Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 2    [LBP2] Help!
#1

emitter-thermo issues?

Archive: 20 posts


Here is my issue: I have a level that emits a part that takes up about half of the thermometer. This brings it within two bars of being totally full. When I emit this part from the menu, everything runs smoothly. I can the return to the in game menu, and everything emitted gets destroyed. This all works flawlessly, until the third time I emit. After that, the emitters fail for no clear reason. There is no more thermo used up, I checked in create mode to make sure everything destroys completely and the thermo space is correct. And it is. But for whatever reason, on the third emission things go awry and some of the emitters fail. If I take out 25% of the emitters, the same thing happens after the 4th emission. It seems like there is something going on where the meter does not recognize that the emitted things were completely destroyed...

Anyone noticed any issues like this?

Edit: changed the way I did the logic to try to cut back thermo, no dice, same thing happens even though you the meter never goes above about 2/3. The weird thing is, if I try it in create mode, I've noticed that the meter stays up after I destroy the emitted things unless I get out of the controllinator manually, then it instantly drops.
2014-06-17 06:00:00

Author:
Tynz21
Posts: 544


Have you tried emitting the emitter?
Like, emit a sticker panel/hologram with the emitter on it, have it emit the object once and destroy the sticker panel/hologram as soon as it's finished emitting. And do that each time.
This also has the benefit of compressing the thermo size of emitter with the object inside it....
I know this seems unrelated to your problem, but I have a feeling it will work, unless it's a bug related to the controllinator...
2014-06-17 13:52:00

Author:
AmazingKittyCat
Posts: 204


Have you tried emitting the emitter?
Like, emit a sticker panel/hologram with the emitter on it, have it emit the object once and destroy the sticker panel/hologram as soon as it's finished emitting. And do that each time.
This also has the benefit of compressing the thermo size of emitter with the object inside it....
I know this seems unrelated to your problem, but I have a feeling it will work, unless it's a bug related to the controllinator...

Haven't done that yet, no. I know that works to reduce thermo, but I didn't think it would do much in terms of helping with what seems to be a bug with the controllinator. I'll give it a go though.
2014-06-17 15:13:00

Author:
Tynz21
Posts: 544


Can you dial down the "max number emitted" to a minimum and change "max emitted at once" to 1, see if that helps?2014-06-17 23:42:00

Author:
aratiatia
Posts: 374


Haven't done that yet, no. I know that works to reduce thermo, but I didn't think it would do much in terms of helping with what seems to be a bug with the controllinator. I'll give it a go though.

The emit emitter trick is my personal recommendation to anyone that is emitting over 10 percent thermo for anything-especially if you are a bit ambitious. If you are not using the trick then you are being penalized for the thermo cost and could cause some problems.

That said, I dont think its the issue. The reason is because this seems to happen on the 3rd of 4th emission. Generally this does indicate some buildup of some kind. Its an odd issue, and I will take your word for it that everything is deleted. This is a systematic re-occurrence. And it probably has something to with the emitter and not so much a memory issue because the game doesnt crash.

To find the root of the problem simply test the emitter. Create a quick system that will delete and re-emit the logic automatically without the controllinator and just watch. If the object continues to delete and re-appear, then its a logic issue.

Its a bit similar to a problem I experienced with my RPG in that certain menus would not emit even though the previous menu was entirely deleted. I solved this by making sure the emitter deleted the previous emit when it goes to emit a new object. This option is in the emitter menu. Set the max emitted at once to one.

Another thing I would consider is lowering the complexity of your object or creating a loading sequence of some kind and condensing the large object into smaller emits(even if all at once it will be 50 thermo, there will be less strain on the initial emit. I personally spaced some of the objects by 1.0 sec.
2014-06-18 03:42:00

Author:
Rpg Maker
Posts: 877


Max emitted and Max emitted at once are at a minimum. What I'm doing is I'm emitting 48 board tiles for a color based game along the lines of the game 'flood it'. Each time you play, the puzzle is randomly generated. There are only 6 emitters, one for each color, and upon startup, during a loading screen, the emitters move on a grid system to fill the board with the tiles. I tried removing the player from the controllinator mid game, no dice. Outside of a player being in the controllinator, things appear to work in create mode, but not in play mode. Emitting emitters doesn't appear to help. At this point, I'm thinking there's some bug with how thermometer space is calculated because everything gets destroyed as it should. My other theory is that it could be related to the fact that everything is shown through movie cameras but that's mostly just gut feeling...

Anything else hmm... I've tried reworking logic a few ways and the same thing happens. The "destroy oldest when reached max" I still have to try. This could help, but I doubt it'll be a total fix because there isn't going to be room in the level for every emitter to fully emit, so even if this did clear theuncleared thermo space, emitters would probably still end up failing eventually.

Also, I've tested thoroughly, there is nothing left over. The objects are all completely destroyed when they are supposed to be, the thermo just doesn't seem to register it properly.

At any rate, I'll try 'destroy oldest when reached maximum ' and see if it helps at all and maybe play around with everything a bit more.
2014-06-18 05:21:00

Author:
Tynz21
Posts: 544


I havent messed with LBP2 emitters too much recently. I cant remember if the emitters in LBP2 have the option for emit once when a signal is taken in. If this is the case and you are using that option you could try a time based system were you have a constant signal for 3 seconds but the emitter only requires 2seconds to emit the object. This is just another method to making the emitter do what you want it to. I dont remember emitting once being a function of LBP2 emitters and it might have been added shortly after the vita version released. Ill be on LBP2 later and I will have to check myself just to be sure for my own lvl thats entering a new phase of development.

But time based emitting can be a good way but can be tricky. I allways found setting the signal to run for 0.3 seconds and the emitter needing 0.2 as the fastest and most reliable. That fact that its not emitting at the 3rd time makes me thing of messed up timing emitting. Though thats considering thermo has nothing to do with it. Hard to tell though unless can see the logic being used to weed out logic based issues before facing thermo based ones.

It just makes me wonder because when it comes to LBP movies they rely on emitting entire scenes that use a lot of thermo and the ones I helped with never did the emit an emitter method.
2014-06-18 06:20:00

Author:
Zohnar
Posts: 30


QUOTE=Zohnar;1163305]I havent messed with LBP2 emitters too much recently. I cant remember if the emitters in LBP2 have the option for emit once when a signal is taken in. If this is the case and you are using that option you could try a time based system were you have a constant signal for 3 seconds but the emitter only requires 2seconds to emit the object. This is just another method to making the emitter do what you want it to. I dont remember emitting once being a function of LBP2 emitters and it might have been added shortly after the vita version released. Ill be on LBP2 later and I will have to check myself just to be sure for my own lvl thats entering a new phase of development.

But time based emitting can be a good way but can be tricky. I allways found setting the signal to run for 0.3 seconds and the emitter needing 0.2 as the fastest and most reliable. That fact that its not emitting at the 3rd time makes me thing of messed up timing emitting. Though thats considering thermo has nothing to do with it. Hard to tell though unless can see the logic being used to weed out logic based issues before facing thermo based ones.

It just makes me wonder because when it comes to LBP movies they rely on emitting entire scenes that use a lot of thermo and the ones I helped with never did the emit an emitter method.[/QUOTE]

I can tell you with 100% certainty that it's a thermo issue. Every time emitters fail it gives the "emitters are failing because the level is too full" message. And, there is and always has been an emit once option in lbp2, which I use, which isn't the issue.


I recorded a bit of it on my phone so you can see how the thermo acts stupidly.

http://m.youtube.com/watch?v=v04ed3zqKMM
2014-06-18 16:10:00

Author:
Tynz21
Posts: 544


I could be wrong, but of you emitted and destroyed the whole block game it might fix this. And like others have said, the emitter which spits out the game should be set to "destroy oldest when max is reached" and max emitted at once set to 1.

I watched your video. The thermo sure is acting like not everything is being destroyed. Have you considered another loading shot to distract the players and give the game time to work things out? In one of my levels there is a massive destroy and emit. After the destroy, it took like 3 seconds for the thermo to drop.

I'm curious to find out what solves this for you. Good luck!
2014-06-20 22:48:00

Author:
one-mad-bunny
Posts: 334


I could be wrong, but of you emitted and destroyed the whole block game it might fix this. And like others have said, the emitter which spits out the game should be set to "destroy oldest when max is reached" and max emitted at once set to 1.

I watched your video. The thermo sure is acting like not everything is being destroyed. Have you considered another loading shot to distract the players and give the game time to work things out? In one of my levels there is a massive destroy and emit. After the destroy, it took like 3 seconds for the thermo to drop.

I'm curious to find out what solves this for you. Good luck!

Im 100% positive everything gets destroyed. Notice that in the video, as soon as you exit the controllinator the thermo instantly drops. If everything wasn't being destroyed, why would this happen? The controllinator input isn't hooked up to anything. I've tried load times that are obscenely long, but the thermo never drops. It stays up indefinitely unless you manually exit the controllinator.
2014-06-21 07:47:00

Author:
Tynz21
Posts: 544


Very interesting problem, I was not aware the thermo could fail to update that way. It also looks like a good opportunity to investigate ways of forcing an update on the thermo. I will try to reproduce the issue. Hope there is a fix because the level in question could easily be a lot better.2014-06-21 20:10:00

Author:
actio1_618
Posts: 81


That's weird. Have you tried separating the controllinator and the emitters as much as possible? Like not putting the emitters inside the controllinator and using tags instead of wires if possible...2014-06-22 22:35:00

Author:
dragonboy269
Posts: 172


That's weird. Have you tried separating the controllinator and the emitters as much as possible? Like not putting the emitters inside the controllinator and using tags instead of wires if possible...

Yup, been there done that.

I'm considering putting out a copyable version of my level for people interested in studying the issue. Would anyone be interested in that?
2014-06-22 23:18:00

Author:
Tynz21
Posts: 544


I was unable to reproduce the problem you ran into, thermo does take a little while to update, which can be a problem if one is refreshing too fast, but it never got stuck for me. You've probably checked if the destruction is actually taking place a bunch of times so sorry for suggesting this but, is there a chance this is still happening? Maybe you are using infinite range tag sensors to trigger the destruction? I've found those to be very glitchy, even more so when using angle restrictions. 5000 is a better infinite

What you could do, if the problem persists, instead of having the full pieces emitted, is get the level working with microchips that will always be there, using emitters only for the visuals. I made a quick demo of the level like this, and it allowed for a 13x13 board using about 65% thermo without any problems.

http://ib.lbp.me/img/ft/d5bbc115dd51d1bc133a973fbba2d1bab0a59ac5.jpg

Here's a pic of the logic present in every tile. Very simple logic as you can see, and it comes with the added advantage of not needing a loading screen, as it allows for instant shuffling or showing a few seconds of seizure inducing live shuffling to the player, as you prefer.
http://i5.lbp.me/img/ft/b85fcb9e1289ed413b1b4653565ce19452094546.jpg
2014-06-23 21:13:00

Author:
actio1_618
Posts: 81


I was unable to reproduce the problem you ran into, thermo does take a little while to update, which can be a problem if one is refreshing too fast, but it never got stuck for me. You've probably checked if the destruction is actually taking place a bunch of times so sorry for suggesting this but, is there a chance this is still happening? Maybe you are using infinite range tag sensors to trigger the destruction? I've found those to be very glitchy, even more so when using angle restrictions. 5000 is a better infinite

What you could do, if the problem persists, instead of having the full pieces emitted, is get the level working with microchips that will always be there, using emitters only for the visuals. I made a quick demo of the level like this, and it allowed for a 13x13 board using about 65% thermo without any problems.

http://ib.lbp.me/img/ft/d5bbc115dd51d1bc133a973fbba2d1bab0a59ac5.jpg

Here's a pic of the logic present in every tile. Very simple logic as you can see, and it comes with the added advantage of not needing a loading screen, as it allows for instant shuffling or showing a few seconds of seizure inducing live shuffling to the player, as you prefer.
http://i5.lbp.me/img/ft/b85fcb9e1289ed413b1b4653565ce19452094546.jpg

The stuff should destroy. In create it does, but I think the sensor may be set to infinite... I'll give that a check and see if that affects anything when I get time.
2014-06-24 06:07:00

Author:
Tynz21
Posts: 544


I'm having exactly the same problem with my third gallery level. I can't emit anything because the thermo doesn't go down like it's supposed to! But when I get out of the controlinator, everything's fine!

I remember once I had the same problem with my second gallery. I fixed it by changing the background? I tried that with this one but it didn't fix it this time. Really confused and annoyed.
2014-06-25 03:40:00

Author:
Buttarms
Posts: 142


I fixed it. I finally found someone who'd run into my issue, namely enigma0123. Guess what the solution is? Remove the antigravity on the entrance. Why? Don't ask me, but that's what was wrong...2014-06-26 00:53:00

Author:
Tynz21
Posts: 544


I thought it might have a weird fix--would not have guessed that though lol. Glad you got it fixed!

We could probably make a thread about weird bugs and solutions in LBP2.
2014-06-26 02:09:00

Author:
Rpg Maker
Posts: 877


WHAT? Woah... I had this bug ages ago and restarted the whole level from scratch because of it. Very irritating! Glad you found a solution, no matter how random it may seem 2014-06-26 07:24:00

Author:
rialrees
Posts: 1015


That is so weird. I'm glad you fixed it and I'm taking the anti gravity off the entrance of the level I'm currently working on.2014-06-26 23:28:00

Author:
one-mad-bunny
Posts: 334


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

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