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Whyyyy! Oh the inhumanity! (LBP3 Analog signals)

Archive: 14 posts
2015-04-20 14:44:00 / Author: Tynz21
So littlebigplanet 3 caps analog signals at 100%. For... some reason? During the beta it wasn't like this. In lbp2 it wasn't like this.

Why on God's green earth was it necessary to do this?
In doing so, an entire population of people gets alienated, and many of those creators are the ones who push the logic and come up with the new tech that runs some of the best levels out there.

This is a major thorn in the side of anyone looking to do more than rudimentary calculations with analog signals. And forget trigonometry, trying to do anything with that us just awful.

Just. It doesn't make sense, why would they take this out?? Are things not suppose to improve in a new iteration of the game? This really turns me off to LBP3. I have it, but I may just work on Lbp2..
2015-04-20 14:44:00
Author:
Tynz21
Posts: 89

2015-04-20 19:45:00 / Author: nerd_dog
yea.. that was one of the first things I noticed. it really doesn't make sense considering the fact that they updated the or-gates and &-gates to add and multiply signals not too long before LBP3 came out.

and yes Sumo (hopefully they will read this eventually), there was many uses for these extra strong signals. ya'll ruined some logic/glitches.
2015-04-20 19:45:00
Author:
nerd_dog
Posts: 1483

2015-04-21 12:59:00 / Author: kubac2000
That's what stopped me from doing a MC in LBP.
2015-04-21 12:59:00
Author:
kubac2000
Posts: 329

2015-04-21 13:01:00 / Author: 211Nickey
I never noticed. And I have no idea what it does.

but i guess it's bad
2015-04-21 13:01:00
Author:
211Nickey
Posts: 337

2015-04-21 13:19:00 / Author: kubac2000

Of course it is. Since recent LBP2 levels were made with logic that supports >100% signals. LBP 3 makes another incompatibility with backward levels.

Or it's just working on LBP2 levels only. (Since it emulates levels like it literally was playing levels in LBP2). Just like with 3D Cameras. If there weren't any left engine from previous game it would not play correctly 3D levels since LBP3 levels does not support LBP2 3D cameras though. And I know it because I've tried.
2015-04-21 13:19:00
Author:
kubac2000
Posts: 329

2015-04-21 13:44:00 / Author: Psmerga
Why patching something like >100% signal before all the bugs are patched? *curious*
They should better concentrate on repairing game cracking stuff like issues with adventures, profiles and network.
You can still enter foreign adventures and change, delete or copy their content of levels as you wish.
-CONFIRMED THIS-.
It was just activated on a whim of the game.
(Maybe since 1.06)
I can live with some minor bugs or bad programed contend, but not with something that cracks the gameplay.
:.(
(Manipulating foreign adventures could also be really awesome content if restricted for groupwork (that have key or rights) until releasing it for playing)
2015-04-21 13:44:00
Author:
Psmerga
Posts: 373

2015-04-22 12:09:00 / Author: Ayneh
Is 16 million discrete levels between 0% and 100% not enough? Internally an analog signal is a single precision floating point number with 24 bits of accuracy. The representation of a signal as a percentage is just that, a representation.

The change may have been necessitated to maintain uniformity across PowerPC (PS3) and x86 (PS4). The GCN compute units of the PS4's APU may well handle what was done by the Cell SPEs before, who knows.
2015-04-22 12:09:00
Author:
Ayneh
Posts: 152

2015-04-22 12:19:00 / Author: nerd_dog
hmm.. that's actually interesting
2015-04-22 12:19:00
Author:
nerd_dog
Posts: 1483

2015-04-27 12:10:00 / Author: Indomitus1973
LBP doesn't let us work with 16 million discrete points of accuracy. Standard values only go to 1 decimal point on the logic tools. Functionally that's about 2000 points of accuracy at best (from -100 to 100) and not all the tools support negative values. When we're building logic, it doesn't matter what the game sees if we can't see it too.
2015-04-27 12:10:00
Author:
Indomitus1973
Posts: 75

2015-04-29 09:30:00 / Author: Ayneh
That's simply not true.

It wouldn't be possible to make logic probes with 6 decimal digits if the signal was clipped at a single decimal place. More fundamentally, a timer with a target time of 10000 with a current time of 0.1 would presumably output 0 in your scenario?

Another way to test this is by hooking up an analog to digital converter and extend it as long as you like, it will halt at 24 bits.
2015-04-29 09:30:00
Author:
Ayneh
Posts: 152

2015-04-30 17:36:00 / Author: HoustonAP
I like chicken
2015-04-30 17:36:00
Author:
HoustonAP
Posts: 40

2015-04-30 22:18:00 / Author: nerd_dog
I do believe that, for the most part, signals under 100% is truly all you actually need for just about anything.. except for some sort of useful "glitches" in the game. one particular one that was pretty neat was, when you used a super strong signal on a light.. it created a sort of.. hologram light effect (sort of hard to describe). another was, I made this thing in lbp2 that used the wall jump tweaker to turn a surface into a launch pad (simple I know but fun). there were a few other uses as well.

I'm not a logic/math pro (though I do like to dabble in a microchip) but, I know that others have used signals that exceed 100% in their logic in lbp2.. and the signal cap basically ruins that. I don't see why they felt that they needed to cap it
2015-04-30 22:18:00
Author:
nerd_dog
Posts: 1483

2015-04-30 22:33:00 / Author: Psmerga
There are workarounds for pretty much stuff.
Hope someone will make some tutorial about how to multiply with whole numbers.
I think that it is only a bug within the update.
Wait about it. Maybe it comes back as it was with next patch.
Who knows.
2015-04-30 22:33:00
Author:
Psmerga
Posts: 373

2015-05-01 02:03:00 / Author: kubac2000
Do mimeone's battery percentages work in LBP3? I'm actually curious.
2015-05-01 02:03:00
Author:
kubac2000
Posts: 329
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