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thermometer and emitters

Archive: 7 posts


Since lb2 changes the way emitters affect the thermometer, it seems like it would be very easy to build without ever running out of room. Are there any downside to emitting/emitting large portions of a level? Longer load times perhaps?2010-12-19 04:08:00

Author:
Sickivionkey
Posts: 70


Level still may overheat when you emit too much stuff, but with removal of full thermo reservation you can control that and prevent overheating2010-12-19 15:15:00

Author:
Shadowriver
Posts: 3991


Remember, the thermometer isn't there because Mm hate you, it's there because it's all the PS3s and LBP servers can handle per level!

If you cheat and go over that limit, then you'll start to break it. It will run very choppy and be full of lag for everyone, so it would completely defeat the object.

And besides, most of the time 'less is more'!

But for those times where less ISN'T more, we have level links and sublevels
2010-12-19 15:33:00

Author:
Weretigr
Posts: 2105


True, emitting too much is definitely a bad idea. To clarify my question:

I'm wondering if simply storing large amounts of level inside an emitter has a bad effect. I'm asking because I'm experimenting with a sort of "choose your own adventure" menu system that will generate a level or movie clip based on player choice. I wouldn't have too much emitted at one time, but I would have LOTS of options stored inside emitters (unused).

Some community levels right now (like sony vs marvel vs capcom) already seem to use this method and have LONG load times. I'm hoping that doesn't mean my plan isn't feasible.
2010-12-19 17:26:00

Author:
Sickivionkey
Posts: 70


That sounds pretty clever. Could you destroy level sections as you pass them to free up thermo, then emit new ones? It's similar to what you're saying but you with this it's just one long level.
I don't know if this effects load times, if you're in the beta you can try it?
2010-12-19 18:03:00

Author:
Radishlord
Posts: 706


First point to note is that objects that haven't been emitted yet still take up some thermo. There is no way around that. So the "without ever running out of room" mentioned in the OP isn't going to work. Yes it will affect load times - the player still has to download the data for the objects that aren't emitted, how else would the game know what to emit?

The only real downside is the practicality of editing objects in emitters. Overall though, this is exactly the reason why they made the decision to make the emitter thermo more dynamic.
2010-12-19 18:11:00

Author:
rtm223
Posts: 6497


i think it is better to use emiters cuz i fit 18 characters per side that means 37 characters in total with the AI cpu in my level sony vs marvel vs capcom n when i tryed before without using emiters the thermo overheats with only 6 characters, so i think yes, its better to use emiter when using that much logic, BTW that AI character isn,t a cod character, it was the character i used as crazy agent sack in lbp, lol2010-12-20 02:24:00

Author:
Unknown User


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