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#1

Theck, Thack, etc. are broken

Archive: 8 posts


So I was testing out some old glitches recently, and among them were the old theck and thack objects from LBP1.

(For those of you who don't know, theck and thack were glitch "sublayers" with the thickness of a checkpoint and a sackperson, respectively. This meant that despite occupying the same layer, they would not collide with each other and could exist in the same place because of this. They were used heavily in many LBP1 levels back in the day.)

However, in LBP3 theck and thack are suddenly able to collide with each other and so anything dependent on their old properties will undoubtedly be completely broken, including a whole mess of old LBP1 levels (and probably a bunch of LBP2 levels as well.)

If somebody knows where the best place to report this would be or if there is a better place to post this, please tell me. I've been away from this community for a while and it seems that the old GetSatisfaction page is down now, and I can't seem to find one for LBP3, if one exists.
2014-12-03 21:26:00

Author:
Blue Helmet
Posts: 306


You want to report a glitch that has effectively been fixed? Not sure they would want to waste development time intentionally trying to break the game again, especially when they went through the trouble of adding official sub-layers2014-12-03 21:40:00

Author:
ForgottenEnigma
Posts: 1414


I'm not sure why they would intentionally "fix" it, knowing Mm and their successors' track record of letting harmless glitches be (for instance, the 3D Layer Glitch). The physical properties of those sublayers aren't exactly "glitches" either, since they were implemented to allow sackpeople and checkpoints to coexist in the same layer.

The main reason this is a concern, though, is because so many old levels are dependent on this glitch and so changing it will completely break many of them.
2014-12-03 21:59:00

Author:
Blue Helmet
Posts: 306


Its an inhernt risk of glitch exploitation, you're using an unofficial feature that could be intentionally or accidentally taken away with any update to the game.2014-12-03 22:04:00

Author:
Rabid-Coot
Posts: 6728


The thing with this in particular is that it being "fixed" is in and of itself a bug; things of the same Z range as checkpoint and sackboy respectively should not collide regardless of what they are. Not being intended to be of that particular Z range is irrelevant; physics should be the same regardless.2014-12-03 22:28:00

Author:
zetaPRIME
Posts: 8


While old levels may get broken from the change. However on any new level that uses them you can just use the de-physical tool to make them work perfectly as visuals again without effecting gameplay. *mew2014-12-03 22:28:00

Author:
Lord-Dreamerz
Posts: 4261


Gonna take this opportunity to plug a tutorial I wrote. (https://lbpcentral.lbp-hub.com/index.php?t=92538-Using-the-Advanced-In-Out-Mover-to-Create-Sublayers) Now that the full game is out, I'll probably make a video tutorial eventually, but for now it is what it is.

This is how I've been coping with the loss of theck. Now I have sublayers all over the place.
2014-12-03 22:40:00

Author:
KlawwTheClown
Posts: 1106


thats why i think they should run LBP1 and LBP2 in their own engines on LBP3. so old bugs can stay and work as they should. (sounds weird but.. meh?)2014-12-03 23:53:00

Author:
ForcesWerwolf
Posts: 475


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