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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 out | 2009-04-16 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 one | 2009-04-16 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 know | 2009-04-17 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 1.11 | 2009-04-19 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, SL | 2009-04-20 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's | 2009-04-21 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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