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#1

How do you glitch the thermometer?

Archive: 13 posts


I may need some more space--not a ton but i was wondering if this is possible, and the effects it may have on your level.

Help please
2011-03-20 15:12:00

Author:
Rpg Maker
Posts: 877


This method:

https://lbpcentral.lbp-hub.com/index.php?t=23793-How-To-Seriously-Cheat-The-Thermo

worked in LBP1 (there were inherent dangers, so read it all), but I don't know if it still works in LBP2.

Hope this was helpful.
2011-03-20 15:25:00

Author:
v0rtex
Posts: 1878


Nice find man, thanks this may be the one thing i need2011-03-20 15:55:00

Author:
Rpg Maker
Posts: 877


Actually I don't think that method works any more. The way the thermo is calculated is different in LBP2. But the good news is, because of the way it is now calculated, an un-emitted object will not take up thermo space. This means if you make your own custom streaming logic (emitting/destroying different parts of the level as you go along) you can make a much longer level. It takes some effort to implement, though. Or you could just make a level link which would be simpler.2011-03-20 18:29:00

Author:
thor
Posts: 388


The other issues you run into are massive glitches in logic as the level overheats. Random things will just stop working. I had a mech that would suddenly not jump and spent a week redoing the logic over and over until I found the only thing occuring was the thermo was getting hot at the exact moment the glitch happened. Also the sticker glitch occurs for me when the level starts to overheat...but I think it is only on larger objects, also things that are lethal with out lethal tags may unlethalize on the player...these can all happen in playmode only. The other biiiiig issue that occurs is as your level becomes larger and larger the load time for players online becames massive. I am sure several people have given up on my level waiting for it to load. Then again with using level links several people are having issues with level links causing the player to randomly die and the level to just end as if it was a level ender that was activated.2011-03-20 18:51:00

Author:
celsus
Posts: 822


Actually I don't think that method works any more. The way the thermo is calculated is different in LBP2. But the good news is, because of the way it is now calculated, an un-emitted object will not take up thermo space. This means if you make your own custom streaming logic (emitting/destroying different parts of the level as you go along) you can make a much longer level. It takes some effort to implement, though. Or you could just make a level link which would be simpler.

The thing is--im still just fitting the battle system in the game. I will have to use level links inevitably, but it doesn't solve the immediate problem. Thats a very interesting technique deleting the level as you go, i was wondering would this work if i deleted logic and then re-emit it when i need it--maybe that could work.

Update: I got it to the point where its going to go a bit over the thermostat and overheat. So this would cause problems online?
2011-03-20 21:52:00

Author:
Rpg Maker
Posts: 877


Thor give you the right idea with how to deal with it in LBP2,
but here's some more detail to help you along. https://lbpcentral.lbp-hub.com/index.php?t=52771-Infinite-Thermometer-Trick.
2011-03-21 03:00:00

Author:
Lord-Dreamerz
Posts: 4261


If you just need a little room and you have a lot of bots you can emit them and destroy them after you reach a certain part of the level, that way they are emitted on player sensor and destroyed the same way you just put a tag sensor linked to destroyer on the bot and then the tag near the bot spawn point triggered by a player sensor further on in the level. I have worked with emitting level chunks and it is tricky as F and celsus is right you start running into strange glitches when you start tricking the thermo.2011-03-21 03:09:00

Author:
Gutz
Posts: 175


The issues start to occur when you get that warning. BUt the destroy as you go and emit whne you need is a must for the level. It will avoid many overheating issues if it is not there. If you can do so with logic it is good too. It seems micros help reduce heating, and anything you can remove and emit is good, just remember emitters and destroyers also use space...but only when you are really cutting it close.2011-03-21 05:03:00

Author:
celsus
Posts: 822


And the problem is, with the battle system is that i would still have to re-emit the characters after i destroy them for the next battle, so i was wondering if the thermo would adjust accordingly and not overheat--so basically its 3 bots with a ton of animations--and those take a bunch of logic. But i can use that technique for the level field where the characters run around--i guess there will be no back tracking, but i dont see how else i could fit it all in.2011-03-21 05:04:00

Author:
Rpg Maker
Posts: 877


I'll second the fact that the glitch wont work anymore. I have a bunch of logic attached to only two holograms...apparently it takes more than an eighth of the thermo by just existing....ugh. It is around 60 microchips though :-P. Tried doing emit trick...doesnt work...sigh....2011-03-21 06:59:00

Author:
Shadow_Wolf_1987
Posts: 108


The emit and destroy technique works perfectly, and helps to avoid the bug where other players can't join due to the game thinking that a 3/4 full thermo has "overheated". However, there are a couple of caveats. First, you should also try to make all your logic modular with uniquely labelled tags/tag sensors if possible, since you canot emit sections that are wired up to logic in a non-emitted section. Any wired connections will be broken...obviously. Second, make sure you only destroy sections once the player reaches the point of no turning back, otherwise they could backtrack into an empty void. Points of no return can easily be built into your level design with ledges you can drop off but not climb back up to, or with doors that close and lock behind you. Also, if thermo allows, you may want keep the emitted sections temporarily stored somewhere in your level and use the new capture function of the emitters, so that you can edit emitted sections without needing to reload them. Just delete the "stock" versions of those sections once the level is finished/ready to publish, and your thermo bar will drop dramatically.

Ideally, you once your level is 100% finished and all your emitters are loaded up, you need your thermo bar to read 3/4 full or less, even though in reality the total content of the level would make it much higher.
2011-03-21 13:16:00

Author:
Ungreth
Posts: 2130


Ideally, you once your level is 100% finished and all your emitters are loaded up, you need your thermo bar to read 3/4 full or less, even though in reality the total content of the level would make it much higher.


ouch 3/4 ? Yea to do that i would have to do more tags to make it fully "wireless" which is annoying but needed. Its still gonna shoot up to about 97-8 though once battles hit, do you think this would impact the level online--its sounding pretty lose lose right now lol

Hopefully it works, i'll try it
2011-03-21 16:59:00

Author:
Rpg Maker
Posts: 877


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