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160 Hour Glitch Question

Archive: 22 posts


Unfortunately, I have fallen victim to the 160 hour glitch. I have been able to go back to a backup of my level made on the 2nd of January which had not been affected by the glitch yet (I guess that I have about 145-150 hours on this backup).

My question is does time spent in play mode count towards the 160 hours when played directly from the moon.

When the level is published, does the cumulative time that people play the level count towards the 160 hours, meaning that the published level will eventually be affected by 160 hours glitch after enough people have played it.

Thanks.
2011-01-07 08:39:00

Author:
thedongtea
Posts: 4


As far as we know it's just unpaused time in create mode that accumulates. People playing it won't do anything unless they stay on it for a looong time.
Instead of reverting to a backup, why not fix it? This can be done by capturing the level as an object and placing it in a blank slot on your moon. You might have to split it into several segments so nothing disappears randomly
Good luck whatever you do with it
2011-01-07 19:47:00

Author:
Radishlord
Posts: 706


I would at least attempt what Rasidhlord suggests because if you have seen signs, any additional tweaking you want to do down the road is just going to run you into issues. It really isn't that hard to fix. Many times you can capture the whole level in one shot, though having a buddy in to help spot your capture as well as where to place it is very handy. Sometimes it takes a few captures or having to repair a few things, but usually not too terrible.

To answer your question though... Yes, a players time will add to that time line regardless if published or from your moon, but their play time does not add to the next players time. In other words, each instance of play starts at the same time you published to the server / as it sits on your moon and no further tweaking. In your case, it might be quite a long time a player would have to keep it going, but you also have to consider how much more stuff you are going to add to that.

julesyjules had one once that was very close and the longer you took to play the level you would notice it getting worse. If you started over and went quick you wouldn't notice it as bad, but he finally decided to just capture it all and putting it into a brand new level.
2011-01-07 20:32:00

Author:
jwwphotos
Posts: 11383


Thanks for the info guys. I'm going to copy the level in pieces and start in a new level.2011-01-08 16:54:00

Author:
thedongtea
Posts: 4


No problem, that'll work fine. 2011-01-08 16:58:00

Author:
Radishlord
Posts: 706


in some cases, the 160h bug only affects 0.1 pistons (and the like)
setting them to 0.2 will solve em not moving. (though can be problematic if you want accuracy in your logic)
2011-01-08 17:10:00

Author:
Luos_83
Posts: 2136


in some cases, the 160h bug only affects 0.1 pistons (and the like)
setting them to 0.2 will solve em not moving. (though can be problematic if you want accuracy in your logic)
Or if you're using a dagger to pull the player up
2011-01-08 17:53:00

Author:
Radishlord
Posts: 706


Wait... 160 hour WHAT?? (runs off in a panic to search for what this means...)

EDIT: Okay, I'm back... WTH?!? I can't believe MM has let this bug persist! But, according to the wiki, it says it happens if you build for too long without using PAUSE. So just using pause once in a while doesn't reset it? Any time you're building with pause off, a secret timer is ticking down to your level's ruination? That's severely broken. Sorry I'm late to the show on this topic, somehow I never heard of it until now.

So, since I build pretty much exclusively in pause mode and actually exit out to play mode to test things, am I safe? I'm assuming I am because I know I've spent way more than 160 hours on some things, just looking for a little reassurance.
2011-03-09 16:21:00

Author:
Boscoe
Posts: 51


on that note,
has anybody actually gotten the 160h bug in lbp2?
or does this only occur when you import an lbp1 level that has fallen victim to the 160h bug in lbp1?
2011-03-09 16:49:00

Author:
Luos_83
Posts: 2136


Considering I am an absolute snail in create mode, I have not been affected but not sure what the true hour count really is (though I do create 80% in pause mode)...2011-03-10 22:32:00

Author:
John82wa
Posts: 221


No Idea, anyone want an excuse to play more LBP2?2011-03-11 16:04:00

Author:
unXpectiD
Posts: 1132


What is this glitch?2011-03-11 17:40:00

Author:
craigmond
Posts: 2426


What is this glitch?

Put simply, if you leave your level unpaused for long enough in Create Mode (around 160 hours, hence the name), things like pistons start to malfunction, and this can only be fixed by capturing your whole level and moving it to a new level slot.
2011-03-11 18:33:00

Author:
Blue Helmet
Posts: 306


It can also be fixed by sending your level to Mm who will reset the timer on the level.2011-03-11 23:12:00

Author:
unXpectiD
Posts: 1132


All the information can be found here: http://wiki.lbpcentral.com/160_hour_glitch

2011-03-12 00:53:00

Author:
Fishrock123
Posts: 1578


Thanks but who would leave their level unpaused for 160 hours?2011-03-12 10:53:00

Author:
craigmond
Posts: 2426


Thanks but who would leave their level unpaused for 160 hours?

Yeah, I was thinking that too. The only reason I could think of was if they left the PS3 on for about a whole week. O_O

A WHOLE WEEK?!?!?! How is that even possible? I mean, it's possible, but how could someone not notice it on for a week?

Unless of course it accumulates with each save. Like if someone was building a level for 160hrs. and never paused but saved. But then all you would have to do is pause every now and again while building. :I
2011-03-12 11:07:00

Author:
Devious_Oatmeal
Posts: 1799


It can also be fixed by sending your level to Mm who will reset the timer on the level.

Good luck on that... When I first encountered the issue 2 years ago, I sent some 10 emails over the course of a month or two and never ever got a reply. In fact, I know of only one creator on record that had their level reset back when the issue was first discovered. Too bad Mm did not include a timer reset in LBP2. <sigh>


Yeah, I was thinking that too. The only reason I could think of was if they left the PS3 on for about a whole week. O_O

A WHOLE WEEK?!?!?! How is that even possible? I mean, it's possible, but how could someone not notice it on for a week?

Unless of course it accumulates with each save. Like if someone was building a level for 160hrs. and never paused but saved. But then all you would have to do is pause every now and again while building. :I

Well... back in the day in LBP1, there wasn't like a warning on the box ya know? Still isn't! I'm not even so sure it really takes 160 hours as many have gotten the issue much earlier. ...and yes it is accumulated. All un-paused time is saved if you save without rewinding back past that un-paused time.

I got it because not only did I unwittingly build in play mode on a level that took me a few months in my spare time, but I accidentally went to bed a few nights and left it running. (doh!) The main reason I left it running so much while creating was I had this level that contained a really fast roller coaster and felt the more it ran, the more testing it had successfully passed. Plus it was kinda fun building stuff around the layout and having it zoom by every few minutes. Ooops..

Trust me, I know much better now and have never had it happen again. To make up for my stupidity, I have helped several dozen recapture their levels and make them work again. I also have led the campaign to always build large levels in workshops and do them in sections. Then just plop the completed section in the level to reduce the amount of time ever in the level. For mini games and such this really isn't a problem, but for a huge huge level that might take 3 - 6 months of build time, it is a must.
2011-03-12 14:29:00

Author:
jwwphotos
Posts: 11383


I hate to add to this, but I also emailed MM because I was hit big time by this bug. They have yet to respond to any of the emails. I NEVER create in unpause because all of my levels have lgic with dissolves that would be ruined if I unpause at all. The bug will randomly hit anyone ant any time. Capturing does not work for larger levels, I tried for week on my one level and could never get a capture to work, it would simply crash my system when I tried to place any of the level.

On a plus side, when I changed the level to a LBP2 level to finish it, and spent toooooons more time on it I have yet to see the glitch come back...but it does suffer from majuical vanishing walls, if a sticker is used at one point in the level.
2011-03-13 06:57:00

Author:
celsus
Posts: 822


has anybody actually gotten the 160h bug in lbp2?

FYI, the first reported instance I'm aware of (for a level created entirely in LBP2) is here (https://lbpcentral.lbp-hub.com/index.php?t=53253-Batteries-Bug&p=809715&viewfull=1#post809715), so, yes.
2011-03-20 18:06:00

Author:
Aya042
Posts: 2870


So the 160 hour glitch still exists..
shame on you mm..

this means I have to copy/paste some of my levels in progress into new spots as some are proly **** close to 160h of being unpaused.
(testing.. testing.. and more testing will result in that)
2011-03-20 20:53:00

Author:
Luos_83
Posts: 2136


I saw someone's glitch that the sequencers all stopped working at the exact same time, she put the items in to a new level and it worked. On a twist if she rewired all the logic after it all froze a bit prior it worked again.2011-03-25 07:20:00

Author:
celsus
Posts: 822


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