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LBP 1.07 Capture Object Bug vid example and fix

Archive: 9 posts


Ok not a sticky but we need a topic on this because people are going to start asking so may as well make it a topic.

This paticular bug will not save wired connections to controls that are placed off object. Example a vehicle with grabs that operate pistons or levels mounted to a seperate piece of dark matter.

Here is my vid of the bug as well as a temporary fix for objects placed directly into or emitted into a level. Thanks to CCubbage for the string idea.

2UttQiC4BZ0

I submitted a vid of the bug to MM and did get a response saying it will be forwarded to the necessary people and looked into Monday. MM seems to really be on top of things so I have no doubt its receiving the attention it needs.
2008-12-22 01:20:00

Author:
rz22g
Posts: 340


Ew. Gnarly.

I'm glad I'm personally not a part where I need to capture something with strings, but to those who are, hang tight. It'll be fixed shortly!

Thanks for the warning, Mr. Kratos!
2008-12-22 01:23:00

Author:
Unknown User


oh that's a seriously annoying bug. thanks for the heads up. although honestly i'd probably hold off on creating such objects until it is fixed. i've got plenty of other stuff to be doing right now anyway.

and Kratos, when you said you submitted it to MM, where does one submit bugs to MM?
2008-12-22 08:18:00

Author:
Conall-Star
Posts: 157


Very nice tank btw xD2008-12-22 08:25:00

Author:
Thee-Flash
Posts: 3154


Glad that MM already responded. The solution with dissolve does not work for me. I need to emit an object with wire, which goes right through a wall, so dissolve is not possible. String also wouldn't work too well. Now I could fix it by combining dissolve and string (string through wall, dissolve detaches string), but I don't want to make everything messy. Hope this bug is fixed in a few days at most.2008-12-22 12:01:00

Author:
Shiwayari
Posts: 167


Conall-Star.. I should rephrase.. I didnt submit it directly to MM. I posted a link to the video in the comments section about the 1.07 release on their main page. So they obviously do have someone reading those comments.

Sorry that wont work for you Shiwayari. I hope its fixed really soon.

Also I agree with Conall-Star on holding off creating any major objects until its fixed since you dont know what new bug may pop up that affects objects saved with string attached I have a level with tank saved that was done before the 1.07 so I have that to fall back on in case.
2008-12-22 13:50:00

Author:
rz22g
Posts: 340


Hmmm, so as long as the object is connected by a rod or string, this bug can be avoided?

Guess I'll have to attach my password machine with a string if I want to copy it then...
2008-12-22 13:54:00

Author:
Gilgamesh
Posts: 2536


I sure hope it's not some sort of fix to something.. I just tried combining string/dissolve. I glued a piece of dissolve material to one part of the object and connected it to the string, which is also attached to the other part of the objects. So when it's emitted it's like this:

1 . . .|. . . .D-2

1,2 = Object Part 1,2
| = Wall
. . . = String
D- = Glued dissolve material

Now if it's emitted, the dissolve will disappear and so will the string glued to it. So far everything worked. Now I set my emitter to have a maximum of 1 simultaneously emitted objects.
What happens: The emitter is triggerd: Object Part 1 and Part 2 are emitted.
Emitted is triggered again: Object Part 1 disappears, Object Part 1 and 2 emit. See what happened? Part 2 did not disappear.
So if i trigger it 5 times for example, I would have one Part 1 and 5 Part 2.

I'm not sure if this due to the same bug, but i think it is, as it has to do with recognizing objects.

Edit: The post I was kind of replying to just disappeared.. =o
2008-12-22 19:16:00

Author:
Shiwayari
Posts: 167


I sure hope it's not some sort of fix to something.. I just tried combining string/dissolve. I glued a piece of dissolve material to one part of the object and connected it to the string, which is also attached to the other part of the objects. So when it's emitted it's like this:

1 . . .|. . . .D-2

1,2 = Object Part 1,2
| = Wall
. . . = String
D- = Glued dissolve material

Now if it's emitted, the dissolve will disappear and so will the string glued to it. So far everything worked. Now I set my emitter to have a maximum of 1 simultaneously emitted objects.
What happens: The emitter is triggerd: Object Part 1 and Part 2 are emitted.
Emitted is triggered again: Object Part 1 disappears, Object Part 1 and 2 emit. See what happened? Part 2 did not disappear.
So if i trigger it 5 times for example, I would have one Part 1 and 5 Part 2.

I'm not sure if this due to the same bug, but i think it is, as it has to do with recognizing objects.

Edit: The post I was kind of replying to just disappeared.. =o
Sorry, I deleted it because I realized my message had some things I had not thought of...

Unfortunately, my original thought to work-around the issue did not take into account emitting, only how to get the objects saved without losing wires so they could be placed in a level.

Probably the best 100% solution when emitting is to place all the switches onto the object for now (maybe just use a separate piece of dark matter for organizing during the design process).

So:
Design using dark matter as the switch holder
When ready to create an object:
Highlight and copy the whole thing. Paste it.
On the copy, detach all switches from the dark matter and place them anywhere on the master object
Highlight and create the object

This may also not work in every case, but at least it gives another option.

Hopefully it is not an imposed limitation by MM.
2008-12-22 19:47:00

Author:
CCubbage
Posts: 4430


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