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LBP2 Update 1.20

Archive: 110 posts


What's the deal with 1.20? To me, the size of the update is 995 MB. Is that normal for an update to be that much?


If you guys know what the update contains, please reply. If you don't, at least post down your assumptions on what it could possibly be.

2012-12-18 00:33:00

Author:
GoldenSnake123
Posts: 13


Alrighty then, It seems the new patch is out for LBP2.. it is perhaps the most giant patch i've ever seen yet... it's over 900 MB! o.O; *mew

PS: I'm gonna have to wait to later tonight to download this monster of a patch for myself!. :0
2012-12-18 00:37:00

Author:
Lord-Dreamerz
Posts: 4261


probably the cross controller update https://lbpcentral.lbp-hub.com/index.php?t=71155-Cross-controller-DLC-coming-for-LBP2!2012-12-18 00:38:00

Author:
Arastoph
Posts: 216


Yeah. After discovering more research, the DLC is meaning to come out tomorrow. However, I guess they'll release it a early.2012-12-18 00:55:00

Author:
GoldenSnake123
Posts: 13


Alrighty then, It seems the new patch is out for LBP2.. it is perhaps the most giant patch i've ever seen yet... it's over 900 MB! o.O; *mew

PS: I'm gonna have to wait to later tonight to download this monster of a patch for myself!. :0

Merged with existing thread
2012-12-18 01:01:00

Author:
Lady_Luck__777
Posts: 3458


Just downloaded it, seems to have new gibberish voices, and several new tutorials with the new tools displayed. Need the dlc to play them though. 2012-12-18 01:09:00

Author:
Rem25
Posts: 32


i don't have an update o.o2012-12-18 01:26:00

Author:
Unknown User


4 patches aka its been a while.2012-12-18 01:42:00

Author:
Rabid-Coot
Posts: 6728


How much does it cost?2012-12-18 01:58:00

Author:
GoldenSnake123
Posts: 13


Can't create...lol this is a huge file, almost 1 GB2012-12-18 01:58:00

Author:
Rpg Maker
Posts: 877


NEW TWEAK DETECTED!

Controllinator have new tweak called players ^^ you have 2 options or Any or Lead, if you pic Any it will work as usial, if you peak Lead... only Player 1 (the lead/host) can enter controllinator... this way you always sure that host is controllinator and have controls ^^

Player sensor has it too

And another discovery Imapact sensor has it too.... + it can detect sackboy only now if oyu want XD
2012-12-18 02:00:00

Author:
Shadowriver
Posts: 3991


How much does it cost?

$5 ?4 €5
2012-12-18 02:02:00

Author:
Rabid-Coot
Posts: 6728


Folowers and grab sensor has those new new tweaks too Suppricly Movinator does not have this tweak... woot?2012-12-18 02:38:00

Author:
Shadowriver
Posts: 3991


Looks the like Worm Hole is a teleporter...guess that must be the much requested feature

From the sounds of it, Tag Radar might be useful for creating huds or minimaps, but can't say for sure until the content unlocks though.
2012-12-18 02:45:00

Author:
Chazprime
Posts: 587


is there no way to download this elsewhere? I wish they had it on the official site. Then I could download it at work and install when I got home. sheesh! My internet says it's a 10 hour download. I just don't know if I can do that. My PS3 is old enough as it is and I really don't want to leave it running for that dang long. This really stinks. I wish they'd consider that not everyone has blazing fast broadband. Guess that's one way to kill the addiction. Thanks MM.2012-12-18 02:56:00

Author:
biorogue
Posts: 8424


is there no way to download this elsewhere? I wish they had it on the official site. Then I could download it at work and install when I got home. sheesh! My internet says it's a 10 hour download. I just don't know if I can do that. My PS3 is old enough as it is and I really don't want to leave it running for that dang long. This really stinks. I wish they'd consider that not everyone has blazing fast broadband. Guess that's one way to kill the addiction. Thanks MM. Is there no family or close friends that has faster internet that you could have them borrow your PS3 and update LBP2 for you? *mew2012-12-18 03:19:00

Author:
Lord-Dreamerz
Posts: 4261


Does this patch effect LBP.me for LBP also?

All I get now is a white screen.
Before the patch I was getting LBP.me.
2012-12-18 03:35:00

Author:
Lady_Luck__777
Posts: 3458


Does this patch effect LBP.me for LBP also?

All I get now is a white screen.
Before the patch I was getting LBP.me.
i get the same hopefully tomorrow that will be back up. only took 3 mins to download the patch for me
2012-12-18 03:56:00

Author:
WESFUN
Posts: 1336


Now I'm getting:


The website declined to show this webpage
HTTP 403

Most likely causes:
•This website requires you to log in.
2012-12-18 03:58:00

Author:
Lady_Luck__777
Posts: 3458


I just spend some time with NinjaMicWZ playing with those new tweaks.... and we come to concusion that even thru i's good that those teaks are there..... they are very limited. Ninja trying to implement lead tweak to his platforming one player only logic... but he can't use lead because it needs to suck-up other players to controllinators then lead, only way to work around is to suck in leader, then other sackboys and relese leader, but it leaves issue of joining players... you would need to repeat process. Imo it woud be more effective if e could select player number not just player 1. Why they need to limit themselves? why not think what will be possibly needed to actually fully utilize those tweaks?

What what i like about karing developers, they seem to go all out they think what creator may need and how to make things more useful, it has tweaks and features that LBP2 can only dream off
2012-12-18 04:11:00

Author:
Shadowriver
Posts: 3991


lady are you using google crome I tried another browser and it seems to work there2012-12-18 04:20:00

Author:
WESFUN
Posts: 1336


lady are you using google crome I tried another browser and it seems to work there

No.
Using IE9
Do you think my browser is the problem?

EDIT:
It's working this morning.
2012-12-18 04:22:00

Author:
Lady_Luck__777
Posts: 3458


No.
Using IE9
Do you think my browser is the problem?

that may be the case as i'm able to load LBP.me just fine on my PS3 browser. *mew
2012-12-18 04:26:00

Author:
Lord-Dreamerz
Posts: 4261


that may be the case as i'm able to load LBP.me just fine on my PS3 browser. *mew

I don't think browser can cause Error 403 or else it been banned
2012-12-18 04:35:00

Author:
Shadowriver
Posts: 3991


I always get excited when huge sized updates come out Any word on if this improves LBP2 at all?(loading times, glitches, graphics) I mean, this thing is 1GB... Can't be ALL for the DLC.2012-12-18 05:56:00

Author:
The5rozos
Posts: 952


i get the same hopefully tomorrow that will be back up. only took 3 mins to download the patch for me

I envy you. ENVY.

This patch sounds like a good one though... all those extra tweaks will definitely be useful.
2012-12-18 05:57:00

Author:
Kaboosh99
Posts: 359


did this patch add the new trophies in your list yet? if so, can someone list them please.2012-12-18 06:23:00

Author:
DarkSeraphim666
Posts: 96


I made a list in the other thread, here it is. 8^)

Final Frontier-Gold
-Ace all the Cross-Controller Levels

Bounty Hunter-Silver
-Grab all the Prize Bubbles in Story Mode

In Space...-Bronze
-Complete the Cross-Controller Pack Story

Astrophysicist-Bronze
-Complete all the Cross-Controller Pack Tutorials

Unidentified Feathered Object-Bronze
-Hatch and catch 10 Golden Chickens in Poultry Panic

Never Tell Me The Odds-Bronze
-Perform a perfect run in Space Spinner

Jeffries Tubes-Bronze
-Play 5 Community Cross-Controller Levels
2012-12-18 06:33:00

Author:
lve_msg
Posts: 408


I always get excited when huge sized updates come out Any word on if this improves LBP2 at all?(loading times, glitches, graphics) I mean, this thing is 1GB... Can't be ALL for the DLC.

it did not upgrade/fix any of the 3 things you listed far as i could tell. sorry. *mew
2012-12-18 06:38:00

Author:
Lord-Dreamerz
Posts: 4261


it did not upgrade/fix any of the 3 things you listed far as i could tell. sorry. *mew

Ah darn... At least nothing seems to be broken so far though.

(and thanks for being polite. You seem nicer lately than usual... not saying you're usually mean... nevermind lol :kz: )
2012-12-18 07:39:00

Author:
The5rozos
Posts: 952


Ah darn... At least nothing seems to be broken so far though.

(and thanks for being polite. You seem nicer lately than usual... not saying you're usually mean... nevermind lol :kz: )

Not broken? Seems that unless your host Sackboy's head will either not turn or will not go up and down. It is annoying.
2012-12-18 07:54:00

Author:
Vex_Doppel
Posts: 108


i had to fix 2 published levels because of this patch, it causes problems with sackbots in controlinators. but i was able to fix them by simply deleting the old bot and using a fresh one.2012-12-18 11:12:00

Author:
evret
Posts: 612


Has no one tweaked a radius yet? 2012-12-18 11:59:00

Author:
GruntosUK
Posts: 1754


NEW TWEAK DETECTED!

Controllinator have new tweak called players ^^ you have 2 options or Any or Lead, if you pic Any it will work as usial, if you peak Lead... only Player 1 (the lead/host) can enter controllinator... this way you always sure that host is controllinator and have controls ^^
Player sensor has it too

And another discovery Imapact sensor has it too.... + it can detect sackboy only now if oyu want XD

Very handy indeed.
2012-12-18 13:09:00

Author:
Ali_Star
Posts: 4085


Has no one tweaked a radius yet?

Oh cool exacly how i was seeing it to made, infinite radius before 0
2012-12-18 13:16:00

Author:
Shadowriver
Posts: 3991


Oh cool exacly how i was seeing it to made, infinite radius before 0

Infinte eh? So you don't have to hold the button until the radius gets to 5000 any more?
2012-12-18 13:29:00

Author:
Ali_Star
Posts: 4085


Tried playing with new settings but couldn't restore sackbots back into controllinator, it doesn't seem to effect my older levels but anything published recently has suffered.2012-12-18 13:46:00

Author:
EnochRoot
Posts: 533


Tried playing with new settings but couldn't restore sackbots back into controllinator, it doesn't seem to effect my older levels but anything published recently has suffered.

What do you mean by this?
2012-12-18 13:55:00

Author:
Ali_Star
Posts: 4085


What do you mean by this?

after downloading this patch it seems to have thrown up a bug where sackbots in existing levels on the server have been ejected and are floating in mid air. Seems you have to replace them altogether. Not so easy on overheating levels or when working with background projected stuff.
2012-12-18 14:05:00

Author:
EnochRoot
Posts: 533


No.
Using IE9
Do you think my browser is the problem?

EDIT:
It's working this morning.

INTERNET EXPLORER?! Well there's your problem! I'd recommend using a good browser for your daily browsing needs.
2012-12-18 15:24:00

Author:
xero
Posts: 2419


after downloading this patch it seems to have thrown up a bug where sackbots in existing levels on the server have been ejected and are floating in mid air. Seems you have to replace them altogether. Not so easy on overheating levels or when working with background projected stuff.

Does this bug affect levels that haven't been published? Levels only on the player's create moon?
Because coincidentally, I'm currently working on a level that uses Sackbots operating controllinators and I'm worried that this bug might screw up the level. I have yet to download this patch.
2012-12-18 15:31:00

Author:
D-E-S_87
Posts: 148


this is a really annoying bug... only the host can move their head in all directions and you that join can only move head up and down.. i hope they fix this asap...2012-12-18 15:43:00

Author:
RONNYNS
Posts: 34


Does this bug affect levels that haven't been published? Levels only on the player's create moon?
Because coincidentally, I'm currently working on a level that uses Sackbots operating controllinators and I'm worried that this bug might screw up the level. I have yet to download this patch.


this is a really annoying bug... only the host can move their head in all directions and you that join can only move head up and down.. i hope they fix this asap...

I've mentioned the bugs you've found to QA

Its easier for everyone if you report your bugs on Get Satisfaction (https://getsatisfaction.com/littlebigplanet). That way QA get them immediately, even when there's no one around to check the forums.
2012-12-18 15:51:00

Author:
GruntosUK
Posts: 1754


Does this bug affect levels that haven't been published? Levels only on the player's create moon?
Because coincidentally, I'm currently working on a level that uses Sackbots operating controllinators and I'm worried that this bug might screw up the level. I have yet to download this patch.


Yep the levels on my moon were messed up too. maybe you could back up offline and save on a usb in the hope of a download fix, or you'll have to just replace all the sackbots.
2012-12-18 15:54:00

Author:
EnochRoot
Posts: 533


Infinte eh? So you don't have to hold the button until the radius gets to 5000 any more?

yes... and infinite, so i guess more then 5000 thru at that points it's global anyway i think

So heres new feature summery:

* 'Cross-Controller' section has been added to the Tutorials under 'Me'.
*New "Players" tweak has been added, allowing to limit gadget to effect and/or sense only first player (leader/host), this tweak has been included in: Controllinator, Player Sensor, Grab Sensor,Impact Sensor,Follower,Look At Rotator,Sackbot (in Follow and Flee behaviors)
*Impact Sensor in above tweak also have extra option to sense impact of everything or sackboy/sackbot only
*All maximum range tweaks now have infinite range option, which is located before 0 setting (press left on 0)
2012-12-18 16:30:00

Author:
Shadowriver
Posts: 3991


All maximum range tweaks now have infinite range option, which is located before 0 setting (press left on 0)

This is awesome, this was such a time saver in LBPV, glad to see it's made it way to LBP2!
2012-12-18 16:42:00

Author:
fullofwin
Posts: 1214


i just tried checking the trophys for lbp2 and got an error message and the trophys was put offline... great!.. dont they test anything before release anymore?..2012-12-18 17:25:00

Author:
RONNYNS
Posts: 34


Umm.. Err.. After i downloaded this patch i've not been able to join ANY of my friends... Keep getting the "Failed to connect to player" message everytime i try.. :C

Other people seem to still be able to join their friends... so maybe it's some kind of problem only on my end... i don't know.. :/ *mew
2012-12-18 17:53:00

Author:
Lord-Dreamerz
Posts: 4261


Umm.. Err.. After i downloaded this patch i've not been able to join ANY of my friends... Keep getting the "Failed to connect to player" message everytime i try.. :C

Other people seem to still be able to join their friends... so maybe it's some kind of problem only on my end... i don't know.. :/ *mew

Try this: https://lbpcentral.lbp-hub.com/index.php?t=76045-Operation-Forward&p=1063061
2012-12-18 18:37:00

Author:
Shadowriver
Posts: 3991


Help!
My DLC isn't on the store!
Could it be because I'm in the UK? Maybe we have a later release date!
2012-12-18 19:57:00

Author:
Protoraptor
Posts: 960


Help!
My DLC isn't on the store!
Could it be because I'm in the UK? Maybe we have a later release date!

Yeah, the UK will get the DLC on Wednesday, since that's when our store updates.
2012-12-18 20:00:00

Author:
FlipMeister
Posts: 631


Anybody else having major trouble downloading the latest patch.

My download speed is not bad at all but I've already been disconnected once at 5% and now have 800 minutes left on this 1% (so far) download.
2012-12-18 20:09:00

Author:
Night Angel
Posts: 1214


Anybody else having major trouble downloading the latest patch.

My download speed is not bad at all but I've already been disconnected once at 5% and now have 800 minutes left on this 1% (so far) download.

I knocked it out last night when it went live. Took me nine minutes. Perhaps since everyone's downloading the new patch, there's some server stress? I don't know. You may be boned.
2012-12-18 20:33:00

Author:
SLS10
Posts: 1129


The new gibberish voices sound like the Muppet ones. Uhh..2012-12-18 20:38:00

Author:
lemurboy12
Posts: 842


The new gibberish voices sound like the Muppet ones. Uhh..

Is the DLC pack on the store?
2012-12-18 20:54:00

Author:
The5rozos
Posts: 952


I knocked it out last night when it went live. Took me nine minutes. Perhaps since everyone's downloading the new patch, there's some server stress? I don't know. You may be boned.

That's what I was thinking...I knew I should've downloaded it last night

I guess I won't be playing this until this weekend or something, then. FML
2012-12-18 20:56:00

Author:
Night Angel
Posts: 1214


Is the DLC pack on the store?

Gibberish voices are always free and anyone can use it without DLC that because they can't block tweaks in existing gadgets

Btw one of hte are really good for santa making lot of "ho ho ho", dont remeber the name
2012-12-18 21:11:00

Author:
Shadowriver
Posts: 3991


Question - when travelling through level links, does the "host" stay the same?2012-12-18 21:22:00

Author:
Ali_Star
Posts: 4085


That's what I was thinking...I knew I should've downloaded it last night

I guess I won't be playing this until this weekend or something, then. FML

If you have PS+ you could try this out (http://www.computerandvideogames.com/383853/blog/blog-ps3-game-patches-can-be-downloaded-in-the-background/)
2012-12-18 21:29:00

Author:
lve_msg
Posts: 408


That's what I was thinking...I knew I should've downloaded it last night

I guess I won't be playing this until this weekend or something, then. FML

I've found that if you sign out of the PSN it sometimes helps. At first when I went to download the patch it said it was going to be 240 minutes. After doing this it did it in 9.
2012-12-18 21:40:00

Author:
maddoggnick96
Posts: 272


I've found that if you sign out of the PSN it sometimes helps. At first when I went to download the patch it said it was going to be 240 minutes. After doing this it did it in 9.

I've been off and on for a while now and the download time still hovers around 600 minutes.

And unfortunately, my PS+ is up; the automatic download feature could've been very useful this time (and it makes me wonder why it's an exclusive PS+ feature in the first place...).

I'll probably be trying to log on sometime in the middle of the night to try and attempt to download the patch again.
2012-12-18 23:47:00

Author:
Night Angel
Posts: 1214


(and it makes me wonder why it's an exclusive PS+ feature in the first place...)

Got to provide a variety of incentives to encourage subscriptions.
2012-12-19 00:06:00

Author:
Rabid-Coot
Posts: 6728


*Rant start* This "update" literally ruined my latest level and partially broke one of my walking dead levels. And I'm sure it broke a bunch of stuff on my moon as well. I ended up just locking the broken published levels and decided not to touch them until my latest film is published. Hoping in that time, they release a new update that fixes this mess. If they don't fix this, I might be leaving LBP for a while after my next film pretty much due to frustration with MM. How do they let this update be passed to the public and not checking it for any major bugs? I feel like we are literally guinea pigs to them. They should test there stuff before releasing to everyone else and possibly breaking or ruining the game for everyone. What a waste of a gigabyte and time downloading/installing. *Rant over*2012-12-19 03:56:00

Author:
Blackbeltnick95
Posts: 129


*Rant start* This "update" literally ruined my latest level and partially broke one of my walking dead levels. And I'm sure it broke a bunch of stuff on my moon as well. I ended up just locking the broken published levels and decided not to touch them until my latest film is published. Hoping in that time, they release a new update that fixes this mess. If they don't fix this, I might be leaving LBP for a while after my next film pretty much due to frustration with MM. How do they let this update be passed to the public and not checking it for any major bugs? I feel like we are literally guinea pigs to them. They should test there stuff before releasing to everyone else and possibly breaking or ruining the game for everyone. What a waste of a gigabyte and time downloading/installing. *Rant over*

What exactly is broken?
2012-12-19 09:12:00

Author:
Ali_Star
Posts: 4085


Were there 3 rows of 'Nearly There' pins before the patch? Cause there is now. I thought there were only 2 last week.
Amusingly most of my new 'Nearly There' pins are Vita ones.
2012-12-19 09:18:00

Author:
Ostler5000
Posts: 1017


i had to fix 2 published levels because of this patch, it causes problems with sackbots in controlinators. but i was able to fix them by simply deleting the old bot and using a fresh one.


after downloading this patch it seems to have thrown up a bug where sackbots in existing levels on the server have been ejected and are floating in mid air. Seems you have to replace them altogether. Not so easy on overheating levels or when working with background projected stuff.

It's really annoying how carelessly and irresponsible they again release update that is destroying one of the basic functionalities. I can imagine how many levels are now broken because of this "sackbot and controlinator" bug. And terrified by the thought what next will be broken with future updates.
With this major, we got some less important (but still annoying and disturbing) new bugs, and freezing during playing last night was more often than usual.
2012-12-19 10:06:00

Author:
goranilic
Posts: 332


Alongside the bots in controllinator issue, it also resets bots with armed with grabinators, and in the level I've just had to rework, that included the emitted bots. Haven't checked if it resets any other powerups.2012-12-19 11:38:00

Author:
julesyjules
Posts: 1156


So, just to confirm, these are bots already in controlinators when the level starts up?2012-12-19 11:39:00

Author:
Ali_Star
Posts: 4085


Edit - see below2012-12-19 11:56:00

Author:
julesyjules
Posts: 1156


Good thing I never used sackbots. 2012-12-19 12:41:00

Author:
lemurboy12
Posts: 842


Ok, scratch that last post, emitted bots in controllinators can have issues too. My tauntaun is now Han-less. On another level, there's no problem with emitted DCS bots, so not sure what exactly is the differentiator. Best thing is to just run through your own levels and see what occurs, and if there's issues , either refresh your bots, or lock the level till the patch gets fixed.2012-12-19 13:07:00

Author:
julesyjules
Posts: 1156


So, just to confirm, these are bots already in controlinators when the level starts up?

In my case, yes.
There is emitted car with 2 controllinators and bots in them, and bots were ejected.
2012-12-19 13:17:00

Author:
goranilic
Posts: 332


Well, in the level I'm making, sackbots can enter controllinators, but there aren't any currently in one. Thinking about it now, I've gone a bit mad with controllinators..... when you start the level you automatically enter the main one, this one controls another one which in turn controls the contollinator on the sackbot. If you then enter another controllinator with that sackbot....... my word.... it's Controllinatorception!!! I have to go deeper! 2012-12-19 13:20:00

Author:
Ali_Star
Posts: 4085


Confused?? Is the dlc working? Downloaded it, have the cross controller option, won't connect to vita? I'm guessing it's not working yet right? When then can you buy the dlc pack but not use it??

Edit: Ok, so done the tutorials to get new logic/stickers.... I don't have the vitanator.... And why is you can't select 'indinite' on the trigger radius to enter them?....still very confused ???
2012-12-19 16:05:00

Author:
Shade_seeker
Posts: 328


The glitch where the shadows and color correction mess up/fail when using the move paint tool has been fixed, tested it last night. No longer do we have to quit out of the game to refresh the shadows after using the move paint. Finally 2012-12-19 16:15:00

Author:
Rem25
Posts: 32


Confused?? Is the dlc working? Downloaded it, have the cross controller option, won't connect to vita? I'm guessing it's not working yet right? When then can you buy the dlc pack but not use it??

It works perfectly fine.


The glitch where the shadows and color correction mess up/fail when using the move paint tool has been fixed, tested it last night. No longer do we have to quit out of the game to refresh the shadows after using the move paint. Finally

I personally have never experienced this glitch.
2012-12-19 16:15:00

Author:
xero
Posts: 2419


Ohhh.... Wait.... Am I being VERY DUMB....er, do you need lbp vita to use the dlc??2012-12-19 16:27:00

Author:
Shade_seeker
Posts: 328


Ohhh.... Wait.... Am I being VERY DUMB....er, do you need lbp vita to use the dlc??

No, dlc has nothing to do with LBP Vita.
2012-12-19 16:30:00

Author:
fullofwin
Posts: 1214


Ok, so my issue is, I can connect my vita to my playstation and use the vita to operate the ps3, but the cross controller option on lbp isn't connecting up with my vita.....it says in the cross controller feature on the vita to ' start software that supports the cross controller feature', which is obviously the cross controller option on the ps3. That's all on on the ps3, that being step one, but it won't connect and progress to step two? Should this be put in a new threa entitled 'cross controller connectivity issues'?

I've reset both ps3 and vita, made no difference... Grrr

Edit: would seem its NOT just me : http://blog.eu.playstation.com/2012/12/19/littlebigplanet-2-cross-controller-pack-is-out-today/

Edit 2: ok, so followed some new posts on the above thread, I input the Internet connections into the vita manually, (I got all the info by looking at the Internet settings on my iPhone, I guess your computer would also list these settings in the Internet settings option, working now

How can two systems be connected to the same wireless Internet connection yet have DIFFERENT CONNECTION INFO???? I like most, did the 'auto' connection on both systems when settin up their connections, why are they different???
2012-12-19 16:51:00

Author:
Shade_seeker
Posts: 328


Sackbots in controlinators, bug, bug, bug.
JESUS CHRIST!
Oh God. Let me let you know how awful this problem is for me. I am working on my magnum opus, SackDroid - Part 1. A time consuming beast of a level, taking half a year, spanning across four levels, with all my heart and soul poured into it.
Played it and EVERYTHING WAS GOING WRONG!
There are places in my level where sackbots in controlinators in the seventh layer are emitted as an object. There are places in my level where tens of sackbots all enter and leave a train station in a sort of timelapse, with the seats being controlinators. There are places where sackbots in controlinators are emitted by emitters emitted by emitters emitted by emitters. I've stretched this game to this limit, and you better believe the bugtesting was hell. I've used every glitch known to sack kind just to make the level look better, including all the unstable ones. Oh, there were times where level sections, going into the extra layers with tons of sackbots and recorded dialouge and emitters, that take up an entire thermometer, are emitted. I'm not kidding. SackDroid may span across a mere four level links but as a whole it takes up at least eight thermometers of space. So yeah, probably the worst thing to bugtest. Ever. But I managed to do it.
SACKBOT PROBLEMS NARF NARF AAAAAAARRRRRRGGGGGGHHHH!!!
So yeah. I seriously hope they fix this, because I swear if I have to replace every single sackbot that goes into a controlinator it could take ages.
*rant ended*
2012-12-20 03:53:00

Author:
Kalawishis
Posts: 928


So there is no dephysicalizer or invisible solid material in this DLC pack, am I correct? If so, this is rather disappointing.

EDIT: Regarding the wormhole, can switches be attached to it, and can it be used as a teleporter between two locations in a non cross-play LBP2 level?
2012-12-23 15:58:00

Author:
synchronizer
Posts: 287


EDIT: Regarding the wormhole, can switches be attached to it, and can it be used as a teleporter between two locations in a non cross-play LBP2 level?

Yes to both.


So there is no dephysicalizer or invisible solid material in this DLC pack, am I correct? If so, this is rather disappointing.

Must admit, I agree.
The normal materials, decos and such are all awesome and really useful, but other than the Wormhole, none of the tools are useful to someone without a Vita.
2012-12-23 16:23:00

Author:
Ostler5000
Posts: 1017


Ack...I was really looking forward to an invisible solid material (nonglitch).

At least we have non-controllinator teleporters now. I won't be getting the pack too soon, but since switches can be attached to the teleporter, does the player ever have to see the vortex? It would be nice if I could just wire a player sensor to a wormhole offscreen and link it to another wormhole offscreen...wait but the player would warp in front of the second wormhole.

Does anyone have a video that showcases how all of this works? It's unclear to me.
2012-12-23 16:47:00

Author:
synchronizer
Posts: 287


Ack...I was really looking forward to an invisible solid material (nonglitch).

At least we have non-controllinator teleporters now. I won't be getting the pack too soon, but since switches can be attached to the teleporter, does the player ever have to see the vortex? It would be nice if I could just wire a player sensor to a wormhole offscreen and link it to another wormhole offscreen...wait but the player would warp in front of the second wormhole.

Does anyone have a video that showcases how all of this works? It's unclear to me.

Wormholes can be tweaked to be invisible, so even if the wormhole itself is in the cameras area, the players don't need to actually see it.
Wormholes have a tweak setting 'Entrance' or 'Exit', so you can designate whether players are coming in or out when the input is activated.
Interestingly, if you don't wire the Entrance into an Exit, your Sackperson just vanishes until another Wormhole is activated. Can't think of any uses for that off hand, but it sure seems handy.

I haven't tested Wormholes with multiple players, but in the pack, there is a section where players travel through multiple Wormholes, separately. So I get the impression Wormholes use player sigs to work out who activated them, and only suck up the correct player(s).
2012-12-23 16:57:00

Author:
Ostler5000
Posts: 1017


Hmmm. I'm trying to think of how I could use this with that old level idea.

Originally, I had it so my sackbot would walk into a checkpoint/lockdown room, activate a tag that would emit the next level section, emit a NEW sackbot in that other section, move the camera, and destroy the old sackbot and level section. This would be a bit convoluted and buggy.

It sounds as though I could just...

Place an invisible wormhole in the lockdown room.
Have a tag sensor activate it, sucking the sackbot inside the wormhole
Emit the second level piece with an identical lockdown room with an exit wormhole
Sackbot reappears without having to be destroyed/re-emitted

Would this work? (or do the entrance/exit wormholes have to be wired together with non-wireless logic?)

EDIT: I'd have to use some camera trickery to create the illusion of staying in the same room, so the wormhole might not even help me here.
2012-12-23 17:11:00

Author:
synchronizer
Posts: 287


sucking the sackbot inside the wormhole.

Wormholes can't be used on Sackbots afraid. which i found disappointing since i only make sackbot levels.. *mew
2012-12-23 17:21:00

Author:
Lord-Dreamerz
Posts: 4261


Hmmm. I'm trying to think of how I could use this with that old level idea.

Originally, I had it so my sackbot would walk into a checkpoint/lockdown room, activate a tag that would emit the next level section, emit a NEW sackbot in that other section, move the camera, and destroy the old sackbot and level section. This would be a bit convoluted and buggy.

It sounds as though I could just...

Place an invisible wormhole in the lockdown room.
Have a tag sensor activate it, sucking the sackbot inside the wormhole
Emit the second level piece with an identical lockdown room with an exit wormhole
Sackbot reappears without having to be destroyed/re-emitted

Would this work? (or do the entrance/exit wormholes have to be wired together with non-wireless logic?)

EDIT: I'd have to use some camera trickery to create the illusion of staying in the same room, so the wormhole might not even help me here.

Just tried that out. Yeah, it would work. So long as you pass a player sig through. The Exit Wormhole needs to know which player to eject.
2012-12-23 17:21:00

Author:
Ostler5000
Posts: 1017


Oh, the wormholes don't work on sackbots? They're practically useless to me then. How disappointing.2012-12-23 17:31:00

Author:
synchronizer
Posts: 287


Oh, the wormholes don't work on sackbots? They're practically useless to me then. How disappointing.

Yeah I've found no way to get them to work on the Bots. sorry. i feel the same as you do about it. *mew
2012-12-23 17:35:00

Author:
Lord-Dreamerz
Posts: 4261


I'm having difficulty believing how LBP 2 has been made worse over time. The hearted "my objects" page still hasn't been restored. There are bugs everywhere. (in the tools and in the behavior of objects). Online has gotten worse, with glitches causing control errors (head tilting) and whatnot.
Media Molecule isn't involved anymore, so I'm not sure what to think. Why won't all of these game-breaking issues be solved?

Another thought: How does adding DLC levels and additional tools even break online multiplayer Sixaxis controls? How did Media Molecule accidentally delete the my objects page? What is the connection between patches and these problems?
2012-12-24 03:48:00

Author:
synchronizer
Posts: 287


Another thought: How does adding DLC levels and additional tools even break online multiplayer Sixaxis controls? How did Media Molecule accidentally delete the my objects page? What is the connection between patches and these problems?

I believe it has to do with game protocol, they needed to add vita with his motion controls in to it so guess developers (Double 11? Sumo?) had there chance to break something there, specially if they rewrite the code. Considering only host can move head in sides , i guessing clients don't send one axis of six axis, where host having a original game state apples head movement directly to it and that game state is send to clients, thats why he can move.

Looking at Tag Radar desync problem in co-create:

https://getsatisfaction.com/littlebigplanet/topics/clients_lose_the_sync_durning_use_of_tag_radar_in_ co_create_resulting_many_game_diverges

It seems they really messed up with game protocol
2012-12-24 14:34:00

Author:
Shadowriver
Posts: 3991


That sounds pretty terrible. What does the tag radar do anyway?2012-12-24 15:56:00

Author:
synchronizer
Posts: 287


Weird how only the host can move their head properly while the other players can't at all (vertically they can, but only clientside). Weeiiird bug.2012-12-25 04:13:00

Author:
Tyler
Posts: 663


It has to do with their work with the vita gyroscopes. They'll fix it guys relax. Just give them time to debug it. The heads in multiplayer will move once again! In the meantime, just be the first one to host 2012-12-25 04:47:00

Author:
Nick930930
Posts: 878


No, actually, I'm more worried about the disruptive desynchronization bug that Shadrowriver has mentioned, in addition to the disruptive sackbot bugs.

and...

no dephysicalizer, memorizaer, invisible material, teleporters for sackbots, or numbered-player sensing. The cross-controller DLC is really is a letdown for someone without a Vita. I thought that it would add some of the Vita tools to those in the PS3 version of the game.
2012-12-25 16:10:00

Author:
synchronizer
Posts: 287


no dephysicalizer, memorizaer, invisible material, teleporters for sackbots, or numbered-player sensing. The cross-controller DLC is really is a letdown for someone without a Vita. I thought that it would add some of the Vita tools to those in the PS3 version of the game.

I won't deny that it was a letdown, even though I have a Vita. However ,I honestly didn't expect them to add those tools. As much as I would've liked them to, the pack has nothing to do with LBP Vita, so are you really surprised?
2012-12-26 17:48:00

Author:
xero
Posts: 2419


I'm surprised that:

1> -the invisible solid material wasn't added. It seems like something that would be easy to implement

2> -wormholes neither work both ways nor work with sackbots or objects

3> -the developers added a "sense leader only" option but didn't bother adding an option to sense a certain player (1, 2, 3, or 4)
2012-12-26 18:45:00

Author:
synchronizer
Posts: 287


I'm surprised that:

1> -the invisible solid material wasn't added. It seems like something that would be easy to implement

2> -wormholes neither work both ways nor work with sackbots or objects

3> -the developers added a "sense leader only" option but didn't bother adding an option to sense a certain player (1, 2, 3, or 4)

I know how much you want to use sackbots in wormholes. So i've reported it to get satisfaction. ( That's where you get support for LBP and report bugs)
On topic. I would like to see a little update for the Cross control pack. Adding stuff like a invisible wall. Not using dark matter or anything
2012-12-26 22:55:00

Author:
Sacko53
Posts: 134


Although it might go unnoticed, thanks for reporting the suggestion to get satisfaction.

As for the invisible material, I would think that it would have properties, unlike the sticker panel, but it would have the brightness/color/opacity options of the sticker panel.
2012-12-26 23:16:00

Author:
synchronizer
Posts: 287


I won't deny that it was a letdown, even though I have a Vita. However ,I honestly didn't expect them to add those tools. As much as I would've liked them to, the pack has nothing to do with LBP Vita, so are you really surprised?

I say it has to do something with LBP Vita... if you didn't notice Vita component is teared down LBP Vita. Also not that they gave out doted space material straight from LBP Vita. Thing is Sony don't want to invest too much in to LBP2


I know how much you want to use sackbots in wormholes. So i've reported it to get satisfaction. ( That's where you get support for LBP and report bugs)

Main reason why wormhole does not work on sackbots is fact they used Level Link code at it's basis that work exclusively to sackboys and all players at once, you can see exact same behaviors and UI. Not to mention whole thing is triggered based to make to make it easy woith work with logic. In order to make it work with sackbots they would need to rewrite whole thing, if not change whole concept how it works.
2012-12-27 04:32:00

Author:
Shadowriver
Posts: 3991


It would be nice if worm holes worked two-ways at least. (A third option so you don't have to create entrance, exits) tag based. But then again, this would require rewriting the code wouldn't it?2012-12-27 04:47:00

Author:
synchronizer
Posts: 287


It would be nice if worm holes worked two-ways at least. (A third option so you don't have to create entrance, exits) tag based. But then again, this would require rewriting the code wouldn't it?

Hmmm did you tried to merge to wormholes to have 2 ways?
2012-12-27 13:30:00

Author:
Shadowriver
Posts: 3991


Got this pack, then I realized I left my LBPVita at the airport!

:suicide:
2012-12-27 15:52:00

Author:
DominationMags
Posts: 1840


No, actually, I'm more worried about the disruptive desynchronization bug that Shadrowriver has mentioned, in addition to the disruptive sackbot bugs.

and...

no dephysicalizer, memorizaer, invisible material, teleporters for sackbots, or numbered-player sensing. The cross-controller DLC is really is a letdown for someone without a Vita. I thought that it would add some of the Vita tools to those in the PS3 version of the game.

It's cross-controller DLC.....it's made entirely for playing between ps3 and vita. Of course it's a letdown for users without a vita lol
2012-12-27 17:36:00

Author:
Nick930930
Posts: 878


It's cross-controller DLC.....it's made entirely for playing between ps3 and vita. Of course it's a letdown for users without a vita lol

Well they could at least add players specific tweaks instead of only player 1 aka "lead", they could add option to detect everything except sackboys in Impact Sensors, not to mention this and infinite range has nothing to do with Vita. I refuse to believe adding those is so costly.
2012-12-28 00:21:00

Author:
Shadowriver
Posts: 3991


While trying to download the latest update (1.20), the estimated time for the download kept going up and up, getting to over 500 minutes and still not stopping. I definitely have enough space on the HDD for the update, so I have no idea why it won't download, so if anyone knows a solution, please tell me.
Thanks.
2013-01-01 11:18:00

Author:
themaxus
Posts: 90


Try doing an Internet Connection Test. Also reset your PS3 and check your internet if it's all working well. There's not much else to do. ALso, during the Internet Connection Test check your Download Speed. I downloaded it without many problems, although it was slower than usual.2013-01-01 11:47:00

Author:
Frenzie
Posts: 308


Thanks for helping out with this problem. I will try the solution later!2013-01-01 12:11:00

Author:
themaxus
Posts: 90


While trying to download the latest update (1.20), the estimated time for the download kept going up and up, getting to over 500 minutes and still not stopping. I definitely have enough space on the HDD for the update, so I have no idea why it won't download, so if anyone knows a solution, please tell me.
Thanks.

Merged with existing thread
2013-01-01 14:18:00

Author:
Lady_Luck__777
Posts: 3458


Got this pack, then I realized I left my LBPVita at the airport!

:suicide:

Aw.



I feel bad now.
2013-01-01 21:21:00

Author:
Protoraptor
Posts: 960


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