#randomizer makes the game crashes upon entering the next screen
1 messages · Page 1 of 1 (latest)
I think this is because of the recent update to extended variants that added vanilla variants triggers
the new parameter in ResetToDefaultSettings breaks the reflection call in LateInitialize @compact chasm
would it be possible to get max to add a public method so this doesn't happen again
it was part of the move of vanilla variants stuff into ext vars so it shouldn't happen again i'd say?
but worth it pinging them about it if you want to know c: (because I don't really know*)
oh yeah , i just tried it again with the vanilla maps to confirm and it works fine.
since i was using sc maps
sorry I misread, the reset method is public (not sure if it was before)
also does it only break on sc maps? 
yeah I just saw. I think I'm only using reflection to get at it because extended variants is a soft dependency of rando
which is... weh
ahh Isee 
i mean , they use extended variants so i thought i would try the vanilla ones since they don't , no ?
ah ok I see what you mean
Hm yeah, I should probably restore the old method signature 
Hm, actually, in order to have the same behavior as before, the method would need to only reset extended variants, but now that the mod can also mess with vanilla variants, the randomizer probably wants to reset both vanilla and extended variants 
@sour swallow someone else just reported the same crash, would be nice to get a resolution to this. either restoring the old interface and/or adding some ModInterop functions to reset variant types maybe?
Well, do I make it reset all variants or only extended ones 
if randomizer is the only mod that needs the old function, you can just have it reset both, because it's used in a function that resets Isa vanilla variants too: https://github.com/rhelmot/CelesteRandomizer/blob/1c19418c281f69c8ee530a2de0ce1674e6210115/Randomizer/RandoModule.cs#L65
so desired behavior would be to reset everything
if you made an interop function you could do a full reset or split it up
yeah I don't see anything else using it, at least on GitHub
True yeah 
hm @compact chasm I'd recommend replacing that list https://github.com/rhelmot/CelesteRandomizer/blob/master/Randomizer/RandoLogic/LinkedRoom.cs#L96 with something similar to what I did at https://github.com/max4805/ExtendedVariantMode/blob/master/ExtendedVariantMode/Module/ExtendedVariantsModule.cs#L457
because there are a bunch of entities / triggers now
okay I replicated so I'm going to put the old method signature back now
just published an update to restore the old method signature 