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LBP1 Glitches in LBP2

Archive: 16 posts


So I just got some info that I had not thought of before. A friend told me that some glitches from LBP1 will be fixed in LBP2 and thus previous LBP1 levels will not play right if they used any glitches. I'm currently using the thin gas glitch in my new level.... and am now wondering....is there any truth in this? Anyone know for sure if using glitches in LBP1 levels renders them unplayable in LBP2?

(Btw, Sorry if this has already been discussed somewhere, but I couldn't find it)
2010-09-18 15:50:00

Author:
Lockstitch
Posts: 415


No one can say for sure at the moment, probably not even Mm can say for sure what will work and what won't.

The only thing you can do is just hope for the best and when it comes out just fix any problems with your previous levels.
2010-09-18 16:04:00

Author:
Doopz
Posts: 5592


Didn't know thin gas existed -.-
I hope it's a normal thing in LBP2 so it can be used for decoration, not just death.
I'm worried about the the backwards compatibility of LBP2 though. MM makes it sound simple and that level will be better in LBP2.....but thats after you have to redo things and tweak a bunch of things it seems.
Who knows what glitches won't work but also normal features that won't due to changes. What if one of the old glitches people liked to use does work in beta, would they report it as a bug.... lol
2010-09-18 21:01:00

Author:
Nattura
Posts: 86


I'm pretty sure that MM wouldn't do something like that, so yeah, it's probably compatible. 2010-09-19 00:58:00

Author:
X-FROGBOY-X
Posts: 1800


Didn't know thin gas existed -.-
I hope it's a normal thing in LBP2 so it can be used for decoration, not just death.
I'm worried about the the backwards compatibility of LBP2 though. MM makes it sound simple and that level will be better in LBP2.....but thats after you have to redo things and tweak a bunch of things it seems.
Who knows what glitches won't work but also normal features that won't due to changes. What if one of the old glitches people liked to use does work in beta, would they report it as a bug.... lol
Don't be so alarmed. Everything that isn't a glitch will definitely work and the only un-patched widely used glitch I can think of is the 50 layer glitch. If they cant get that to still work in LBP2 then the worst that will happen would be for the extra layers to simply not be viewable. MM is trying their best to keep useful glitches working and they have said multiple times that nothing will change to break "normal features" all will be well
2010-09-19 22:13:00

Author:
nagrom_17
Posts: 120


Don't be so alarmed. Everything that isn't a glitch will definitely work and the only un-patched widely used glitch I can think of is the 50 layer glitch. If they cant get that to still work in LBP2 then the worst that will happen would be for the extra layers to simply not be viewable. MM is trying their best to keep useful glitches working and they have said multiple times that nothing will change to break "normal features" all will be well
Actually someone who played LBP2 at PAX said the layer glitch still worked, you just couldn't reproduce it. I also read somewhere that Mm is fairly sure all glitches will still function.
2010-09-19 23:00:00

Author:
warlord_evil
Posts: 4193


When asked if they removed the Layer Glitch in LBP2, Mm said they did not remove it so that the original levels that use this glitch do not get messed up. I would assume they will keep any other glitches.2010-09-19 23:47:00

Author:
Serpent541
Posts: 83


Actually someone who played LBP2 at PAX said the layer glitch still worked, you just couldn't reproduce it. I also read somewhere that Mm is fairly sure all glitches will still function.

1.boot up LBP1
2.make millions of 3D glitch backrounds
3.????
4.PROFIT
2010-09-20 01:20:00

Author:
Shadowcrazy
Posts: 3365


sometimes i fear that some glitches in LBP1 will do horrible affects in LBP2 like the transparent sackboy glitch that bricks the ps3 (destroys it)2010-09-20 01:56:00

Author:
shadethewolf
Posts: 21


I've seen two levels in the beta using the layer glitch, so I know that's still working, but I've heard that three certain kinds of glitch jumps aren't. In fact, there's a thread here that's talking all about those jumps.2010-09-21 05:22:00

Author:
ButchInZero
Posts: 58


So thin gas was invisible to make walls eh? people are saying it's fixed so the gas is visible now. Maybe thin (visible) gas is a normal feature now?
I've only used invisible dark matter to block areas but now there's probably new options like hazardous hologram material set to 0% visibility.
2010-09-21 06:11:00

Author:
Nattura
Posts: 86


Let me just state for the record.

The layer glitch still works, but it is badly broken. Random areas of background scenery will shrink to around 10% of their original size.

Space Assassins in LBP1

http://img825.imageshack.us/img825/723/sa7r.jpg

Space Assassins in LBP2 beta

http://img830.imageshack.us/img830/2973/aphoto11.jpg

As you can see, the back wall is still there in the beta, but it has shrunk. The glitch cannot be corrected by rebuilding, as it simply transfers itself to another area of scenery when the affected area is deleted.
2010-09-21 08:17:00

Author:
Ungreth
Posts: 2130


is it ONLY the back? or is it thin layer objects? any specifics on which parts to focus on to help find a solution?2010-09-21 08:29:00

Author:
Shadowcrazy
Posts: 3365


is it ONLY the back? or is it thin layer objects? any specifics on which parts to focus on to help find a solution?

Seems to be the layer furthest back. If I delete the affected area of scenery, save the level and switch to play mode then the thick layer in front of the deleted area will now be affected instead. Taking the example of the scenery shown in the picture, deleting the purple back wall would cause the rear pillars and altar to shrink. Strangely though, the area has only shrunk in terms of it's visual appearance. In terms of collision detection, it retains it's original size.
2010-09-21 09:29:00

Author:
Ungreth
Posts: 2130


I used the thin layer glitch in my "one layer level".
When I imported it to the LBP2 beta, the thin gas became visible. (I assume this will be fixed)

I upgraded it a little in the beta (replacing cutouts with sackbot etc).
I deleted the thin gas, and changed the thick layer behind to be hazardous.
The thing with LBP2, you can nullify the visual and sound effects of the hazard. For example plasma current can be invisible, and muted.
I will probably use this technique from now on, because I don't like relying on glitches.
2010-09-21 10:10:00

Author:
midnight_heist
Posts: 2513


It seems from all the 3D layer testing that went on between a LOT of my friends during the Beta that very few failed.
3D Layer Glitch is alive and well , it was almost given "Homage" status for ingenuity by MM in their pre Bata announcements if you care to back track and read them , so it was a "Gimme" that MM were not going to disable it.
The 3D Layer Glitch was admired by the MM crew for it's ingenuity after prolonged look at how it effected LBP overall.
It would seem atm that MM has given the layer glitch a "You win" approval , a certain amount of cautiousness would be in action because I can see that possible further PS3 system upgrades [BESIDES Actual LBP 1 OR 2 GAME updates] will effect the glitch , mostly due to 3D Bluray playback.
Hence a lack of an actual "Official" MM statement regarding this, basically as they would not know themselves if it would work in the future or not.
2010-09-21 16:06:00

Author:
blackwiggle
Posts: 84


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