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Post bugs found in LBPK

Archive: 59 posts


There are the numerous trophy glitches and the text chat glitch where the window appears for a brief second, not even displaying any text.

I've also found several bugs in the level editor that cause my whole PS3 to crash (cycling between Movie Cameras using L1 and R1 sometimes causes the angle and zoom preview to not display; pressing Square then will cause the whole PS3 to crash).

I tried looking for any place to post bugs directly to the developers, but I could not find any...
2012-11-24 00:56:00

Author:
JudgeSpear
Posts: 122


Moved to [LBPK] Everything else

There isn't one yet.
If you'd like I can change the title and this can be it.
2012-11-24 01:01:00

Author:
Lady_Luck__777
Posts: 3458


Yeah, making this the LBPK bug reports thread id a good idea.2012-11-24 01:18:00

Author:
JudgeSpear
Posts: 122


Edited thread title and sticked to make it easy to find.

Trophy glitch
https://lbpcentral.lbp-hub.com/index.php?t=75822-Is-there-any-way-around-the-trophy-glitches

Sticker issues
https://lbpcentral.lbp-hub.com/index.php?t=75531-What-s-wrong-with-the-stickers!

Start menu freeze
https://lbpcentral.lbp-hub.com/index.php?t=75377-Setting-Menu-Freeze
2012-11-24 01:25:00

Author:
Lady_Luck__777
Posts: 3458


Publishing glitches that occur when you overwrite a level (updating it, etc.):

*"First published" and "Last updated" are always the same in-game. Whenever you update an existing level by overwriting a slot on your Earth, both "First published" and "Last updated" show the same time elapsed. These two pieces of information show correctly when you look at a level's page on karting.lbp.me.
*Unsure if this is a bug, but when you update a level, two things get reset: the # of plays and the scoreboard.
2012-11-24 03:12:00

Author:
JudgeSpear
Posts: 122


Fire, Explode, Stun or Instant Area Effect Self-Weaponators' Visuals only appear in the center of the level when they are emitted from another weaponator.

If all players have too many weapon loudouts in there entrance gongs (even if none of them are on), there's a chance the players will be unable to use weapons, even if there's hardly anyting in the level.

Sometimes sounds don't play when used in weaponators, it seems to vary based on the type of weaponator. (or it could be the weaponator's sounds completly drown out the sound, which i despise with a deep hatred that you can't turn the default weaponator sounds off, all my weapons sound the same

I've had a couple of odd encounters where "throwing" Weaponators (Mines, Lobs etc.) don't fire from your locations and seems to fired from a random spot (maybe a weaponator or were you entrance gong was). I think it might have to do with weapon loadouts or a quick friendly fire kill from your own weapons.

If you replay a level with too many things going on (hardly anything) the music won't play (might work if the music is triggered, but auto ones definetly don't work

If you have too many custom weapons (i'm guessing 10+) and try to edit a random weaponizer, the game will always freeze unless you delete the custom weapons

Sometimes if you have a complex custom weaponator that ends in a mine obstacle (or mine obstacle that emits an area attack self weaponator) you won't be able to pick up another weapon till the mine is gone (sometimes you can get lucky and get around this if you fiddle with the emit tweak settings)


If a self-weaponator set to transform is emitted from another weaponator, the player becomes invisible The duration of the invisibility seems to last until you die or fire certain weapons (I'm guessing any self-weaponators even if they don't transform. I'm hoping this was intentional or won't get patched cause its a great invisbility powerup )


Deleting objects does NOT decrease the thermometer, it may decrease if you delete copies of the same object but the original increase will always apply. I had a level where i made my 25 custom weapons, after deleting EVERYTHING manually in the level, the thermometer was at 75% :eek:. The only way to get rid of this wasted space is to use the delete X options in the global settings. So you really need to be careful of what you place


Force Field materials sometimes become visible when used as weaponators, only 1 I remember right now is Attach Object Instant Weaponator

Homing weapons set to target all that are being emitted from another weapon (i had from another target all homing) It's homing accuracty gets shot to hell, all they do is chase in circles around the target and almost never hit

Self-weaponators area attack blasts don't last that long even when you set its lifetime high or infinite (i think they longest i seen them go is around 5-7 seconds)



I'll try to remember what the rest of my findings were
2012-11-24 03:56:00

Author:
JKthree
Posts: 1125


:kz: Putting a Deco in your POD, then Deleting it, entering a Level, & returning to your POD will cause the Deleted Deco to come back like it has some sort of time machine.2012-11-25 03:58:00

Author:
IronSkullKid99
Posts: 515


Glad there's a thread like this. Since it's sticked maybe this will get more attention.2012-11-25 07:35:00

Author:
The5rozos
Posts: 952


LBPK has tons of errors, but I think I saw one of weirdest.

Few days ago, I was karting in online with some people. I tried to leave the group while game was waiting for more players. One player had a mic and continuosly talked to it. When I left the group and loading screen popped up, I still heard that player talking, what was odd. But when I came to my pod, I still heard him talking. After I left the game!? And then I saw (I was in my pod, yes) a kart driving near my moon. It was driving on nothing, and few seconds after it drove straight through my pod.

I was still seeing (and hearing) the other players while I was in my pod and others were still playing. I could do stuff in pod menu, but not go in any level in story or moon. Game was getting laggy so I exited the game and when I came back again, everything was fixed.

I can't even disconnect properly, what is wrong with this game?
2012-11-25 11:29:00

Author:
Unknown User


I love this glitch. Its like stalking taken to the next level
He's driving in my pod HE'S DRIVING IN MY PODDD
2012-11-25 14:13:00

Author:
TheAdipose
Posts: 533


LBPK has tons of errors, but I think I saw one of weirdest.

Few days ago, I was karting in online with some people. I tried to leave the group while game was waiting for more players. One player had a mic and continuosly talked to it. When I left the group and loading screen popped up, I still heard that player talking, what was odd. But when I came to my pod, I still heard him talking. After I left the game!? And then I saw (I was in my pod, yes) a kart driving near my moon. It was driving on nothing, and few seconds after it drove straight through my pod.

I was still seeing (and hearing) the other players while I was in my pod and others were still playing. I could do stuff in pod menu, but not go in any level in story or moon. Game was getting laggy so I exited the game and when I came back again, everything was fixed.

I can't even disconnect properly, what is wrong with this game?

Merged with existing bugs thread.
2012-11-25 14:40:00

Author:
Lady_Luck__777
Posts: 3458


I can glue certain objects to my kart in create mode, and drive with it in story and community levels. Yeah... so there's that. lol2012-11-25 17:51:00

Author:
fireblitz95
Posts: 2018


Wait, what? How?2012-11-25 21:06:00

Author:
Super_Clone
Posts: 849


Here is a few pictures of me doing it if you don't believe me. 2012-11-25 21:27:00

Author:
fireblitz95
Posts: 2018


That, sir, is very awesome. Must be problematic in some levels though, huh?2012-11-25 22:07:00

Author:
Super_Clone
Posts: 849


Nah, it goes away when you turn off the system.2012-11-25 23:46:00

Author:
fireblitz95
Posts: 2018


I can glue certain objects to my kart in create mode, and drive with it in story and community levels. Yeah... so there's that. lol

:kz: You take it off any sweet jumps?
2012-11-26 01:14:00

Author:
IronSkullKid99
Posts: 515


Yea, it's pretty funny seeing a Helicopter/Kart flying through the air. lol2012-11-26 01:16:00

Author:
fireblitz95
Posts: 2018


Sensors don't work in kart logic. I assume it works sometimes cus of other levels seeming too need them like when the karts use fuel that can be refueled2012-11-26 17:29:00

Author:
Zohnar
Posts: 30


The only bugs I found are a save data saying "Levels created on my moon: 0" after I saved a level (it went to 1 on my last backup), and a freeze during loading screen after I leave the create mode.2012-11-26 17:42:00

Author:
JustinArt
Posts: 1314


Here is a few pictures of me doing it if you don't believe me.

As much as i'd like to hand you a cookie for such an awesome glitch, I think it might be best to keep it to yourself. Cause i got this strange feeling you could (or someone will find a way if you tell everyone how to do this) to attach emitters and such and it would be LBP2's overlord glitch all over again, cept in Karting it can be much worse!
2012-11-26 18:08:00

Author:
JKthree
Posts: 1125


As much as i'd like to hand you a cookie for such an awesome glitch, I think it might be best to keep it to yourself. Cause i got this strange feeling you could (or someone will find a way if you tell everyone how to do this) to attach emitters and such and it would be LBP2's overlord glitch all over again, cept in Karting it can be much worse!

Oh trust me, I won't be telling the community how to do it. However, this glitch poses no threat to the game whatsoever, so it's not a big deal if they do find out. I do however know that lethal sackboy is back, except this time with a Kart. Trying to figure out how to do it, we'll see what happens.
2012-11-26 18:31:00

Author:
fireblitz95
Posts: 2018


Deleting objects does NOT decrease the thermometer, it may decrease if you delete copies of the same object but the original increase will always apply. I had a level where i made my 25 custom weapons, after deleting EVERYTHING manually in the level, the thermometer was at 75% :eek:. The only way to get rid of this wasted space is to use the delete X options in the global settings. So you really need to be careful of what you place


I noticed this problem with the thermo too, but it appears to be just a display problem. If you delete objects, save the level, exit to pod, and re-load the level; then the thermo goes down. At least that's what I found in the one level I've worked on.


I have a broken level with no name and a duplicate of my profile icon on my planet. These won't show up on LBP.me, but if you visit my planet in-game and go to the south pole you can see them. The level and profile icon cannot be deleted. The level cannot be moved or played, it's just taking up space and so far I'm stuck with it there.

While building with materials (offline) in my first and only level so far, my PS3 was freezing anywhere from every 5 min (seriously) to once per hour. At one point it froze while saving and corrupted the level. I think that time I saved via exiting to my pod rather than selecting Save from the Start menu, but I'm not 100% sure about that.

Weaponator Bug (it was in Beta too)
If you place a Specific Weaponator and designate it's weapon before placing a Random Weaponator, from that point on all Random Weaponators in the level will mimic any Specific Weaponators. If you add Specific Weaponators or change their designated weapons, the Random Weaponators will add those weapons to their inventory. You can see this effect in progress by going into the Random Weaponator's tweak menu. Once you save a level with this bug, it's there permanently.
How to prevent - Aside from just not doing the thing that makes this bug happen
You can "inoculate" your level against this bug. Simply place a Random Weaponator and save. After that you can delete the weaponator and your level will still be protected. Note that this will not eliminate the bug once it occurs.
2012-11-27 00:10:00

Author:
Pookachoo
Posts: 838


I noticed this problem with the thermo too, but it appears to be just a display problem. If you delete objects, save the level, exit to pod, and re-load the level; then the thermo goes down. At least that's what I found in the one level I've worked on.

It took me about a week to make all 25 of my custom weapons, which filled the thermo to 75+% and i deleted each weapon from the level when i finished it so i guess that method doesn't work for weapons. But i'll definetly keep that idea to mind when i start working on levels
2012-11-27 00:54:00

Author:
JKthree
Posts: 1125


Sensors don't work in kart logic. I assume it works sometimes cus of other levels seeming too need them like when the karts use fuel that can be refueled

Yeah, I have a working tag sensor (on a chip, no less), so your broad statement is obviously not true. If you really want to help them to fix your bugs, you'll have to be more specific than this. They need to know how to reproduce your problem conistently, so they can look inside the game code while they do it themselves to see what is happening and where it goes wrong.



Weaponator Bug (it was in Beta too)
If you place a Specific Weaponator and designate it's weapon before placing a Random Weaponator, from that point on all Random Weaponators in the level will mimic any Specific Weaponators. If you add Specific Weaponators or change their designated weapons, the Random Weaponators will add those weapons to their inventory. You can see this effect in progress by going into the Random Weaponator's tweak menu. Once you save a level with this bug, it's there permanently.

Oh, I thought this was a feature. It's rather convenient to have all your custom weapons already in the random weaponator, too bad you still have to press normalize on each page or tweak the percentages manually.

Also, could this be the reason JKthree's thermo didn't drop after deleting the weapons? Maybe they're being kept in the level memory because of the random weapon lists. Try placing a random weaponator and removing/replacing the custom weapons, see if the thermo drops?
2012-11-27 10:26:00

Author:
Rogar
Posts: 2284


Here is a few pictures of me doing it if you don't believe me.
Hey, that's cool! It's like the Overlord glitch, haha.

This game seems to be bugged even more than LBP PSP.

I just wonder what UFG is doing at the moment, there should be some patches already.
2012-11-27 12:05:00

Author:
Schark94
Posts: 3378


More than LBP PSP? Nah, that's too harsh. I'd say it's at least comparable to the unpatched initial LBP1, if not better.2012-11-27 12:54:00

Author:
Rogar
Posts: 2284


I hope UFG is listening to us it seems as if they left the game as it is. C'mon UFG don't let LBPK die we all love this game please help us if anyone can contact them please tell them to fix it2012-11-27 21:23:00

Author:
Unknown User


I, just destroyed my Sunset Islands level, by saving it.

I looked around it, and saved it after doing some object work. The process of saving it, undid all of my underwater terrain work.

All of it.

Now I have an expanse of sand with the occasional puddle, because I saved my progress. I am beyond angry! A save shouldn't be changing anything, it should be preventing changes! What is this nonsense >:|
2012-11-30 19:49:00

Author:
IvoYaridovich
Posts: 88


There are 2 bugs I noticed in community:

Exit level glitch complete any community level while not on the players planet. You will end up in the community menu.

Player planet glitch complete any community level while on the players planet. You will end up in the main menu.
2012-12-01 19:28:00

Author:
Unknown User


Breadcrumbs that start before the start/finish line will end up being backwards.2012-12-01 23:20:00

Author:
Screenhogs
Posts: 21


Trouble connecting and staying connected to friends online. I'm currently helping someone 100% everything and test out the friend aspect of the game. I'm constantly ending up back in my own pod. Every once in awhile, I'll stay in his, so it's nothing he's doing that's kicking me out. Afterwards, I have a hard time rejoining, and our connection with each other is great.

I've also seen a bug with voting for tracks online. On occasion, the votes are wiped completely when there is about 5 seconds left. Sometimes, you can revote, but other times they are wiped permanently and you're stuck racing/battling on the same track/arena again even if the entire group chose something else.

Freezing and stickers are my only other issues with the game, but it looks like this list of bugs keeps getting bigger and bigger. Hopefully UFG is aware of everything.

Edit - Just found another. Custom objects that I have saved end up with their decorations placed backwards if I had to flip them. I have a bumblebee created, and its right legs and antenna are upside down and backwards until I click to move them. It's such a pain to have to do this to custom objects that I want more than one of in a level. Even cloning them messes the decorations up.
2012-12-03 02:55:00

Author:
Remy
Posts: 252


Minor bug: after selecting a level on a planet or moon, you can move the cursor on the planet around while the level is loading. This does not cause any problems, but it looks odd when the planet/moon zooms in on a spot not centered on the celestial body when the level finally launches.2012-12-06 04:34:00

Author:
JudgeSpear
Posts: 122


Wepondator pick up
Every time I try to tweak it it just fezzes my game does anyone els have that bug?
2012-12-10 06:55:00

Author:
Unknown User


Movers and rotators don't work on shapes made of hologram material.2012-12-10 10:14:00

Author:
Rogar
Posts: 2284


Wepondator pick up
Every time I try to tweak it it just fezzes my game does anyone els have that bug?

Is it the random or the specific?
And do you have a lot of custom weapons?

The random one freezes if you have a lot of custom weapons cause it tries to load all your saved stuff all at once into the probability database.
2012-12-10 15:02:00

Author:
JKthree
Posts: 1125


The specific weaponator usually causes game freezes to me. It has something to do with a bug posted here in this thread earlier:


Weaponator Bug (it was in Beta too)
If you place a Specific Weaponator and designate it's weapon before placing a Random Weaponator, from that point on all Random Weaponators in the level will mimic any Specific Weaponators. If you add Specific Weaponators or change their designated weapons, the Random Weaponators will add those weapons to their inventory. You can see this effect in progress by going into the Random Weaponator's tweak menu. Once you save a level with this bug, it's there permanently.
How to prevent - Aside from just not doing the thing that makes this bug happen
You can "inoculate" your level against this bug. Simply place a Random Weaponator and save. After that you can delete the weaponator and your level will still be protected. Note that this will not eliminate the bug once it occurs.
2012-12-10 17:33:00

Author:
JudgeSpear
Posts: 122


I'll be getting LBPK soon. All these bugs look pretty shameful for the developers to leave it like this, lets hop there is a update in the future.
Since im quite put of now. Perhaps LBP wasn't ready for the 3D stage and it may be a case of the game was rushed just to much.

:eek:
2012-12-12 20:48:00

Author:
Spaceraoul28
Posts: 175


The bugs in this game may be many, but they do not cause the game to be unacceptably unplayable. I do agree that the online connectivity to friends issue needs to be fixed as soon as possible.

Another editor issue seems to occur in levels with a lot of what the beta called "Geo Paint Materials". These are the shapes you make using various materials in your goodies bag. Having too many of these in your level causes, in my experience:

*Issues with rerolling tracks and then changing the road surface in the newly rerolled section..the chosen road surface will not apply.
*Unable to modify any Geo Paint Materials at all via Edit Shape. Doing so will not invoke the dialog box to select the material and shape. Additionally, trying to create more Geo Paint Materials will cause the PS3 to freeze.
2012-12-14 17:13:00

Author:
JudgeSpear
Posts: 122


I copied a sequencer I was using and deleted the sound effects I had placed there. I put "HUD tweakers" on this copied sequencer and set them up so they should have worked. However, they would not activate - I was going for a blinking effect on a text box - and had to delete the sequencer and use timers on a separate microchip instead.2012-12-14 18:46:00

Author:
aratiatia
Posts: 374


Republishing a level after it became a Team Pick causes the pink ribbon to no longer appear around the level. It still remains a Team Pick, but in LBPK's in-game Team Picks list, the level is moved all the way to the bottom of the list, after the very first batch of team picks which consist of a handful of levels by LBPK_Community. Compared to lbp.me, the level still shows up in the order it was made a Team Pick along with other levels during the last Team Picks selection. All of this is in addition to having your plays and scoreboard reset when republishing any level.

It remains to be seen if this affects the visibility of the level as a Team Pick.
2012-12-15 14:02:00

Author:
JudgeSpear
Posts: 122


Aw, JudgeSpear. Maybe they'll notice and attach the ribbon to your tracks again.

I noticed one with my musical arena. Apparently changing the material of an object that a sequencer is attached to in some form or fashion will cause the sequencer not to work. It just requires reattachment, but if you have multiple items attached to the same sequencer, it's really inconvenient. It's probably the same for other logic as well.
2012-12-15 16:45:00

Author:
Remy
Posts: 252


Lighting tweakers do not work when placed on a sequencer which is on a microchip which is on a spawn point. Placing the light tweakers on the microchip with timers set to activate them does not work either. When I copied one of the lighting tweakers and placed it on some material with a battery attached, THEN the lighting tweaker worked.

I placed an impact sensor on a microchip on a spawn point set to trigger when a blue tag labelled "pendulum" was touched which should have triggered a destroyer set to "explode" and kill the kart. The sensor did not work so the destroyer did not work.

The lighting tweakers have different settings to those found on the global lighting tweaker in the popit. The popit global settings all work in percentages. The lighting tweaker has a range of settings from 0-1 or 0-2 or 0-400% or 0-20 and some extra settings not available in the popit, such as a "thickness" setting for fog. This makes matching the lighting tweaker to the popit settings impossible. United Front, either make the lighting tweaker OR the popit settings default, not two arbitrary settings in each menu.
2012-12-16 05:09:00

Author:
aratiatia
Posts: 374


I just loaded a level to work on, and all the stickers on it had vanished after I had saved with them all in place last night. I tried multiple times to reload the level, but the stickers all seem to be gone permanantly.2012-12-16 08:35:00

Author:
IvoYaridovich
Posts: 88


I just loaded a level to work on, and all the stickers on it had vanished after I had saved with them all in place last night. I tried multiple times to reload the level, but the stickers all seem to be gone permanantly.

I too have has this happen. It seems that while we are given infinite sticker "space", they still react as having too many upon loading the level OR the object in which they are plastered to.


Another bug:

- While editing a level with a previously saved Kustom kart loaded into the kart transformer, changing the kart will (possibly without a sackthing) cause errors in sensor sensitive HUD widgets such as a Meter that is set to "each player has their own".
2012-12-16 09:15:00

Author:
anarchowolf
Posts: 194


I just ran into a serious bug when republishing a level. I was about to overwrite a level on my Earth, but I chose not to. Upon declining to overwrite my level, the level portal disappeared from my Earth. My planet says I have 2 levels published, but when I look at my profile, it says I have 3 levels published. The level even exists on LBP.me. I decided to just publish my level new again. My level count remains inconsistent (3 levels visible on my planet, 4 levels in my profile/lbp.me). There is no way to delete this orphaned level from my profile.

Here is proof:

The newest version of my level on LBPK.me: https://karting.lbp.me/v/3hrt
The now-orphaned version of my level that I cannot delete (does not show up on my planet, only in lbp.me): https://karting.lbp.me/v/3gtd

EDIT: I posted this same problem at LBP's GetSatisfaction forum at https://getsatisfaction.com/littlebigplanet/topics/_lbpk_serious_bug_encountered_when_republishing_a_ level?rfm=1 I also provided a link to this LBPK bug reports topic.
2012-12-22 16:06:00

Author:
JudgeSpear
Posts: 122


Recently ive been playing LBPK. and i found a very nasty bug. I was racing. i beleive at the 19th rainbow. and i went under the Left tooth of the giant guy who had 2 teeth smashing down on the track. so. i got smashed, though i spawned under the tooth. and my invincibility prevented me from getting smashed again. so it pushed me under the map. and i died again, and it spawned me under the map again. and so on. Please fix this issue :3

*Note: this may be in the wrong section, feel free to move.
2012-12-28 17:49:00

Author:
TinyMoMo
Posts: 132


Merged with existing thread2012-12-28 18:22:00

Author:
Lady_Luck__777
Posts: 3458


I already know about the sticker bug, where you can't have a custom costume easily.

Another issue is about the DLC costume transfer. I wish the DLC costumes would transfer over to LBPK, especially the move pack costumes like the Surreal outfit. I made a girl costume with the suit from the surreal outfit, and I think it would be a good costume for one of the AI racers in my levels.

Now I don't think this is a bug, but it's more of an issue. Compared to all the other racing games I played, LBPK is too hard, even on casual mode. I had to restart the levels a whole bunch of times in order to win in first place.
2012-12-30 00:47:00

Author:
Apple2012
Posts: 1408


Another issue is about the DLC costume transfer. I wish the DLC costumes would transfer over to LBPK, especially the move pack costumes like the Surreal outfit. I made a girl costume with the suit from the surreal outfit, and I think it would be a good costume for one of the AI racers in my levels.

Now I don't think this is a bug, but it's more of an issue. Compared to all the other racing games I played, LBPK is too hard, even on casual mode. I had to restart the levels a whole bunch of times in order to win in first place.

LBP1 and 2 DLC costumes have to be remade for LBPK because it runs under a completely different engine. The next LBPK patch is supposed to allow this to happen, but as of now, we are still waiting for any word about the patch.

Keep practicing. The issue here is lack of skill and experience rather than the game. The game was hard for me when I first started. Learn how to manage your weapons when you are in front of the pack, since you will need to defend against red and blue missiles. Also, take the time to master drift boosting and spinjump boosting. They will give you an extra advantage. Once I got better with all of those concepts, the game became much easier for me to play. I've now 100%ed all of the levels.
2012-12-30 00:58:00

Author:
JudgeSpear
Posts: 122


Using Pathfinders on a race track set to Obstacle mode sometimes causes the track to freeze upon an AI being reset.2013-01-15 20:12:00

Author:
IvoYaridovich
Posts: 88


i posted this in another thread, but gathering it here might be better.

i'd made a light post with a microchip on it with logic to turn the light on at the beginning of the 3rd lap. i copied the object and placed the lamps throughout the track. Saved, ran some errands, came back and loaded the level and all the circuit boards throughout the track had been pulled to the location of the original object's circuit board. When attempting to put them all back (a task i eventually gave up on since it happened again after exiting the level, instead i just put the logic bits directly on the objects with no chips), i discovered 6extra boards had been spawned. They're not attached to a chip, so they can't be erased (though any logic pieces on them can be). i that bundle of extra boards, i also discovered one of my spawn point attached circuit boards had also been spawned too...though none of those boards had migrated to the original clump.

Weirdsville, daddy-o.
2013-02-01 02:36:00

Author:
waffleking23
Posts: 535


Here's a few weapon-related items:


An obstacle weapon's hit box is not directly tied to their physical location in the game, it's the actual area on which it was dropped. I once had created a mine that floated in erratic circles, but you won't actually die if you run into it. If you drive through the spot that it occupied on spawn - even when the weapon is not there - however, you become ash.
Custom object physics are not honored but overwritten. I had created a mine that homed in on the player fine in normal use, but when applied as a weapon all magnetic/physics were replaced.
This might have been mentioned before, but loadout tweakers are extremely finicky and unreliable. Certain weapons with long use durations (such as the shockwave) tend to never work when a loadout tweak is activated while the player is using them.
Certain complex weapon object types seem to cause more screen lag than others. A complex dropped weapon can cause extreme game lag when used in contrast to a missile, for instance.
Sequencers bound to a microchip lose any wired input connections after you copy/paste the chip.
Weapon loadouts seem interdependent on they being added to a random weapon powerup list. For instance, on my level, if I don't have the same weapon I'm using in a custom loadout in the random weapon list (even if it's set to a 0% chance of spawn), the weapon may appear but you'll be unable to fire it, if it appears at all.
2013-02-15 16:33:00

Author:
Hiroshige0
Posts: 114


I found a bug that severely restricts use of captured images using Playstation Eye. 8 seems to be the limit(!!)
Work-arounds can crash the system.

I have always used a lot of images in my LBP2 maps (in the neighborhood of 10-20 in a map).
Today I started a new map in LBPK and began capturing images I know I wanted to use. I found that after around 8 images, the sticker tool stopped allowing me to capture them. There was no message saying "too many images" or anything like that. Pressing X over a material with the image capture marquee active (using Playstation Eye) just had no affect.

I tried deleting images from "my pictures" (I only had about 10) and still no go.
I tried making a brand new map and the same thing happened. After 8 images captured it stopped working.
I tried capturing the rest of the images in another map and slapping them on material in the old map. Worked for a few and then stopped again.
I tried capturing custom objects in other maps with the images on them and then placing the objects in the broken maps.
This actually froze my machine completely (tried it several times with the same result.) A hard crash that required a hard restart.

I have reported this to the PlayStation LBPK General Discussion (thanks Rogar!)
For more details on the bug:
http://community.eu.playstation.com/t5/LittleBigPlanet-Karting-General/BUG-REPORT-LBPK-pictures-from-Playstation-Eye/td-p/19137110
2013-06-13 23:27:00

Author:
damian_tsl
Posts: 20


I think as of today, Sunday June 16th 10:00 pm Eastern Time I observe the system is not allowing me to post any user content onto LBPK online. I created a level and was about to post it and it said the Upload fail and to check to see if I was connected to PSN. Obviously I was. I soon discovered, that I could not post comments on my or any other profile or level either with the message simply stating, "Failed to upload comment." The errors came quite quickly. I also verified that it is not just my one PSN account by having a friend test her account on my console. Thanks. Yet another frustration involving the poor online modes of this game.

EDIT: I recently found evidence on the official PlayStation forums that this problem exists for many others. Seems the error comes and goes frequently these days.
2013-06-17 03:24:00

Author:
WyomingMyst
Posts: 101


I had the exactly same problem on friday I just wanted to update my level Science laboratory. But in the course of the day, after a couple of hours, the problem was fixed. So be patient.2013-06-17 05:40:00

Author:
gipsy
Posts: 408


-When you put a sticker on your wheel you cannot take it off!
-Ps3 crashes when 3 or more people playing locally use their popits at the same time.
-Toggle switch does not function correctly.
-When Gluing many objects together and using it as a kart will cause hitbox issues such as the hitbox being out of place.
-When gluing objects together with spinning wheels, the wheels do not push the car, it acts that the wheels are not spinning.
-Heart and unheart system uses the opposite sound. If you heart a person it will make a bleh sound and if you unheart it will make a kiss sound.

I can't think of anything right now.

EDIT:

This game needs some EXTREME MAINTENANCE!

The glitches and bugs I saw on the demo I thought were going to be fixed, I was wrong. They still exist in the full game!!!
2013-07-10 18:25:00

Author:
danthi66
Posts: 54


damian_tsl - I don't think this is a bug, more a limitation of the system. I noticed a very similar issue yesterday with using photos I had taken in-game. Basically, to create signs etc, I created the shapes, letters, numbers etc individually to create the sign, then I took a photograph of the finished sign and used that as a sticker. This helps to conserve budget because you don't have lots of small shapes and things around that will eat your budget, just one sticker. Anyway, I found that I suddenly couldn't use a new sticker anymore, though I could still use one of the existing ones in my level. Then I went into a blank level, placed the sticker on the object then captured it. When I tried to load that object into my level it froze the PS3. :O SO I think there is a limit of I believe 9 different photo's you can use within your level.

Another incredibly annoying issue is the hitboxes on custom karts. If you make the kart large then resize it, OR if you make it too wide, then the game will generate a massive hitbox around all four sides of your vehicle in-game, rendering it totally useless. You have to make your kart very small and within very strict width parameters in the first place and then you won't have an issue. I will be giving away a kart scaler prop that was given to me by OnePoppa to help with this very issue, (look for it as a prize in my latest track, out soon) but it would be very helpful if we could actually SEE the hitbox visibly when creating out custom karts. Would save a lot of wasted time and a lot of headaches!
2013-07-12 17:41:00

Author:
atheistsw
Posts: 147


Another incredibly annoying issue is the hitboxes on custom karts.

This is the exact problem I ran into here (https://lbpcentral.lbp-hub.com/index.php?t=78343-Arena-Teams-Rise-of-the-Infectors-%28Where-your-cloth-body-is-never-safe%29) and kinda crippled the whole thing. I had a situation where I needed to fire weapons but they couldn't kill a player, but instead dropped a life bar. This was done with a tag attached to the weapon and a tag sensor on the player. For whatever reason though, at random times the weapons fired at opponents would not impact or register as a hit, they'd actually bounce off players like they were part of the scenery.

I've since then imagined a few workarounds that I have yet to apply, but its pretty inconsistent.
2013-07-12 18:31:00

Author:
Hiroshige0
Posts: 114


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