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#1

Termo auto-fill glitch... V2 :(

Archive: 37 posts


Yes, aparently there are now 2 Variations of the termo auto-fill glitch.
The first one where the termo will rise by itself, becomes quite obious in a short amoint of time, and so can be quickly detected and avoided.
But now i found a new variation of this glitch, which i will refer to as V2.
The worst part about V2 is that its stealthy, which might cause major termo eatimng without the creator even knowing its happening
In this variation, the termo will onlt rise when you rewind, forward, or start create mode, and it increases in small bits, so its even more difficult to detect...
As you know, when you rewind/frward, the termo empties and re-fills, which is why these small "bumps" in the termo can be easly over looked, and who would suspect t increases by just entering create mode?
So if you feel you're running out of termo too faast, check for V2 by deleting everything in the level (don't worry, you can rewind it back to normal later) and check there's no red in the termo, if there is, then you got V2.
2009-05-10 07:00:00

Author:
Silverleon
Posts: 6707


Aw man, this sucks. I hope they fix this soon. It'd be a real pain in the ?$?% if this carries on for ages.2009-05-10 19:08:00

Author:
dawesbr
Posts: 3280


Yes indeed, one of my evels which i will be releasing soon was affected by it, so i had to hold back in some stuff and ended up rather simple in some areas, which i don't like, but if i add anything to it it will overheat, so that's gonna be the final version of that level wether i like it or not...2009-05-10 19:23:00

Author:
Silverleon
Posts: 6707


Ooooh.

That's pretty bad. Especially if you make lots of mistakes, like me...
2009-05-10 23:27:00

Author:
Tyler
Posts: 663


I've ran into an emitter glitch when I put an emmiter on my complex humvee, and I programmed it to emmit complex fireballs every .1 of a second to make a flamethrower effect. But when I did it, my thermometer immediately got almost full. I fired the flamethrower(with my thermometer still almost full), and in 2 or 3 seconds my level overheated. I rewound the level to before I fired the flamethrower, but my level was still overheated, and I was thinking wtf. At that point I deleted the emmiter, and my thermometer went down only about 25% of how much it first went up. It was really frustrating. The only way I had fixed it was by rewinding it to before I ever put the cursed emmiter on in the first place.2009-05-31 23:30:00

Author:
Incinerator22
Posts: 3251


My Crazy Train level is actually doing this. Each time I enter in create mode, the thermo will get a little higher. This really freaking sucks.

So you can assure us that when you have this bug and delete everything the thermo will have some red stuff left?

.
2009-06-01 16:10:00

Author:
RangerZero
Posts: 3901


My Crazy Train level is actually doing this. Each time I enter in create mode, the thermo will get a little higher. This really freaking sucks.

So you can assure us that when you have this bug and delete everything the thermo will have some red stuff left?

.

Yep, might have as much or a bir less than it had w/ everything, but it will still have red.
Unless its not V1 or V2 of course.
2009-06-01 16:44:00

Author:
Silverleon
Posts: 6707


Um, can someone explain this one: I just deleted a moderate-sized section of my level. My thermo went up by 1/2 a bar. I came out of the level and back in, it had gone up by a 1/2 a bar again. I delete everything, no red left in the thermo. How do I deal with this?2009-06-01 18:17:00

Author:
rtm223
Posts: 6497


Srry m8, but the only way i've found so far to deal with this is to capture (not copy) your level (either whole or by parts) and place it in a blank level.
Also, do you have many emmiters in your level?
2009-06-01 18:22:00

Author:
Silverleon
Posts: 6707


A-ha, I found a better way: I deleted the problem section AND the section next to it as well and am now building the latter from scratch! This second section needed a proper re-work anyway so I'm not too fussed. Would have been annoying otherwise though.

As for emmitters, all of mine are carefully linked into switches so I don't get any spurious emmitted objects knocking about anymore and I Don't see the "pause thermo" effect.
2009-06-01 18:44:00

Author:
rtm223
Posts: 6497


Well, that's n option, but not realy a solution as you have to delete an area of the level, so you techically have to work "around it"and if its a difficult/complex area it might be qite bad...

Btw, could you delete your entire level?
(No, not from the moon delete, go to edit mode, selec it all and delete it)
You don't need to save it or anything, just make sure that the thermo goes all the way down, otherwise yo might still be aflicted by the glitch...
2009-06-01 19:12:00

Author:
Silverleon
Posts: 6707


It was a solution for me at the time and it stopped me throwing the PS3 out the window. Anyhoo, as it turns out:


As for emmitters, all of mine are carefully linked into switches Apparently not so careful as I thought. I was being hit by one shot switches triggering when I come out of pause combined with then by the "objects that are glued to dark matter being emitted over itself" glitch combined with the "stuff emmitted during create mode doesn't really count as being emmitted" glitch (I'm not good with names). This combo totally noshes up your thermo...
2009-06-02 09:36:00

Author:
rtm223
Posts: 6497


Um, can someone explain this one: I just deleted a moderate-sized section of my level. My thermo went up by 1/2 a bar. I came out of the level and back in, it had gone up by a 1/2 a bar again. I delete everything, no red left in the thermo. How do I deal with this?

This glitch is really bad. Same happened for me. That's why I was question Silver. I don't have anything left in the thermo if I delete stuff.

.
2009-06-02 14:48:00

Author:
RangerZero
Posts: 3901


Apparently not so careful as I thought. I was being hit by one shot switches triggering when I come out of pause combined with then by the "objects that are glued to dark matter being emitted over itself" glitch combined with the "stuff emmitted during create mode doesn't really count as being emmitted" glitch (I'm not good with names). This combo totally noshes up your thermo...

Emitters can get really annoying. I always wire the emitter before placing the object inside. This prevents the emit when unpaused problem, which will cause tons of duplicates to go into your level as you rewind. Fortunately, I've also found that I can always go back and delete the overlapping versions. It's a pain but it seems to get everything back to normal.
2009-06-02 15:00:00

Author:
dcf
Posts: 468


RangerZero - look at my other post, my issue was actually my own fault for not being careful, you may have done something similar.

DCF: my emmitter was linked into switches, sadly it was a one-shots and triggered everytime I pressed play or went back into the level. It's the big issue with my whole demitters technique. I have a workaround I think but I haven't got around to implementing it yet.
2009-06-02 15:28:00

Author:
rtm223
Posts: 6497


RangerZero - look at my other post, my issue was actually my own fault for not being careful, you may have done something similar.

DCF: my emmitter was linked into switches, sadly it was a one-shots and triggered everytime I pressed play or went back into the level. It's the big issue with my whole demitters technique. I have a workaround I think but I haven't got around to implementing it yet.

I should rephrase. I always hook switches that start off to my emitters If I want something to emit at the beginning I put a proximity switch on the gate to get the process rolling. This saves me a lot of aggrevation when I do it right.
2009-06-02 17:00:00

Author:
dcf
Posts: 468


Yeah, this is what I'm thinking of doing. But I currently have a piston with a mag switch set to 1-shot and keys at both ends... no matter which direction it's in it's going to trigger. My solution was going to be a prox switch -> a permenant switch -> a strong chain holding the mag switch in the middle.2009-06-02 17:05:00

Author:
rtm223
Posts: 6497


Yeah, this is what I'm thinking of doing. But I currently have a piston with a mag switch set to 1-shot and keys at both ends... no matter which direction it's in it's going to trigger. My solution was going to be a prox switch -> a permenant switch -> a strong chain holding the mag switch in the middle.

I had a similar issue with my boss rush submission. I ended up emitting one end.

Or, since it's a key on the end, you could just emit it to initialize. That's what I did with my boss rush entry.
2009-06-02 17:34:00

Author:
dcf
Posts: 468


That's awesome. Now as we are waaaay off topic, so back on topic:

To reiterate the lesson I learned: if you think you have autofill V2, but your thermo is empty after deleting everything, check your emmitters.
2009-06-02 20:00:00

Author:
rtm223
Posts: 6497


.....agh.

I swear, this game comes up with the most obnoxious glitches sometimes....

....how long has this glitch been there?

Agh, Im gonna have to go check some of my stuff for this to see if it's being affected by it. Particularly since levels I make tend to gobble up the thermo WITHOUT this stupid problem....
2009-06-02 21:06:00

Author:
Bridget
Posts: 334


@ rtm
It seems you never had V2, but O2 (object overlap) glitch, which is a completely different matter, so your solution is just valid for O2.

@Bridget
It started after CY, and only seems to happen to some pre-CY levels.
2009-06-02 21:27:00

Author:
Silverleon
Posts: 6707


Silver, I just changed my last post to be more accurate and useful for everyone

Also "object overlap" - just doesn't have the same ring my name had lol
2009-06-02 23:12:00

Author:
rtm223
Posts: 6497


Update!
It seems emittera ARE behind all of this... seems to happen if either you have too many emiters.
Here are 4 ways to deal wth this glitch.
1) Cut your level into pieces and capture it piece by piece (If the level's not too big and its already afflicted yo can just cappture the whle thing) then just put the pieces back together in a new level, this should give you the thermmo you lost.
2) Lower the life span and the amoun of objects emmited at once from all emitters, this should give you some termo space back.
3) Delete the area with the most emitters, this should give you a lot of termo back. but you do have to re make whatever you did with the emitters and change it so it doesn't ned them...
4) Delete all emitters from the level...
Should give you all the termo you lost, but you can;t use emitters anymore....
And an experimental
5) Try replacing the emitters with new ones.
haven't tried it myself, but it MIGHT work, as the old ones seem to be responsible for the glitch.
Well, hope that helps.
2009-06-18 19:06:00

Author:
Silverleon
Posts: 6707


This problem sounds awfully familiar... is it the same thing described in this thread? https://lbpcentral.lbp-hub.com/index.php?t=t=43162009-06-18 19:27:00

Author:
Gilgamesh
Posts: 2536


This problem sounds awfully familiar... is it the same thing described in this thread? https://lbpcentral.lbp-hub.com/index.php?t=t=4316

Nope, what you describe in that thread is something regular.
V2 increases your termo little by little every time you Rewind, Fast Forward, or Exit/enter the level.
It will not go down, sometimes even if ou delete everything in the level you'll still have the termometer partially full, yours just talks about how when in pause the termo rises a bit, and when unpaused it goes back down.
But with this the termo only rises, but never goes back down...
2009-06-18 19:47:00

Author:
Silverleon
Posts: 6707


Ok this was a really useful read, I'm going to give this a look in my levels, see if it might be the problem! Thanks to all who posted! :star:2009-06-18 19:52:00

Author:
KAPBAM
Posts: 1348


There's really a lot we don't know about the thermometer. I really wish we had some more control/knowledge over it.

Sometimes something you expect to raise the thermometer has zero effect, whereas placing a checkpoint suddenly eats up almost a whole notch of it. I wouldn't be surprised that there's a few "memory leaks" here and there, the question is finding out just what causes them.

If there's one thing I learned from dealing with the thermometer, it's not to expect the percentage to be the same as the last time I saved.
2009-06-18 19:56:00

Author:
Gilgamesh
Posts: 2536


Yes but right now THERE IS a bug with the thermometer. For most of us it's been multiple months we create and we are experienced with making levels and the thermo. Since Cornish Yarg the thermo DOES not behave the same and there seem to be some memory leaks of some sort.
It really wasn't like this before, 100% sure.

What's not cool though is that most unexperienced players won't notice and there's not many people complaining about this all. Since the Media Molecule testers are blind monkeys in a coma, this might never get noticed or perceived important and might never get fixed.

.
2009-06-18 20:06:00

Author:
RangerZero
Posts: 3901


There's really a lot we don't know about the thermometer. I really wish we had some more control/knowledge over it.

Sometimes something you expect to raise the thermometer has zero effect, whereas placing a checkpoint suddenly eats up almost a whole notch of it. I wouldn't be surprised that there's a few "memory leaks" here and there, the question is finding out just what causes them.

If there's one thing I learned from dealing with the thermometer, it's not to expect the percentage to be the same as the last time I saved.

Very true! Mm obviously knows there's alot of us who take creating a level pretty seriously and would not be overwhelmed by a little more technical info on the game. Some sort of fact/tip sheet on the Mm website helping creators understand the iner workings would be greatly appreciated
2009-06-18 20:07:00

Author:
KAPBAM
Posts: 1348


What's not cool though is that most unexperienced players won't notice and there's not many people complaining about this all. Since the Media Molecule testers are blind monkeys in a coma, this might never get noticed or perceived important and might never get fixed.

.

lol, i should be a tester, bot nooo, just because i don't have a level in the cool pages apparently i'm not good enough >_.
Yeah, doesn't matter that i've found 100 bugs/glitches in the game, if i don't have a "cool" level i'm no use as a tester apparently... >_>
2009-06-18 22:47:00

Author:
Silverleon
Posts: 6707


lol, i should be a tester, bot nooo, just because i don't have a level in the cool pages apparently i'm not good enough >_.
Yeah, doesn't matter that i've found 100 bugs/glitches in the game, if i don't have a "cool" level i'm no use as a tester apparently... >_>

I don't get it. ..
2009-06-19 03:26:00

Author:
RangerZero
Posts: 3901


I have this and a glitch that doesn't let me delete parts of objects. LBP has just screwed up so bad.2009-07-12 00:31:00

Author:
Standers37
Posts: 7


I have this and a glitch that doesn't let me delete parts of objects. LBP has just screwed up so bad.

Like what kind of parts of objects?
2009-07-12 02:42:00

Author:
warlord_evil
Posts: 4193


lol, i should be a tester, bot nooo, just because i don't have a level in the cool pages apparently i'm not good enough >_.
Yeah, doesn't matter that i've found 100 bugs/glitches in the game, if i don't have a "cool" level i'm no use as a tester apparently... >_>

How true...
2009-07-12 04:17:00

Author:
Sunrise_Moon
Posts: 469


IT'S BEEN FIXED!
Haha, it's been fixed with Leerdamer, both V1 & V2 of the glitch have been fixed!
I know becuase i started to re-vamp burning outskirts (lelvel of mine that suffered of this glitch) because of the glitch, the termometer was full, but now that its fixed, i have 1/2 EXTRA termo!
Hooray!
You know what that means?
Thats right, bigger badder longer traps for the level!

Anywho, i know this is kinda of a necro and all, but i just thought i'd let you all know that this glitch has been fixed.
2010-03-18 23:23:00

Author:
Silverleon
Posts: 6707


wooot
crazy
2010-03-20 09:00:00

Author:
Unknown User


I've deleted a full level just missing the last part because of this, I rewinded to fix somthing, and then it over-heated.2010-03-20 16:44:00

Author:
Schwem00
Posts: 255


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