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#1

Problem since 1.09

Archive: 42 posts


Hi,

I noticed a problem since the 1.09 Edam update. I had in my pop-it some complex custom elements like the entire title screens of my "The Bearer" series.
Since the update, i can't use these object anymore in a new level. There is systematically a message saying that the object is too complex to be put in the level. This problem is totally new. And I can reproduce it with new complex objects.
So, it seems that the new update induces a changes in the maximum tolerated complexity of the captured objects, when you want to re-use them.

Is somebody else noticed this?
2009-02-10 17:50:00

Author:
Takelow
Posts: 1355


I haven't come across this problem, despite having a couple of "complex-ish" items. I will try putting them in my level again though to see if I get this problem.2009-02-10 17:58:00

Author:
Coxy224
Posts: 2645


Thank you Coxy224, i appreciate your help.

It is a very irritating bug for me.
2009-02-10 18:04:00

Author:
Takelow
Posts: 1355


Just tryed placing one of my more complicated items into a level and it said something about it being too complex
It's a shame, because some of these items we've made are now near-useless. My advice is to go back to where the item is originally placed, and remove a few things off it before copying it again. This way you can use it, or add some more stuff and know exactly how much you are allowed.
It's a shame, because I'm assuming that it is from the much hyped 1.09 (Edam).
2009-02-10 21:33:00

Author:
Coxy224
Posts: 2645


Was the thermometer almost full before you tried to put the object in? If you try it in a blank level (if you did then I don't have any other solutions) then there will be more level space available.

Maybe you could try capturing it again, or capturing any other complex item and see if it can be: A- captured or B- put into play.
2009-02-10 21:52:00

Author:
S-A-S--G-U-N-R
Posts: 1606


It is exactly the same in a blank level...2009-02-10 23:04:00

Author:
Takelow
Posts: 1355


Oh great.... dont tell me the bug-fix patch just introduced new bugs....

I'll test this myself as well and see if it does it to me.

Which Im sure it will, naturally.
2009-02-11 04:59:00

Author:
Bridget
Posts: 334


I am making a level with a ton of prizes and a lot of them are really complex so hopefully they all work...

How full was thermometer when you placed the objects before the Edam patch?
2009-02-11 05:51:00

Author:
Unknown User


As i already said, it is a same in an empty level 2009-02-11 06:48:00

Author:
Takelow
Posts: 1355


It's not a bug i guess... I think it has to do with the "too large profile" problem... Or something.2009-02-11 07:01:00

Author:
Yarbone
Posts: 3036


No Yarbone. Unfortunately, I AM SURE that it is not a "too large profil problem".
The fact is i can capture the objects, which was its complexity. The item remain in the pop-it. When i want to re-use it, the item appered red and in transparency with a message saying "this object is too complex to be modificated" or something like this (actually my version of the game is a french one).
This happen in blank level and it is not related to the profile space.

The objects that are affected are object with very complex form. For exemple i had a tittle screen saying "The Bearer Part III The Fellowship". Each of the letter is solid and incrustated within a rectangular shape of material. When the item i capture is only "The Bearer" or "Part III", i can re-use it. But "The Fellowship" can not (too complex).
I recreated a totally new title screen "The Depths" and this one is also too complex.

It is very, very irritating now. A good part of my custom content is useless now....
2009-02-11 07:16:00

Author:
Takelow
Posts: 1355


hhmm... ok :/

I guess i'll have to try this one, because i have some complex objects saved too.

I hope they're not too complex
Because i still want to use them
2009-02-11 07:58:00

Author:
Yarbone
Posts: 3036


This is very disappointing and I will test it out myself later to see if I have the same problem. I can't believe that with each new patch more - and sometimes even worse - bugs keep popping up.2009-02-11 08:05:00

Author:
OCK
Posts: 1536


This is very disappointing and I will test it out myself later to see if I have the same problem. I can't believe that with each new patch more - and sometimes even worse - bugs keep popping up.

Believe it, they do. I've noticed since the 1.09 patch that although rewinding is quicker it also doesn't work every time. For instance I am on a new build at the moment ( MGS1 : The Bosses ) and I put a simple dissolving block in attached to a switch and dropped into play mode just to check it worked. It did so I then rewound but the dissolve block did not reappear. I had to rewind another 3 or 4 times before it came back, how weird is that ?

With regards to some objects not working anymore I have experienced this once before but that was before the new patch so that's not new and also it's not particularly complex objects. It happened to me with a simple object ( the hopping rabbit in my level 'If you go down to the woods today : with Wallace and Gromit' ) I had put a few in the level but when I looked in the popit later it had the red blob where the heart should be and I couldnt even select it, I ended up having to delete it altogether.

1 other thing I have noticed which is new to me is that when I made a simple object ( a bit of dissolve with a sticker on ) and captured it it showed up in the popit menu as just a bit of green dissolve without the sticker so I deleted it and captured it again and this time it was ok !!

Just going to have breakfast and then I'll go back to LBP and see what other bugs I can find ( would be lovely one of these days not to find any but I suppose I'm just clutching at straws there aren't I ).

Cheers guys and gals.
2009-02-11 10:15:00

Author:
mistervista
Posts: 2210


Believe it, they do. I've noticed since the 1.09 patch that although rewinding is quicker it also doesn't work every time. For instance I am on a new build at the moment ( MGS1 : The Bosses ) and I put a simple dissolving block in attached to a switch and dropped into play mode just to check it worked. It did so I then rewound but the dissolve block did not reappear. I had to rewind another 3 or 4 times before it came back, how weird is that ?

Sometimes rewinding takes a few times for me normally. It depends how many things happen, like going out of hover mode and testing a lenghty switch array. It might go back to pre-testing with just one rewind hit, sometimes it takes a few.

I'll have to try the capturing bug Takelow is seeing with the TSR I've built. It's a hyper-complex large object which was able to be captured prior to the capture bug, but I never bothered to capture it afterwards as the bug was there and there was no need, I just modified the object in the playing level. It was likely to suffer under the bug as the rocket is linked by wires but not physically to the launch platform.

Anyway, I'll have a try of capturing the entire object (rocket and lift/switch array) and see if I get a too complex thing when I capture it. I'll report back soon.
2009-02-11 10:48:00

Author:
Elbee23
Posts: 1280


Ok, i sent an e-mail to Mm describing the problem. Wait and see 2009-02-11 12:53:00

Author:
Takelow
Posts: 1355


Quick update. Just had the red blob of death in the popit menu again. This time it has appeared on a simple piece of rectangular cardboard with nothing at all on it. It's just a base I use for making stickers that is the same aspect ratio as the take a photo window. I cant use it at all now and will have to delete it and make another. It's not a problem with this but would be with something complex. It's just strange why it should happen to a simple piece of cardboard.2009-02-11 16:12:00

Author:
mistervista
Posts: 2210


I actually thought it had to do with the "too big profile" problem, because it could be a way to prevent people from getting their profile full in a fast way... So maybe they've put a limit to it by purpose...

I know it may sound stupid but whatever...
Just thinking... just thinking...
2009-02-11 16:30:00

Author:
Yarbone
Posts: 3036


Wowee... that is a scary addition. Perhaps it was intended to reduce the chances of a creator implementing something that would induce a failed-to-load status on their creation.

I'm pretty sure that this new "feature" would prevent me from ever doing a level like False Idols I again. Every area of that level has always popped up telling me "This area of your level is too complex. Try spacing things farther apart" - an hourglass like that can never be used again. This limits alot of what we can do with bosses now too.

Are they trying to force creators who think big and create complex out with this bug, in favor of the H4H "fischer price" kiddy creators who'll make a series of squares, skateboards and army guys? Way to crap on your most loyal, supportive and dedicated community base by capping their creativity.
2009-02-11 16:39:00

Author:
Unknown User


I haven't had a problem with capturing and placing my new mech. I do use a lot of simple shapes glued or bolted together though, so that might explain it.2009-02-11 16:44:00

Author:
Gilgamesh
Posts: 2536


Isn't it just the old captured objects that have got bugged and therefor can't be loaded?...
Are you really sure you aren't allowed to capture as large objects as before? For me it seems like that its only some old captured objects which have been affected, so i believe you should still be able to capture and place complicated new objects or old as long as you capture them again.
2009-02-11 17:39:00

Author:
Marklin80
Posts: 458


What happens if you make a really complex object now, and then save it... Would it be unable to load it again?2009-02-11 18:06:00

Author:
Yarbone
Posts: 3036


New problem.

I'm not sure if this problem is a recurring problem as it only happened to me once, but I still need some kind of investigation.

Problem: I had a grab switch attached to two different emitters. They were tested and then I rewinded and replaced the grab switches with player proximity switches (attached them and everything). After placing the pl. pr. switches and unpausing, the emitters acted as if no switch were attached to them. Even switching back to the grab switches didn't help. It seemed that only the first switch I placed on an emitter would work. After that, I would need to replace the whole emitter.

Could someone try this and see if they have the same problem? Keep in mind that when I replaced the grab switches, I did not remove the wires from the emitters before I deleted the switches.
2009-02-11 18:48:00

Author:
MMLgamer
Posts: 183


Ok, i sent an e-mail to Mm describing the problem. Wait and see

hmmm hopefully they reply back i have the same bug too its annoying D:
2009-02-11 20:55:00

Author:
Snrm
Posts: 6419


I'm going to ignore this thread and pretend Edam is perfect because I really really don't want to have to delay my level again! 2009-02-11 22:40:00

Author:
Killian
Posts: 2575


Speaking of bugs, for some reason I can't change the color of my gas. I was going to test the gas emit bug but now I can't even change its color! I've never changed gas color before, so am I missing something?2009-02-11 22:41:00

Author:
Unknown User


Have you tried emitting the object?


Speaking of bugs, for some reason I can't change the color of my gas. I was going to test the gas emit bug but now I can't even change its color! I've never changed gas color before, so am I missing something?

The tweak menu is only available before you click on the material you change to gas.
2009-02-12 00:35:00

Author:
Sackdragon
Posts: 427


You still can't emit coloured gas....GRR

And as for that emitter problem you mentioned MMLGamer, I may have come across the same issue, but it was easily resolved in my situation. Kind of hard to talk about emitters because of the many settings however, but if your problem was that it emitted an object that you only wanted to emit 1 of, just crank the "max emitted" up one more notch. Not sure if that helps you out or not. :S
2009-02-12 01:02:00

Author:
Neverynnal
Posts: 374


@Neverynnal
I will keep that in mind. The objects in question were allowed to be emitted infinitely, but the object itself had an infinite life. I suspect that there might have always been a problem with those emitters, because their life use to be 1.5 seconds. They might have emitted once and then the rest were emitted by the switch, or at least that's my theory. It doesn't matter anyhow. It was a recently created level, and I have since deleted it.


I have a new problem. This is one of those unconsidered bugs as it is simply fixable by not exploiting a certain aspect of the game.

I have been experimenting with entrances and emitters (basically I captured an entrance and emitted it). I have found that if you emit an entrance in the level, it will be automatically activated, but you can't re-spawn from it unless you have exactly one entrance in the level (because they will ALL be activated). This can be exploited and you can basically add a one shot switch in your level which should get rid of your previous entrance by squashing it and emit a new entrance elsewhere in the level. This can effectively allow you to have levels with teleportation.

HERE'S the PROBLEM: If you do any of the above, even so much as having an emitter of entrances, NONE of your checkpoints will activate. I think something needs to be done in order to fix the activation mechanics of the entrances/checkpoints so that they will always work and only one at a time.
2009-02-12 02:08:00

Author:
MMLgamer
Posts: 183


Ok, Mm sent me an answer. Here it is:


Hello Takelow,


Thank you for emailing us about this issue, sorry if it is causing you problems

I have discussed this with the Programmers on the game, and they seem a little puzzled that this is happening to you.

Would it be possible for you to send us your Save Game, so we can analyse and investigate the issue further? Please also tell us which object is causing the issue (perhaps heart it, so it is easier for us to find?).

Here are instructions on how to do this;

1) Connect a removable memory device into your PS3; such as a USB Memory stick, External Hard Drive, PSP, Flash Memory Card

2) On the XMB go to the ?Game? menu and scroll to the ?Save Data? folder.

3) Enter the ?Save Data? folder and scroll to your LittleBigPlanet save file.

4) Press Triangle and select Copy.

5) Select to Copy your data to the memory device connected to your Playstation 3.

6) Once the copy has completed, back out to the top level of the XMB and remove the memory device connected to your Playstation 3.

7) Connect the memory device to your computer.

8) Compress (zip/rar) the PS3 folder that was created, and attach it to an email.

-or-

8) Enter the folders PS3SAVEDATABCES00141 and attach the 5 files in the last folder to an email.

If you are having trouble performing the above steps, please say.

Thank you again for reporting this issue to us.

Kind regards
Constantin Jupp

QA Technician

LittleBigPlanet

www.mediamolecule.com

Ok, i sent them my last save in which i have hearted the objects responsible of the problem. There is three of them: Two object constructed before 1.09 and one object constructed after 1.09 update. Hope it could be helpful....

Wait and see now...
2009-02-12 07:54:00

Author:
Takelow
Posts: 1355


i tried to make a nuclear bomb, which made the thermometer go whacky, ( constantly moving about ) and when i saved it and tried to place it in a black lvl, it sed it was too complicated, maybe your object corrupted or the new update created a memory limit to saved objects

thats my theory
2009-02-12 12:20:00

Author:
talmasca
Posts: 196


Two object constructed before 1.09 and one object constructed after 1.09 update. Hope it could be helpful....

Ok, so the patch has introduced a bug which doesn't allow you to place an object that is to complicated... All these major bugs following each patch really irritate me , I mean shouldn't they have done at least a little testing before they released the patch which introduced the wire bug? It seems like they didn't, its such a major bug that it would be almost impossible to not spot it if they had done some bugtesting before the release...
2009-02-12 14:54:00

Author:
Marklin80
Posts: 458


New problem.

I'm not sure if this problem is a recurring problem as it only happened to me once, but I still need some kind of investigation.

Problem: I had a grab switch attached to two different emitters. They were tested and then I rewinded and replaced the grab switches with player proximity switches (attached them and everything). After placing the pl. pr. switches and unpausing, the emitters acted as if no switch were attached to them. Even switching back to the grab switches didn't help. It seemed that only the first switch I placed on an emitter would work. After that, I would need to replace the whole emitter.

Could someone try this and see if they have the same problem? Keep in mind that when I replaced the grab switches, I did not remove the wires from the emitters before I deleted the switches.

Hi MML, I have the same problem now with the emitters. I have been doing a new level for a couple of weeks which was almost finished but since the update some emitters have just gone haywire. Sometimes they work and sometimes not. I have a mag switch attached to one ( Emitting just 1 object at any 1 time ) which was fine but suddenly stopped working. I swapped it for a new emitter after trying to tweak it every which way but now it's sometimes doing nothing at all and then it starts emitting all of it it's own accord without the switch being activated.
also have another new bug to me where I go into create mode and pick an object from the menu but when I try to take things off it that I previously attached it won't let me. It picks it as 1 complete object and even worse it won't then let me delete it from the level. It's acting as though there is nothing there at all so to get rid of it again I either have to rewind to the beginning or exit the level and discard any changes. It's doing my head in, what should have taken me about half an hour has now taken me 2 days and counting. Infact I don't think i'm going to be able to finish it at all now. Thanks a lot Media Molecule, I just love wasting my time. Roll on Final Fantasy 13.
2009-02-12 17:18:00

Author:
mistervista
Posts: 2210


Firstly, let me say I tested the capturing thing with my TSR rocket, capturing the rocket, lift and spotlights. Everything captured fine without any issues. I haven't put a huge amount of detail into it graphically though, with extra stickers and decorations. I'm guessing the limit must be pretty high to be hitting it.

The second thing is people are sounding all grumpy and angry again, judging from the posts from Marklin80 and mistervista. The theory is that 1.07 and the MGS content were rushed to be released before Christmas, which also happened to be a time when a lot of the MM staff took some (much deserved) holidays.

MM are trying to fix the issues that come put. 1.09 that we currently have is the start of MM repairing some bugs with patches, but we will always have them. They are continuing to develop a more detailed patch will further remove and settle some of the bugs that are appearing.

I personally don't think they have completely broken the game or are being lazy in their QA areas. Judging from the swift and active reply Takelow got, they really are listening to their users and are working hard to remove as many kinks as they can. You will notice that they have been a lot slower in releasing new content and patches comparing the public release of the game to Christmas to the Christmas time till now. I'm sure they are being a lot more detailed in their testing.

But that's the problem with a highly detailed engine with a huge amount of variables that users can do, and that's ignoring things like different system set ups, software updates and regions people play in. It's a huge amount of things to plan. I believe they are doing their best, but there will always be things that come up which just have not been considered.
2009-02-12 17:28:00

Author:
Elbee23
Posts: 1280


Let's also not forget that having a full-featured editor in a console game is fairly uncharted territory. It's much more likely that people will find bugs when they have the ability to stretch the limits any way they'd like. I doubt other games are any less buggy... you just don't have the freedom to find out where and how those bugs occur.

Believe me, I have found a LOT of bugs in released games over the years. When editors are involved, the number of bugs I find in a game typically increases significantly.
2009-02-12 17:46:00

Author:
Risen
Posts: 251


I agree. I'm a software engineer by trade, and I gotta say - bugs in a development environment are pretty prevalent - it is an extremely comlex thing. Much more flexible than just using software.

In my opinion, LBP is incredibly clean considering what it does.

But on the other hand... I wonder if they could use some authors who are developing complex levels to determine if it works. I'm sure a number of us would test our stuff in their new engine before it went out the door...
2009-02-12 21:35:00

Author:
CCubbage
Posts: 4430


I seem to be having trouble with pistons right now. I have some dark matter, then two identical pistons going to some dissolve, then another two identical pistons going to another dissolve, then at right angles towards each other there is a long piece of dissolve.

An ascii diagram would be:

Dark matter...
| .......... |
Diss. ... Diss.
| .......... |
Dis--Dis--Dis
The dashes represent pistons. The dots are just to correct for the auto-spacing.

The problem is the pistons won't move in an identical fashion, even when grid is used and switches are used to precisely time them. I had to have the second stage pistons out of sync by 0.4 seconds for them to line up, and that's when they have both worked off an identical switch system. (permanent on/off from the same starting point)

What's even worse is that inevitably as the pistons try and calibrate themselves, they go unstiff despite being set to stiff. The whole thing wobbles and quite often just dismantles itself.

I've tried every trick I can think of to make sure everything has time to adjust, stays stiff and doesn't break, but I just can't get it to work no matter what I do.

I've got a two stage piston system elsewhere in the level, and it works fine. I don't know why this one won't work.

So the pistons are acting up in two different ways:


They aren't staying stiff while they are trying to compensate for each other.
The aren't staying in sync despite being on identical setting and fired from the exact same switch.
2009-02-14 11:56:00

Author:
Elbee23
Posts: 1280


The bug you're describing sounds like something I've come across long before 1.09, even before 1.07.

It seems that whenever a connector is placed from a switch onto a piston, the sync on that piston goes out of whack. I don't know why that is, but I do know that it forced me to readjust leg motions of my mechs after adding a switch to them every time.

Because of this, I tend to avoid putting two pistons on the same system if they have to move at the same time. You should try to have only one piston move both pieces if you want them to always be moving together.
2009-02-14 13:33:00

Author:
Gilgamesh
Posts: 2536


I seem to be having trouble with pistons right now. I have some dark matter, then two identical pistons going to some dissolve, then another two identical pistons going to another dissolve, then at right angles towards each other there is a long piece of dissolve.

An ascii diagram would be:

Dark matter...
| .......... |
Diss. ... Diss.
| .......... |
Dis--Dis--Dis
The dashes represent pistons. The dots are just to correct for the auto-spacing.

The problem is the pistons won't move in an identical fashion, even when grid is used and switches are used to precisely time them. I had to have the second stage pistons out of sync by 0.4 seconds for them to line up, and that's when they have both worked off an identical switch system. (permanent on/off from the same starting point)

What's even worse is that inevitably as the pistons try and calibrate themselves, they go unstiff despite being set to stiff. The whole thing wobbles and quite often just dismantles itself.

I've tried every trick I can think of to make sure everything has time to adjust, stays stiff and doesn't break, but I just can't get it to work no matter what I do.

I've got a two stage piston system elsewhere in the level, and it works fine. I don't know why this one won't work.

So the pistons are acting up in two different ways:


They aren't staying stiff while they are trying to compensate for each other.
The aren't staying in sync despite being on identical setting and fired from the exact same switch.

(sorry, Gilgamesh, this is not to override your answer - I just have a totally different idea on this one)

Okay, pistons have never been 100% - they are still controlled by physics and pistons attached from dark matter to another material, and then from that material to other material may not work 100% because they will be affected by the weight of the material.

Behind the walls in Splat Invaders I had to compensate by being creative. Here's some of the things I had to do:

1. Hanging logic rather than pushing things up. If the supported matter is hanging rather than trying to push up the matter it seems to work much better.

2. If I'm pushing up the matter, the only way I was ever to make this work 100% is by using rockets to make the matter lighter.

3. Support behind the walls - to make sure things wouldn't break, I would actually have the matter that was pulling the other matter attached to pistons supported by other matter - so it could glide over the top.

It's a little hard to picture exactly what you're trying to do, but if you want to PM I may be able to share some other things I've found.
2009-02-14 13:47:00

Author:
CCubbage
Posts: 4430


Well, I'll try the working backwards idea and then try PM'ing you CCubbage. My suspicion is that the pistons are trying to adjust to the settings given, and I'm not giving them a chance to do that before turning them all on.

What I'm trying to do is build a modular moving railing system for the enemies in The Good Ship Prometheus. The idea is that the enemies are high up and out of site (and player firing range), then get lowered to an "attack" height on directional pistons when the waves need to start attacking, and then the lower up/down and left/right pistons take over the actual movements when the enemy is attacking. This way (if it would work) I can have all the enemies set up above screen and then just turn them on with a middle system I've set up which turns on the next wave when the current wave is dead.

I need the "move down to attack height" directional ones there so I can store all the enemies off screen. I'm hoping I can abuse the "pistons ignore solid objects" law and just have all the enmies lined up and ready but off screen. If I don't have the move down things, then I'll either have the enemies always on screen (not good for wave of enemies concept) or have them fly up off screen half the time, which would just frustrate the player for generic trash enemies if they always did this ("They keep attacking me but I can't attack back? This is crap!"). Although I can limit the enemy firing when they are off screen, I can still see it frustrating players if there was a pause every few seconds in the action.

That's the overall plan. I'm just having trouble executing it.
2009-02-16 09:43:00

Author:
Elbee23
Posts: 1280


I've noticed since the 1.09 patch that although rewinding is quicker it also doesn't work every time.

The rewind stopped working for me twice the other day, the first time i had to return to my pod and lose unsaved work, and the second time i saved it before returning to my pod and it corrupted my level (it kept saying 'failed to load level&apos.

WARNING: if rewind stops working DO NOT save the level, if anything use the 'Save as' feature

has this happend to anyone else??
2009-02-17 20:39:00

Author:
Samson107
Posts: 83


Just few words to say I didn't receipt any news from Mm yet...
I will copy their answer here if they send one.
2009-02-21 19:01:00

Author:
Takelow
Posts: 1355


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