Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 3    [LBP3] Everything Else LittleBigPlanet 3
#1

Level Stitching/No More Thermometer!!!

Archive: 53 posts


BIG NEWS!! In a new interview, a LBP Dev revealed that the size and detail of your levels will only be limited by the size of your PS4 Harddrive. Not sure if this applies to PS3. But there apparently will be no more thermometer. Also, you'll be able to stitch your levels together seamlessly to have possibly no loading between levels. Mind Blown as I think of the possibilities of no more thermometers!!!!! See the link below:

http://rocketcheetah.com/news/littlebigplanet-3-level-size-limited-thermometer/
2014-08-04 13:41:00

Author:
rambo3416
Posts: 179


I was just browsing twitter and noticed rocket cheetah post this link.

http://rocketcheetah.com/news/littlebigplanet-3-level-size-limited-thermometer/

As it states it could be like how GTA is where it loads certain parts secretly so no loading screens. But wouldn't all that loading risk your system crashing? LBP2 crashes alot as it is and that's with a meter that does nt take up your whole hardrive. I have a feeling I'll probably just be on ps4 for this as I don't think the ps3 could handle it and my ps3 definetly can't handle endless crashing with the age it's at.
2014-08-04 13:52:00

Author:
sonicfan-1
Posts: 41


I was just browsing twitter and noticed rocket cheetah post this link.

http://rocketcheetah.com/news/littlebigplanet-3-level-size-limited-thermometer/

As it states it could be like how GTA is where it loads certain parts secretly so no loading screens. But wouldn't all that loading risk your system crashing? LBP2 crashes alot as it is and that's with a meter that does nt take up your whole hardrive. I have a feeling I'll probably just be on ps4 for this as I don't think the ps3 could handle it and my ps3 definetly can't handle endless crashing with the age it's at.
Merged with existing thread
2014-08-04 14:00:00

Author:
Lady_Luck__777
Posts: 3458


Merged with existing thread

eh sorry I suck at using forums did nt notice someone already posted this. Reason why I'm never on here because I make so many mistakes >.<
2014-08-04 14:04:00

Author:
sonicfan-1
Posts: 41


It only says your level size isn't restricted by the thermometer. That doesn't mean there won't be a thermometer. In fact, you could take that as implicit confirmation that it still exists in LBP3. Which makes sense, because even the PS4 can handle only so much on screen.2014-08-04 14:08:00

Author:
Rogar
Posts: 2284


Don't really get what you're saying. Why would there be a thermometer if your level size/detail isn't restricted by it? The thermometer is what determines the size/detail of your level in the first place right. In any case, it appears that we can use more detail than ever in our levels now. Exciting stuff.

- - - - - - - - - -

SONICFAN-1 - Looks like we posted around the same time. It's all good. Exciting article.
2014-08-04 14:29:00

Author:
rambo3416
Posts: 179


Note that while the article specifically mentions level size, there's no mention of the word detail in the article, you added that yourself. I'm just saying the topic title is misleading that way.

I think they mean that a level can be really long without needing level links. You still can't have infinite different objects showing on screen, because the PS3/PS4's computational power is not unlimited, so there has to be some sort of thermometer to prevent overload and frame rate drops.
2014-08-04 14:48:00

Author:
Rogar
Posts: 2284


What bothers me is that even though "you" can create a level that's the same size as your hardrive "others" may have less space on theirs so if they play your level it will either freeze or not load. I think playing the level takes up the same amount of space as creating it all that data has to be stored somewhere to play it and if you don't have the data to play a level that takes up 15mb (rough guess) because the creator had that much space but you don't then things go wrong.2014-08-04 15:07:00

Author:
sonicfan-1
Posts: 41


I think you may be reading too much into this. Maybe I take things too literal. Or maybe it sounds too good to be true. Direct quote from the article:

"In previous LittleBigPlanet games, creators were restricted by the thermometer, which would overheat if creators added too much stuff to their levels. In LittleBigPlanet 3, creators will be able to “stitch” multiple levels together, avoiding the limits of the thermometer."

If they didn't mean "detail" when they mention overheating when adding too much stuff then I guess I'm wrong, but that's what it sounds like to me.
2014-08-04 15:09:00

Author:
rambo3416
Posts: 179


“No longer are you locked by your thermometer. You can now stitch levels together, so your level’s, basically, are as big as the hard drive in your PS4.”

Can this actually be a bad thing? Especially for those of us with sub par internet speeds. I mean, loading big levels now takes a long time so I can't imagine trying to load a level that is upwards of 100mb +. I know there's going to be people who make these massive RPG levels. Can you picture a level that is a gb or more? Guess we'll have to wait for more info to see how this actually works. Surely there is some sort of limitation besides the hard drive of your PS3/4.
2014-08-04 15:16:00

Author:
biorogue
Posts: 8424


Can this actually be a bad thing? Especially for those of us with sub par internet speeds. I mean, loading big levels now takes a long time so I can't imagine trying to load a level that is upwards of 100mb +. I know there's going to be people who make these massive RPG levels. Can you picture a level that is a gb or more? Guess we'll have to wait for more info to see how this actually works. Surely there is some sort of limitation besides the hard drive of your PS3/4.

I hope so I really don't want my ps3/ps4 freezing due to a huge amount of lag and a huge amount of data in 1 level that I may not have room for.
2014-08-04 15:20:00

Author:
sonicfan-1
Posts: 41


I hope so I really don't want my ps3/ps4 freezing due to a huge amount of lag and a huge amount of data in 1 level that I may not have room for.

They'll probably work something out, it wouldn't seem right...
2014-08-04 15:25:00

Author:
Smuffy04
Posts: 606


I admit I am excited and yet a little worried about this bit of info.2014-08-04 15:28:00

Author:
EinRobot
Posts: 739


Can this actually be a bad thing? Especially for those of us with sub par internet speeds. I mean, loading big levels now takes a long time so I can't imagine trying to load a level that is upwards of 100mb +. I know there's going to be people who make these massive RPG levels. Can you picture a level that is a gb or more? Guess we'll have to wait for more info to see how this actually works. Surely there is some sort of limitation besides the hard drive of your PS3/4.

My theory it would load a level section while you play. So loading times wont be long at first but may need to buffer. Think of it as two empty levels placed side by side. When you are in one it loads the other one.

I'm curious to see if they thought about streaming levels at one point.

-hyper
2014-08-04 15:37:00

Author:
hyperdude95
Posts: 1793


I understood this way:

"Your level won't be limited by the thermometer. That's because you can "stitch" levels together, so if you overheat one level, you can stitch it to another, so you can have a big level made out of two small levels, and because of the pre-load, the loading time will give the feeling that it's just one level."

Sadly, I think the total absence of a thermometer wouldn't just be "mind blowing", but also "console blowing".
2014-08-04 15:46:00

Author:
Mac-fox
Posts: 30


Who said anything about a "total absence" of the thermometer? Source please.2014-08-04 16:00:00

Author:
EinRobot
Posts: 739


Can this actually be a bad thing? Especially for those of us with sub par internet speeds. I mean, loading big levels now takes a long time so I can't imagine trying to load a level that is upwards of 100mb +. I know there's going to be people who make these massive RPG levels. Can you picture a level that is a gb or more? Guess we'll have to wait for more info to see how this actually works. Surely there is some sort of limitation besides the hard drive of your PS3/4.

If level stitching is how I'm picturing it right now, I don't think you're going to be sitting for an hour waiting to get into a level. The load time to get into the level shouldn't take much longer than it does now, and the stitched on parts will load while playing. Each single level size is bounded by the thermometer still, making it individually not much different than those in LBP2. Maybe loading a certain amount before it lets you in, and then, judging by your internet speed, determines how much can be loaded while playing. However, if this is how it's done, I don't know what will happen if you reach the seam between the level parts before it's loaded. All conjecture. Probably unlikely. ^--- I don't like this idea anymore.

Also, I don't think levels are that large individually, are they? I'm not certain, but I remember reading a long time ago that levels take up just a few Mb per at most. Assuming we're still allowed only 20 levels, only when a level is stitched out of 20 would the size be near 100 Mb. I figure a stitched level would probably be between 2 and 4 most often. The download size for that should be manageable. Though I also could be very wrong with the level sizes...
2014-08-04 16:01:00

Author:
piggabling
Posts: 2979


what makes me curious about this news is....

if we can stitch multiple levels together, meaning lbp3 is designed with quantity as well as quality in mind....

whats the level cap going to be, and will it be affected by these patches stitched together like linked levels are currently, or will one 'patchwork' only count as one allocated space?

*strokes chin*
2014-08-04 17:28:00

Author:
rialrees
Posts: 1015


I would assume it would be similar to level linking with hidden levels in LBP2, just without the loading between the two levels. Each stitched level still counting as a slot. To me, this would make the most sense. If patchwork levels (I like that term, rialrees!) only counted as one slot, and a user stitched together 10 levels (or some other crazy number) for each of their 20 level slots, he or she would be using a heck-of-a-lot of server space with respect to what we'd been using up before. A lot more server space would have to be allocated to the community, which I don't expect to happen.

That being said, I hope I'm wrong.
2014-08-04 17:53:00

Author:
piggabling
Posts: 2979


true, and i agree that'll probably be the way it goes, but i also hope we're wrong in that respect! 2014-08-04 18:10:00

Author:
rialrees
Posts: 1015


I just hope a manage to finally publish anything. After that I will start worrying about running out of space. I have to assume the devs have thought this all through and will give adequate space for creators to publish quite a bit of content.2014-08-04 18:25:00

Author:
EinRobot
Posts: 739


Hm only problem with the idea of level sections that are not preloaded in the level and needs the net to always be on is your personal internet connection. Example sometimes my net goes out for a short while because rain/storms, would that mean when i get to a section that needed the net on to load it will simply not load that section at that point? Meaning you just fall through the floor or something. Or worse will sections fail to load because of a slow net speed? sometimes level links fail to load randomly regardless as it is for people right now. I don't know but it sounds really questionable at the moment. Hopefully it'll be much smarter with how it works then our guesses so far. *mew2014-08-04 18:33:00

Author:
Lord-Dreamerz
Posts: 4261


Well this could either be really good or really bad. I'm sure they know what they're doing so I'll just have faith for now 2014-08-04 19:00:00

Author:
Bladex61
Posts: 348


Who said anything about a "total absence" of the thermometer? Source please.

My apologies. I don't tried to say anything like that. What I tried to say is that, sadly, the total absence of the thermometer would be most a problem than an advantage (if it ever happen, but I think it's very unlikely).

Maybe I should have written it this way: "Sadly, I think the total absence of a thermometer wouldn't just be "mind blowing", but also "console blowing".

Sorry if I can't explain myself properly in english, I just wanted to give my opinion.

Si alguien habla ingl?s y espa?ol, me gustar?a que me dijera c?mo es que deb? haberlo escrito para darme a entender correctamente (eso me ayudar?a a mejorar mis futuras traducciones ):
Yo lo entend? de esta manera:

"Tu nivel no estar? limitado por el term?metro. Eso es porque puedes "coser" los niveles, as? que si llegas a sobrecalentar un nivel, puedes coserlo a otro, de tal modo que podr?s tener un gran nivel hecho de dos niveles peque?os, y gracias a la funci?n de pre-carga, el tiempo de carga dar? la sensaci?n de que se trata de un s?lo nivel."

Lamentablemente, creo que la ausencia total del term?metro no s?lo ser?a "sorprendente", sino que adem?s ser?a...
(no s? c?mo traducir mi intento de broma, as? que s?lo digamos que ser?a "problem?tico").
Thanks!
2014-08-04 19:17:00

Author:
Mac-fox
Posts: 30


Hm only problem with the idea of level sections that are not preloaded in the level and needs the net to always be on is your personal internet connection. Example sometimes my net goes out for a short while because rain/storms, would that mean when i get to a section that needed the net on to load it will simply not load that section at that point? Meaning you just fall through the floor or something. Or worse will sections fail to load because of a slow net speed? sometimes level links fail to load randomly regardless as it is for people right now. I don't know but it sounds really questionable at the moment. Hopefully it'll be much smarter with how it works then our guesses so far. *mew

Yeah, I'm second guessing my previous guess.

After thinking about it a little more, I can't see why they wouldn't pre-load the level. On average, I doubt most patchwork levels would not be over the size of 4-5 current levels. If they can streamline the loading sequencing or compress level files (further?) , loading times could be reduced and it would be a non-issue for most everyone who already can play LBP2 on the PS3. I don't know. I think I'm a little bit out of my element making these guesses. I should probably leave that to someone else. *Haha....*
2014-08-04 19:20:00

Author:
piggabling
Posts: 2979


Does this mean literally attaching two full size level spaces side by side thus creating a level twice as big? If so, what's the point in having a level size in the first place?2014-08-04 21:15:00

Author:
raptor42694
Posts: 89


What does this mean for multiplayer? Wouldn't the level load twice as much or would the 2 players load parts of the level seperatly . If so that would be pretty cool. Just kinda concerned what this means for online play.2014-08-04 22:43:00

Author:
Spaceraoul28
Posts: 175


Intresting stuff here and something that we will likely only fully understand when the game arrives on November 18th (yay!). The news article I read says a limitless sandbox world is creatable due to the absence of the theometer and the relliance on the Hard Drive, but it also says the feature will also be availlible in the PS3 version. Anyway my hype for this game has just got even bigger.

I CAN'T WAIT
2014-08-04 22:47:00

Author:
thefutureman98
Posts: 38


Alright, I just had a listen to the original podcast interview, and there's nothing that tells me there will be more detail, it's just bigger levels.

But at one point they talked about how they went about picking new features by looking at what glitches people were trying in LBP2, and the talk about first person shooters might imply that "3D cameras" will become an official tool. But no one seems to be talking about that?
2014-08-04 23:05:00

Author:
Rogar
Posts: 2284


But wouldn't all that loading risk your system crashing?

Because the PS3 is a lot older now (and the PS4 more powerful), the game will already be more stable and better quality.
Loading in the background reduces the risk of crashing because it doesn't rush to load everything at once. It loads everything at a stable rate. When you move around in open-world/sandbox games like GTA, Saints Row, Skyrim etc. you'll notice that every object/building has a very low-resolution for a few seconds before the texture loads. I imagine LBP3 will be the same.

However, in these types of games, traveling to fast can often give you a significant drop in fps (frames-per-second) if you travel to fast but the games are optimised to account for the maximum speed of the player. But because LBP has no set limits, it may be down to the player to optimise their own levels.
2014-08-04 23:19:00

Author:
wally-217
Posts: 521


But no one seems to be talking about that?

I did before. Hell I talked about the possibility before anybody even knew LBP3 was a real thing. Like I said before. 3D cams plus the concept of a new feature for sackpeople that can walk on surface of walls plus the 16 layers we'll now have = a very nice simple way to make fully 3D levels. *mew
2014-08-04 23:21:00

Author:
Lord-Dreamerz
Posts: 4261


Mr. X has a 500gb harddrive in his PS4. 80gb is used on digital downloads. How many sharks can Mr. X put in his one single LBP3 level before his harddrive is full? 2014-08-04 23:43:00

Author:
BasketSnake
Posts: 2391


That means I have yet more stuff to do on my never-complete level. I hope we can stitch levels vertically as well as horizontally.

When I started building my level, I dreamed to big. I was building a level that wouldn't be playable on LBP2 due to the sheer scale of it. It seems reality has finally caught up with my dreams. For reference, the level I'm talking about is the one in my sig. I've built 48 playable characters but I can't really add them to the game due to limited space. This new level stitching ability will hopefully allow me to stitch a level above the sky so the menu and character bays load in a space ship of some sort (since there is a working spawn system). Whilst at the same time, I can also open up new landscapes to the left or right like a desert. I don't mean to be self-promoting, I'm just excited at the possibilities! http://i.imgur.com/rqx89Fm.png
2014-08-05 00:03:00

Author:
wally-217
Posts: 521


I think vertical levels should be possible to stitch together (or at least I hope).2014-08-05 00:13:00

Author:
Raku
Posts: 292


Mr. X has a 500gb harddrive in his PS4. 80gb is used on digital downloads. How many sharks can Mr. X put in his one single LBP3 level before his harddrive is full?

I would imagine 420gb of Sharks or less
2014-08-05 17:17:00

Author:
Bladex61
Posts: 348


Hmm how many levels can we put on our earths? Will that affect anything?

-hyper
2014-08-05 17:33:00

Author:
hyperdude95
Posts: 1793


Hopefully gamescom will help answer a few things.2014-08-05 17:38:00

Author:
EinRobot
Posts: 739


Im assuming that you cant have 500 GB of data because Im assuming level thermo size per level unit will be the same, and your level amount will be relatively the same due to not overcrowding server and p2p data, so what this means (guessing) is that 20 levels can be compacted into, say 5 levels with 4x more data in each one, or 2 with 10x, or 1 with 20x, and so on

Im just speculating, but this idea makes sense in my mind
2014-08-05 19:40:00

Author:
amiel445566
Posts: 664


What bothers me is that even though "you" can create a level that's the same size as your hardrive "others" may have less space on theirs so if they play your level it will either freeze or not load. I think playing the level takes up the same amount of space as creating it all that data has to be stored somewhere to play it and if you don't have the data to play a level that takes up 15mb (rough guess) because the creator had that much space but you don't then things go wrong.

Most levels take up about 2 MB
2014-08-11 01:48:00

Author:
minecrafter0482
Posts: 82


Most levels take up about 2 MB

Even the more complicated levels don't take up more than 2.5MB, 3 at most maybe. So there's a strong chance you won't get more than a 10MB level. 100MB levels will be impossible to come by.
2014-08-11 02:24:00

Author:
wally-217
Posts: 521


As an openworld level creator, the thermometer was especially annoying. Level links didnt help, because the point of an open world was for it to feel seamless while offering a sense of distance traveled. Theres nothing more annoying then creating a level that has a perfectly fine framerate that blows up the thermometer because its full of things that are spread out.

With this news I've gone from passing on LBP3 to possibility preordering it on the PS4 tomorrow. If you can place levels side by side in real time, with perhaps "boarders" that when crossed "unblurry" or "activate" a new area with no loading that's more then I could have asked for.
2014-08-15 04:08:00

Author:
bluearth
Posts: 100


I hope so I really don't want my ps3/ps4 freezing due to a huge amount of lag and a huge amount of data in 1 level that I may not have room for.
I highly doubt they are removing the thermometer from the PS3 version, the PS3 simply wouldn't be able to handle it. Now the PS4 I really can't see succumbing to lag honestly, it seems to be a strong enough machine to handle a good amount of things. Also, going with data I believe levels saved and put up will be compressed heavily and even then I doubt LBP worlds will be THAT big (Highly doubt it would fill up 50GB let alone 100GB)
2014-08-17 17:18:00

Author:
Remark
Posts: 3


Does this mean we can place 1000 sackbots and not worry about frame rate or crashing?2014-08-21 23:09:00

Author:
SackBoy98
Posts: 588


The thermometer still exists in the form of the dynamic thermometer. While I think it will help vastly with allowing more freedom, it doesn't mean there won't be limits to what you can cram into a little area.2014-08-21 23:17:00

Author:
EinRobot
Posts: 739


A few comments mention that they think it might load parts of the level, even in the article. I can't imagine it would do that because if you have logic attached to something that hasn't loaded, it could ruin something. Also, how would the game determine what to load and not load in the area? Imagine if you had a huge house of cards; if the game only loaded a portion of it, the cards that have loaded would fall.

Sounds like it would just load the next level while playing the first level. Curious to know how you would link together two levels, though. Where does it know the end of the first and start of the next level?
2014-08-26 19:20:00

Author:
Tynamite
Posts: 150


My best guess (and I'm very confident on this one), is that the game will still load a large portion, if not all, of the level but it would only render what is on screen (this happens a lot on the freemium mobile games to keep it playable). It won't render an entire level at a time like some people think, only what the player can see. A busy level with lots of emitters still only takes up 2.5MB so there shouldn't be any issues with loading. And it's safe to say the game will be a lot more stable than LBP2.2014-08-26 19:47:00

Author:
wally-217
Posts: 521


When I think of a dynamic thermometer that loads parts of levels, I think of how Grand Theft Auto 5 loaded its massive open world. From playing the game, the area within your radius view was loaded at, lets say, the highest graphic settings the PS3 can handle. The closest area around you that is far from view was rendered at a lower texture. This is noticeable when driving fast through a highway. If LBP3 has an engine similarto this, I think levels can be loaded in parts, without any flaws. correct me if I'm wrong on how the gta5 engine works, this is just from my experience playing the game a couple of times ._.2014-08-26 19:47:00

Author:
JonL21
Posts: 30


When I think of a dynamic thermometer that loads parts of levels, I think of how Grand Theft Auto 5 loaded its massive open world. From playing the game, the area within your radius view was loaded at, lets say, the highest graphic settings the PS3 can handle. The closest area around you that is far from view was rendered at a lower texture. This is noticeable when driving fast through a highway. If LBP3 has an engine similarto this, I think levels can be loaded in parts, without any flaws. correct me if I'm wrong on how the gta5 engine works, this is just from my experience playing the game a couple of times ._.

Ha, we both said the same thing at the exact same time!
2014-08-26 19:49:00

Author:
wally-217
Posts: 521


Ha, we both said the same thing at the exact same time!

oh wow lol, I guess great minds think alike
2014-08-26 19:57:00

Author:
JonL21
Posts: 30


My best guess (and I'm very confident on this one), is that the game will still load a large portion, if not all, of the level but it would only render what is on screen (this happens a lot on the freemium mobile games to keep it playable). It won't render an entire level at a time like some people think, only what the player can see. A busy level with lots of emitters still only takes up 2.5MB so there shouldn't be any issues with loading. And it's safe to say the game will be a lot more stable than LBP2.


When I think of a dynamic thermometer that loads parts of levels, I think of how Grand Theft Auto 5 loaded its massive open world. From playing the game, the area within your radius view was loaded at, lets say, the highest graphic settings the PS3 can handle. The closest area around you that is far from view was rendered at a lower texture. This is noticeable when driving fast through a highway. If LBP3 has an engine similarto this, I think levels can be loaded in parts, without any flaws. correct me if I'm wrong on how the gta5 engine works, this is just from my experience playing the game a couple of times ._.

I still don't think it will load the level in parts. I just don't think it would work because logic could potentially mess up. Logic from LBP isn't the same thing as a real game would (compared to a LBP level). Like i mentioned before with a house of cards—if it only loads a portion of it, it will crumble. But, I do agree that it would load the level entirely, but not rendering any of the graphics until you're close to it.
2014-08-26 19:58:00

Author:
Tynamite
Posts: 150


I still don't think it will load the level in parts. I just don't think it would work because logic could potentially mess up. Logic from LBP isn't the same thing as a real game would (compared to a LBP level). Like i mentioned before with a house of cards—if it only loads a portion of it, it will crumble. But, I do agree that it would load the level entirely, but not rendering any of the graphics until you're close to it.

I think you are on the right track, seeing as how you wouldn't want bosses to suddenly dephysicallize the moment you go out of their range, but I'm sure there will be some other form of level compression that makes it normally unplayable, but lowers thermo and preserves logic, and velocity so that it can act normal when out of range (this being true means that the dynamic thermo will have a lower limit then I first thought)
2014-08-28 18:17:00

Author:
amiel445566
Posts: 664


After looking at that excerpt, it doesnt sound as complex as people are making it out to be. It sounds like level stitching works exactly like it sounds. You can simply transfer from one level to the next seamlessly. And you can do it as many times as your hard drive allows.

If this is true, then creators would have to create a way for logic to transfer over to the next level seamlessly as well. Which isnt that hard with the Memorizer. In the above scenario with the boss, some games actually cheat around this by just giving the boss full HP when the character goes out of range and re emitting the boss when the player is back in range.

I think the only compression that occurs here will be the actual levels themselves as a whole. Its up to the player to make everything inside the level transfer of seamlessly and that just comes down to some thoughtful design. Basically its seamless level links. The thermo is still there and some of the words in that article are misleading.
2014-08-28 22:56:00

Author:
Rpg Maker
Posts: 877


I still don't think it will load the level in parts. I just don't think it would work because logic could potentially mess up. Logic from LBP isn't the same thing as a real game would (compared to a LBP level). Like i mentioned before with a house of cards—if it only loads a portion of it, it will crumble. But, I do agree that it would load the level entirely, but not rendering any of the graphics until you're close to it.

Perhaps, what if there's some sort of tweaker like a "rememberisor" or "load tag" or something that lets you keep an object loaded permanently. I could totally see that happening. I don't know what the render distance will be like though, perhaps it's customizable? I think it might just be automatic but adapts to the camera angle.
2014-08-28 23:10:00

Author:
wally-217
Posts: 521


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.