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A really awful glitch... Please help!!

Archive: 11 posts


Hey.
Ok, so i have been working on the first chapter of my RPG series i'm making blah.
And i split it up in 3 levels (2 sublevels).
Now.. in the first one of those levels, there is a really annoying glitch. I have experienced many annoying glitches in LBP2 in the past, and through most i managed to get around, including some in wich i had to capture and re-place the whole level for it to work.. but this one is just weird..

Here is a description explaing the glitch, and afterwards a list of facts that may help indentify the glitch's nature.

Note: Please excuse the kinda familiar style of the description/rant. It is extracted from a post in my group discussion.


Everytime i enter the level in play and then go to create it MAKES A &##@%$**ing god **** SPEECH BUBBLE APPEAR AND it can not be deleted, because whenever i press &#@}%ing [O] it doesn't make it disappear.
And that is a terrible glitch, it is impossible to even use the O button so you can't exit tweak menus, can't remove the popit cursor, nothing! The only way to get rid of it is to quit the game and come back.
Now that isn't so much of a problem isn't it? Considering i have already finished the first level in wich this glitch takes place.. But.. the thing is.
It even happens when you go to pod after leaving the level, etc.. and it basicly makes the O button useless so you can never cancel something, unless you restart the game.
I have restarted the game like 5 times in an hour or so..
I am afraid that this glitch also transfer over to sublevels, making the O button useless, and making all speech bubbles in the level unreadable..

I'm not sure what caused this bug, but i really really hate it.
I spent the past two months working on that level and i'm not redoing it.

Information that may indentify the cause:

- The speech bubbles that appear infinitly with no ability to be removed, are speeches that are located in logic inside microschips. Infact, most are in microchips that are in microchips themselves.
- The speech bubbles are part of a dialogue, that the player can read at his own speech. So when the player presses O in play mode, the speech bubble he has readen will disappear, and a new one will emerge. Therefore, each speech bubble is connected by a counter set on 1, that gets reset when the player dimisses the speech bubble.


Other:

- Deleting the speech bubble that is shown infinitly does not make the glitch disappear.
- Neither does resetting the controller. The only way to make it disappear is to restart the game.
- In create mode, when you press rewind, the infinite speech bubbles appear aswell.
2011-05-13 19:07:00

Author:
thi766
Posts: 135


I recognize this bug. I have had it in my levels once or twice as well and exactly as you describe: the only way to get rid of it appears to be by restarting the game. I can only concur with your conclusions; I have no idea what causes it other than it is something I created: a speech bubble that gets activated and then the logic it is hosted on either gets deleted or disabled somehow.

It was not something that happened or would happen over the course of normal gameplay, so I just ignored it when I was unlucky enough to run into it, took my losses and tried to avoid the test/rewind case I was doing.

Hopefully this sounds familiar to more creators so you can trace down the cause of this nasty bug. If you do, be sure to let MM know.

EDIT: as my memory starts to resurface, it may have been that I rewinded in the middle of a speech bubble, back to a state in which the chip the speech bubble was on was not active (hooked to a selector). Need to test this hypothesis, though. Will report back.
2011-05-13 19:15:00

Author:
Antikris
Posts: 1340


Ohh, that sounds pretty bad actually, hadn't heard about it, but hope something's done about it, sounds really annoying.2011-05-13 19:15:00

Author:
Silverleon
Posts: 6707


Thanks. Glad i'm not the only one who experienced it..
It may be possible that it's something about rewinding to a state where the microchip was inactive..
But idk.
2011-05-13 19:25:00

Author:
thi766
Posts: 135


I have heard of other people having this problem, though I haven't myself. Hopefully you can sort it out.2011-05-13 21:28:00

Author:
Radishlord
Posts: 706


This glitch has actually been present since the LBP2 Beta, so it makes you wonder what Mm is really doing to solve the problem. Unfortunately, I'm not sure whether these methods I'm about to mention have actually solved the problem, but how are the magic mouths being activated? Do you think it's because they were still activated as soon as the logic's been deleted? Or even while the level was paused in Create mode? I've had times where pieces of logic in a microchip were still activated even after rewinding once, resulting in having to rewind twice or removing and replacing the logic. Did you back up your profile right before that glitch happened? What about backing up your current profile as it is in a separate save file and then importing the same one? If that doesn't work, what about backing up the level on a separate file, deleting it off of the moon, and then importing it?2011-05-13 22:12:00

Author:
Qrii_Nakari
Posts: 204


They get activated everytime the level gets "actualised".. Though they don't activate when you first enter the level, neither in pause mode or unpause mode...
They get activated when either:
a) You go in the level in play mode then leave play mode. Either by switching from play mode to create, or from play mode to pod. And probably also by being sent to a sublevel... -_-
b) You rewind

But the problem is that after the player is done playing through the level, he would be affected by the glitch..
So he couldn't enter the second sublevel either...

And i haven't tried to back up/import but i doubt it will work.. but i can still try i guess.
Many i just need to desactivate the microchip and then reactivate it or something.. idk. I'll try out tommorow..
2011-05-13 23:25:00

Author:
thi766
Posts: 135


I don't want to make you cry, but, magic mouths have outputs. As soon as you unactivate one with circle, it sends a quick pulse signal. To make magic mouths play in a row, you just have to hook them one to each other and set them to one-shot. So why did you have to make any logic for this level ?2011-05-14 03:14:00

Author:
Unknown User


I don't want to make you cry, but, magic mouths have outputs. As soon as you unactivate one with circle, it sends a quick pulse signal. To make magic mouths play in a row, you just have to hook them one to each other and set them to one-shot. So why did you have to make any logic for this level ?

Perhaps there is special logic/something you have to do in order to trigger the mouths in the first place is why he didn't link mouths...
Ive seen this glitch but never experienced it... What is triggering the mouths?
Ya know I had a strange glitch similar to this happen in which whatever I hovered over it was stuck on the little pop-up for a sound object.
Timer!... sackbot disgust... AND gate!.. sackbot disgust... random piece of wood!.. sackbot digust... I loled.
2011-05-14 08:40:00

Author:
Dortr
Posts: 548


I had this happen to me.

It was because I had the magic mouth hooked to auto start in a sequencer and the mouth also went the exact length of the sequencer. I had switched off the autostart and the 'play line' was stuck at the end of the sequence, meaning that it was 'on' and would always stay 'on'.

It followed me over all my moon stages I loaded into, and I could never clear it.

I went in and copied the sackbot and speech logic and then deleted it from the stage.

I restarted the game and it cleared the bubble. I then placed the sackbot in a blank level and debugged/rebuilt it. This is when I worked out that the timer was 'stuck', now I always make sure my sequencers are 1 block longer than I need them to be.

Sounds like your counters may also force that 'always on' thing, and explains why it always triggers when you rewind because it's kicking out the 'on' signal still.

Similar to rewinding and a sound object playing each time that you do, because it is always being re-triggered...
2011-05-14 09:31:00

Author:
Mr_Fusion
Posts: 1799




To be honest i never noticed there was a one-shot options on mouths.. I always thought people use counters.. :blush:
I'll have to try.. But even if i used one shot, i'd have to activate and desactivate microchips, because it aren't just the mouths that change, but also stuff in the level itself (sackbot acting, camera change.. and a seperate small scene on a sequencer during the dialogue)

Hope i'll get it fixed.
2011-05-14 12:05:00

Author:
thi766
Posts: 135


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