Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 2    [LBP2] Everything Else LittleBigPlanet 2
#1

Analog signal... OVER 9000%!!!

Archive: 19 posts


Some creator from Japan simora2873 crashed logic knowledge that we know it and done something impossible.... he crossed analog signal 100% barrier and he not stoped on 200% no no no he gone to up to 160000000% :o Don't know how he did that, all that he gives is overpowered signal trapped in wire loop in chip. Chip contains all ranges of signals, not all but by using them and signal combiner you can produce any value and trap it again.

http://lbp.me/v/77zbe8
http://lbp.me/v/77zbe8

http://if.lbp.me/img/ft/44f55d4a46ca8e0aa8bc15895c6373495c1832dc.jpg

So what happens when you overcharged signal to stuff? they scale values up instead of down as far as there data limit allows

-Scoregivers on scaled per secand can give even 2.000.000.000 points at once, ofcorse it wont magicly make score limit cross 16.000.000, but it crosses 10.000 limit of score giver.
-Movers, motors ans there moving stuff on speed scale can move faster then originily do, strength scale dont have any effect here
-Lights can't cross there original 200% but if you set it on 100% you can go to 200% with this signal... but it kind of useless hting
-Sequencer goes to 100% and thats it
-With Timers you can have higher range of scale, you can turn 80.000s (dont know remeber exact number) timer in to 1s
-If you plug to sackbot analog stick... he will go faster other functions don't react to higher signal
-Rocket Engine makes little more intense smoke and ofcorse can go with insane speed

What do with it:

-Reset player score with one blink of a signal
-More bits accessible easily for level data transfer
-Control sackbot speed higher then he can
-And other uses that you guys may find

Notes:

-You can't slide the values with timers since there no timer sending overcharged signal all you can do is move signal lower or higher 100% around overcharged signal using combiner
-Watch out on AND gates, normal signal will only have 100% so overcharged signal will be neutrialized, use microchip instead or send 2 overcharged signals to AND gate

Special thanks to pate59 (http://lbp.me/u/pate59) for showing me this thas how he do score resetting in his cuboid level
2012-04-12 02:50:00

Author:
Shadowriver
Posts: 3991


One thing that always bugged me is that followers sometimes don't keep up exactly when moving after the thing that's being followed, even if it's a piece of holo doing the following and even if the follower speed is 100%. Would they keep up perfectly if you increased their speed to more than 100%?2012-04-12 03:41:00

Author:
SnipySev
Posts: 2452


It seems to pinpoint a little bit faster, but higher speed won't magically remove network lag. Ofcorse if you move object isntantly to otherside of the level with speed follower should keep up faster then it usally did, but i didn't test that yet. i only know that when you plug it to mover it goes so fast that object insta-crash2012-04-12 03:48:00

Author:
Shadowriver
Posts: 3991


Well this seems... interesting. Queued it, and I would love to see what it could do for my cars.

I still think this thread would have been more attention-grabbing if it was called "IT'S OVER NINE THOUSAND!!!".
2012-04-12 04:59:00

Author:
Kaboosh99
Posts: 359


I thin you right, it's still valid ;p done2012-04-12 05:08:00

Author:
Shadowriver
Posts: 3991


Yay! Shadowriver changed his thread name according to my idea! People are paying attention to me! *hop* *hop* *clap* *clap*.

Anyway, does this super-powered signal work with pistons, winchs, etc? Just out of interest.

(BTW did anyone pick up on the subtle Futurama reference in my post? )
2012-04-12 12:09:00

Author:
Kaboosh99
Posts: 359


Well not sure 0.1s is already fast so it's hard to notice diffrence2012-04-12 14:33:00

Author:
Shadowriver
Posts: 3991


Don't know how he did that...

Well, it's been known for over a year that this is possible in Play Mode using a Score Sensor. This thread (https://lbpcentral.lbp-hub.com/index.php?t=50773-Analog-values-gt-100) claims they output: ((current_score ? target_score) ? 100%) even if the result is greater than 100%, so one obvious way to get this in Create Mode would be to capture a Play Mode object in a god-glitched beta copy, then import to retail.

Given a score limit of 16 million (for 4 players), and a minimum target score of 10, then the most you could get via this method would be 160 million percent, which looks remarkably similar to the value you gave, so I guess this was how it was done.

You might also be interested in this thread (https://lbpcentral.lbp-hub.com/index.php?t=50938-Extreme-precision-analog-signal-probe), which is (as far as I'm aware) the only analog signal probe capable of displaying values over 100%, although it only goes as high as 1 million percent.



One thing that always bugged me is that followers sometimes don't keep up exactly when moving after the thing that's being followed, even if it's a piece of holo doing the following and even if the follower speed is 100%. Would they keep up perfectly if you increased their speed to more than 100%?

There will always be at least one frame of latency between an object and its "followers". With an acceleration of 100%, you'll only get more than one frame if the object's max speed exceeds the follower's max speed.

A follower just acts like an advanced mover whose inputs have been automatically fed with whatever values would make it move to the current position of the target object on the next frame, so for it to follow a sackperson in sync, it would have to know what you planned to do before you actually did it.
2012-04-12 20:31:00

Author:
Aya042
Posts: 2870


Oh that skipped my eyes and not only mine since everyone i showed this been O.O! well i guess it's still useful info, since no body sweated to capture all those signals , now it's more accessible. I knew about probe, pete showed me on2012-04-12 21:29:00

Author:
Shadowriver
Posts: 3991


Me again... how does this affect smoke machines, emitters, and cameras? I think I'm most interested in what would happen to the smoke machine. Does it, like, pump out heckloads of smoke? And would emitters emit stuff really quickly and really often? What about cameras? Would they zoom out heaps or just go wild? And why am I asking so many questions?

Okay, and what about object tweakers? The destroyer, the material tweaker, the anti-gravity tweaker, danger tweaker? And why haven't I stopped asking questions?

I think I'll actually play the level and answer my own questions from now on...
2012-04-12 21:36:00

Author:
Kaboosh99
Posts: 359


Holy crap!2012-04-12 21:48:00

Author:
Kalawishis
Posts: 928


What is this witchcraft?
This must go into the Magical Book of History AT ONCE!
This is pretty cool . So does this mean we don't have to go through the hassle of setting maximum radii when making things?
2012-04-12 22:17:00

Author:
Sackpapoi
Posts: 1195


Me again... how does this affect smoke machines, emitters, and cameras? I think I'm most interested in what would happen to the smoke machine. Does it, like, pump out heckloads of smoke? And would emitters emit stuff really quickly and really often? What about cameras? Would they zoom out heaps or just go wild? And why am I asking so many questions?

Okay, and what about object tweakers? The destroyer, the material tweaker, the anti-gravity tweaker, danger tweaker? And why haven't I stopped asking questions?

I think I'll actually play the level and answer my own questions from now on...

It only works with object that analog signal effects :> smoke machine don't have analog signal factions so there will be 0 reaction
Emitters already have 0.0s option, which makes object emit in moment when enoth free space appers, so it's kind of useless here, or else you interested in space beteen 0.1s and 0.0s (but not sure if this works)
0 reaction with game camera, but i didnt played with it much
anti-gravity tweaker at 100% already sets object gravity to 0 and can't go feather, game does not know idea of inverted gravity

Most object you mentioned don't have any functions that use analog signal
2012-04-12 22:27:00

Author:
Shadowriver
Posts: 3991


Since when has the score limit been 16 million???!!! I thought it was 4 million?2012-04-12 22:53:00

Author:
ballisticola
Posts: 157


...no body sweated to capture all those signals , now it's more accessible...

Sure. It was suggested in the previous thread, that you could generate/memorize the values and use them in Play Mode, but no-one could think of any particularly useful applications.
2012-04-12 22:59:00

Author:
Aya042
Posts: 2870


Since when has the score limit been 16 million???!!! I thought it was 4 million?

it's 4 million per player in co-op mode, 4 mil *4 = 16mil
2012-04-13 02:23:00

Author:
Shadowriver
Posts: 3991


I see I was adding a few more bits on then 2012-04-13 22:38:00

Author:
ballisticola
Posts: 157


I tested these batteries on basically everything on lbp a few months ago.

They work on movers, rockets, sackbots, motor bolts, or anything else I am forgetting with speed/strength scale. My favorite applications include locking a sackbot so it can only aim up (that doesn't work with a normal battery) and creating super strength gyros.

I actually made a few awesome glitches using conflicting overpowered gyros. The use on gyros is seriously helpful though. I have used it on many creations where I needed to stabilize an object based on a small piece of holo that has essentially no weight. For this, they work wonders.

THEY DO WORK WITH STRENGTH SCALE MOVERS.
When used on mover strength, they can accelerate virtually any object, no matter is weight to max speed in a single frame. That is also very useful.

They also glitch out material animations and make them go very fast.

They do do anything special to on smoke machines or emitters.

Controlling them is also a bit tricky. Many logics cap the signal and make the battery useless. This includes trying to turn them on and off via a chip.

The best way to harness their power is through the use of XOR gates.

I also created a system to determine how much faster a motor bolt travels with the largest value of battery that is possible. To do this, doctor colossus and I used a series of gears to time the rotation speed of one of these bolts. They are not millions of times faster like the signal may indicate.

Instead, they are only about 8 times faster. Thus, the relationship between signal strength and motor bolt speed is not linear after you go about 100%. This may be due to a signal scaling / cap that the bolts have or could possibly be related to how lbp stores numerical values.
2012-04-14 05:06:00

Author:
Unknown User


They not glitch out, they just faster 2012-04-14 14:08:00

Author:
Shadowriver
Posts: 3991


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.