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#1

I really need some help

Archive: 20 posts


I was almost done with my newest level when I ran into some serious problems. For some reason the framerate on all moving parts in my level drops to something that looks like 15 fps and I have no idea why.

First I working on the very last bit of the level when I realised the level was saved in this state. Since the thermometer was quite high I though that must be the problem and I loaded a backup and lost the last 1/3 of the level. I have now redone that bit in a much simpler and thermometer friendly way and now this problems occurs again anyway.
This time I haven't saved the level when is this way but I starts being choppy in like 30 seconds after I enter it in the level editor.

I have no idea what's going on but I definitely won't publish the level in this state. It looks terrible. If no one can help me I've wasted 2 months on this level.
2009-05-30 20:53:00

Author:
Green
Posts: 45


It's always a thermo problem that's casusing things like this I expect.
Is the thermo still high or are you using lots of emmiters as this could be the answer.
Another thing it may be is the complexity of a certain area. That's all I can think of now though
2009-05-30 21:09:00

Author:
Coxy224
Posts: 2645


The thermometer isn't that high. My other level have several messages about it being to complex and is overheating and all that everytime I load it but this one doesn't. And even if I delete something else to make it drop even further this problem still occurs.

There's load of emitters in the level but shouldn't that just rise the thermometer if it is a problem? This framedrop or whatever one should call it happends in the editor. If there was too much emitters and stuff I could understand if the general framerate of the whole game dropping during gameplay. But now there is just flapping wings, searchlights and such that is effected. In fact, now when I think about it it might actually be everything connected to with a wobble bolt that is choppy animated.

And I wouldn't say the level is very complex, atleast not now when I redone the last bit of it. It's pretty much just a horizontal level that goes straight from point A to B.
2009-05-30 21:35:00

Author:
Green
Posts: 45


I've also found this to happen when using a large amount of lights or electified material in a certain area.2009-05-30 21:35:00

Author:
Lady_Luck__777
Posts: 3458


I've also found this to happen when using a large amount of lights or electified material in a certain area.

Yeah, I was thinking that this could be the problem as I have a level where I have a lot of lights and switches all together in a little area. Not just the shape becoming complex - the actual area has tonnes of stuff in it (mainly switches or lights).
Anything like that in your level?
2009-05-30 21:52:00

Author:
Coxy224
Posts: 2645


The two things that I KNOW cause lag are, lots of glass, or lots of lights. Even the regular hanging lamps that say 12v on them can cause this.2009-05-30 22:01:00

Author:
smasher
Posts: 641


lighting, and frequently emitted objects are the biggest source of lag. If those aren't the source, i'm sorry i can't help you D:2009-05-30 22:34:00

Author:
Burnvictim42
Posts: 3322


Moved to Help.2009-05-30 22:44:00

Author:
Killian
Posts: 2575


I've tried to deleting lights and such and it doesn't help. The funny thing is that the level runs smoothly if I just play it right away. There is no lag, no slowdowns and not even any slight screentearing anywhere. It's just in the editor that this happends, and if I save after that it seems permanent even in play mode.

I really don't get it. But the disc is going in the trashcan soon.

EDIT: Now the level started going funny in play mode as well. It just took quite a while longer.
2009-05-30 22:47:00

Author:
Green
Posts: 45


So... if you go straight into the level from your moon, no lag, but if you come from the editor, you get lag?

Its possible this is just (wait for it...) lag. I know that when i was making my KH level, and when i went into the play mode, occationally it would lag really bad at the start, but given a little bit would come back to normal.

Are there a lot of moving parts in the level? that could partly be the cause.
2009-05-30 22:52:00

Author:
Burnvictim42
Posts: 3322


I just want to be very clear about what the problem really is. Right now the level is working fine. If I open it in the editor it goes funny after say 30 seconds. The problem with the level right now is that it's about 90% finished. I can't work on it without it going funny so the level won't be finished after all my hard work.

So far the level have gone funny only once while I've been playing it. It does everytime I open it in the editor. And once it starts, it never goes back to normal even if I delete half the level and the thermometer drops down to 50%.

This wouldn't be strange to me if if the thermometer was completely maxed out or if it helped to remove stuff, but it don't. It's also not just normal slowdown since Sackboy, menus, plasma balls, walking enemies and everything else runs in it's normal 30 fps. All the wings on the wasps, all rotating searchlights and the limbs on my boss characters looks like they're in a badly animited stop-motion movie. My other level is so maxed out it makes my Ps3s fan to start working loader than my Ps3 ever does normaly. That level runs fine.

I really don't get it
2009-05-30 23:47:00

Author:
Green
Posts: 45


My hubby RickRock_777 had a similar issue with all things attached to pistons or bolts. It turned out to be a bad magnetic key switch.2009-05-31 00:14:00

Author:
Lady_Luck__777
Posts: 3458


I have now more information. I was wrong about the level not breaking in play mode. It does but a test play of the last bit doesn't take long enough to see it. I have discovered that the level breaks 1 minute and 18 seconds after Sackboy enters it in both edit and play mode. Isn't this very very strange?

Lady Luck: Did your level have the same problem with animations like mine does? And what was the problem with the switch?
2009-05-31 00:24:00

Author:
Green
Posts: 45


It was my husband's level and yes the slow jerking animations were what he was having. I have told him of your problem and he will be signing on in about 10 mins. to better explain what he found out to see if it will help you.2009-05-31 01:02:00

Author:
Lady_Luck__777
Posts: 3458


Oh! Thanks! Maybe there is hope then. 2009-05-31 01:28:00

Author:
Green
Posts: 45


Hi Green. My wife, Lady_Luck__777, told me about your issue. I had a similar issue recently on a level I am developing. Below is a description of my issue (so you can compare yours to mine), what I found was causing the issue, and what I did to resolve it.

Description:
1. After an edit session, I went into play mode and all the pistons and motor bolts in my level were moving in a very jerky motion.
2. The jerky motion got worse as time went on.

Cause Of Issue:
1. I found a Magnetic Key Switch on one of my lifts that apparently became unstable, and there are 2 possibilities for this.
A.) I experienced some gluing issues during the edit session, and the lift had inadvertently been glued to the wall behind it, which was attached to the main structure. The Mag Key Switch was attached to the piston on that lift. I detached the lift and then saved.
B.) Mm has also mentioned that there is an issue with the real world timer that begins ticking away when a level is being created with the Pause feature turned Off. However, they state this issue should become apparent after about 160 hours. My level has only been out of Pause for a total of about 1 hour in create mode, so I tend to believe this did not cause the issue, and am leaning toward the gluing incident.

What I did To Solve The Problem:
1. Assuming the issue was in the file itself, I opted for capturing my entire level as an object and dropped it into a brand new level map on my Moon.
2. All the pistons and motor bolts were fixed, but the main lift that had the gluing issue was still jerky.
3. I found this to be caused by the Mag Key Switch attached to the piston that operates the lift, so I deleted only the switch, saved the level, and exited. Make sure you exit after saving, to ensure your level is in the appropriate state (vey important).
4. I then went back into create mode, placed a new Mag Key Switch on the piston, saved the level, and went directly into play mode to verify.
5. The lift was now working correctly.


Regarding capturing the level as an object, you may not have to do this. It was just easier for me to do it, compared to deleting every motor bolt and sensor or switch activated piston in my level. If you have only a few motor bolts and pistons that are activated by sensors or switches, then it may be easier for you to delete them, save and exit, and then add them again in a new edit seession.

I hope this works for you. Please send me a Profile Visitor message and fill me in on your progress or success.

Rick
2009-05-31 01:40:00

Author:
RickRock_777
Posts: 1567


This real world timer issue sounds likely. Can it be fixed by saving the whole level as an object and put it in a new level?

The reason why 160 hours does sound likely in the first place is because of me having trouble with objects transfered this way between levels. I though I could save myself the trouble by just making the new level in the same level as the old one and just "save as" and keep everything I needed in the new level and just delete everything else.

I can imagine everything go wrong with this tactic. There is bosses and everything in the level connected to pistons.
2009-05-31 11:32:00

Author:
Green
Posts: 45


Green, in the Visitor message I left you on your Profile page, I mentioned that due to your level being upaused for so long in Create mode, you will have to capture the level as an object and put in into a brand new map.

The new map will have the real world timer set to zero initially.

The only other option would be to send your level to Mm, and they could reset the real world timer in the level you are currently having problems with. However, this approach could take several weeks before the issue is resolved.

Let me know how things go.

Rick
2009-05-31 19:30:00

Author:
RickRock_777
Posts: 1567


I mailed MM about this, but I'm not expecting an answer. I have started to copy the level to a new slot piece by piece. This is a tricky operation for sure but so far the result is good enough. Next time I make a new level I sure am going to use the grid so everything is straight and even. Then if I have to do something like this again it will be alot easier.

It doesn't have to be TOTALY fresh slot right? As long as there isn't any level on it right now? I mean it might have been a level there long ago but if it was it's been moved or deleted. I clicked a crater and choose "create" because there was nothing on it. That should reset the world timer right?

I'll post the result in your profile message thingie when I have reached failure or success.
2009-05-31 23:06:00

Author:
Green
Posts: 45


Hi Green.

To answer your question, any map on your Creator Moon that does not have an icon on it, can be considered a new map. If there is an icon, such as the default green with cross-hatching, or an icon you have purposefully put on the map, then I would not use that for copying your level into, as there is no way of knowing for sure what the state of that map is.

Glad I could help, and to hear you are having favorable results.

Rick
2009-06-01 00:39:00

Author:
RickRock_777
Posts: 1567


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