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#1

Update 2.03 - Released RIGHT NOW!!!

Archive: 93 posts


Oh my, big update:
http://www.littlebigplanet.com/en-us/news/article/out_feb_9th_for_psp_strawberry_cheesecake_update_2 .03

Community Features


It is now possible to scroll through the downloaded levels list immediately after completing the playthrough of a downloaded level. A change well worth making. So we did!
Search types have been improved, and more levels can be seen on each page on the community moon.
Pressing the triangle button http://www.littlebigplanet.com/images/assets/shared/icons/control-triangle.png at the Community Moon menu will refresh the community data for all of your downloaded levels. If you want to upload the full set of all your high scores and download everybody else?s then this is the place to do it.

Usability


A copy and paste function has been added to the editor, which can be accessed after selecting an object and opening the tweak option. Which is nice.
Shapes can be scaled and rotated before placing them.
MyObjects and object-based gadgets can be rotated before placing them.
Items held together by gadgets can be scaled.
Gadgets such as pistons, rods, etc. can have their positions edited after being placed
The drag selection mechanism has been improved so that it will only select objects if they are entirely surrounded.
Gluing supports user directed input. Side to side gluing is now allowed in preference over gluing backwards, which was the default.
Sound objects are now labelled in the tweak menu for reference, once they?ve been placed in a level.
The option to disable the undo/redo feature has been added to the menu ? very useful if you want to avoid pause times on large levels, and handle everything through manual saves instead.

Editor Functionality


When switching to and from create mode, materials and gadgets will not drift when repeatedly selected.
Dynamic objects joined to static objects by dissolve material will separate and move once the dissolve material has been destroyed.
Detaching glued objects correctly remembers the original static or dynamic nature of the individual glued objects.
A material?s rotation will not drift between saves.
Stickers applied to an emitted object stay attached to the object if the emitter itself is moved.
Creatures only jump if Sackboy is nearby.
Sensor switches and buttons save their initial states properly.
Deleting a switch will not delete the object it was glued to.
When a material is changed to peach floaty it will become buoyant.
Pistons connected to an inverted switch trigger correctly on level load.
Magic mouths with no text have the speech bubble disabled in play mode.
Wobble bolts? angle and flipper properties save correctly in Create Mode.
Scoreboards only check above the base for Sackboy?s presence, previously it was possible to trigger them from below.

My Objects


You can capture MyObjects within MyObjects. Oh yes.
Emitters, scoreboards, prize bubbles can be captured as part of MyObjects.
You can attach gadgets to Collected Objects and MyObjects.
The bolt stability in MyObjects has been improved.
You can change material classes, including the lethality of MyObjects.
We have improved the capture capacity for MyObjects to allow for larger, more complex items to be captured.

Corner Editing


This update features improved corner editing of glued objects. Previously, editing could be blocked if corners were on the glued edge of an object.
Corner editing an object with gadgets attached doesn?t cause them to detach.
Corner editing checks all planes (not just the foremost one) for collisions.
Stickers do not disappear when corner editing.
The game autosaves after a corner editing session.
It was possible to make an object invisible by using the corner edit tool, this has been blocked.

Play Mode


Sackboy doesn?t get stuck on edges when he should fall to the floor.
The ?return to main menu? and ?continue? options work whilst the scoreboard is active.

Stability


Last, but not least: Numerous stability issues have also been addressed.
2010-02-08 18:11:00

Author:
mnimmo1986
Posts: 552


Awesome! Almost ready to head back to create if it's stable then oh and copy paste ftw!2010-02-08 18:16:00

Author:
Morgana25
Posts: 5983


Nice, very nice, i hope that the bug with the corrupt save files will be fix with this patch !2010-02-08 18:20:00

Author:
Zyp
Posts: 15


zOMG, I think I'm going to faint.

So many features and fixes... so... many...
2010-02-08 19:08:00

Author:
Gilgamesh
Posts: 2536


Yaaaaaaaaaaaaaaaaaaaaaaaaaaaay2010-02-08 19:16:00

Author:
ARD
Posts: 4291


Wow, this fixes everything one could hope for, and more!

In fact, it fixes too much, I want that invisibility!
2010-02-08 19:18:00

Author:
Rogar
Posts: 2284


I think we better capture some invisible material (preferebly static) and publish this level for others to get FAST!!2010-02-08 19:20:00

Author:
JKthree
Posts: 1125


Am I dreaming? Fantastic news! So I Guess we're getting cake updates? (Strawberry Cheesecake!)2010-02-08 19:34:00

Author:
Fastbro
Posts: 1277


Great update! They fixed many things and added nice little touches. Now creating should be more enjoyable and accesible for everyone.

Can't wait to check it out.
2010-02-08 20:06:00

Author:
Lleonard Pler
Posts: 277


Out of all put together, my favorite is
autosaving after corner editing session
but this could be bad too....
what if the game freezes during auto save? 0.o
2010-02-08 22:00:00

Author:
Spark151
Posts: 801


I think we better capture some invisible material (preferebly static) and publish this level for others to get FAST!!

But then when you go to edit the material for use in your level it'll just become visible then. Unless you're happy using blocks and triangles and circles and whatnot that you won't be able to see so you might have invisible barriers floating around your level. *shrugs*

But man, aside from the invisible material fix everything in this update is absolutely fantastic! O_O (And who knows, maybe the invisible material fix was to help with stability. *shrug*)

But yeah, it'd be awesome if they added an improved invisible setting for material so you can still see it in edit mode but not in play mode.

Well in any case... if the update "fixes" material that was already set to invisible then I've got some changes to make on my next level.
2010-02-08 22:14:00

Author:
SirPaper
Posts: 150


This is AMAZING! Thanks for the news!2010-02-08 22:25:00

Author:
PokerPolo
Posts: 13


So I Guess we're getting cake updates? (Strawberry Cheesecake!)

Can't wait for a Baked Alaska update!

Anyway, this sounds fantastic. I'm looking forward to the update
2010-02-08 22:26:00

Author:
Frinklebumper
Posts: 941


next? PSP WATER!2010-02-08 22:42:00

Author:
kodymcq
Posts: 281


Has anyone tested if you can capture entry points?2010-02-08 23:12:00

Author:
rimmonhouse
Posts: 15


This is HUGE. Awesome stuff here!2010-02-08 23:56:00

Author:
Taffey
Posts: 3187


Yes! I think that fixed pretty much everything.

It is sad to see invisability go, though. That bug was actually useful.
2010-02-09 00:40:00

Author:
Darth J464
Posts: 343


It is sad to see invisability go, though. That bug was actually useful.Ya, I hope currently invisible objects don't suddenly become visible... I'd have to rework a few things on my current level. Argh.2010-02-09 01:13:00

Author:
Taffey
Posts: 3187


is it available in the uk yet? It's saying I curerntly have the most up to date version and I haven't updated it for about 2-3 months2010-02-09 01:38:00

Author:
Pete1991
Posts: 225


Just Wow! This is great! But i am also worried about that autosaving. Actually i wanna be the one who decides when my work is saved...2010-02-09 06:52:00

Author:
Arrestor
Posts: 363


Time to go back to my psp level i was making i was waiting for alot of fixes2010-02-09 07:17:00

Author:
jump_button
Posts: 1014


is it available in the uk yet? It's saying I curerntly have the most up to date version and I haven't updated it for about 2-3 months

You have answered your own question....

Give it time, wait until tonight at least before you start asking where the update is if it's still not out.
It is Tuesday still after all.
2010-02-09 08:16:00

Author:
mnimmo1986
Posts: 552


Hey, this sounds awesome!

A shame we cant test it yet, the servers are still down for me.
Oh well, ill try again in the evening.
2010-02-09 10:32:00

Author:
Barzano
Posts: 22


Update is now LIVE, and weighs in at 14mb.2010-02-09 11:18:00

Author:
mnimmo1986
Posts: 552


Could you check if premade invisible stuff is still usable and publishable?2010-02-09 11:38:00

Author:
Rogar
Posts: 2284


Could you check if premade invisible stuff is still usable and publishable?

I tried a level that mentioned the invisible stuff... and they are still invisible. (Well the bits that are meant to be anyway)
Not sure about publishable, since I didn't save any.

NOTE: This update also modifies your save... so if you somehow lose/delete your update file, this new modified save will NOT work with anything less than the 2.03 update.
(Sounds like a ploy so that you cant then remove the update to re-make any of the fixed glitches, without restarting over again)


After installing, you are greeted with the language screen (now Red) and then these two notifications:
"This update will modify your LittleBigPlanet™ Save and Install Data. Modified Data will only be compatible with the latest LittleBigPlanet™ Update.

Press (X) to continue
Otherwise quit to the XMB™ menu."

AND...

"Always ensure that your LittleBigPlanet™ Memory Stick™ containing the LittleBigPlanet™ Update is inserted before launching the game."
2010-02-09 11:52:00

Author:
mnimmo1986
Posts: 552


I haven't been able to detect any useful increase in the capturable object size yet, that was pretty much the main thing I was looking forward to...2010-02-09 12:39:00

Author:
SalieriAAX
Posts: 421


Well, it's time to put my scientist coat back on and do some experimenting it seems.

I'll be looking at the material shifting bug, capture limitations and wobble bolts angles in this update.
2010-02-09 12:44:00

Author:
Gilgamesh
Posts: 2536


Thanx dude!2010-02-09 12:50:00

Author:
Unknown User


Could you also try emitting emitters that emit emitters? but dont crash your psp 2010-02-09 12:51:00

Author:
Arrestor
Posts: 363


All these fixes and new features...

I am glad now that the PSP game is starting to get some recognition, eh? But we still need PSP equivalents of the Paintinator and Water...
2010-02-09 13:07:00

Author:
Beed28
Posts: 200


Could you also try emitting emitters that emit emitters? but dont crash your psp

Emitting an emitter (on an object), that also emits an emitter (on an object) works fine.
2010-02-09 14:13:00

Author:
mnimmo1986
Posts: 552


Hehe yes i did that too.2010-02-09 14:36:00

Author:
Arrestor
Posts: 363


I haven't even messed with create since I got the update, and I am already blown away by the improvements. The things outside of create are small, but the make a HUGE difference for me.

For instance:
1) When you hover the cursor over a level, it displays the number of plays and hearts in a much better fashion. Before, the plays actually bled off the right hand side of the screen, so you actually had to select the level to see the plays. Now there is a third row in the display, so the hearts and plays are in a place where you can see them just fine. Also, I assume that this will fix the issue where if a level has over 9,999 plays, then it couldn't display the first digit (I haven't tested this though).

2) When you are logging into the server to check level status or search for levels, you get a status bar to show how far along you are in the loading process.

3) There are A LOT more levels displayed on any given screen. There are so many levels on Page 1 of highest rated now, that levels that were on page 3 of highest rated before are now on page 1. This applies to every category I think (Highest Rated, Newest, Most Hearted, etc...). I absolutely love the fact that more levels are on a page, because before there were so few levels that I would be constantly flipping pages if I wanted to check out what levels were in a certain category.

4) Last but not least, the NA servers actually updated the "Featured Levels"!!! Woo-hoo! We get updates too now

I will be interested to find out what you guys figure out about the changes to Create Mode. I will be creating, but I won't be going through and meticulously checking things like some of you will
2010-02-09 15:01:00

Author:
amazingflyingpoo
Posts: 1515


I haven't even messed with create since I got the update, and I am already blown away by the improvements. The things outside of create are small, but the make a HUGE difference for me.

For instance:
1) When you hover the cursor over a level, it displays the number of plays and hearts in a much better fashion. Before, the plays actually bled off the right hand side of the screen, so you actually had to select the level to see the plays. Now there is a third row in the display, so the hearts and plays are in a place where you can see them just fine. Also, I assume that this will fix the issue where if a level has over 9,999 plays, then it couldn't display the first digit (I haven't tested this though)

Certainly seems ok.

Just had a look at the top hearted list, and I can see that SuperSackball has 23480 plays currently clearly.

Also stolen this for my patch details thread
2010-02-09 15:09:00

Author:
mnimmo1986
Posts: 552


Well, from basic experimenting so far, I can confirm that the capure tool's original 19 object limit has effectively been removed or greatly increased. I'll continue to try to get the exact number, but it seems to be a very high number (I'm up to 70 static rubber squares).2010-02-09 15:31:00

Author:
Gilgamesh
Posts: 2536


The glitch with detaching switches(it'd delete the whole object). You can't scale/detach bits from your captured objects either.2010-02-09 16:19:00

Author:
Unknown User


I'm about to turn on my PSP now!!! Anticipation!2010-02-09 16:21:00

Author:
Fastbro
Posts: 1277


Ok, I have run into a pretty big change that may not be easy to notice but I am 100% positive that it's there. For anyone who has played my level "Lost at Sea", you would know that it suffers from a bit of lag throughout the ENTIRE level. There were a few seconds here and there that had no lag, but it really chugged for at least 95% of the level (if not the whole time).

Well.... I decided to give it a play, and I was pleasantly surprised to find out that the level runs almost perfectly with no lag. When there is a lot going on (like a wave coming at you in the boat part), the level chugs for maybe a second, but except for that, it is smooth sailing. I REALLY did not expect this to happen.

Oddly enough, I also noticed something else really odd with the level. Near the half way point in the level, you jump off of a cliff edge and grab something, and when you grab it it causes the cliff to break and fall. This worked every single time. I MEAN EVERY SINGLE TIME. Like, it never ever didn't work. It was a simple case of disappearing material going away, and it was triggered by the grab switch that you are pulled off the cliff with. Anyway, now the cliff NEVER collapses???!!! I have no idea why the update would change this, but I am 100% positive that something in the update changed something that caused that part of the level to not work (and it also took the lag away).

The good part is that it isn't a big issue, I just wish that that part worked since it was sort of a climax point in the level, and now you just hear the cliff breaking, but nothing happens...

Anyway, I decided to really test out the lag and see if it was fixed, so I checked out FULLGORR's Euphoric Physics. Well, it turns out the lag isn't all fixed, because that level still chugs from what I can tell (I only played for about 30 seconds).

So it would seem that lag has been fixed a little (or in some cases), but certainly isn't gone for good. Also, it would seem that something in the way levels worked has changed, so hopefully all of our old levels are still functional.
2010-02-09 17:17:00

Author:
amazingflyingpoo
Posts: 1515


Anyway, I decided to really test out the lag and see if it was fixed, so I checked out FULLGORR's Euphoric Physics. Well, it turns out the lag isn't all fixed, because that level still chugs from what I can tell (I only played for about 30 seconds).

So it would seem that lag has been fixed a little (or in some cases), but certainly isn't gone for good. Also, it would seem that something in the way levels worked has changed, so hopefully all of our old levels are still functional.

Was about to say give that level a go.

I'll be playing through that level fully now, just to see if there is any difference.

EDIT: Played the level, but still lags as I'm used to so didn't seemed changed at all for me.
2010-02-09 17:23:00

Author:
mnimmo1986
Posts: 552


Oh man... I'd better make myself a pile of invisible walls before I download the update. :eek:2010-02-09 17:31:00

Author:
Taffey
Posts: 3187


You should all check out your published levels! My level "Dream or Reality?" is totally messed up... (some materials changed shape in an chaotic way, the rocket-ride after the spiral can get stuck, mechanisms are activated at the start of the level but they only should after activating a grab switch...) I cant describe how angry and disappointed i am cause this happens now as the level is featured...
I`ll check out my other levels now...
2010-02-09 17:56:00

Author:
Arrestor
Posts: 363


Sad to hear that Arrestor. I better check on my ones!2010-02-09 18:08:00

Author:
Fastbro
Posts: 1277


I'm playing my levels now, and things have definitely changed. In The Right Stuffing, the area where you press a button to see your space flight license is broken. The license is visible as soon as you enter the room instead of being activated by the button. It's not the end of the world or even worth a republish, but the joke is spoiled a little and now there's just a button in the room that doesn't do anything. Hrm.2010-02-09 18:12:00

Author:
Taffey
Posts: 3187


Okey dokey, I was working on a pinball mechanism because I have been trying out different things since I was so interested in Arrestors new level, and I saved it and then backed out. When I loaded the level again, it had MAJOR issues. The plunger that was supposed to shoot the ball up was supposed to start in the fully contracted mode (so the piston was unextended), and when the player grabs something it would extend and shoot the ball up.

Well, when I loaded the save, the piston was where it was supposed to be, but when it was activated it would go the opposite direction, meaning it would pass through the object that it was connected to and sort of break the way that pistons even work in the game. This didn't just happen to that piston, EVERYTHING IN THE LEVEL WENT BACKWARDS! The flippers and all other pistons were backwards. This is really starting to scare me.... Obviously, I don't really care that the level was broken because it was a stupid demo, but it proved that things are very unstable in the create mode now, plus, we are seeing that levels that seemed to be completely fine and already published are breaking for no apparent reason (we have already seen three cases of this with "Dream or Reality" by Arrestor, "The Right Stuffing" by Taffey, and "Lost at Sea" by me (amazingflyingpoo) ).
2010-02-09 18:14:00

Author:
amazingflyingpoo
Posts: 1515


I've passed this on to Cambridge so they are aware of the issue!

In both Scorching Scamper and Calamity Construction the magic mouth cut scenes don't work. That's the only problem I've found with mine.

However in Clambering Crawlway there has been a fix. The spinning platforms when coming down only ever spun once when they should spin twice, but they worked fine when going back up. They now spin around twice going up and down.

EDIT: The reason my magic mouths don't work is because they have been disabled if no text is in them (so you can use them as decoration). But I was using it as a cut scene and nothing else. It's not a major issue as in future you can just put a full stop in them if you only want the cut scene. But equally if you only wanted to use it as decoration you could have just wire up a mag switch that can't be triggered. Seems like they didn't really think that one through!
2010-02-09 18:19:00

Author:
jackofcourse
Posts: 1494


Hmmm this is troubling news, I'll be checking my level for any anomalies when I get back to my PSP.2010-02-09 18:20:00

Author:
Gilgamesh
Posts: 2536


I finished playing through all my levels and encountered no major problems. I was really holding my breath during the SNAFU section of Armagadder because it was not only problematic, but the mechanism is constructed entirely of dissolve material and connected with rods. Miraculously, it works fine and even the half second of mid-flight slow down I experienced before was gone.

I did however come across two other spots in my levels that are the same problem. Apparently rockets set to zero or low thrust no longer make smoke. The second rocket test in Apollo 13.5 and the shuttle in Armagadder no longer have smoke effects when they used to. As before, very slightly disappointing but overall not level-breaking. I consider myself quite lucky in this regard - I hope we don't find too many major problems in other levels.

I'm going to start replaying some of the community levels from the Showcase forum and see if I find any issues. I'm sure not all the creators around here are (yet) aware of these issues and/or may not have the chance to test their levels right away.
2010-02-09 18:37:00

Author:
Taffey
Posts: 3187


It's a shame that republishing wiping all your plays and hearts etc.I guess this is a time when the game could really do with that feature.2010-02-09 18:57:00

Author:
jackofcourse
Posts: 1494


I initially thought that the issues may be involved in high tech areas of levels when too much is going on, but I'm not so sure that that is the case. All the really technical junk in "Now and Then" and "Lost at Sea" seem to work just fine (I was SOOO thankful that "Now and Then" seems to have no signs of change whatsoever! If a single magic mouth had stopped working like Jack experienced it could have made the level unplayable because the player wouldn't know what to do!). I am just plain confused where the issues even lie.

It seems that there is not real obvious solution. Here is what I have heard so far:
1) Rockets don't give smoke: Rockets with low or no thrust don't emit smoke anymore: Seen in "Apollo 13.5" and "Armagadder" by Taffey
2) Dissolve material issues: Dissolve material which holds up dynamic objects dissapears but the dynamic objects do not fall as seen in "Lost at Sea" by amazingflyingpoo
3) Magic Mouths Don't Talk: Seen in "Scorching Scamper" and "Calamity Construction" by jackofcourse
4) Materials Change Shape: Seen in "Dream or Reality" by Arrestor
5) Grab Switch Activated Mechanisms aren't working correctly: Seen in "Dream or Reality" by Arrestor
6) Button Issues: Button is activated before being pushed when it shouldn't be: Seen in "The Right Stuffing" by Taffey

Lastly, I have also seen firsthand that after publishing a level, all of the pistons and bolts can go completely berserk. This could have been due to saving, but I had already saved a few times and things were fine. I tested the level before publishing and it was good. After the publish, I went into it and it was unplayable and completely ruined. It has nothing to do with inverting issues, something was seriously wrong...

I compiled this list just to show that there doesn't seem to be any one real problem. In fact, it would appear that just about anything could be broken in a level (boy, isn't that encouraging).

[Edit- The magic mouth issue was due to the fact that you need to have dialog in the mouth in order to use it for a cut-scene. So, everything seems good for magic mouths]
2010-02-09 18:59:00

Author:
amazingflyingpoo
Posts: 1515


[Edit- The magic mouth issue was due to the fact that you need to have dialog in the mouth in order to use it for a cut-scene. So, everything seems good for magic mouths]

Yeah I edited that back into my first post.

I'm sure there is a logical explanation for this and it's not just that the patch is 'broken'. Will post more when I find out.
2010-02-09 19:02:00

Author:
jackofcourse
Posts: 1494


Hmm, not in a hurry to download this patch, now... I hope they undo the invisibility fix and the rocket smoke change while they're looking at stuff. 2010-02-09 19:08:00

Author:
Rogar
Posts: 2284


I'm really scared that my level I'm currnetly working on is going mess up. Crossing my fingers and backing up data.2010-02-09 19:55:00

Author:
Fastbro
Posts: 1277


I don't believe it is that the patch is 'broken'. It is more likely that the way create mode was before wasn't right, and the workarounds which we have all been using to circumvent certain issues, are now the problem.

Basically, the parts of the levels that are now broken, are actually working as they should be, and were broken before. It's just that they were broken in a broken editor, and two negatives equal a postive!

Obviously that doesn't make it right, and I don't really know what could/can be done to avoid/fix the issues.
2010-02-09 20:00:00

Author:
jackofcourse
Posts: 1494


Ok, more piston weirdness discovered.

In my new level I have an off-screen mechanism with a simple block on a piston that constantly moves, the purpose of which is to initiate the intro sequence when a player starts the level. This piston was working fine immediately after the update, but then freaked out and started pulling the block into the material it was attached to - in other words the minimum piston length was acting as though it was -10 or something.

So, I try to delete the piston and all I can do is pick it up. I have the piston attached to my popit cursor and can't get rid of it. I can't delete it (pressing triangle or circle only makes the "crunch" noise but the piston doesn't go away) and I can't reattach the piston anywhere. I save the level and attempt to exit, at which time my PSP crashes. I reload LBP and my level... and here's the freaky part. There is no piston, but the block is still moving as though it is attached to one. Additionally, it is now moving properly. There is no piston there because I cannot select or tweak it. Somehow the block "remembered" the motion of the piston even though the piston is gone.

I'm now testing the rest of my level to see if any other pistons have freaked out on me.


Edit: Okayyyyyy... My level has mysteriously lost one whole tick on the thermometer for no apparent reason. I really don't like that.

Edit #2: MAJOR piston problems now. As amazingflyingpoo mentioned, seems all of my pistons are working backwards. More specifically, the old maximum is now the minimum, and the new maximum is apparently the difference between the original values added to the new maximum. Example: Piston was originally set to min 10 and max 50. New values are min 50 and max 90. Plus, the motion of the piston seems to have been set to backwards. Gah, there goes a whole day down the toilet of fixing pistons!
2010-02-09 20:19:00

Author:
Taffey
Posts: 3187


You can create teleporters!!!!!! Officially confirmed: entry points can be captured and emitted!2010-02-09 20:44:00

Author:
rimmonhouse
Posts: 15


Pistons seem to be the main problems with me, and since my level relies on them to select the correct vehicle, this has pretty much broken my level.

In the Garage 2: Create & Compete I've used a platform to select the wheel size. It either takes you up or down. But all the pistons seem to already be 'up' so the only choice you have is to go under it, this is a real shame since it just made it onto the featured levels.

With the 1st one it's not as big of an issue, just sorta takes away from the level a bit. The race line is already 'up' along with the Garage door so people might not know to stop and wait.

I hope this doesn't mean an influx of bad ratings .
2010-02-09 21:00:00

Author:
MattAstr
Posts: 99


Hmm... My level seems Ok, but the thermo seems to have dropped from 3/4 to 1/4. Either they've improved how much you can fit in or my level is death trap waiting to happen!2010-02-09 21:28:00

Author:
Fastbro
Posts: 1277


Hmm... My level seems Ok, but the thermo seems to have dropped from 3/4 to 1/4. Either they've improved how much you can fit in or my level is death trap waiting to happen!Ouch. My guess is death trap... but I hope I'm wrong. 2010-02-09 21:31:00

Author:
Taffey
Posts: 3187


You have to select a object with x before the copy function appears on its tweak menu D:2010-02-09 22:14:00

Author:
Unknown User


This... isn't really making me want to update. XD

[EDIT] Alright, backed up my save file and updating now. In theory if something goes wrong I can just reload my file and go back to a pre-cheesecake state.
2010-02-09 22:24:00

Author:
SirPaper
Posts: 150


That was...fast.2010-02-09 22:48:00

Author:
FreeFlyzz
Posts: 265


Major bug found: triangle won't delete levels2010-02-09 22:53:00

Author:
Unknown User


Well I feel REALLY stupid now, I thought this was PS3. I should read next time...2010-02-09 22:55:00

Author:
FreeFlyzz
Posts: 265


Just checked my levels with the new update.

Woesme Kingdom: Works perfectly.

Level in progress: Works perfectly. (AND the invisible material is still invisible! )

Guess I lucked out.
2010-02-09 23:03:00

Author:
SirPaper
Posts: 150


i live with my mom2010-02-09 23:03:00

Author:
smurficus
Posts: 6


Piston update:

I am still not exactly sure of the nature of the ongoing piston issue, but it seems that only pistons attached to magnetic switches behave normally. All other types of pistons reset their travel ranges upon save and reload of a level.

I did quite a bit of experimenting with travel ranges as well, and it does not appear possible to compensate for the problem. I made a simple elevator that moves up when you stand on it via a directional proximity switch. Save and reload causes the elevator to go down, so I modified the min/max and "backwards" values until the elevator once again behaved properly. The settings were beyond whacked out but the elevator worked again. Following another save/reload the travel range reset again, meaning that pistons appear to continue breaking themselves unless you attach them to magnetic switches.

Can anybody else confirm and/or negate any of my findings?
2010-02-09 23:19:00

Author:
Taffey
Posts: 3187


I did hear lots of people on Gamefaqs were having problems with there piston objects such as elevators. So its not you.

Also about the deleting levels, you can just choose the delete option so you can still delete them
2010-02-09 23:27:00

Author:
JKthree
Posts: 1125


I just Updated an hour ago, and while playing LBP I tried to enter Create mode And VOINKS! The entire psp shuts down without waring.
I was at one Battery and I was Trying to enter My Rocket Test in create mode when it happend.
I was able to boot up right away but I came to the XcrossMediaBar instead of little big planet psp. I wolud like to also state that in previous versions Sometimes when I Went into sleep mode, but came out on the XMB.
The only other thing I had done before this was go to community moon to see how many plays my level had gotten.

But The Update seems nice.
2010-02-10 01:00:00

Author:
starkastor
Posts: 61


Ok, my piston theory was wrong... Magnetic switches seem to keep old pistons from becoming bugged but newly created ones still break.

Because I've already hijacked this thread and don't want to continue to do so, I've created a new piston-specific thread in the Everything Else section: The "Update 2.03 Bugged Piston" thread (https://lbpcentral.lbp-hub.com/index.php?t=22412-The-Update-2-03-Bugged-Piston-thread)

If you're having piston woes, head on over there and post your experiences.
2010-02-10 02:13:00

Author:
Taffey
Posts: 3187


I have something new to add to all this fun. Since I am in China, my day is just starting and I have been asleep for about 8 hours. When I logged onto LBP PSP I noticed that both of my levels had gained about 60 hearts. This is A LOT of hearts for me to gain in such a short time, especially since my levels were only played around 100 times last night.

I'm actually guessing/hoping that this isn't some kind of glitch, but rather that something with the heart system has been fixed. I'm not sure if other authors were noticing this, but levels seemed to lose a LOT of hearts sometimes. There were nights where I would go to bed, and wake up the next morning to find that my level had lost 15 or 20 hearts instead of gaining hearts. I can only guess that this would happen when a player would delete the level off of their download moon, but I highly doubt that this was supposed to actually delete the heart. So, perhaps this was somehow corrected with the patch and when the player signs on now, it gives the heart back? This is complete speculation, but with a lack of H4H'ers on PSP, I couldn't imagine that 100's of people were giving out too many hearts (on the PS3, if you gave out too many hearts it would delete the old ones) so that old ones were being deleted.


I don't believe it is that the patch is 'broken'. It is more likely that the way create mode was before wasn't right, and the workarounds which we have all been using to circumvent certain issues, are now the problem.

Basically, the parts of the levels that are now broken, are actually working as they should be, and were broken before. It's just that they were broken in a broken editor, and two negatives equal a postive!

Sorry I am so late to replying to this, but it was bed time for me when I made the last post...

Anyway, I am not so sure I can agree with this, because all the workarounds that I know of were completely normal. Is there a work around that you can think of that would cause this? I can think of issues that might be affecting levels, for instance, Arrestor says that "Dream or Reality" has objects changing shape and such. Could this be because he had objects intersecting, and the patch fixed some of the intersection detection (because, as most creators know by now, the game has some major issues with letting you make edges intersect).

But I still don't understand how this could cause some of the major issues that we are noticing since the fix like:
Pistons Moving Backwards - This has nothing to do with wrong settings made by the player. These pistons are doing things that should not be allowed with in the bounds of the game (going through the object they are attached to).
Dynamic Objects Floating - After disappearing material which is holding up dynamic objects disappears, the dynamic object floats unless sackboy touches it.
Buttons Going Crazy - Buttons are not activated before being pushed, even though the they were perfectly fine and had the right settings for the last month or so.

I think that things like the Rockets not giving smoke and such are just fixes (like the Magic Mouth that you mentioned) that were meant to change, but those other issues I just mentioned I'm not so sure are due to settings that the author made. I am certainly not saying you are wrong, I am just confused I guess.
2010-02-10 04:19:00

Author:
amazingflyingpoo
Posts: 1515


Major bug found: triangle won't delete levels

For me it's not a bug, because you can press cross, you enter in the menu level and you choose "delete"....It's a bit more longer to do that but it's works..
2010-02-10 08:24:00

Author:
Zyp
Posts: 15


I checked my Treasure Hunter level right now and find only several small problems:

1. some motion detector switches that was invisible now is visible.
2. Door from caves into castle, that connect on bolt now opens just after loading level.
3. Only one door on pistons, that mus be closed become open on level loading- in place, where buttons must be switch on by falling blocks.

Except this bugs everything after patch works fine on my level. This bugs don't do level unplayable and adventure can be finished. So I think, that fixing that problems is unnecessary.

Today I will check some others downloaded levels for some new bugs.
2010-02-10 08:36:00

Author:
Domik12
Posts: 838


On a happier note, I was messing around in create and I noticed that Rewind and Fast-Forward seemed to work much better.2010-02-10 08:52:00

Author:
amazingflyingpoo
Posts: 1515


What a disaster. I'm too scared of updating the game and discover that my levels don't work anymore...

EDIT: I've just read on GameFAQs that after the patch, the scoreboard of "The Shipwreck of Captain Skull" doesn't activate anymore, so you can't finish the level. Just when the level is featured. How great is that.

Now I have to try to fix that with a 100% thermo, and if I succeed, then republish it, losing all the data of scores, plays & hearts. (When will they solve that, by the way?)

I can't understand why they didn't make a separation: levels pre-patch are kept as they were, levels post-patch can benefit from the changes.

It's getting annoying that EVERYTHING Sony Cambrigde does for this game causes problems: the bugged editor, the delayed limited edition, the wrong or incomplete DLC packs, the troubling patches...
2010-02-10 10:04:00

Author:
Lleonard Pler
Posts: 277


Lleonard Pler, I replayed just now "The Shipwreck of Captain Skull" and I have found this bug. As I understand we have it just because this piece of patch:
"Scoreboards only check above the base for Sackboy?s presence, previously it was possible to trigger them from below."

It is very sad that so good and well done level after patch can not be finished.
2010-02-10 10:46:00

Author:
Domik12
Posts: 838


Did this happen in the PS3 after each patch? I don't think so, never heard any complains.

Like I said, it's absurd making a retroactive patch if that means breaking already published levels. Didn't they think about this obvious possibility?

When I get back from work, I will check all my levels. Fingers crossed. As for the Shipwreck one, will try to fix it. If I can't, I will delete it as a sign of protest.

Because certainly, this is very discouraging. What's the point on spending three weeks creating a level if a new patch will break it? Not to mention the fact that republishing a level means losing all its data. Sometimes, it looks like Sony Cambridge is boycotting their own game, forcing us to create in PS3 instead of PSP.
2010-02-10 11:01:00

Author:
Lleonard Pler
Posts: 277


I can't understand why they didn't make a separation: levels pre-patch are kept as they were, levels post-patch can benefit from the changes.

Because it's not possible, the level itself is just coding that gets it's info on how to work from the game data.

If the game data changes, so does the level and how it works.
If you wanted to play the level in a 2.02 patch state its has to be done so with the 2.02 data.

Like if I were to delete the updates and managed to play the game without the patches the levels would play as they would before any of the changes that 2.01 made.

It's not the levels that change but the data that makes them work has changed you can't specify which are to change and which don't, because the data for the game is all coming from the same place.

It's either all or nothing in cases like this.
2010-02-10 11:31:00

Author:
mnimmo1986
Posts: 552


Did this happen in the PS3 after each patch? I don't think so, never heard any complains.[...]

There were reported cases of invisible Dark Matter disappearing from levels (making parts of the level fall) after a certain patch on the PS3. A long time ago I also discovered that one of the patches broke the boss in a level I had published a long time ago. So yes, it does happen on the PS3 as well.
2010-02-10 12:19:00

Author:
Gilgamesh
Posts: 2536


I guess you are right.

The main problem is that they rushed to release the game despite the Editor was unstable and full of bugs. They should have worked more months on it, but I guess they wanted to have the game ready for Christmas. If this is the only solution they can find now, then maybe not releasing a patch would have been better.

Because it's very unfair for the players & creators that after 4 months left alone struggling with the Editor, now we find that our levels don't work. My three weeks of work go to waste because the game wasn't finished when I payed 40 € for it. (And if my other 3 levels don't work either, then it will be 8 wasted weeks of work.)

This is so discouraging...
2010-02-10 12:21:00

Author:
Lleonard Pler
Posts: 277


I commented on this in your other thread.2010-02-10 12:56:00

Author:
Arrestor
Posts: 363


Just for curiosity: do the story levels still work fine?

Sometimes I wonder how did they manage to create them with so many bugs in the Editor...
2010-02-10 13:00:00

Author:
Lleonard Pler
Posts: 277


Did this happen in the PS3 after each patch?

I recall there were some problems with the MGS patch, and there was profile corruption which caused many people to lose a level. My profile got hit, too, and I barely played until it got fixed in some patch in June, for fear of losing my work (and rightly so because the fix deleted the costumes and aced levels I got since the corruption).


Because certainly, this is very discouraging. What's the point on spending three weeks creating a level if a new patch will break it? Not to mention the fact that republishing a level means losing all its data. Sometimes, it looks like Sony Cambridge is boycotting their own game, forcing us to create in PS3 instead of PSP.

I don't know what other games Sony Cambridge is working on, but I don't think it's LBP PS3. That is done by Media Molecule.
2010-02-10 13:09:00

Author:
Rogar
Posts: 2284


Oh my god, better check out my Levels... Hope im lucky...

Edit: Awesome! Quest for the Crown cant be finished anymore and the Level im currently working on is messed up, too! This seriously sucks! they need to do update 2.04 as soon as possible! Otherwise the game seems pretty much unplayable...
2010-02-10 13:21:00

Author:
Barzano
Posts: 22


Well, I'm kind of relieved. My other 3 levels work fine despite the patch. Some minor problems here and there (one emitter that doesn't emit, a thin piece of material that wasn't there, switches that sometimes need to be pushed twice, winches that don't work as intended...), but fortunately nothing that breaks the levels.

I only have to fix the scoreboard of "The Shipwreck...", I'm still thinking of a proper solution.
2010-02-10 14:39:00

Author:
Lleonard Pler
Posts: 277


Well, I'm kind of relieved. My other 3 levels work fine despite the patch. Some minor problems here and there (one emitter that doesn't emit, a thin piece of material that wasn't there, switches that sometimes need to be pushed twice, winches that don't work as intended...), but fortunately nothing that breaks the levels.

I only have to fix the scoreboard of "The Shipwreck...", I'm still thinking of a proper solution.

Can you set the scoreboard down into the ground a bit? (So that the ship basically "falls" on top of it)

Also if it helps some people were saying their levels had more thermo after the update, but I don't know if that was the update's doing or coincidence. (And obviously if you already checked the thermo in your level then just disregard this.)
2010-02-10 14:52:00

Author:
SirPaper
Posts: 150


Well, I'm kind of relieved. My other 3 levels work fine despite the patch. Some minor problems here and there (one emitter that doesn't emit, a thin piece of material that wasn't there, switches that sometimes need to be pushed twice, winches that don't work as intended...), but fortunately nothing that breaks the levels.

I only have to fix the scoreboard of "The Shipwreck...", I'm still thinking of a proper solution.

I very sorry to hear that you are going to have to go through republishing it again, but I am very happy to hear that the other levels are mostly ok! You had me worried when you said that you might not make another level!

I had a thought that may be dumb, but I have to say it. I'm not sure if anyone has republished a level that is on the "Featured" page yet, but if no one has tried it, then you might want to be a little cautious going into it. Since a republish resets all of the stats, does it consider it a completely new level? Maybe this is already something everyone but me knows about so it is a silly thing to bring up, but I just wanted to make sure that you don't make an even bigger issue when you republish. If it creates it as a new level and deletes the old one, I assume it would not be featured anymore.

Sorry if this is a stupid comment and everyone already knows the answer to it, but I just wanted to make sure that things don't get even more messed up then they already are.
2010-02-10 15:00:00

Author:
amazingflyingpoo
Posts: 1515


I dont think this is stupid. But in my opinion it wont be in the featured levels section after republishing.
But ih think the next question has to be, if you want one of your levels in that section when the level is broken.

Edit: Maybe it will make them think some more of future updates if they notice their featured levels section is half empty...
2010-02-10 15:16:00

Author:
Arrestor
Posts: 363


I know that republished levels are not considered entirely new. I have seen a message in my downloaded levels when it detects that the author has republished their level (after going online), the message said something to the effect of "The author has published a new version of this level, please download it".

What this says to me is that there IS a flag somewhere that identifies a republished level as being republished. Whether the Featured Levels page makes use of this flag or not is anyone's guess however.
2010-02-10 15:22:00

Author:
Gilgamesh
Posts: 2536


I wouldn't remove your level just yet Lleonard. Cambridge may fix it somehow. Anyway, if it does come down to removing it, you can count on me to re-heart it for you.2010-02-10 16:01:00

Author:
Fastbro
Posts: 1277


I don't think that a featured level which gets republished will still appear as featured. But as Arrestor pointed, maybe Sony would be more careful in the future if people saw that even some of the Featured levels are broken or missing because of the patch.

Anyway, I managed to fix the scoreboard section (now it's in the standard position, and the motorboat doesn't crash and activates it). This fixing was easier than I thought. Too bad that after editing the level with the new patch installed, the pistons went crazy, thus breaking all the puzzles of the level. The pistons go backwards, some of them even fly in the air. So, I can't republish the level like this. And I won't spend time trying to fix things that were working just fine before the patch.

I really hope that Sony finds a solution soon. They must realize that these mistakes are killing the community that LBP is all about. The reward after battling for 4 months with the bugs of the Editor, can't be seeing how your whole level breaks.
2010-02-10 16:29:00

Author:
Lleonard Pler
Posts: 277


Hmmm. This update really is bringing up the corrupted profile messages on me, yet nothing actually seems to change... No data is deleted, no progress lost. This has happened to me twice now in one hour. Can this game ever be stable? I mean REALLY?2010-02-10 17:02:00

Author:
FlipMeister
Posts: 631


Update 2.03 announcement from Cambridge:

https://lbpcentral.lbp-hub.com/index.php?t=22446-Official-Statement-from-Cambridge-Update-2-03-Announcement&p=389188#post389188
2010-02-10 18:48:00

Author:
jackofcourse
Posts: 1494


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