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Level Link Disconnect Help!!

Archive: 18 posts


Hi, it's been a long time since ive been on an lbp forum but i have a grinding issue with my upcoming level and i know LBPCentral is the best place to go for some help.

The level im building is completely reliant on level links. The main level is a main menu. From the main menu you can choose different games, and when said game is chosen, it sends you through the level link into the said game. So my level is really a tree branching system with a central main menu hub that links to various other parts of my game.

To go into a little detail, my game is called Astro Lander. You start it up and you're presented with a main menu and among the options is a SINGLE PLAYER mode, and a MULTI PLAYER mode. These 2 are completely seperate totally different games, one is like a moon lander game and the multiplayer is a dog fight and race game.

HERE IS THE ISSUE: The players enter the main menu. They choose MULTIPLAYER > DOG FIGHT (for example). It then takes them through a level link where i've built a MAP SELECTION menu. Now, on the MAP SELECTION menu, they choose a map to play. They press X, and it sends them through the level link into the map they have selected. THIS is where i have major, major problems. Far, far too many times, it will disconnect the player i was with and they are unable to join. Whereas SOMETIMES they can join.

Is this a thermo issue?

- I have 3 map designs, the simplest has a thermo level at 2/3 full (so nowhere near overheating) and the heaviest as a thermo which is 2 notches clear of maxing out. I get the same disconnecting issues with all 3. Also when i am in create mode, my friend can never join me in my level. I always have to exit, join in the pod and then go in create mode with him there. In fact the only way i can play my dogfight maps with more people is by directly loading the level, and avoiding level links.

Why can i play the level perfectly with players already in my pod when i directly load the level but it disconnects them through a level link??????

I have been plagued with this problem for months. I have spent months building my dogfight maps only to find that when i published it (locked for testing) the players get disconnected when they link to it!!!!! It completely KILLS my game because i am reliant on level links, thats how my game functions!!

I am sorry if this topic has already been covered but i couldnt find a similar topic. I have tried all sorts of things to try and fix this but i can only sit back and acknoledge that this is a bug on Media Molecules end, not my level. None of my levels are close to overheating, so why do players disconnect?

My recent thinking has been that maybe its not the thermo that is the issue but the sheer amount of logic and wiring. Because these levels are very logic heavy. I have one microchip for example that has 68 output ports on it, and there are so many wires that it blots out the background.

I have also heard that choosing the level link option that requires a 'press triangle to enter' helps, but i want my levels to force the level link, to give a more professional look to it.

Ive even tried capturing my entire level, so that when the player enters the level i could emit the entire level into the create space, but this only resulted in a) crashing my ps3 and b) making the capture sound but not actually capturing anything at all

I apologise for the length of my post, but for me this is a pressing issue as i have spent months making this segment and whats the point if people cant even link to it. In fact for the entire Astro Lander game ive been working on this since LBP2 was released.

I would really, really appreciate some advice, if anyone knows of this problem, if anyone knows of a fix, if anyone knows if Mm will ever fix this? It seems crazy to me to have a feature in LBP2 like forced level linking when it doesnt even work.

Or this just me? Any help would be appreciated.

Thanks LBPC
2012-04-20 13:17:00

Author:
Unknown User


nothing we can do... it's a coding issue.2012-04-20 15:58:00

Author:
ForgottenEnigma
Posts: 1414


How long did it take for you to type that message?!2012-04-20 16:32:00

Author:
bzrgzr
Posts: 37


Yeah i probably wrote too much lol, the issue is just that troublesome for me. Well thanks for the replies, if its a coding issue, i guess there's little i can do. It's a bit un-nerving that i have to wait on Mm to fix this issue though. I just cant publish my level in this state as people wont be able to play it. I really hope Mm are fixing this2012-04-20 18:49:00

Author:
Unknown User


Is there no way to take out one step? To have all your menus in one level?

Maybe I read it wrong, but it sounds like you have a level link going from one menu to another, which your choice there activates another new link. The fewer links, the smaller the probability of a disconnect.
2012-04-20 20:11:00

Author:
shane_danger
Posts: 283


You read it right but this is something I felt would be good to do. You're right I could have easily put the map menu system incorporated with the main menu, but you'll see why I've given the map menu it's own level button.

Besides, at the moment I'm testing them out and the only 2 levels that are linked is the map menu with it's corresponding map level. And after the race/ dogfight is finished you're linked back to the map menu to select a new map.

The interesting thing is after testing these links, entering the link for the map menu works perfectly everytime but disconnects happen when selecting the map and entering it's level. So some levels will link fine and some don't.

I think it's partly a thermo issue to be honest. While Mm are the ones who need to fix this, I'll see what I can do to assist. To be fair, it's been 15 months since lbp2 launched and the level link bug is still here. I'm not getting my hopes up for a fix soon. So I'll see what changes I can make to try and fix this.

If linking to my map menu works perfect everytime, there must be a reason it struggles with the other links. And I guess it's thermo related. But considering I can enter the level with 4 players successfully if loaded directly, but it disconnects them if entered through a link, clearly the root problem is with Mm. Like David said, it's a coding problem. I really hope Mm have looked into this
2012-04-21 00:16:00

Author:
Unknown User


I think it's an issue of max thermo allowance being inclusive of player costumes. It seems that the game looks at how much thermo you've used to build the level, then looks at how much thermo your friends' costumes will use, then decides that allowing them to enter the level would push the thermo past it's recommended limit and refuses to let them join or transfer through a link.

Personally I consider this to be LBP2s greatest flaw and it really makes me wonder how Mm could have dropped the ball so badly with such an obvious oversight. While LBP1 was arguably the greatest multiplayer experience of this generation, since LBP2 the majority of creators have been designing their levels for single players only because of this issue.

I wonder who it was at MM that first suggested "hey guys....let's make player costumes use up like half a thermo bar so people can't play with their friends anymore!", because whoever it was should be taken to the woods and shot.
2012-04-21 01:55:00

Author:
Ungreth
Posts: 2130


But if that were true, why can I enter the level with friends successfully by directly loading the level, yet disconnect when I enter it through a link?

This is what make me think the bug is a fixable one. When I've had friends in my pod, and I load up the map menu, I select a map and it links me to it, it disconnects them and only me, the host remains. So I then reinvite them back to my pod and I just load the map up directly instead and they always enter with me successfully.

So that means the costumes surely can't affect it? This is just a clear bug with level linking and I don't know why it hasn't been fixed yet
2012-04-21 12:02:00

Author:
Unknown User


But if that were true, why can I enter the level with friends successfully by directly loading the level, yet disconnect when I enter it through a link?

This is what make me think the bug is a fixable one. When I've had friends in my pod, and I load up the map menu, I select a map and it links me to it, it disconnects them and only me, the host remains. So I then reinvite them back to my pod and I just load the map up directly instead and they always enter with me successfully.

So that means the costumes surely can't affect it? This is just a clear bug with level linking and I don't know why it hasn't been fixed yet

Often with a high therm level you'll be unable to invite a friend while you're playing it (the game will tell you "this level is overheating" even though it's not), but you can get friends into the level by inviting them to your pod first and then loading the level. When you go through a link it will either let everyone through together if the linked level's thermo is low enough, or diverge the players so that they each enter the level alone, wondering what happened to their friends.
2012-04-21 12:28:00

Author:
Ungreth
Posts: 2130


Mm is too busy removing player freedom to actually fix any game breaking bugs...

Sorry to hear about your problem, I don't think there's an easy solution.
2012-04-21 12:52:00

Author:
DaSpoony
Posts: 191


Often with a high therm level you'll be unable to invite a friend while you're playing it (the game will tell you "this level is overheating" even though it's not), but you can get friends into the level by inviting them to your pod first and then loading the level. When you go through a link it will either let everyone through together if the linked level's thermo is low enough, or diverge the players so that they each enter the level alone, wondering what happened to their friends.

Yeah you hit the nail on the head there. I have that in create mode. I can't invite friends in cos the "thermo is too high" when it clearly isn't. One day I tested at what thermo level my friend could then request to join and I found that about 2/3rds of the thermo, below that they could join but above that they couldn't join. And I suspect that's the same thermo levels which disconnects players through level links.

I just don't think I'll be able to modify my level to drop below 2/3 themo, and it's ridiculous we'd have to make that change. It's a clear bug
2012-04-21 17:48:00

Author:
Unknown User


I'll point out... for the thermo in create mode thing, if you go back to pod and invite them in before going into the level it will work fine in create. I think this issue does contribute to the links failing but is certainly not the main cause of it.2012-04-21 17:58:00

Author:
ForgottenEnigma
Posts: 1414


You could try emitting the level after it has successfully loaded with all players. That will lower the thermo temporarily at the start.

If you try this out let us know how it goes, because it's a problem that affects everyone who uses level links.
2012-04-21 18:02:00

Author:
Ayneh
Posts: 2454


You could try emitting the level after it has successfully loaded with all players. That will lower the thermo temporarily at the start.

If you try this out let us know how it goes, because it's a problem that affects everyone who uses level links.

Ive tried this before but everything in my level is wired to everything else so I can't capture it in segments and emit in segments, I can only capture the entire level and emit the entire level.

It's a good idea but it didn't work when I tried it. It crashed my ps3 when I tried capturing the whole level, and when my ps3 didn't crash, it didn't capture it. It made the capture sound but didn't capture anything.

So other then waiting for mm to fix this, (it's been 15 months now..) the only thing a player can do is reduce the thermo level to below 2/3rds and then hopefully the disconnection issues will cease.

But incidentally, for other peoples levels, emitting segments of the level after the players have entered would work and should reduce the thermo, as long as you have sorted out the logic wiring. It's just my level doesn't lend itself to emitting segments because there's too many wires connected to other parts of the level
2012-04-21 18:58:00

Author:
Unknown User


I think emitting the level or segments of the level is the answer here guys. I gave it a little test and it can drop the thermo a heck of a lot. It can drop it to a level that keeps online stability hopefully. But it means that has soon as the players have entered, you can load the level up. It's probably the best solution we have till Mm fix it.2012-04-21 21:45:00

Author:
Unknown User


If wiring is preventing you from emitting your level in segments, you could use tags as your activation triggers instead of directly connected wires. So for example, rather than wiring a grab sensor on one side of the level to a timer on the other side of the level, have the grab sensor activate a tag and the have timer's input triggered by a max radius tag sensor.2012-04-22 13:31:00

Author:
Ungreth
Posts: 2130


I've already been using that technique in my level but cheers anyway. What was preventing me from doing that with some level sections I wanted to emit was that there were like over 50 wires that were connecting to other areas of the level and I did t want to set up a tag sensor for each one of those. But I've since found an area in my level which only has about 4 wires stringing outwards from it to the rest of the level. So I'll set up a tag sensor for those and emit that section of level a few seconds after the players have entered. I tested this yesterday and it actually reduced my thermo by 1/4 which should help a lot with the level link disconnections hopefully.2012-04-22 14:29:00

Author:
Unknown User


I wonder who it was at MM that first suggested "hey guys....let's make player costumes use up like half a thermo bar so people can't play with their friends anymore!", because whoever it was should be taken to the woods and shot.
Probably the same guy who thought it was a great idea to still put they copy button in after obviously knowing about the disaster it caused to LBP1's level community.



"Ive tried this before but everything in my level is wired to everything else so I can't capture it in segments and emit in segments, I can only capture the entire level and emit the entire level." -ShadowFlareX
yeah, mine crashed once while capturing a massive cruise ship I built. An easy (but very time consuming) way around that is to go through and set what your emitted sections will be, mark them off with different color hologram to make it easier if you want, then replace all the wires going between the sections with labeled tags/tag sensors for each signal being sent from one section to another, then capture it. labeled tags and sensors only communicate with those of the same color and label, so it's like wireless wires, and there's just about infinite combinations. you might also want to destroy sections of the level that players have already gone through and won't be seen again while playing. this will make more thermo room in the long run because 1, your entire level isn't always there, and 2, wires take up some thermo because the game has to draw them up in create, whether they're visible in play or not. That's why if you have a logic intensive level like my pinball machine and you zoom out with preview off it lags so much.

Anyway, I've been getting this a lot too, I was playing through hansel and gretelbot and most of the links sent me back to my pod with the 'failed to load level' error. then I load the same level from the earth and it loads within a second or two. It happens sometimes right from an earth too, I'll load a level, it'll sit there loading for like 10 minutes, fail to load, X on it again and it loads in 2 seconds.

Also,
2012-04-22 15:20:00

Author:
Eanikran
Posts: 79


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