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160 hour bug. Again.
Archive: 6 posts
Well my new level has the annoying '160 hour bug', but I caught it literally as soon as it surfaced. The level has about 10 mins total unpaused creation time so I don't think that's a factor. I'm just wondering how the heck this happened If anyone has any ideas, please post them Ps. I know to fix it, just not what causes it. | 2010-12-15 21:52:00 Author: Radishlord Posts: 706 |
The level has about 10 mins total unpaused creation time so I don't think that's a factor. That's definately a factor for the 160-hour bug - it's already been confirmed by developers at MM, and you're unlikely to find a more authoritative source than the people who actually wrote the game. However, there are other oddities in LBP which can display similar symptoms to the 160-hour bug. | 2010-12-15 23:47:00 Author: Aya042 Posts: 2870 |
Yeah I guess that's to be expected since the level uses a massive glitch I'm going to try and capture the whole thing later, but it spans the whole map and has loads of wires between different sections | 2010-12-16 08:04:00 Author: Radishlord Posts: 706 |
I'm very sorry to hear that. I very much enjoyed your latest level, so it's a bummer knowing that you'll have to delay this one a bit. I've gone trough the 160 hour bug 3 times, and the only thing that worked was capturing the lvl in parts and moving it to an empty level, which was tiresome and difficult. I wsih you the best of luck | 2010-12-16 10:00:00 Author: Keldur Posts: 628 |
Thanks keldur, I know it's boring to fix but that's ok. I'm more interested in what the cause is. I think since both my affected levels use the 0.1 sec dagger glitch, it might be something to do with how many calculations the game does. I'll try a few theories to fix this, but I will probably have to capture it all | 2010-12-16 15:35:00 Author: Radishlord Posts: 706 |
Captured it in 7 pieces and reconnected a few dozen wires It's fixed but I'm still curious about the bug. | 2010-12-16 19:33:00 Author: Radishlord Posts: 706 |
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