#olympus on linux wont start celeste
167 messages · Page 1 of 1 (latest)
What if you try launch Celeste using steam after installing Everest
it just starts in vanilla
Then Everest didn't install correctly
Can you show what Olympus says after you install Everest?
Yes, the log-sharp.txt specifically
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MonoModRules failed resolving Microsoft.Xna.Framework.Game
You seem to have the xna version despite being on Linux, which is very odd
yeah i saw some website which told me i needed to install dotnet build
Could you try going to the steam properties for Celeste and switching to the "opengl" beta branch?
Linux should already be FNA, but this should make it be that for sure
Once it's done, try installing Everest again
Not sure what that's about, but try re-adding your Celeste install in Olympus
i've already done that and tried reinstalling everest on both, quite weird
Can you send a screenshot of what the install manager menu looks like right now
There's no reason it shouldn't
Also according to that install list it seems like Everest is actually installed?
yes it is installed
should i reinstall everest?
now that i've changed celeste to opengl
I think I'm confused. What's the current issue exactly?
after changing to opengl i got this error
What happens if you launch Celeste from steam now?
i get this message
Ok, verify your files in steam, then try installing Everest one more time
aight
because the first one wouldn't work so i put it in manually
Do you know which one actually is the right one?
the one on top
Anyway, let me know how this goes
i got this again
and after deleting the second one and starting the first one i got this
Error
threader.lua:79: routine#393>utils.lua:335<utils.lua:335 died:
utils.lua:339: attempt to index a nil value
stack traceback:
utils.lua:339: in function 'fun'
threader.lua:485: in function threader.lua:484
[C]: in function 'xpcall'
threader.lua:483: in function threader.lua:479
Traceback
[C]: in function 'error'
threader.lua:79: in function 'update'
threader.lua:544: in function 'update'
main.lua:707: in function 'update'
main.lua:102: in function main.lua:99
[C]: in function 'xpcall'
Kind of confused here, any other <@&673391557939953684> have any idea
thanks so much for helping me dude!
can you try launching it through steam, then (if it crashes) sending the log.txt (not error log) from next to celeste.exe?
celeste from steam starts but now it wont show anything except for choosing safe file and then after entering a level it it just black screen
Could you send that log.txt
System.TypeLoadException: Could not resolve type with token 01000122 from typeref (expected class 'System.Collections.Generic.Queue1' in assembly 'mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089') at Celeste.Celeste.MainInner (System.String[] args) [0x00016] in <4a26f9ded6704c87a2f47e66d2d85163>:0 TypeLoadException.TypeName: System.Collections.Generic.Queue1
this is what the log file in the celeste directory states
Is that all of it?
you're not using proton, are you?
no, should i use it? im pretty new to linux
no, i dont know how it interacts with everest. i figured it was worth asking because of the error mentioning xna earlier
I would think that Wine/Proton should have minimal interaction with modding since it's all C#/.NET Framework anyway.
well, olympus will have trouble finding wherever wine stores XNA
The first thing I note about this image is that you have the Flatpak version of Steam. That shouldn't be a problem as far as I know, but I'm not an expert at how Olympus searches for installations.
Why would Wine be using XNA if it is an FNA build?
I just meant in general, since people on wine tend to use the windows default, which is the xna version
Fair, I was particularly talking about FNA.
The fact that Everest was failing to find Microsoft.Xna.Framework.Game earlier pointed to it being XNA, but the later stuff seems to indicate it's FNA, which is rather confusing
FNA is exposing the XNA API though?
well, the namespace is also called Microsoft.Xna.Framework.Game in FNA
this
That's true, I guess I was just remembering that I've only seen that failing with people that have the XNA version
it seems to have trouble with references in general. could this be a system mono vs monokickstart thing?
I'm wondering if switching it to the opengl beta made things worse
Might be worth trying to switch back
Send the log-sharp.txt again to see if anything is different
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Maybe?
To be honest I don't ever launch Celeste through Olympus, and instead use a custom XDG desktop entry which launches one of two entirely separate installs (one completely unmodified and one modded) with system Mono.
olympus wont start celeste and everest
really weird
(It's unnecessary to have two separate installs, I just like it that way since I don't pay a storage penalty since I use a CoW filesystem and it creates a total separation between the installs.)
Mine doesn't either TBH
is there a file called FNA.dll in your celeste folder?
yeah
ok, so in your celeste folder there should be a script called Celeste (no extension) with the following contents:
#!/bin/bash
# Celeste Shell Script
# Written by Ethan "flibitijibibo" Lee
# Move to script's directory
cd "`dirname "$0"`"
# Get the system architecture
UNAME=`uname`
ARCH=`uname -m`
# MonoKickstart picks the right libfolder, so just execute the right binary.
if [ "$UNAME" == "Darwin" ]; then
# ... Except on OSX.
export DYLD_LIBRARY_PATH=$DYLD_LIBRARY_PATH:./osx/
# El Capitan is a total idiot and wipes this variable out, making the
# Steam overlay disappear. This sidesteps "System Integrity Protection"
# and resets the variable with Valve's own variable (they provided this
# fix by the way, thanks Valve!). Note that you will need to update your
# launch configuration to the script location, NOT just the app location
# (i.e. Kick.app/Contents/MacOS/Kick, not just Kick.app).
# -flibit
if [ "$STEAM_DYLD_INSERT_LIBRARIES" != "" ] && [ "$DYLD_INSERT_LIBRARIES" == "" ]; then
export DYLD_INSERT_LIBRARIES="$STEAM_DYLD_INSERT_LIBRARIES"
fi
./Celeste.bin.osx $@
else
if [ "$ARCH" == "x86_64" ]; then
./Celeste.bin.x86_64 $@
else
./Celeste.bin.x86 $@
fi
fi
can you try replacing that with
#!/bin/bash
# Celeste Shell Script
# Written by Ethan "flibitijibibo" Lee
# Move to script's directory
cd "`dirname "$0"`"
LD_LIBRARY_PATH=lib64 mono ./Celeste.exe
?
(that might still crash, but i'm hoping it crashes later)
(you may have to install mono for this to work)
Mine doesn't start because I was using system Mono and moved critical assemblies out of the install directory root.
i have a celeste.xml is that the right one?
nope, just Celeste
it should have the contents i put up here currently

It shouldn't as far as I know if a Linux-native version exists—that's the behavior it has on Valve's own games.
if it were the native linux version then Celeste.bin.x86 and Celeste.bin.x86_64 would be there as well
- no
Celeste - no
lib,lib64 - no
Celeste.bin.*
this is definitely not the linux version
Yeah definitely not FNA
can you go into steam, right click on celeste, go into properties, and click the compatibility tab; then if the 'force the use of a specific compatibility tool' thing is ticked, untick it
i've done that and installed everest again and it says in olympus that it opened it but steam wont open celeste
can you show your celeste folder again?
FNA now
yea, that's the linux version
what happens when you try double clicking on Celeste.bin.x86_64?
nothing opens

ok, that might be because it's trying to reopen through steam
can you try doing this replacement now you have a Celeste file?
actually i'll make a correction first
ok try now
(i added the library path so it wouldn't crash trying to find fmod)
Oh yeah you definitely need that lol
nothing new..
should i reboot?
I run sh -c 'exec env LD_LIBRARY_PATH="/usr/lib64:/usr/lib:/usr/local/lib64:/usr/local/lib:$(pwd)/lib64:$(pwd)/lib" mono ./Celeste.exe'
has anything appeared in log.txt?
still the same
This prioritizes the libraries of the system rather than those of the install
can you delete log.txt and try again? i'd like to see if it's the same error each time or if it's just not logging anything
if i try to start anything in olympus no log file appears, should i try opening celeste in steam?
I recommend trying this from the terminal in the install root.
If still nothing happens, something is broken in the install, assuming you have all of system Mono installed.
do you mean while in the celeste folder open in terminal?
Yes
aight
I don't even know what the error is trying to tell me. 
no me neither
i've installed it on a friends laptop and it would work just fine
kinda weird
but if nothing works i still have windows on my pc where olympus works
I honestly think it may just need a reinstall.
pop os?
because steam celeste has to make sure it's a valid copy, it immediately quits and launches itself again through steam; to do that it i guess it needs steam.sh to be in the right place. but it isn't there, so it doesn't work
just reinstalling steam should be ok i think
Oh so this is DRM related I see
The game.
ah that's why
yea, install it through the .deb or something
The Flatpak should be fine?
the pop! shop uses a flatpak i think, so the files will be somewhere else
Steam shouldn't be the problem here as far as I can tell.
ah, but the actual error is that ~/.steam/root/steam.sh isn't found, which will be in a different place for the flatpak, because celeste is being launched outside of the flatpak environment so won't have the paths mapped
maybe, will have a look at the everest source
/// <summary>
/// RUN AWAY. TURN AROUND. GO TO CELESTE'S MAIN FUNCTION INSTEAD.
/// </summary>
haha
hmm it should do yea
evidently it wasn't though, or steam wasn't installed correctly, or something
I could bet if you symlinked it to the Flatpak Steam root it would work
Flatpak is all about keeping things separated in their own little bubbles. It may not install this symlink
For future reference, you just switched to Steam from the package manager?
yeah\
Interesting, nice to see it working.