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Help resolving the 'lower left sackboy arrows' icon... (SOLUTION FOUND))

Archive: 5 posts


I'm finishing up testing a level I've been working on, and I've recently noticed a major increase in the 'loading' icon that pops up periodically in the lower left corner of the screen (sackboy with two arrows spinning around him). It pops up and causes a slight stutter almost every time I hit a score bubble (all bubbles except emitted ones are glued down).

I'm running about 75% thermo. 120 or so score bubbles are marked with a key so a switch knows when they are all collected. I have plenty of logic also. I have three instances of the Logic Pack randomizer.

I have tried copying the level and removing the three randomizers and the switch that detects the prize keys, but neither had any effect... I still get the loading icon and slight stutter.

My concern is that if I am seeing this now from local HDD, how will it behave online? Any thought on what I can do to lessen it? Any particular things that cause it more than others (should I use rod/winch toggles instead of emitter toggles, should I avoid spawning keys to activate timed switches, etc.)

I'm at a point where I may start looking back of the logic and see if I can simplify it... but I'm not even sure if the logic is the issue... (I just deleted every bit of logic as a test and it is still occurring).

Too many objects? Stickers? Sounds? Lights?

Thanks...

SOLUTION FOUND: See following posts...
2010-07-05 19:09:00

Author:
SledKnight
Posts: 93


Don't worry about it, you can't get rid of that icon, that's supposed to happen.

And if it slows down a little, unles the people get a lot of lag, it shouldn't matter much, so that too, don't worry too much about it.

Altho what may be causing that could be a lot of lights and/ or decorations, so if you got a lot of those i might reccomend removing them if you want 0 slowdown.

Hope that helps!
2010-07-05 19:25:00

Author:
Silverleon
Posts: 6707


Thanks Silver, but I actually found the cause... get ready for this one:

I only noticed it recently, and I kept trying to think about what I had added. There was once section of logic that I didn't delete in my other tests (its the intro logic). I decided to delete that part and the issue went away... I was like... huh? So I started looking at that logic... nothing major. 13 block of DM, 20 cameras, 20 keys, 20 switches, a handful of dissolve rods and pistons... so what was the catch? I started it running in create mode and after the gas emitted to spawn me to the actual 'start' location, i flew around to check it out and notice a piston running back and forth every 1.5 seconds. It was the switch that turned the last camera prior to gassing full on, which also attached to the piston that moved the key over to trigger the next spawn and gas the captive sacks...

... so every 1.5 seconds this key was re-activating the start point (I only have the one, plus the intro), and it was emitting a block of gas. That's it. Okay... needs fixed anyway...

... so I added a new switch next to the one the activates to fire the camera and the piston. I left the original to 'on' and hooked to camera. I changed the new one to 'direction' and wired it to the piston instead, so that gas and checkpoint would only trigger once. Viola! Problem solved.

That one alteration eliminated the entire hiccup. I don't know if it was the repeated checkpoint triggers or what, but eliminating that one logic bug also eliminated the stuttering that I was seeing. It plays wonderfully smooth now.

Moderators, I wouldn't mind seeing some input on why that small alteration fixed the issue, but after that, this thread can be locked.
2010-07-05 19:54:00

Author:
SledKnight
Posts: 93


I had a problem with a small piece of logic that when activated would completely crash the players PS3! it was in my original key vault level on my old account. As soon as a correct code was activated, the PS3 would freeze and would need a hard reset. And it didn't just happen to me. Anyone playing it online had the same problem! So after a bit of investigation, I deleted one state switch made up of 3 pieces of glass, 3 pistons and 1 piece of dark matter, and replaced it. That fixed the problem.

Shows how tiny bugs can have a huge effect.

EDIT: Actually it seems that your problem was caused by a constant action being repeated constantly, not a bug I dont think..
2010-07-06 01:31:00

Author:
R0GUE--Elite
Posts: 118


Not a bug, per se, but I find it interesting that it caused such a huge performance hit (by just emitting one gas object and setting a checkpoint every 1.5 seconds).2010-07-06 02:34:00

Author:
SledKnight
Posts: 93


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