Home    LittleBigPlanet 1 - PSP - Tearaway -Run Sackboy Run    LittleBigPlanet 1    [LBP1] Help! [Archive]
#1

Thermo question

Archive: 22 posts


I'm curious. What is generally considered to be safe practice in terms of thermo? Do you guys quit building your levels after receiving the "your level is starting to overheat" message, or do you carry on and push it all the way to the top. I've historically slowed down production on my levels after seeing that message, so if it's "use less stickers" for example, then I won't place any more stickers. If it's use less "shapes" I won't create any new objects. However, I still have stuff I want to build into my latest level and the thermo is really busting my balls even though I must have almost 10% of the total thermo left to play with. So I'm wondering...aside from having to suffer those annoying messages every time I move, am I likely to see any other ill-effects by pushing things past the warning point?2010-01-27 21:26:00

Author:
Ungreth
Posts: 2130


I try not to push it too hard... it seems that strange quirks start to happen when you get it all the way to the top. I WILL however, start working on the other thermos when one starts to overheat and push a number of them.

One ill affect could be, for instance, emitters not working consistently when you get the separate objects thermo up pretty high. I've had that happen and had to adjust some things.
2010-01-27 23:04:00

Author:
CCubbage
Posts: 4430


Push it to the max. If you reach the limit, then you've done everything correctly...

I can't place a single new object of any kind in my All Mine! level.
2010-01-27 23:18:00

Author:
comphermc
Posts: 5338


This:

Push it to the max. If you reach the limit, then you've done everything correctly...

And this:

I WILL however, start working on the other thermos when one starts to overheat and push a number of them.

Especially the latter. If, as per your example you start getting the stickers one, avoid using more stickers but continue to add objects and shapes and complexity. If you start getting to many moving objects, think what static sections you can add in instead.

Also look at where you might be able to tone down the stickers a bit, without losing too much of the visuals - better to have 90% of the detail you wanted everywhere than 100% in most places and then a really sparse area elsewhere.
2010-01-27 23:26:00

Author:
rtm223
Posts: 6497


Also look at where you might be able to tone down the stickers a bit, without losing too much of the visuals - better to have 90% of the detail you wanted everywhere than 100% in most places and then a really sparse area elsewhere.

It's shapes and collected objects thermo that's giving me the warning message right now. Anyways, I think I've just experienced my first major side effect. Since I carried on building past the warning message, if I now set the speed of a piston to less than 1 second then it won't move, just seizes up. Also as soon as I attach a mag switch wire to a piston it no longer works...and yes, I'm aware that in this case the input should normally be true before it moves, but no input will budge it and if I remove the wire then the piston is still frozen.

...and all I wanted to do was build a bloody "and " gate for a camera set-up!
2010-01-27 23:36:00

Author:
Ungreth
Posts: 2130


You've hit the death glitch*, my friend. There is no solution once you hit it, outside of copying your whole level, piece-by-piece, into a blank one. It's a real pain, but it happens often when you push the thermo to the max.

*I refuse to call it the 160 hour glitch, since I've seen no evidence that it occurs after 160 hours.
2010-01-27 23:43:00

Author:
comphermc
Posts: 5338


Is this death glitch different than the extended create glitch? (Which is what I shall be calling it because it's often quicker than 160 hours)2010-01-27 23:46:00

Author:
Incinerator22
Posts: 3251


You've hit the death glitch*, my friend. There is no solution once you hit it, outside of copying your whole level, piece-by-piece, into a blank one. It's a real pain, but it happens often when you push the thermo to the max.

*I refuse to call it the 160 hour glitch, since I've seen no evidence that it occurs after 160 hours.

But I've built always in pause mode. Even accounting for the occasional unpause to set a bolt/piston into position, I doubt if there's more than 30 minutes of "rolling" time built up in the level.
2010-01-28 00:14:00

Author:
Ungreth
Posts: 2130


I keep pushing until it tells me i can't play my level.2010-01-28 01:29:00

Author:
Emogotsaone
Posts: 1030


Well, I captured my entire level as a single object and transfered it to an empty level, which solved the piston problem. However, this caused all the wires connected to my emitters to become "dud" and the emitters to auto-emit, meaning I had to replace them with fresh emitters. Also several grab switches totally vanished, and some mag switches broke too. Nightmare!

This is the last time I'm pushing the themo too hard, that's for sure.
2010-01-28 16:03:00

Author:
Ungreth
Posts: 2130


Aw, don't say that. It happens to everyone, really.2010-01-28 16:49:00

Author:
comphermc
Posts: 5338


There should be the possibility to view all thermometer and not just the general one.2010-01-28 16:57:00

Author:
Syroc
Posts: 3193


I'm sorry about your level ungreth2010-01-28 17:47:00

Author:
Kern
Posts: 5078


To chime in my two cents and to reiterate what others have said...

I routinely experience piston seizures at 0.1 seconds after building, once my level has passed a certain complexity. They are generally ok at 0.2 seconds though. I proposed a few ideas on why this happens, but largely I think the system starts to chug too hard and doesn't update movement cycles often enough when the moving objects thermo starts to fill. I'm sure Rtm and Comp have their own ideas too.

The warning messages are annoying in their own right, and since Mm has yet to give us an option to turn the stupid things off, I employ a build strategy that keeps me sane. I usually max my thermo in the end, but I try to build the "core" of my level within the first 75% of the thermo. This means constructing the architecture and obstacles/moving parts, enemies and so forth. I set my logic up and make sure the level works as intended. I place very few lighting effects, objects, stickers, and decorations generally during this phase, and I keep my material set small. This ensures I don't run out of thermo before I finish designing my level. I'll reach 75% quickly, but it's easy to build for a long time without pushing this higher.

Because some of my other thermos are essentially empty at this point, it's easy to test specific thermos and optimize along the way. I'll try to recover some thermo space by cleaning up logic, gluing things down that don't need to move if needed. Then I'll pull out the full set of objects I want, picking and choosing carefully so not to overspend on thermo... same goes for decorations. I'll add in "dessert textures" (textures that I will hardly use, but add visually to the level) until my material thermo fills. This phase is where I push my level near max thermo. I usually do lightning last to achieve the final visual awesomeness that everyone seems to like about my work. I leave a tiny sliver for beta testing to allow room for any major changes that need to be made, then fill it up once the bugs are gone.

Essentially, I'm adhering to a thermo budget. I pull out everything that's mandatory for the level right away and build a draft. The budget surplus... or my last 25%... I find is just the right amount to put an incredible amount of visual flair and polish on, plus I'm spared from warning messages for the majority of the build duration.
2010-01-28 18:18:00

Author:
Thegide
Posts: 1465


^ That's a great level plan Thegide, but I'm too inclined to fully decorate and illuminate the area I'm working on before I move on to the next bit. In fact I live my life like that too...always caught up in the moment and never looking at the bigger picture, lol.

Anyways, my new level is up and running again, with everything fixed, no "death glitch" in sight and all final touches applied. I've even managed to knock down the thermo a little and praise the lard, those pesky messages have finally stopped plaguing me. All I need to do now is decide whether to unleash this level on the community or keep it under lock and key where it belongs.
2010-01-28 18:50:00

Author:
Ungreth
Posts: 2130


After all the work you put into it Unleash it!2010-01-28 19:27:00

Author:
Kern
Posts: 5078


Anyways, my new level is up and running again, with everything fixed, no "death glitch" in sight and all final touches applied. I've even managed to knock down the thermo a little and praise the lard, those pesky messages have finally stopped plaguing me. All I need to do now is decide whether to unleash this level on the community or keep it under lock and key where it belongs.

Well I think where it belongs is tucked safely back in that nighmarish netherworld you call your mind. But, you are going to unlocked it because I say so!!! At worst it gets moderated and you can rerelease locked.
2010-01-28 19:30:00

Author:
rtm223
Posts: 6497


Well I think where it belongs is tucked safely back in that nighmarish netherworld you call your mind. But, you are going to unlocked it because I say so!!! At worst it gets moderated and you can rerelease locked.

I guess out of respect for the time and effort you put into helping me apply a little spit and polish to this level, I should unlock it. Although the level is now even more...um...you know...than last time you played it. Y'know the bit with the cube in a cage that you found an easy way around? Well I totally revamped that section in a way that makes the level an even bigger target for moderation. I'm curious to see what kind of response the level gets, but I don't want to self-censor or to comprimise in any way.

Anyhow, I'm going off topic here. In fact, might as well close this thread unless anyone else has anything to say about maxing the thermo.
2010-01-28 19:54:00

Author:
Ungreth
Posts: 2130


Essentially, I'm adhering to a thermo budget. I pull out everything that's mandatory for the level right away and build a draft. The budget surplus... or my last 25%... I find is just the right amount to put an incredible amount of visual flair and polish on, plus I'm spared from warning messages for the majority of the build duration.

Wow. Looks like we build the same way. I stop building my level at 75% and then the last 25 is for cramming as much beautiful as the thermo will let me.
I have however a couple of levels where I'm at a point of not knowing what to add visually and I am still at like 20% thermo left. Also, the memory management or code has been optimised in leerdammer and all my levels that previously were full thermo now lowered!!
2010-01-28 20:13:00

Author:
RangerZero
Posts: 3901


Also, the memory management or code has been optimised in leerdammer and all my levels that previously were full thermo now lowered!!

Thank god, I thought I was crazy when I went back to my old stuff and saw room.
2010-01-28 21:35:00

Author:
Thegide
Posts: 1465


Just powerhouse that thermo!2010-01-29 01:39:00

Author:
Emogotsaone
Posts: 1030


See....i have the main section of my level (or at least the first half), and I'm only at.....25%, i think? It's ridiculous. It looks decent enough to me (I'm a novice creator curator), but I think I need to add more...but I don't have much more that I can think of to add....2010-01-29 05:51:00

Author:
Ragfell
Posts: 729


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.