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#1

Create Mode increasingly more unstable

Archive: 11 posts


Hey everyone,

I have been working on a level recently and I have run into recurring bugs that have made creating a real pain or just impossible.

1) Occasionally when I am placing a wire, the popit cursor will sometimes snap to an object way out of frame. When this happens, the cursor flickers back and forth between that object and the current one I am trying to select resulting in a spastic popit cursor that doesn't rest on either object. This has also been happening to me within the sackbot microchips. I will have a selector hooked up to different behavior chips set to either idle, act, etc. However, when the selector is all hooked up to each behavior chip, the same bug with the popit happens as mentioned before. So this bug happens whenever I try to reposition the selector wire to a different behavior chip. This time though it flickers between selecting the sack bot main red microchip base and the wire hooked up to the behavior chip. This makes it near impossible to actually select the wire.

2) I have been working on sequencers a lot in my current level. Everything goes fine and acts normal except but every so often a bug with the cameras on the sequencers causes my game to freeze. So, just yesterday I had a scene all laid out on the sequencer (it was by no means intensive or huge yet). I was playing through it to make sure that the angles and logic synced right with the sackbots. However, when I went to change a camera angle on one camera (i.e. selecting it and pressing square). The camera glitched out and everything in my level disappeared and the game froze. The audio also clipped out.

3) The audio has been every so often clipping out also whenever I have too much complexity or the thermo is coming close to overheating.


So, my question is this: Is this a lower level issue with the game utility or profile data? How should I fix this? I have old profile backups and level backups if need be. Should I just publish a lockbox level (put my valuable objects in there) and then wipe the game and start over?


Thank you in advance for your help!

-XboxSmasher007
http://lbp.me/u/XboxSmasher007
2014-06-19 16:24:00

Author:
XboxSmasher007
Posts: 22


Odd... I take it the level is quite complex and you have worked on it for quite awhile ?

One thing that has helped me is start a clean new level and do my experimenting there rather than in the level itself. I call them workshops and can better design and experiment with things then just plop them in when done. This also helps keeps accidents from happening in the main level.


I make make everything modular and put them in place when ready.
2014-06-19 20:45:00

Author:
jwwphotos
Posts: 11383


everything jwwphotos said. I usually take a large crater on my moon and start the project there. I use one of the small craters in it for the main level, and have several "experiment" levels inside. It saves loads of headaches.

As an added bonus, you can test logic without having to bypass elements of your live level to create the conditions you need.
2014-06-20 02:26:00

Author:
tdarb
Posts: 689


..and the more complicated rooms and experimental rooms, you can more easily version. 2014-06-20 02:35:00

Author:
jwwphotos
Posts: 11383


Hey everyone thanks for the replies. Jww, I had not been working on the level for very long at all. However the issues began most likely because of complexity. All the bugs first happened when I heavily taxed maxed a level.

Unfortunately, I have tried what jwwphotos recommended. I started a clean level and started from scratch and It seemed to fix the first issue but the game still froze on the bug with the sequencer. Could it be that the objects I saved are corrupted? I highly doubt it was thermometer or complexity in the fresh level I started as the sequencer was not intensive and the thermo was less than a quarter filled. I'm thinking about just completely wiping the game utility and profile data and starting over. Maybe a complete fresh start is in order. Thanks again for the advice!
2014-06-22 00:00:00

Author:
XboxSmasher007
Posts: 22


Ewwwww.... possibly could be just that. Can you take the emitter or objects in a clean level and play with them or recreate? You might be able to confirm your suspicions or maybe repair

Again, why I always create in workshops. I can go back and fix issues much easier.

Keep us posted!
2014-06-22 00:16:00

Author:
jwwphotos
Posts: 11383


I started a clean level and started from scratch and It seemed to fix the first issue but the game still froze on the bug with the sequencer. Could it be that the objects I saved are corrupted? I highly doubt it was thermometer or complexity in the fresh level I started as the sequencer was not intensive and the thermo was less than a quarter filled. I'm thinking about just completely wiping the game utility and profile data and starting over. Maybe a complete fresh start is in order. Thanks again for the advice!

It might also be a bug in the game, so make sure you backup everything so you can restore it if it doesn't work. You could also try it out on a second PS user first.

I think I had that first problem of yours, but it seems pretty random and I can work around it by moving stuff around.
2014-06-22 14:23:00

Author:
Rogar
Posts: 2284


Thanks again everyone for the help!

Jwwphotos, I'll play around with the objects more and will let you know what happens. I'll try to confirm some suspicions and maybe pinpoint the problem better.

Rogar, I'll be sure to back everything up. Once I mess around with things more I'll try starting from scratch. If that doesn't work I can always mess around with lock boxes and earlier backups and restores of my data before this was a problem. I'm a fairly frequent backup'er (not really a noun but now it is haha!).

Thanks again. It might be until tomorrow before I start. I just came in from out of state.
2014-06-24 16:35:00

Author:
XboxSmasher007
Posts: 22


Quick little update:

I just trashed my game utility and redownloaded it fresh. I have kept my profile data in hopes of narrowing down the source of the problem. So far, I haven't frozen once from the second issue I have been having. However, the annoying flickering continues to happen on occasion. I'm probably going to restore an old profile to see if that changes anything. Thanks again.

As a side note. I have been running into the notification "there is too much complexity in this area of the level" (my level is not anywhere near full thermo. I was emitting complex objects while trying to destroy another and the timing overlapped causing this notification) that originally triggered the third bug and the audio hasn't clipped. I take that as a good sign. So far, no signs of the second and third bug. I'll keep you all posted.
2014-06-29 16:24:00

Author:
XboxSmasher007
Posts: 22


Glad you are slowly getting it all sorted.

I remember audio clipping was quite prevalent in the Vita version, but only seemed to happen in LBP 2 when you had way too many sounds firing in a scene around the same time or the thermo was about pegged.

I cannot recall any flickering though. What exactly is flickering? The scene or lights? Is it possibly too many leds or lights and those are flickering?
2014-06-29 17:59:00

Author:
jwwphotos
Posts: 11383


The flickering that I am experiencing is not anything with lights. Reading back I realize that I was unclear and I used poor word choice. The flickering glitch that I am experiencing occurs sometimes when I am holding a wire with my popit cursor. Normally, the wire kind of auto-snaps to the piece of logic or material closest to it. With the glitch that I have been experiencing, I will be trying to place a wire on an OR gate (for the sake of the example). However, the wire wants to auto-snap to a piece of logic or material off screen and as a result the wire doesn't solely rest on either the OR gate connection or the off screen logic or material resulting in the wire snapping back and forth between the two very rapidly. It results in the wire looking like it is flickering. This snapping back and forth happens occasionally. Its not game breaking and as Rogar mentioned, if I move around things a little bit, it stops. I have tried to recreate situations where it happens. So far, it appears to be at random.

This snapping back and forth also happens to me on sack bot chips (the initial red colored ones you get when you press L1 on the SB). I will have a selector and many behavior chips. The selector outputs will be attached to corresponding behavior chips. However, If for some reason I wanted to move a wire attached to the behavior chip from the selector, the 'flickering' would occur between the actual red chip base (the area you grab to move around the expanded chip) and the wire. So my popit never solely highlights either one and instead it snaps back and forth between highlighting the wire and the chip base. The snapping back and forth with the SB's occurs more frequently and is more annoying because I can't really find a way around it.

As for the audio clipping, jwwphotos, I think you are absolutely right. I really have only experienced it when I had a lot going on in a level (a lot of materials in different parts and a lot of sequencer mumbo jumbo). I'm working on a cutscene for The Escape (https://lbpcentral.lbp-hub.com/index.php?t=83559-The-Escape-3) series of mine and looking back, I really should have taken your approach and have done workshops or captured the scenes and deleted them as I went. I think I will definitely start doing that in the future.

As mentioned before though, I haven't froze again and sequencers seem more stable so that's good! I will continue to keep you all posted and thanks for your help and continued interest! I haven't played LBP since my last update though due to other commitments but I have openings coming up and I plan on creating some more and seeing if things are continually stable or not. I will also mess around with previous profile data. Thanks again!
2014-06-30 16:37:00

Author:
XboxSmasher007
Posts: 22


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