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Emitters & Divergence

Archive: 6 posts


I've run into a little snag with my current level, and I am hoping that some of the emitter guru's can help me out. I read a post by comphermc from May where he had a similar problem, but the answer there isn't as applicable to my issue.

I am creating a level where there are randomly emitted "rooms", which will subsequently change the level each time you play it. I was testing with Luos_Desruc this morning, and the level diverged at the exact same point when he and I played it.

The problem is I have played the level with other friends, even overseas friends, and I cannot get the divergence error to repeat.

I'm just wondering if anyone has made any progress on divergence issues, and come up with solutions to this type of situation.
2010-09-09 03:07:00

Author:
RoharDragontamer
Posts: 397


I read a post by comphermc from May where he had a similar problem, but the answer there isn't as applicable to my issue.

Ah. I was going to suggest reading that. IIRC for him it was just a case of tweaking the level until the diverge error went away. Problem is, we don't really know exactly what causes it, so fixing it will necessarily be a case of trial and error.

Current speculation is that, in a multiplayer situation, only the host computer is running the simulation engine, and the results are synchronized to the guest PS3s. The "Game Diverged" error represents a synchronization error from the host to the guests, so the objects aren't in the same places on the guest PS3, and when a guest interacts with an object, and the network message is sent to the host PS3, it gets a little confused and bails out.
2010-09-09 10:44:00

Author:
Aya042
Posts: 2870


Ah. I was going to suggest reading that. IIRC for him it was just a case of tweaking the level until the diverge error went away. Problem is, we don't really know exactly what causes it, so fixing it will necessarily be a case of trial and error.

Current speculation is that, in a multiplayer situation, only the host computer is running the simulation engine, and the results are synchronized to the guest PS3s. The "Game Diverged" error represents a synchronization error from the host to the guests, so the objects aren't in the same places on the guest PS3, and when a guest interacts with an object, and the network message is sent to the host PS3, it gets a little confused and bails out.

If your speculations was accurate, it would seem that there should be plenty of divergence issues, especially when dealing with the some of the complex "zero latency" emitter logic that is out there.

An other odd symptom that occurred is that the object emitted successfully, and was present in the game simulation by the time Luos got to the object. It was when his sack (and only his sack) entered the boundary of the object that the game diverged.

The most frustrating thing for me at this point is that the divergence is repeatable and extremely consistent when I am playing with Luos, who is joining in from the Netherlands (I'm in Pennsylvania, USA), but ONLY when I have played with Luos. I have had friends from New Zealand play test with me, and I cannot GET the game to diverge. Really have no idea how to handle something like that

I'm moving forward with the level, until I can do a little more testing with Luos (or with someone else I can get to diverge with), as I have set up a few test levels with tweaks to see if any of them resolve the issue.

Thanks for the feedback, Aya.
2010-09-09 15:04:00

Author:
RoharDragontamer
Posts: 397


My only thoughts would be to have the rooms start to randomly emmit AFTER you enter the level because I can see how the emmiters could screw up the syncing like aya suggested up there. Though thats all I can suggest since my logic skills are basic as best 2010-09-09 15:05:00

Author:
damaz10
Posts: 771


My only thoughts would be to have the rooms start to randomly emmit AFTER you enter the level because I can see how the emmiters could screw up the syncing like aya suggested up there. Though thats all I can suggest since my logic skills are basic as best

They are emitted after you enter. In fact they are emitted as the first player get approximately halfway through the room prior. The randomizer is a simple spinner with keys that spawn the emitter when a block with keys are extended.
2010-09-09 15:19:00

Author:
RoharDragontamer
Posts: 397


They are emitted after you enter. In fact they are emitted as the first player get approximately halfway through the room prior. The randomizer is a simple spinner with keys that spawn the emitter when a block with keys are extended.
Whoa, I dunno dude, maybe it's just a euro connection issue? Try having someone else from the euro region try to join you and see if that might be it. I sometimes get diverged from a game and it is 90% of the time from overseas players like in europe. Now if you excuse me, I'm going to run to class and try not to be late again!
2010-09-09 15:24:00

Author:
damaz10
Posts: 771


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