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Patch 1.11!

Archive: 89 posts


It's out now! Live capturing through emitters is fixed, and who knows what else is. Randomizers are still broken though. 2012-02-28 00:35:00

Author:
lemurboy12
Posts: 842


Apparently emitters works too (according to contacts on Twitter). But I haven't tried them or updated yet.2012-02-28 01:07:00

Author:
LittleBigDes
Posts: 920


What about emitters that worked before the last patch and stopped working after it? Mine hadn't been tampered with (hadn't been selected) and yet the emitters stopped working after publishing my level during the last patch. Hopefully all is well.2012-02-28 01:16:00

Author:
WoodburyRaider
Posts: 1651


It's out now! Live capturing through emitters is fixed, and who knows what else is. Randomizers are still broken though.

Whats wrong with randomizers? you mean the reapting pattern thing?
2012-02-28 01:25:00

Author:
Shadowriver
Posts: 3991


Whats wrong with randomizers? you mean the reapting pattern thing?
Yes. They're always the same, and this has been bugging me ever since launch! I like having different things happen every time you do something, but that hasn't been working because they're BROKEN!
2012-02-28 01:37:00

Author:
lemurboy12
Posts: 842


Yeah live capture emitters indeed work again. hmm... i don't notice anything else yet... but for 68 MBs... that must mean future DLC too. *mew2012-02-28 04:52:00

Author:
Lord-Dreamerz
Posts: 4261


Yes. They're always the same, and this has been bugging me ever since launch! I like having different things happen every time you do something, but that hasn't been working because they're BROKEN!

If it was easy they would already fix it... sicne they already tried to make it more random. I belive whole randomizer thing is not bug, but intentional action, i still remember how crappy randomizer was on first beta versions when you play on multiplayer, yes it was fully random, but randomizes on 0.1ms was practicaly infuctional, my guess the issue is data sync between players on randomizers new number is randomized before all players are synced and gets ignored. No maybe they not fully random, but at least they working probably
2012-02-28 05:02:00

Author:
Shadowriver
Posts: 3991


What about the move paint bug? Has that been fixed?2012-02-28 06:47:00

Author:
FlipMeister
Posts: 631


Yes. They're always the same, and this has been bugging me ever since launch! I like having different things happen every time you do something, but that hasn't been working because they're BROKEN!

But if you just emit the randomiser it is very random, as long as the emit trigger it self is not timer based...

I mean, that's the basis of logic I used for the nod-inator on the LBPCentral spotlight hub... Even it'll you run and trigger the button the same every time it won't spawn the same level, and I haven't seen any real preditictable patterns... I think.
2012-02-28 09:46:00

Author:
Mr_Fusion
Posts: 1799


I have the new 1.11 update...does that fix the emitters? 2012-02-28 14:03:00

Author:
L1N3R1D3R
Posts: 13447


Havn't had a chance to download it yet but... has anyone tested to see if level links during multiplayer are more stable?2012-02-28 14:42:00

Author:
ForgottenEnigma
Posts: 1414


I don't get it! My randomizers work perfectly as far as I know...
Or maybe you mean a part of randomizers don't work?
Cause I'm making a level now, based on randomizers and they work..
2012-02-28 16:25:00

Author:
AntonyHelen
Posts: 127


This is my undersanding of randomisers.
The pattern they produce is influenced by when they are triggered. So if you have them running from the start or after a fixed time after the level starts, it will repeat.
However, if the player triggers the randomiser each time they enter a level by a switch (or something similar) then the pattern will differ each play.
I'm not 100% sure on this but I'm pretty sure randomisers are working.

Glad that the emitters are fixed. Now story levels can be played.
2012-02-28 16:34:00

Author:
Jedi_1993
Posts: 1518


Have you tried using a randomizer to randomly select from a set of other randomizers?2012-02-28 17:14:00

Author:
Jaeyden
Posts: 564


Have you tried using a randomizer to randomly select from a set of other randomizers?

doesn't work.. like it has been said. as soon as a randomizer is placed in a level it's set to a preset pattern. meaning the only way to make it 100% random is to emit the randomizer in to the level and hooking it up to tags or whatever you want to send signals to. or to make the randomizer player based meaning it turns on when the player pass by it or whatever. *mew
2012-02-28 17:20:00

Author:
Lord-Dreamerz
Posts: 4261


The randomizers are definitely not broken, and never were. I asked about this at the Tarsier game jam and I was informed that randomizers were intentionally designed that way for a good reason.2012-02-28 17:39:00

Author:
Ungreth
Posts: 2130


The randomizers are definitely not broken, and never were. I asked about this at the Tarsier game jam and I was informed that randomizers were intentionally designed that way for a good reason.
And that reason is? It's the randomizer. Not the repetitive patternizer.
2012-02-28 17:49:00

Author:
lemurboy12
Posts: 842


I would like to know as well, I think a more suitable name would be the "Patternizer".2012-02-28 17:50:00

Author:
Darkcloudrepeat
Posts: 606


Here (https://getsatisfaction.com/littlebigplanet/topics/version_1_11_is_out) is the GS link it apparently breaks emitted danger tweakers & causes some emitted objects to break randomly2012-02-28 17:53:00

Author:
StaticLinuxpro
Posts: 482


^Seems like emitters will never be 100% right or fixed... *mew

Edit: Wait... I just tested it... I'm not having that problem at all. 0.0
has more then the 1 guy who reported it even having the problem? it may just be that one guy because no matter what, my emitted danger tweakers seem to work fine.
2012-02-28 18:01:00

Author:
Lord-Dreamerz
Posts: 4261


And that reason is?

Sorry, but I've forgotten. My brain was trying to process a flood of information that weekend, and all I remember is that there IS a definite reason for it.


Here (https://getsatisfaction.com/littlebigplanet/topics/version_1_11_is_out) is the GS link it apparently breaks emitted danger tweakers & causes some emitted objects to break randomly

Uh-oh! That doesn't sound good at all. In fact, it sounds like a serious game breaker
2012-02-28 18:06:00

Author:
Ungreth
Posts: 2130


Bah! As usual, the solution to one problem is the cause of another. Why must this be so?
Actually, I haven't personally seen any problems for myself yet but I also haven't started creating.
We'll see what's what I guess.
2012-02-28 18:32:00

Author:
xxMATEOSxx
Posts: 1787


And that reason is?

Presumably the usual reason. Pseudorandomness (http://en.wikipedia.org/wiki/Pseudorandomness) has many useful applications, and you can easily create an unpredictable sequence by introducing entropy to a pseudorandom algorithm, like the example I posted previously (https://lbpcentral.lbp-hub.com/index.php?t=62722-repetitive-randomizers-ruining-randomness&p=944257&viewfull=1#post944257).

What you can't do, though, is create a pseudorandom pattern from a truly unpredictable source, hence a pseudorandom source is more flexible.

A more practical example might be for use in the LBP2 Story Levels. If the designer used a truly random pattern, then each playthrough would be completely different, so the player's overall score would depend as much on luck, as skill, and given the scoreboard system, wouldn't it seem unfair to penalize a player just because they had bad luck?
2012-02-28 18:34:00

Author:
Aya042
Posts: 2870


Oh. Yeah, I was pretty sure that this was all it was. I mean, it took only a minute to download. I was expecting future DLC, but wouldn't that show up in the store or on LittleBIGPlanet.com? Sure hope it is though! Haven't had DLC for quite a bit now.
And YAY for fixed emitters! :hero:
2012-02-28 18:44:00

Author:
Sackpapoi
Posts: 1195


Presumably the usual reason. Pseudorandomness (http://en.wikipedia.org/wiki/Pseudorandomness) has many useful applications, and you can easily create an unpredictable sequence by introducing entropy to a pseudorandom algorithm, like the example I posted previously (https://lbpcentral.lbp-hub.com/index.php?t=62722-repetitive-randomizers-ruining-randomness&p=944257&viewfull=1#post944257).

What you can't do, though, is create a pseudorandom pattern from a truly unpredictable source, hence a pseudorandom source is more flexible.

A more practical example might be for use in the LBP2 Story Levels. If the designer used a truly random pattern, then each playthrough would be completely different, so the player's overall score would depend as much on luck, as skill, and given the scoreboard system, wouldn't it seem unfair to penalize a player just because they had bad luck?
Well what if there was a tweak for actual randomness? Can't be too hard to implement, right? Also, with your tutorial you linked, I like having LOTS of different outcomes for randomizers (like 10 or 15), and having to use a gate for all of them sounds a bit tedious.
2012-02-28 18:51:00

Author:
lemurboy12
Posts: 842


First of all:

I absolutely do not want this to become a thread where people give advice how to actually fix the issue coding wise!

Instead please just accept the following as a bit of clarification of why the Randomiser operates in the way it's currently the case



Secondly:


The randomizers are definitely not broken, and never were. I asked about this at the Tarsier game jam and I was informed that randomizers were intentionally designed that way for a good reason.

Ungreth is right


Before I joined Tarsier Studios, one of the first things I did after downloading every new LBP patch was to check if the Randomiser was still what I considered broken.
I now know that it is actually "Broken by design", as the coders have yet to come up with a reliable way to generate/share the same randomisation seed for all players doing the current drop in/drop out Online Play without causing even more divergences than already present


My knowledge is pretty limited when it comes to coding, and to me fixing this issue sounds like a no-brainer.
But seeing as the LBP coders at different studios have been trying to properly fix this for more than a year now, shows just how complex this problem actually is.

For now people will just have to live with the semi-random Randomisers, which can still be "improved" by adding a player dependant component to the randomisation logic.
It is not ideal (trust me, I curse this issue on a weekly basis) but the current setup is still better than nothing...

Sorry :blush:
2012-02-28 19:32:00

Author:
Slaeden-Bob
Posts: 605


Randomizer Stuff

Very true.

Also, for anyone who will come to the dark side (with LBP Vita when it releases), you can use the Memorizer to cycle through different randomizers each time the player joins a level!

In reality, it is being looked into, but it is a tough nut to crack.
2012-02-28 19:53:00

Author:
comphermc
Posts: 5338


Ha! So i was right all along well it's not that hard to figure that out2012-02-28 20:02:00

Author:
Shadowriver
Posts: 3991


Wow this got off topic of being a joy to have live capture back. next thing we know we might be screaming that media molecule = bethesda, AHHHHHHHHHH. Happy Creating Everyone.2012-02-28 20:10:00

Author:
L-I-M-I
Posts: 611


If I live capture a bullet object into a gun emitter, and the bullet also emits an live-captured explosion object, and then I tweak the source explosion object, should it automatically update in the nested emitter without further re-capturing? This wasn't happening for me last night after the new patch, or at least it seemed inconsistent, but I'm not sure if this was my own user issue or a bug.2012-02-28 20:58:00

Author:
LittleBigDave
Posts: 324


If I live capture a bullet object into a gun emitter, and the bullet also emits an live-captured explosion object, and then I tweak the source explosion object, should it automatically update in the nested emitter without further re-capturing? This wasn't happening for me last night after the new patch, or at least it seemed inconsistent, but I'm not sure if this was my own user issue or a bug.

It should work that way.
2012-02-28 21:26:00

Author:
comphermc
Posts: 5338


Oh excellent! I can finally go back online!

I really do need to socialize more. But I can't if it means neglecting my work... heheheh, so big big big... nyeheh heh...
2012-02-28 21:53:00

Author:
Ryuhza
Posts: 355


Wow this got off topic of being a joy to have live capture back. next thing we know we might be screaming that media molecule = bethesda, AHHHHHHHHHH. Happy Creating Everyone.

Well atleast Sackbots don't randomly fly away as horses do in Skyrim So i guess LBP is not much buggy if you compire to Skyrim
2012-02-28 23:03:00

Author:
Shadowriver
Posts: 3991


Well atleast Sackbots don't randomly fly away as horses do in Skyrim So i guess LBP is not much buggy if you compire to Skyrim

I keep hearing about Skyrim is full of glitches, yet I have played the game for over a hundred hours and I've only seen one (a mammoth randomly dropped out of the sky)

Back on topic though, I'm wondering whether level links have been fixed or if they still diverge the players?
2012-02-28 23:28:00

Author:
Ungreth
Posts: 2130


Back on topic though, I'm wondering whether level links have been fixed or if they still diverge the players?

I think they need to revamp whole level download system to fix that since it kind feels that faster downloader dont wait for slower ones and start the game anyway and diverged
2012-02-29 02:12:00

Author:
Shadowriver
Posts: 3991


If I live capture a bullet object into a gun emitter, and the bullet also emits an live-captured explosion object, and then I tweak the source explosion object, should it automatically update in the nested emitter without further re-capturing? This wasn't happening for me last night after the new patch, or at least it seemed inconsistent, but I'm not sure if this was my own user issue or a bug.

That's happened to me before the patch when I would use nested emitted objects. I haven't had time to play with the new patch, but you might try setting the objects parent emitter count to 0 and then re-emit to force it to update.
2012-02-29 02:31:00

Author:
Chazprime
Posts: 587


I keep hearing about Skyrim is full of glitches, yet I have played the game for over a hundred hours and I've only seen one (a mammoth randomly dropped out of the sky)

Back on topic though, I'm wondering whether level links have been fixed or if they still diverge the players?

Haha! To be fair, if you're only gonna see one glitch, a mammoth dropping from the sky is a darn good one.

It didn't drop on top of you did it?
2012-02-29 09:49:00

Author:
Ali_Star
Posts: 4085


What I have gathered the randomiser takes it's seed from time when it is placed to world either by creator of the level or by emitter and this time stamp is then in addition of how many times it has been activated transferred to all players so it works uniformly. This leads to the problem of repeating pattern in it as every time you play the level the randomiser will have same seed and it will activate things in same pattern.

Solution to this problem, with my limited coding experience, would be to also send time stamp of host to all other players and then use some kind of algorithm to combine time stamp of randomiser and time stamp that the host has send and use it as the seed. This way as every randomiser having different stamp and each play session having different stamps it would make pattern to be always unique.

I might be wrong though and there could be some kind of limitation or error factor involved but as far as I can see I see no problem in it.

If it is possible to use this solution or other one it should be option though.

ONTOPIC:

I haven't find any bug/fix from the patch apart of that live emitter one.
2012-02-29 10:12:00

Author:
waD_Delma
Posts: 282


I still use the old randomisers from LBP1 when you had a square with 4 bits of string and tag sensors lol. Much more random in my opinion but that is because of these problems already stated. As for the level link problem I had trouble getting through them on my own last night let alone with a group of people. The diverge is a real pain in the bum though because people will go through the link and then realise they have lost their friends and then BOO the level because they haven't played it and leave.

Shame but there we go,

Liam
2012-02-29 11:23:00

Author:
LittleBigSnooth
Posts: 454


It should work that way.

Before patch 1.10 nested emitters appeared to work as follows: you have an object A that contains an emitter; you set it to capture and emit an object B. Object B happens to contain another emitter that has captured and emits an object C. When you update object B, the result will automatically show up through the emitter on object A. However, changing object C, would not show up on the emissions by object A until object B gets recaptured by the emitter of object A.

This has been a HUGE deal for me in the shooter I am building, with nested emitters up to 5 or 6 levels down, but I have come to live with it.

Matt, if you now say that this has been fixed in patch 1.11, I'll buy you a large beer the next time we meet!!
2012-02-29 12:28:00

Author:
Antikris
Posts: 1340


What I have gathered the randomiser takes it's seed from time when it is placed to world either by creator of the level or by emitter and this time stamp is then in addition of how many times it has been activated transferred to all players so it works uniformly. This leads to the problem of repeating pattern in it as every time you play the level the randomiser will have same seed and it will activate things in same pattern.

Solution to this problem, with my limited coding experience, would be to also send time stamp of host to all other players and then use some kind of algorithm to combine time stamp of randomiser and time stamp that the host has send and use it as the seed. This way as every randomiser having different stamp and each play session having different stamps it would make pattern to be always unique.

I might be wrong though and there could be some kind of limitation or error factor involved but as far as I can see I see no problem in it.

If it is possible to use this solution or other one it should be option though.

ONTOPIC:

I haven't find any bug/fix from the patch apart of that live emitter one.

It's possible that time stamp might be too small data to use it as a seed, if they could they would already use soothing on server side
2012-02-29 14:14:00

Author:
Shadowriver
Posts: 3991


Matt, if you now say that this has been fixed in patch 1.11, I'll buy you a large beer the next time we meet!!

No, I'm saying that this is the way it was meant to work and had worked once upon a time. You could nest emitters one layer deep and it would update. If this is no longer the case, then something was broken at some point.
2012-02-29 16:28:00

Author:
comphermc
Posts: 5338


No, I'm saying that this is the way it was meant to work and had worked once upon a time. You could nest emitters one layer deep and it would update. If this is no longer the case, then something was broken at some point.

what's 'nesting'? is that emitting an emitter that then emits? if so, what's the advantage of that or how can it be used? a quick post will do! don't feel obliged to make a video tutorial
2012-02-29 16:57:00

Author:
GribbleGrunger
Posts: 3910


I'll explain for some of you guys who are confused about stuff here.

Antikris was wondering... if i read right, if we are now able to use live capture on emitters for objects emit another object with a emitter that'll emit another object with a emitter on it and so on ETC, and if when editing them if they all update or not now. all by using live capture on every emitted object. last i known we could not go more then 1 layer deep if we wanted them to all stay up to date by doing this. Antikris was wondering if they all stay up to date in a infinite deep row or not now with emitters within one another in a long row like i said. and i think nesting means exactly that, a set of emitters within emitters and so on *mew
2012-02-29 17:17:00

Author:
Lord-Dreamerz
Posts: 4261


I'll explain for some of you guys who are confused about stuff here.

Antikris was wondering... if i read right, if we are now able to use live capture on emitters for objects emit another object with a emitter that'll emit another object with a emitter on it and so on ETC, and if when editing them if they all update or not now. all by using live capture on every emitted object. last i known we could not go more then 1 layer deep if we wanted them to all stay up to date by doing this. Antikris was wondering if they all stay up to date in a infinite deep row or not now with emitters within one another in a long row like i said. and i think nesting means exactly that, a set of emitters within emitters and so on *mew

i once tried to get an emitter to emit a block (with an emitter on it) one space across and then the emitter on the block emits another block with an emitter on it and so forth. the idea was so that i could just use two emitters instead of the 20 it would have used to form a bridge across a gap... Christ, that's hard to explain. that's 'nesting'?

i suppose you could do that on the Vita using a piston set to positional? and emit at regular intervals as the piston jumps forward? would there be an easy way of incrementing that positional setting without the need for addition logic? perhaps a timer linked to a sequencer (also set to positional) with a battery stretched from start to finish? would that then effect the piston in equal amounts as the timer forced the sequencer to step up the battery? i don't know what the heck i'm talking about here lol

or could you use just the timer? when it jumps from count one to count two does it accrue the value? would it read as 10% then 20% on a piston set to positional?
2012-02-29 17:57:00

Author:
GribbleGrunger
Posts: 3910


that's 'nesting'?

I'm pretty sure that is~ i know, it's a pain to explain. though it's all a bit confusing so i'm not 100% sure if what you said is nesting or not. xD but here's a example. You start off with a ball that emits a cow, then the cow emits a cat, then the cat emits a car, then the car emits a hat, then the hat emits a bunny. *mew
2012-02-29 17:59:00

Author:
Lord-Dreamerz
Posts: 4261


Back to the 1.11 patch idea - perhaps, apart from some DLC, they have introduced some of the tools used on the Vita? Apart from the touch screen tools, of course, but it does sound like there are some cool tools available in the Vita that would also work on the PS3.

I'm quite keen to see what the DLC is - costumes? Objects or decorations etc?
2012-02-29 19:16:00

Author:
aratiatia
Posts: 374


Back to the 1.11 patch idea - perhaps, apart from some DLC, they have introduced some of the tools used on the Vita? Apart from the touch screen tools, of course, but it does sound like there are some cool tools available in the Vita that would also work on the PS3.


I doubt that very much - if vita tools had been introduced, trust me, you'd know about it.
2012-02-29 19:38:00

Author:
FlipMeister
Posts: 631


what's the advantage of that or how can it be used?

Enemy dispenser logic emits an enemy. That emitted enemy emits a bullet at the player. That bullet gets hit by something and before it destroys itself it emits an explosion. The enemy gets hit and before it disintegrates it emits an explosion as well and a powerup bauble.

Player reaches the final boss. An invisible boss control object is emitted. This control object spawns the boss. The boss spawns a lightning silhouette on top of itself, starts to move and emits various projectiles hurled at the player. Projectiles are destroyed and go out while emitting an explosion. Boss teleports - disappears. Control object moves to a new location, keeps track of boss HP and respawns the boss elsewhere.

Just examples of stuff going on in my level. All depending on multiple tiers of emitters.
2012-02-29 19:41:00

Author:
Antikris
Posts: 1340


From the sounds of it so far this patch hasn't introduced any new major problems which is good.

That problem with emitters when they emit dangers mentioned earlier should be investigated though. Was it just that one guy?
2012-02-29 20:13:00

Author:
Ayneh
Posts: 2454


Regarding nesting, it does seem that currently one level deep works, but more than one level deep doesn't automatically update with changes to the source object (or at least not consistently), though it sounds like this isn't new to 1.11. And at least live capture works in general again, which is such a relief.2012-02-29 20:15:00

Author:
LittleBigDave
Posts: 324


From the sounds of it so far this patch hasn't introduced any new major problems which is good.

That problem with emitters when they emit dangers mentioned earlier should be investigated though. Was it just that one guy?

Like i said before. i tested it on my game and i'm not having that problem, my game works like it should with that. but yeah, some other people should try to test it too. *mew
2012-02-29 20:19:00

Author:
Lord-Dreamerz
Posts: 4261


As for nested emitters...

I may have been mistaken before. I believe that when we were first shown the game way back at the first Game Jam, they had meant for updates to work beyond the first layer of nesting. I've just checked on our build here, which has the dynamic emit code from the time the Move Pack came out (I think), and it only updates one layer deep.

So it's either something that was broken prior to that, or it was never actually in the game. I seem to recall making sackbots that shoot projectiles, and having edits on the projectiles update on the emitted sackbots. But again, I could have been mistaken. At any rate, that functionality doesn't exist in the game right now.
2012-02-29 20:34:00

Author:
comphermc
Posts: 5338


At any rate, that functionality doesn't exist in the game right now.

You still get a beer.
2012-02-29 21:43:00

Author:
Antikris
Posts: 1340


You still get a beer.

You can go ahead and drink one on my behalf. I was never a beer guy.
2012-03-01 22:55:00

Author:
comphermc
Posts: 5338


As for nested emitters...


I've heard LBP Vita will have a tweak to destroy everything an emitter has emitted, and I've heard that works with nested emitted objects too. To help with my day dreaming, are you able to say if this tweak does in fact cause emitted descendants to be destroyed when the primary emitter triggers destruction? It would be really great if it did, in terms of cleaning up a spawned level section.
2012-03-02 00:58:00

Author:
LittleBigDave
Posts: 324


I've heard LBP Vita will have a tweak to destroy everything an emitter has emitted, and I've heard that works with nested emitted objects too. To help with my day dreaming, are you able to say if this tweak does in fact cause emitted descendants to be destroyed when the primary emitter triggers destruction? It would be really great if it did, in terms of cleaning up a spawned level section.

i can't see why not. obviously when each emitter emits something it must also attach some 'signature' to the emitted objects, otherwise how would it recognise what needs destroying? so using that logic it seems 99% probable that by destroying the original emitter you also destroy the nested emitters and everything the nested emitters emitted. it would also be nice to be able flag something you didn't want to be destroyed!
2012-03-02 01:04:00

Author:
GribbleGrunger
Posts: 3910


Can we change the title of the thread to "Randomizers, broken or not?"
Its pretty misleading entering here looking for info on the update, and ending up with just a large discussions whether randomizers were are broken or not.
2012-03-02 04:42:00

Author:
Silverleon
Posts: 6707


I've heard LBP Vita will have a tweak to destroy everything an emitter has emitted, and I've heard that works with nested emitted objects too. To help with my day dreaming, are you able to say if this tweak does in fact cause emitted descendants to be destroyed when the primary emitter triggers destruction? It would be really great if it did, in terms of cleaning up a spawned level section.

There's no need to even test it. Emitters have a tweak called 'Clean up Emitted Objects when Destroyed.' Toggle that little setting, and once the parent emitter is destroyed, it takes all the emitted children with it. With that, you can nest as far down as you'd like.
2012-03-02 08:10:00

Author:
comphermc
Posts: 5338


For the record, I don't think emitters that emit something that also emits something have changed.

Pre-1.10 patch, I was making a little self-replicating device - for one of my troll vehicles - that re-emitted facsimiles of itself. Problem was, once it reached a certain amount of reoccurences, it'd stop emitting, because the final emitted object's logic showed to me that it wasn't set to emit anything at all.

I don't use it much anymore. Lags the game to heck. :B

Anyhoo, I would like to see what little tweaks MM have tossed into the salad here and there. Always seems like they leave us little gifts.

And if it's DLC, maybe it'll be in the same line as the Toy Story and Muppets stuff - which means either Jak/Daxter, Ratchet/Clank, or whatever silly pre-order stuff they made that escapes my memory.
2012-03-02 11:53:00

Author:
SLS10
Posts: 1129


I moved a basic object from one new level to another - tested the object and found the player sensor had stopped activating the moving parts (wobble bolts / Piston) altogether until the object was completely rewired. Tested the proceedure several times to make sure and yup sorry to say there's some kind of a new glitch going on.2012-03-04 17:49:00

Author:
Tanuki75
Posts: 172


I was playing a move pack level when I decided to go into create mode. I went into create mode(new level), and there was a large awkward shadow that was following me. I went into someones level, and the shadow was there too.

Must be some new bug... :/
2012-03-04 21:30:00

Author:
ConverseFox
Posts: 2333


I was playing a move pack level when I decided to go into create mode. I went into create mode(new level), and there was a large awkward shadow that was following me. I went into someones level, and the shadow was there too.

Must be some new bug... :/

SpoooOOoooky.
2012-03-04 21:39:00

Author:
Nitranon77
Posts: 127


I was playing a move pack level when I decided to go into create mode. I went into create mode(new level), and there was a large awkward shadow that was following me. I went into someones level, and the shadow was there too.

Must be some new bug... :/

Woah that's really creepy. Did you try turning off your ps3 and seeing if the shadow was still there?
2012-03-04 21:47:00

Author:
DreJ1212
Posts: 240


They need to fix the level links!2012-03-04 22:21:00

Author:
Blackbeltnick95
Posts: 129


Woah that's really creepy. Did you try turning off your ps3 and seeing if the shadow was still there?

Yeah, it went away after turning my PS3 off.
2012-03-04 22:45:00

Author:
ConverseFox
Posts: 2333


I recently had that strange shadow thing happen in create mode too. Only the once though.2012-03-05 06:32:00

Author:
Mr_Fusion
Posts: 1799


This shadow thing has been plaguing me for a long time, since at least last November. That's the first time I can remember it happening. But I admit, the other day it happened twice in a row, almost instantly after a reboot to try and alleviate the first instance. It must have gotten worse somehow.

I have no idea what triggers it. I think it might happen when people join a moon, remote or my own. After the fade and reset a view thing. It's happened in both places.
2012-03-05 08:52:00

Author:
OneEyedBanshee
Posts: 1370


I've turned off my PS3 b ut the shadows still there! Isn't only shadows: the effects of lights does not work, and the objects of lights emit light in the wrong place!2012-03-06 20:01:00

Author:
cakito123
Posts: 353


I was just about to write about the shadow thing, seems other people are experiencing it too. another thing thats started happening for me is when sackboy jumps off a material he keeps turning his head to look behind himself. maybe he's seeing if that shadow thing is following.2012-03-06 21:13:00

Author:
artise
Posts: 353


Geez. I just encountered that shadow thing today (and a strange fading light next to it). It happened after I placed the gadget remover on a material and I glued it. At least that glitch has been around for a few months, so Mm should be fixing it right away. I'm also expecting Mm to fix the corrupted paints, sound cut when a complicated material, with many tools and glued objects, that has been cut is removed or invisible, and the emitted objects with danger tweaker that randomly gets destroyed.

And, Ungreth, a Mammoth falling out of nowhere, LOL ! The only glitch I see in Skyrim (so far) is a floating weapon, but the glitch you encountered is much better in a humorous way.
2012-03-12 02:39:00

Author:
JustinArt
Posts: 1314


These shadows can get pretty ridiculous.

http://ia.lbp.me/img/ft/21aae9592df6bb08c5777a4c203a9e937ab1c0e8.jpg
2012-03-12 15:26:00

Author:
lemurboy12
Posts: 842


I have noticed these awkward shadows seem to appear after using the paint tool. The shadows of the objects on screen when you use the paint tool just start following you everywhere... strange.2012-03-18 18:16:00

Author:
ConverseFox
Posts: 2333


Is anyone having trouble getting into DLC levels after the patch?2012-03-18 21:32:00

Author:
Biv
Posts: 734


I have noticed these awkward shadows seem to appear after using the paint tool. The shadows of the objects on screen when you use the paint tool just start following you everywhere... strange.

Yeah, that's what I think what may cause the shadow glitch to appear randomly. The shadow I encountered last week disappeared after that day, so that shadow glitch is only temporarily. I thought it has to do with the gluing objects, but I was wrong.
2012-03-18 21:36:00

Author:
JustinArt
Posts: 1314


Yeah, that's what I think what may cause the shadow glitch to appear randomly. The shadow I encountered last week disappeared after that day, so that shadow glitch is only temporarily. I thought it has to do with the gluing objects, but I was wrong.

This sounds an awful lot like what happens when ambient occlusion is enabled/disabled in the game. I don't expect that to mean anything to anyone, but if it's related, it means that the bug is in no way permanent - a simple reboot of the game will reset it. I also don't have any idea what could be triggering the issue, unless you were all doing something odd with the lighting (I can't imagine what that could possibly be). Has anyone been getting it frequently?
2012-03-19 02:36:00

Author:
comphermc
Posts: 5338


Ok, I have the shadow plague. Resetting my Playstation does NOT work. I contacted Sony, they had me delete the game data and corrupted files, but that DID NOT work. I do have the move pack, and I do use the paint tool. I also believe this is due to an update released. No, I am NOT doing ANYTHING with lighting or anything else. It is as if whatever I built is stuck to me? I can see whatever I built's shadow. For example; If I build a house, when I come into another level, I can clearly see the "shadow" was of the house I built. I emailed SONY again today....Will let everyone know how it goes.

Other issues; system restarts when I quit the game, all icons of created levels turn into the Mm logo, when I try to pull out a painting it won't load, when I use the snipping tool my system locks up, when I use the attract o gel it causes lag in gameplay (offline)....and so many more.
2012-03-19 20:18:00

Author:
Unknown User


^ Your Ps3 must have a goblin inside it. Burn your PS3 with fire to be rid of it!.
Yohoho~ but yeah serious now, i've had the shadow problem too... but only once. it gone away as soon as i restarted LBP. *mew
2012-03-19 20:23:00

Author:
Lord-Dreamerz
Posts: 4261


^ Your Ps3 must have a goblin inside it. Burn your PS3 with fire to be rid of it!.
Thats Gremlins
2012-03-20 05:06:00

Author:
artise
Posts: 353


This sounds an awful lot like what happens when ambient occlusion is enabled/disabled in the game. I don't expect that to mean anything to anyone, but if it's related, it means that the bug is in no way permanent - a simple reboot of the game will reset it. I also don't have any idea what could be triggering the issue, unless you were all doing something odd with the lighting (I can't imagine what that could possibly be). Has anyone been getting it frequently?

Yeah, that's how the shadow glitch disappeared. So far, I only got the shadow thing once, so I'm safe for now. I guess it only happened after using the paint tool. I'm surprised some of us has experienced it permanently. I wonder why.


Ok, I have the shadow plague. Resetting my Playstation does NOT work. I contacted Sony, they had me delete the game data and corrupted files, but that DID NOT work. I do have the move pack, and I do use the paint tool. I also believe this is due to an update released. No, I am NOT doing ANYTHING with lighting or anything else. It is as if whatever I built is stuck to me? I can see whatever I built's shadow. For example; If I build a house, when I come into another level, I can clearly see the "shadow" was of the house I built. I emailed SONY again today....Will let everyone know how it goes.

Other issues; system restarts when I quit the game, all icons of created levels turn into the Mm logo, when I try to pull out a painting it won't load, when I use the snipping tool my system locks up, when I use the attract o gel it causes lag in gameplay (offline)....and so many more.

Yikes, it looks like you got a serious bug in your PS3. How old is your PS3 by any chance? Usually, when our hardware systems, like laptop and Wii, get older, more bugs may occur. Well... that's my theory. I've been using my PS3 since the Christmas of 2008, and it still works all right. Even if I played games with some glitches, like LBP2, "Skyrim", and "Ratchet & Clank: All 4 One". If your PS3 is new and the shadow really does plagued your PS3, that's going to make us all worried.
2012-03-20 19:56:00

Author:
JustinArt
Posts: 1314


Alright. the shadow thing happened to me again. this time right after i got done using move paint... i had to reset my PS3 to fix it. also i took 2 pics. *mew
http://if.lbp.me/img/ft/61f6e17e98e75d425b45246226ddae7fd3e43e60.jpg
http://i5.lbp.me/img/ft/e15cd1cc614b082f0068889c0d3ca4e096f43cdd.jpg

PS: it's much more clear it's messed up when you see it for yourself. the whole lighting system is messed up and does crazy things.
2012-03-21 14:21:00

Author:
Lord-Dreamerz
Posts: 4261


At the risk of sounding like a complete buffoon, is it not your open microchips that are creating the shadows?2012-03-21 14:40:00

Author:
Ali_Star
Posts: 4085


At the risk of sounding like a complete buffoon, is it not your open microchips that are creating the shadows?

Haha no. like i said in my PS. it's hard to tell unless you see it for yourself. and also, those are not microchip shadows you see in the pic. hmm... maybe i should go take more pics later. anyways the shadows move around everywhere and everything looks bad in game. little hard to show with pics i suppose. *mew
2012-03-21 14:44:00

Author:
Lord-Dreamerz
Posts: 4261


Seeing as this bug seems to appears when you have been using Move Paint, has anyone tested if Move Paint stickers still corrupt over time?2012-03-21 14:50:00

Author:
Slaeden-Bob
Posts: 605


Seeing as this bug seems to appears when you have been using Move Paint, has anyone tested if Move Paint stickers still corrupt over time?

Yes, still corrupted.
2012-03-21 15:58:00

Author:
goranilic
Posts: 332


Yes, still corrupted.

But what about if you make new ones? Do they still get bad after a couple of days?
2012-03-21 16:20:00

Author:
Slaeden-Bob
Posts: 605


It happened to me when I was moving a large building that I had made, I hadn't really altered the lighting and while there are Move paint stickers in the level I wasn't working with them at the time I don't think.

I shaved down my profile as it was getting rather crazy.. maxed community objects maxed stickers and everything was taking ages to save.

I haven't seen it since...
2012-03-21 21:21:00

Author:
Mr_Fusion
Posts: 1799


Here is the picture I took right after I first saw it about 3 weeks ago

http://i7.lbp.me/img/ft/2271d8f1230031eac463f63132aa257ecd2260e6.jpg

I took that picture in an empty level.
2012-03-22 01:54:00

Author:
ConverseFox
Posts: 2333


But what about if you make new ones? Do they still get bad after a couple of days?

I tried to make new paint stickers few days ago and all the symptoms are the same as before. I applied the method "send stickers to another account", which should prevent corruption, but not completely successful. Stickers got exclamation marks and can't be selected on the first attempt, and sometimes neither later, there is always struggle. Having learned from previous bad experiences, I have in reserve the same stickers saved as objects.
2012-03-22 11:55:00

Author:
goranilic
Posts: 332


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