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Where is the best place to report a bug to MM?
Archive: 3 posts
Hey fellow LBP Central-ers, I'm just retiring at the end of a long day of trying to figure out one bug which is rearing its ugly head in my level, and feeling a bit defeated. I'm wondering if I could at least report the bug, to make myself feel better, now that I know a lot about it (eight hours or so of messing around with something will do that for you). So, would anyone know the best way to let MM know about a very specific bug? If anyone from MM happens to be reading, the issue is this: When I emit more than three sackbots I've built, the player controlled sackbots lose the ability to jump! Actually, they lose the ability to jump while standing still. Their jumps while running seem fine... But if you try to jump while standing still, the jump sound plays, the sackbot goes a few pixels up into the air and suddenly stops as if caught on something. This is extremely repeatable behavior (I've been repeating it for hours...) It happens in freshly created levels (so the level shouldn't be the problem) and it happens even with sackbots I created three weeks ago. By the way, the jump button is wired directly from a controllinator set on receive into the jump button input of another controllinator set on override sackbot. One very curious thing I've found, just a few minutes ago, is that if I switch the players' sackbots to ACT on their primary behavior chip, the jump button suddenly works flawlessly. This is without recording any action. Just switch the behavior and something changes to fix the player's jump. None of the other behaviors solve the problem. Unfortunately, the act behavior has no option to disable layer changing, which I need to do in my level. But maybe that will lead me closer to the problem. I'm fairly sure at this point that there's nothing I can do about it except report it and move on. Some additional background about my sackbots: I have built knight and monster sackbots who fight each other (the players control the knights). Having completely built these sackbots, and gotten 90% of the way through building the first two player coop level made for them, I started to put the demons in by using emitters hooked up to tag sensors (so the demons would be emitted only when the players drew near). Each knight and each demon sackbot is pretty complicated -- hundreds of pieces of logic, not sure exactly how many. Only takes about a half a bar of thermo, though. I will of course be happy to hand over my work to anyone from MM, if they're interested in seeing the bug first-hand. Alex | 2011-02-15 09:01:00 Author: Alic Posts: 81 |
I could be wrong (and I frequently am) but in a player controlled sackbot, isn't it unnecessary to have the jump button wired up? If I understand correctly, you have a DCS set up to remotely control a sackbot, yes? I'm almost positive you do not need to wire the jump button (unless you DON'T want the sackbot to have the ability to jump), as the sackbot will be able to do everything the player can do, save for a few minor things. This could possibly be why your sackbot is getting stuck, though don't quote me on that. I'm just spitballing here. Speaking from my personal experiences, I have a remote controlled sackbot and the jumping aspect (unwired) works fine... Another idea I just had while rereading your post, it sounds like you have the 'receiving' DCS sending a signal to your 'transmitting' DCS. This could also be messing with the logic. Try switching it so it's the other way around, see if that helps? I tried. P.S. If none of that worked, and this really is a bug, you could try submitting it to the 'LBP 2 Bugs List' thread here (https://lbpcentral.lbp-hub.com/index.php?t=44678-Lbp2-bugs-list). | 2011-02-15 09:52:00 Author: Ninja_Gnome23 Posts: 198 |
http://www.mediamolecule.com/blog/article/reporting_problems_with_littlebigplanet_2/?utm_source=feedburner&utm_medium=twitter&utm_campaign=Feed%3A+MediaMoleculeBlog+Media+Molec ule+Blog&utm_content=Twitter | 2011-02-15 17:03:00 Author: Jgr9 Posts: 56 |
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