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160 Hour Glitch - any way around it?

Archive: 45 posts


Hey guys,

I've run into many glitches over the life of LBP - even the old, "Failed to Load" which ruined a series I was creating.

My last level, "The Dream Catcher" glitched towards the end it took weeks to get back to anything resembling a decent ending.

So, I've heard about this 160 hour glitch, first, what happens?

Second, is there a way around it?

I ask, because I've been doing a lot of beta testing for my new level, "The Dream Catcher II - The Shadow Realm". Now, that I've started building it, I'm worried that it may go over this dreaded 160 hours.

Can I capture what I have created so far and paste it into a new blank level to try and fool the clock? Or make a copy of the level itself?

I'm going to be moving in a couple of months, so I really don't have time for any massive glitches. I'd like to get this done before I move (obviously, my time is limited with the move happening).

Any suggestions?

Thanks in advance all.
2010-07-20 13:25:00

Author:
CYMBOL
Posts: 1230


There are quite a few threads on this already. However a summary..

Easiest way is to never run the level in play mode or at least very little. I only go into play to check gravity, i.e parts falling down when placing new items in the level and adding the decorative facade. Basically, I do all my building and testing in workshops which helps me keep from ever playing the level in create.

If you do run into the glitch.. usually juddery pistions or wobbles that cannot do like .1 - .3 time movements, you can capture the entire level and place it into a new untouched crater on your moon. Have a friend in to help spot the capture and placement. Copying the level will not work as the timeline comes with it.
2010-07-20 13:32:00

Author:
jwwphotos
Posts: 11383


I have been hit by the 160 hour scourge 4 times now. The last time it hit was with Tenement, which I had very rarely unpaused during the creation process, and the few times I did unpause, I would always rewind before continuing to build. By the time it was completed, there would have been no more than a few seconds of accumulated "play time" on the clock, so creating exclusively in pause mode does not guarantee you won't be hit by the bug.

Also, if you are affected and you need to copy/paste the level to a new crater, be warned...it's quite likely that many of your logic connections will somehow disconnect and you may have to replace grab switches that have vanished or reload emitters that have fired off. It's a pain in the butt, but at least it's a better option than losing the level to the bug.
2010-07-20 14:59:00

Author:
Ungreth
Posts: 2130


so creating exclusively in pause mode does not guarantee you won't be hit by the bug.

Really? ? Are you sure? That's the first I've heard of that.
2010-07-20 15:12:00

Author:
Incinerator22
Posts: 3251


I have been hit by the 160 hour scourge 4 times now. The last time it hit was with Tenement, which I had very rarely unpaused during the creation process, and the few times I did unpause, I would always rewind before continuing to build. By the time it was completed, there would have been no more than a few seconds of accumulated "play time" on the clock, so creating exclusively in pause mode does not guarantee you won't be hit by the bug.


I agree. I had to move my last TR level multiple times and by the final move I didn't unpause at all, yet the 0.1 setting had still packed up by the time I came to publish. I've a sneaky suspicion the bug hits faster after every move.

As for disappearing connectors, decorations etc, if you're happy with what you've done so far, I've found it's better to emit the level as you won't lose anything then. The edit-ability goes a bit nuts, but I think you can sort that by smearing a bit of material through a part of it.
2010-07-20 15:32:00

Author:
Kiminski
Posts: 545


Really? ? Are you sure? That's the first I've heard of that.


Yes,Ungreth is quite right. I've had it several times too in proper levels and in my workshops which I have had to completely delete and start over even though I too very rarely unpause except to test something very quickly before rewinding so it seems the bug is pretty random!
2010-07-20 15:33:00

Author:
mistervista
Posts: 2210


I have been hit by the 160 hour scourge 4 times now. The last time it hit was with Tenement, which I had very rarely unpaused during the creation process, and the few times I did unpause, I would always rewind before continuing to build. By the time it was completed, there would have been no more than a few seconds of accumulated "play time" on the clock, so creating exclusively in pause mode does not guarantee you won't be hit by the bug.

True, but as I was saying if you build in workshops most of the large parts as components (i.e whole rooms etc), then you are in the actual level very little. You visit it just to place and move the huge parts into place and to do the final facade and decoration. At least it has worked great my past two levels, both of which took up to 3 months to complete of actual build time.
2010-07-20 16:03:00

Author:
jwwphotos
Posts: 11383


I've reached the 160 hr glitch twice and I was able to copy the entire level at once! Jww just helped me as a spotter to see if I grabbed everything! 2010-07-20 16:05:00

Author:
javi haguse
Posts: 744


Thanks for the tips all.

(I did a search for 160 hour glitch and found nothing).

I'll capture and place in a new crater once in a while. Using a spotter - GREAT idea!
2010-07-20 20:05:00

Author:
CYMBOL
Posts: 1230


Ah yeah.. probably because the site doesn't search for 3 letter words. No biggie. Most welcome!

I wouldn't worry with making new ones once in awhile, just when you see stuff start acting weird. Good luck!
2010-07-20 20:10:00

Author:
jwwphotos
Posts: 11383


Mmm i spent hours just looking at my level in create mode, i dont really care about the glitch
but what does it break?
2010-07-20 22:01:00

Author:
Racroz
Posts: 406


It messes up pistons/wobble bolts. At first, any of them that use a .1s time will simply stop moving. As the bug progresses, any with a .2s time will also stop working, and it just goes from there. I believe Kiminski once described pistons with considerably longer times refusing to work too, but yeah, the earliest sign of it is that your .1s pistons and wobbles stop working.

Some very good advice in this thread--you'd almost think this has been a common occurrence in the community. Anyway, like others have said, spend as little time in the actual level as possible. Build parts in "workshop levels" if you can and make sure to test them once you move them to the new level. As Kiminski said, if any connectors or switches disappear, try emitting the object instead of simply placing it (for some reason, it works better). In the past, Mm has fixed a level for one user by resetting the clock, but I believe most people who've written them since then haven't received a response.
2010-07-21 00:31:00

Author:
Sehven
Posts: 2188


Oh wow, I didn't realize, I always keep my levels paused, just because there's too many things to juggle at once if I leave it in play mode. I have a plane in one of my levels with a propeller I had to set to .3s or it wouldn't move, i thought the whole level was just too complex & that this was the result, I never knew... if MM reset that user's clock then they must be aware of the issue, I wonder why they didn't do some update to get rid of it... maybe they dont' know what its all about either...2010-07-21 04:28:00

Author:
ApeCheese
Posts: 369


if MM reset that user's clock then they must be aware of the issue, I wonder why they didn't do some update to get rid of it...

Yes, they're very much aware of it. It has been speculated by people who know more about programming than I do that it's something fundamental to the game that cannot easily be patched. Something to do with how the ps3 handles calculations with floating points or something so that some rounding errors occur with large values. I wouldn't expect it to be patched in lbp, but I wouldn't be the least bit surprised to see that the problem is fixed or considerably reduced in lbp2. For instance, if you add an extra tenth's place to the counter (meaning, for example, instead of counting hundredths of seconds or whatever, counting thousandths) the 160 hour bug would become a 1600 hour bug, essentially removing the problem--at least that's the way I understand it; if any programmer types know better and can correct me, feel free.
2010-07-21 07:01:00

Author:
Sehven
Posts: 2188


I have never got this man. Idk if im lucky or awesome but this glitch has never happened yet to me.2010-07-22 04:34:00

Author:
WESFUN
Posts: 1336


Maybe it has and you just haven't noticed? I forgot to say about the .1s pistons and such, the glitch affects pistons that run on a continuous cycle or use a one-shot/flipper setting more than they'll affect ones controlled with a directional setting. So if you have a wobble bolt that you turn on/off and it uses a .1s cycle, the glitch will prevent it from moving. A flippered wobble will also refuse to move whether you turn it on/off or use a one-shot signal. A directional signal will still work, though. I'm not sure if the directional ones quit working later or if they never quit working (I've only run into the bug once myself and I didn't do much experimenting with it).2010-07-22 22:08:00

Author:
Sehven
Posts: 2188


nope that has never happened to me and i used .1 sec piston before on my titanic. i must be lucky2010-07-22 22:25:00

Author:
WESFUN
Posts: 1336


I have been hit by the 160 hour scourge 4 times now. The last time it hit was with Tenement, which I had very rarely unpaused during the creation process, and the few times I did unpause, I would always rewind before continuing to build. By the time it was completed, there would have been no more than a few seconds of accumulated "play time" on the clock, so creating exclusively in pause mode does not guarantee you won't be hit by the bug. I agree. I had to move my last TR level multiple times and by the final move I didn't unpause at all, yet the 0.1 setting had still packed up by the time I came to publish. I've a sneaky suspicion the bug hits faster after every move.


Just to reinforce this notion, I've just discovered my current level is broken up to speeds of 0.3, despite creating everything in different craters and only popping in to paste new sections and add some textures in paused mode. It's not played for 1 second, not even played and rewound! I'm absolutely gutted.

I'm now wondering if constant rewinding in paused mode can eventually put the timer out??

I really hope this gets some attention soon, it's doing my nut in! At the very least they need to fix the capture and paste bug.
2010-07-22 23:05:00

Author:
Kiminski
Posts: 545


If there happens to be a level without this bug, then please...clear out the level, make it blank, and publish it copyable. I would love to make a level without pause mode all the time.2010-07-22 23:57:00

Author:
warlord_evil
Posts: 4193


Just to reinforce this notion, I've just discovered my current level is broken up to speeds of 0.3, despite creating everything in different craters and only popping in to paste new sections and add some textures in paused mode. It's not played for 1 second, not even played and rewound! I'm absolutely gutted.
That's awful, I wanted to work around the glitch by building in other craters & only popping in to paste new junk, this is making me go back to thinking that the glitch is related to level complexity & not 160hrs or whatever...
2010-07-23 03:41:00

Author:
ApeCheese
Posts: 369


If there happens to be a level without this bug, then please...clear out the level, make it blank, and publish it copyable. I would love to make a level without pause mode all the time.

Everyone has the problem, it just takes a little while for it to show it's ugly mug.

The really sad thing is it's only the creators who spend months and months building a level that get affected by it. The junk creators on cool pages that whip up a crappy bomb survival in 2 days, will likely never see it.


That's awful, I wanted to work around the glitch by building in other craters & only popping in to paste new junk, this is making me go back to thinking that the glitch is related to level complexity & not 160hrs or whatever...

MM have actually confirmed it's down to the in-game clock and there's no doubt that remaining paused and building away from the main level helps slow it down, but I'm not sure where they got 160 hours from, as it kicks in a hell of a lot faster than that.
2010-07-23 09:52:00

Author:
Kiminski
Posts: 545


Just to reinforce this notion, I've just discovered my current level is broken up to speeds of 0.3, despite creating everything in different craters and only popping in to paste new sections and add some textures in paused mode. It's not played for 1 second, not even played and rewound! I'm absolutely gutted.

I'm now wondering if constant rewinding in paused mode can eventually put the timer out??

I really hope this gets some attention soon, it's doing my nut in! At the very least they need to fix the capture and paste bug.

Are you kidding Kimi?
How's that?
That's a nightmare since I need months to do a level, so if everything goes to hell even if in pause mode, it's better than I already drop what I am doing.
2010-07-23 12:38:00

Author:
OmegaSlayer
Posts: 5112


Are you kidding Kimi?
How's that?
That's a nightmare since I need months to do a level, so if everything goes to hell even if in pause mode, it's better than I already drop what I am doing.

Well others have claimed they've managed to keep it at bay by keeping it paused, so I don't know if I'm doing something else differently that's affecting it, but from what I understand of the bug, It seems feasible to believe that rewinding or altering the time in anyway could help screw things up eventually.

I'm no rocket scientist though.
2010-07-23 12:53:00

Author:
Kiminski
Posts: 545


i think i know a way around it. start a level in create mode. exit it go to a new level make a new item for your level. then copy and put it whare abouts in your level then repeat.2010-07-23 13:19:00

Author:
WESFUN
Posts: 1336


despite creating everything in different craters and only popping in to paste new sections

*Whistle

Thanks anyway.
2010-07-23 13:25:00

Author:
Kiminski
Posts: 545


Just to reinforce this notion, I've just discovered my current level is broken up to speeds of 0.3, despite creating everything in different craters and only popping in to paste new sections and add some textures in paused mode. It's not played for 1 second, not even played and rewound! I'm absolutely gutted.

Oh Gosh, sorry man dudette (No, I don't expect this to help you...)

I guess I'm a lucky *******, because I've never ever faced that glitch... and I don't do anything that you're used to doing ! I'd better start being careful, thanks for all these tips...



Maybe deleting some levels from your moon would help ? If the only thing you do in your level is pasting sections that have been made elsewhere, it can't be about the time you've spent in it... I hope we'll find a solution.
2010-07-23 14:01:00

Author:
Oddmania
Posts: 1305


Well others have claimed they've managed to keep it at bay by keeping it paused, so I don't know if I'm doing something else differently that's affecting it, but from what I understand of the bug, It seems feasible to believe that rewinding or altering the time in anyway could help screw things up eventually.

I'm no rocket scientist though.
LBP is built on Lost island, now I know it


*Whistle

Thanks anyway.

LOL!!!


Oh Gosh, sorry man (No, I don't expect this to help you...)


LOOOOOOOOOOOOOOOOOOOOOOOL
Kimi is not a man Oddmania
2010-07-23 17:47:00

Author:
OmegaSlayer
Posts: 5112


Kimi is not a man Oddmania

That's what I thought, I just wasn't sure
2010-07-23 18:59:00

Author:
Oddmania
Posts: 1305


That's what I thought, I just wasn't sure

No worries dude, neither are 90% of the community.

Lol, they must think I'm a right pansy with my girly avatar.
2010-07-23 22:46:00

Author:
Kiminski
Posts: 545


Same here, but then again, i never worked on a level for more than 25 hours... im no pro creator at all 2010-07-24 02:15:00

Author:
TheOfficialVen
Posts: 155


No worries dude, neither are 90% of the community.

Lol, they must think I'm a right pansy with my girly avatar.

That cracked me up. Anyway, I always thought it was obvious considering your name is KIMinski.
2010-07-24 19:27:00

Author:
Sehven
Posts: 2188


160 hours is wrong. I've just been hit by the bug again, with a level which I only started building last week and which I have kept in pause all the time. Thats around 20 -30 hours creation time at the most. I don't think it relates to how much time you've been building your level or whether you've built in pause mode. It's gotta be something different. I only noticed my logic gates seizing up after I messed around with synch settings on a load of pistons, so I wonder if that could be related. Lucky for me the level was at an early stage and easily captured/pasted to a new crater.2010-07-24 19:29:00

Author:
Ungreth
Posts: 2130


160 hours is wrong. I've just been hit by the bug again, with a level which I only started building last week and which I have kept in pause all the time. Thats around 20 -30 hours creation time at the most. I don't think it relates to how much time you've been building your level or whether you've built in pause mode. It's gotta be something different. I only noticed my logic gates seizing up after I messed around with synch settings on a load of pistons, so I wonder if that could be related.

The level I've been working on only has one moving part so far, just a door on a directional switch, so I don't think it's anything to do with synch. 160 hours is way off though, maybe that's how long it takes for it to max out and go full on juddervision.
2010-07-24 21:19:00

Author:
Kiminski
Posts: 545


Ah, I feel worthless, then. I spend time into my levels even if they are for a contest. I am SURE I should have recieved this bug. Makes me feel like a feeble creator who does not take his time. 2010-07-24 21:44:00

Author:
sackish
Posts: 72


would anyone fill me in about what it is?
Because I have a level set for LBP2 and it has been sitting there for a while (2 months) and I'm worried D:
2010-07-24 22:02:00

Author:
Unknown User


would anyone fill me in about what it is?
Because I have a level set for LBP2 and it has been sitting there for a while (2 months) and I'm worried D:

It's probably fine just sat on your moon, things tend to go wrong while you're creating.

If you want to know if you have it, try placing a piston set to a speed of 0.1 and see if it's able to move.
2010-07-25 09:41:00

Author:
Kiminski
Posts: 545


Yoho... i'v never before heard of this bug before,
and im unsure if i'v ever had it or not

LBP in it self seems always buggy to me one way or the other
so im used to making my levels work by force and messing around
but im unsure i'v ever seen this bug and i have a level that was worked on for about 2 months
its buggy but not in them ways lolz *mew
2010-07-25 11:24:00

Author:
Lord-Dreamerz
Posts: 4261


I had this happen with Sacky Potter right near the end, I noticed it when the wings on the keys stopped moving. But I've never had it since, and I'm a reeeaaaallllly slow creator. It's got to either happen completely randomly, or caused by something other than how long you spend creating...2010-07-25 11:34:00

Author:
Nuclearfish
Posts: 927


I've had it with every single level I've ever made, but I only noticed it a few levels ago as I hadn't needed fast pistons prior to that and everything works fine at slightly slower speeds. Are you sure it wasn't that you just didn't notice?2010-07-25 11:57:00

Author:
Kiminski
Posts: 545


I'll go through my levels today and put some 0.1 pistons in and see what happens. 2010-07-25 12:07:00

Author:
Nuclearfish
Posts: 927


Are you sure it wasn't that you just didn't notice?

if your talking at me, all my levels work,

tho im pertty messy while making my levels
but i don't beleve my levels have stoped working yet
and the level i'v been working on right now i have just set
there in the level for days going on and off making stuff
and i'v been doing this for over a month with this level >. > *mew
2010-07-25 12:17:00

Author:
Lord-Dreamerz
Posts: 4261


I'll go through my levels today and put some 0.1 pistons in and see what happens.

Cool, cheers! I'd be interested to hear if you have managed to avoid it, although I'm not too sure how well I could take that news that it may only be affecting a few of us lol.

@ fumetsusozo See that's the thing though, the level doesn't actually break until the bug is in a really advanced stage. The first sign is that any pistons/bolts you have moving as fast as 0.1 will stop moving, so unless you've used connectors with those settings, you'll have no idea.
2010-07-25 12:19:00

Author:
Kiminski
Posts: 545


Okay, I was wrong!

Once Upon A Sackmas Time - 0.1 doesn't work
Spiralizer - fine
Tumblerizer - fine
Paint Rate Monitor - fine
Clockworx - fine
Stickeristix - fine
Deflectorball - 0.1 doesn't work
Sacky Potter - fine (yet killed the level before)
Sacky Potter Costumes - 0.1 + 0.2 don't work

A new level I'm making also doesn't work at 0.1.


So, looking at which levels it affects, it DOES seem to be to do with how much time has been spent creating (in this case at least). All my survival challenges and stuff which only took a few days to make are unaffected.
2010-07-25 12:39:00

Author:
Nuclearfish
Posts: 927


Cheers NF. Well at least it's not me then lol.

TBH, I think most people have probably had it at some point, but it goes unnoticed due to the conditions required to see it.
2010-07-25 12:50:00

Author:
Kiminski
Posts: 545


so unless you've used connectors with those settings, you'll have no idea.

hmm interesting, come to think of it i'v been working in 3 different levels in my moon
that will be put together as one level later i forgot yoho! x3 i do this because
like i said im messy so as not to lose things and keep everything clean
i work on different parts of a level in different moon holes, heh guess i'v just been lucking out xD *mew
and yes i do have stuff set to 0.1, not a lot tho as that at that speed seems to be buggy
so like when i put little bit of gas on a piston it goes so fast it won't even hit you and other
stuff thats wired like that so i don't go 0.1 much for anything not even in my logic much *mew
2010-07-25 13:34:00

Author:
Lord-Dreamerz
Posts: 4261


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