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#1

Frame rate trouble...:(

Archive: 13 posts


I've been working on a level for a LONG time.
All of a sudden this morning I'm having crippling slowdown on all the pistons.
I tried getting rid of a few moving objects but that doesn't seem to help with the slowdown.
Could this be that 160 hour bug?

Just looking for a little input and didn't see any topics on this subject.

The level has been published if you want to see what I mean. It's called: The Machines That Feed on our Dreams.

I'd appreciate any advice that is given.

Thanks.
2010-12-26 22:44:00

Author:
skumchunk
Posts: 57


If the game itself lags, I assume that that's either because of online playing or because of too many items.
If your pistons and that stuff feel laggy, however, you've probably been affected by the 160+ hours glitch.
Try to copy your items and make an emitter emit them (in a new level obviously), then proceed working on it From what I heard, this can un-glitch levels affected by that glitch.
(And because of the emitter emitting stuff: I think pistons can break [? Correct me if I'm wrong] if you simply place items using them, but they won't if you emit them.)
Hope that helps!
2010-12-27 00:27:00

Author:
iArekusu
Posts: 402


If it is the 160 hour glitch then simply copying and putting the entire level in a new blank one will fix the problem. No need to emit anything... as the time line of the level is what is screwed up.2010-12-27 01:49:00

Author:
jwwphotos
Posts: 11383


If it is the 160 hour glitch then simply copying and putting the entire level in a new blank one will fix the problem. No need to emit anything... as the time line of the level is what is screwed up.

Do I need to save the level as an object and then paste it into an empty level or just copy it to a new crater from the pod?

Thanks for the replies by the way. This community is great.
2010-12-27 03:08:00

Author:
skumchunk
Posts: 57


Save the level as an object, as creating it in a new crater copies the time lapse tag.2010-12-27 04:19:00

Author:
Super_Clone
Posts: 849


If it is the 160 hour bug, I've been through it twice. Capturing the level and placing it in a new crater DOES work, but you might have to do it in chunks if it's a complex level. I don't know if emitting the level will solve that problem.
It might just be there's too much complexity in the level, that has made all bolts and pistons start and stop jerkily in one of my levels.
2010-12-27 17:25:00

Author:
Radishlord
Posts: 706


I loaded up a back up copy that seems to be from JUST before the choppiness started happening.
Without un-pausing, I made the changes I needed to make and was able to publish.
I've found that if I spend too much time in the level (in play mode) the choppiness starts again. I was stopping to take pics for my level showcase post.
If I play through normally, there doesn't seem to be much trouble except at the boss fight. A few players seem to have enjoyed it so far, so maybe a little slowdown at the end won't matter too much.
My post will be up shortly if anyone wants to check it out and let me know how it's working.

Thanks a billion!
2010-12-27 17:49:00

Author:
skumchunk
Posts: 57


Do I need to save the level as an object and then paste it into an empty level or just copy it to a new crater from the pod?

Oh sorry, I didn't see you replied to me!

As a few others have said, you have to capture the level and render it in a whole new level. Copying the level simply copies the time line as well which is the problem with the original one.

I've helped several with this issue. I have seen amazingly complex levels copy and paste into a new blank level without an issue. I have also seen others not as complicated, have to have some parts repaired or resort to having to capture the level in sections.

It is handy to have a 2nd person in with you to help insure you have it all captured as well as being in the new level to help spot you to insure you are placing it within the boundaries, or especially in the case if using a Mm background, that you have it placed in relation to the background scenery.

I avoid this issue by creating everything in sections and in workshops. I never build in the level itself. That way all of my testing and timeline abuse is in a separate junk level. I only pull those sections in to the real level once they are thoroughly tested and ready. If a workshop gets the bug (and they have), I just capture the current section and move to a new blank level and delete the old one. The end result is main level has very little time in it at all.
2010-12-27 17:49:00

Author:
jwwphotos
Posts: 11383


Since it starts again after a certain amount of unpaused time it probably was the 160 hour bug. At least you published it now
Heh, I remember when you helped me with this, jww.
2010-12-27 17:54:00

Author:
Radishlord
Posts: 706


Heh, I remember when you helped me with this, jww.

lol... yup, I do now!
2010-12-27 17:58:00

Author:
jwwphotos
Posts: 11383


Oh sorry, I didn't see you replied to me!

As a few others have said, you have to capture the level and render it in a whole new level. Copying the level simply copies the time line as well which is the problem with the original one.

I've helped several with this issue. I have seen amazingly complex levels copy and paste into a new blank level without an issue. I have also seen others not as complicated, have to have some parts repaired or resort to having to capture the level in sections.

It is handy to have a 2nd person in with you to help insure you have it all captured as well as being in the new level to help spot you to insure you are placing it within the boundaries, or especially in the case if using a Mm background, that you have it placed in relation to the background scenery.

I avoid this issue by creating everything in sections and in workshops. I never build in the level itself. That way all of my testing and timeline abuse is in a separate junk level. I only pull those sections in to the real level once they are thoroughly tested and ready. If a workshop gets the bug (and they have), I just capture the current section and move to a new blank level and delete the old one. The end result is main level has very little time in it at all.

Thanks for the advice! I'm DEFINITELY going to do the workshop thing next time.
2010-12-27 18:32:00

Author:
skumchunk
Posts: 57


I just played your level and i had the same thing happen to mine. I figured out that it started doing it as soon as the level started to overheat. Lucky for me, i had a saved copy of it before it started overheating. I could alter and change anything i wanted in the level as long as i didn't let it overheat.2010-12-28 02:30:00

Author:
Xx_Mr_Orange_xX
Posts: 115


I did the workshops for a few levels, no bug.
Then I forgot about it for the next level and sure enough, got the bug.
2010-12-29 01:32:00

Author:
Radishlord
Posts: 706


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