug (see my blog for how to replicate it (http://www.lbpcentral.com/forums/blog.php?b=386)).2009-04-23 14:36:00

Author:
feloneouscat
Posts: 89


People!
This isn't a thread to tell about bug's in the Yarg, this is for what was in CY as in what are the new features.
There is a thread already where you can take your Yarg problems, but in here is just features and good /extra stuff in it.

Okay, then it is a change in functionality.

Whether you want to call it a "feature" or "bug" I'll leave up to you.
2009-04-23 15:45:00

Author:
feloneouscat
Posts: 89


Okay, then it is a change in functionality.

Whether you want to call it a "feature" or "bug" I'll leave up to you.
It's possible it's a change in functionality (can't go back and test), but it actually makes sense to me that it works this way. Since you're a programmer, I'll explain it this way: when you glue pieces of material together, they actually reorganize the glued pieces into different object structures. So the glued objects "belong" together. A lot of the perceived gluing and ungluing issues people have are actually the way the individual pieces are organized within these structures. Since your material overlaps and piece A, B, and C are glued together - they end up arranged in a single structure. Most likely what you are seeing is, in part, a kind-of fix for the "everything falls apart" issue. They probably aren't breaking it into separate object structures again, which means they are not suddenly becoming unglued.
2009-04-23 15:54:00

Author:
CCubbage
Posts: 4430


It's possible it's a change in functionality (can't go back and test), but it actually makes sense to me that it works this way. Since you're a programmer, I'll explain it this way: when you glue pieces of material together, they actually reorganize the glued pieces into different object structures. So the glued objects "belong" together. A lot of the perceived gluing and ungluing issues people have are actually the way the individual pieces are organized within these structures. Since your material overlaps and piece A, B, and C are glued together - they end up arranged in a single structure. Most likely what you are seeing is, in part, a kind-of fix for the "everything falls apart" issue. They probably aren't breaking it into separate object structures again, which means they are not suddenly becoming unglued.

Unfortunately, I have come across a door that I built out of six thin pieces. These were never glued to anything. They are now all glued together. I have not touched them. I have not edited them.

But, assuming that this is a change in functionality, it then breaks the following:

Assume you have an object we will call A:

AAAAAAAAAAAA
AAAAAAAAAAAA
AAAAAAAAAAAA

You then glue B to it:

AAAAAAAAAAAA
AAAAAAAAAAAA
AAAAAAAAAAAA
BBBBBB
BBBBBB
BBBBBB
BBBBBB
BBBBBB
BBBBBB

Now you want something to fall. So you glue some dissolve (we'll call this D):

AAAAAAAAAAAA
AAAAAAAAAAAA
AAAAAAAAAAAA
BBBBBBDDDDDD
BBBBBBDDDDDD
BBBBBBDDDDDD
BBBBBB
BBBBBB
BBBBBB

Now, due to the bug, sorry, change in functionality, A, B and D will all get all glued into one mass. No problem.

HERE is where it turns into a problem - we want to glue C to D so that when the dissolve, well, dissolves, it will fall down.:

AAAAAAAAAAAA
AAAAAAAAAAAA
AAAAAAAAAAAA
BBBBBBDDDDDD
BBBBBBDDDDDD
BBBBBBDDDDDD
BBBBBBCCCCCC
BBBBBBCCCCCC
BBBBBBCCCCCC

Unfortunately, you DIDN'T glue to D, you glued to BOTH D and B. Your object will NEVER, EVER fall down.

Okay, let's take the following:

AAAAAAAAAAAA
AAAAAAAAAAAA
AAAAAAAAAAAA
BBBBB CCCCC
BBBBB CCCCC
BBBBB CCCCC

B is glued to A and A is glued to C. B and C are NOT glued together. Use the corner tool to drag C's corners next to B.

Congratulations, you have now glued C and B together! True, you never EXPLICITLY glued them, but the functionality has been changed - LBP will now IMPLICITLY glue things together - whether or not that is your intent.
2009-04-23 22:36:00

Author:
feloneouscat
Posts: 89


Hey Dawesbr, dunno if you're still updating this :S

I noticed:

-in Create mode The camera zooms in and out MUCH smoother. It now doesn't take so long to accelerate the zoom, it feels a lot less cumbersome.

-I'm not sure if this is true or not cause I don't pay enough attention to notice BUT my friend noticed that theres new pushing/pulling animations for sackboy. Can someone confirm this??

-They've fixed the fog colour settings. It used to change the colours inconsistantly depending on which direction you were tweaking it. Was a problem somewhere in the brown region :S

Not really relevant but... I noticed the new angled sensors weren't the same as the 180degree sensor that was hidden in the MGS pack.
Theres a special sensor switch that basically detects the player in an infinite band (of adjustable width). The band comes off one side of the sensor, so basically if the player passes this band, the switch is activated.

Deboerdave showed me this so you might wanna ask him bout it, haven't really used it much myself. I'm sure theres a thread round here somewhere :S
2009-04-24 00:06:00

Author:
Pitcard
Posts: 779


Hey Dawesbr, dunno if you're still updating this :S

I noticed:

-in Create mode The camera zooms in and out MUCH smoother. It now doesn't take so long to accelerate the zoom, it feels a lot less cumbersome.

-I'm not sure if this is true or not cause I don't pay enough attention to notice BUT my friend noticed that theres new pushing/pulling animations for sackboy. Can someone confirm this??

Not really relevant but... I noticed the new angled sensors weren't the same as the 180degree sensor that was hidden in the MGS pack.
Theres a special sensor switch that basically detects the player in an infinite band (of adjustable width). The band comes off one side of the sensor, so basically if the player passes this band, the switch is activated.

Deboerdave showed me this so you might wanna ask him bout it, haven't really used it much myself. I'm sure theres a thread :S

Well, it is technically the same thing than what we have, but worse XD
Perhaps an older version?
2009-04-24 00:40:00

Author:
Silverleon
Posts: 6707


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