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#1

Odd Logic in Multiplayer?

Archive: 9 posts


I'm working on a level which is rather logic heavy... and is also showing disturbing signs of instability, but only in multiplayer.

If I play through the level on my own, the level functions as it should, and I have no issues. However, when playing with another player, that level of sanity seems to go out the window. I've noticed brains failing to kill the objects they're attatched to (as regulated by 1 shot logic), checkpoints activating prematurely (they are wired up as part of failsafe systems), and simple gates just failing to work.

Has anyone else ever heard of something similar happening? Or might anyone have any idea why this is happening (even better )? I'd rather like to be able to release this level without slapping a big "single player only" sign on it, so all information is welcome. Thanks
2010-09-22 00:51:00

Author:
Burnvictim42
Posts: 3322


Maybe you have too much stuff too close together?2010-09-22 00:55:00

Author:
X-FROGBOY-X
Posts: 1800


Does this only happen when the player joins? If so, that's because of 1-shot emmiters firing off when a player joins the level.

Have you tweaked proximity switches carefully, checked for hysteresis possibilities that could shorten or lengthen the trigger zones of large radii, and carefully tweaked the require all setting?

Are you using a lot of physics-based setups and logic that could be affected by lag?

I would also try attaching new brains since those tend to be glitchy in general (and you could try new checkpoints too.)
2010-09-22 01:11:00

Author:
Incinerator22
Posts: 3251


I just replayed the level in question (you can probably guess what it's for ), and the problem in question affected me... again... in single player.

...

Sorry I keep messing things for you burn lol
2010-09-22 01:57:00

Author:
RockSauron
Posts: 10882


Does this only happen when the player joins? If so, that's because of 1-shot emmiters firing off when a player joins the level. I could see this being a cause of the checkpoint issue... in which case, I just need to change when I unlock the emitter. Thanks for that.


Have you tweaked proximity switches carefully, checked for hysteresis possibilities that could shorten or lengthen the trigger zones of large radii, and carefully tweaked the require all setting?Not entirely sure what you mean here... what could cause the trigger zones to change? I haven't heard of that before o.O I'm not working with a particularly large radius, nor the require all setting, but if something could mess with the trigger zones, that could definitely be an issue. These issues are all dealing with magnetic keys, I can tell that all the proximity switches are functioning properly.


Are you using a lot of physics-based setups and logic that could be affected by lag?
I try and stay away from the physics for this reason Everything is locked on to solid dark matter.


I would also try attaching new brains since those tend to be glitchy in general (and you could try new checkpoints too.)
New brains would honestly be more of a pain than i'd like (they're hidden, and as such i'd have to dissasemble my object, put in a new brain, then reassemble it), new checkpoints on the other hand are no problem. But i'd be more interested in an explanation of the root cause for why these would be malfunctioning. Particularly as they work fine in single player.


Maybe you have too much stuff too close together?
My logic is spread out, based upon different functions. I doubt that this is the case.
2010-09-22 01:58:00

Author:
Burnvictim42
Posts: 3322


Not entirely sure what you mean here... what could cause the trigger zones to change? I haven't heard of that before o.O I'm not working with a particularly large radius, nor the require all setting, but if something could mess with the trigger zones, that could definitely be an issue.

Hysteresis (https://lbpcentral.lbp-hub.com/index.php?t=23046-A-quick-guide-to-Hysteresis&highlight=quick+guide+hysteresis)

Ok... Well, it's unlikely that this is the problem, but possible.

Also, check out this (https://lbpcentral.lbp-hub.com/index.php?t=31753-Logic-Workshop&highlight=quick+guide+hysteresis) for general logic help. /Plug
2010-09-22 02:04:00

Author:
Incinerator22
Posts: 3251


I'll look into the hysterisis... interesting term. Too bad its not so easy to see trigger radius in play mode 2010-09-22 02:32:00

Author:
Burnvictim42
Posts: 3322


...the problem in question affected me... again... in single player.

If it's failing even in single player, you might wish to check to see if the level has the 160 hour bug. That can screw up all sorts of things.


Make a copy of the level.
Delete everything from the level.
Add one block DM, one block something else, connect them with a stiff piston set to 0.1s, and see if it moves or not.
2010-09-23 18:38:00

Author:
Aya042
Posts: 2870


Ohhhh Joy. It seems we have the real culprit at hand here, boy that's depressing on several levels. (mainly that I'll have to copy everything and that I've spent 160 hours on the level ) Thanks Aya, looks like this can be locked.2010-09-23 22:15:00

Author:
Burnvictim42
Posts: 3322


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