#Spring Collab maps crash
56 messages · Page 1 of 1 (latest)
can you look in your celeste install folder and send the log.txt from inside it?
in Steam, right click Celeste > Manage > Browse local files
it should bring you to another package that has way more content 😅
and that's the one that had almost nothing in it? 
yeah
wtf
well, I thought you were opening the package contents of the shortcut Steam puts on your desktop 
oh i didn't put the shortcut on my desktop,,
uh, are you using Olympus?
pretty sure she uses olympus and everest yeah
it still shows the same even from the desktop
then plan B: click "manage" at the bottom of the "installations" list, then "browse" on the right
this should bring you straight there
oh is this what i was supposed to send
👍
@civic mist I'm not really sure what's going on here, do you have any idea?
Did you crash last time you ran the game?
Ah that's when entering a map from a lobby I guess 
Because that log looks like entering a map and exiting it 2 minutes later, and that's pretty much it
I'll see if I can replicate
Oh, are there files in the Celeste folder starting with "mono_crash"?
uhh i’ll check it in a bit
i’m pretty sure i did
Yeah it's like, she was in the beginner lobby, entered a map and then it crashes
there are
i restarted my laptop and spring collab seems to be fine
well now I'm the one crashing :p
woops
crash goblin 
what does Mac want this time 
Mac wilding
Got a SIGSEGV while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.
[...]
Managed Stacktrace:
at Monocle.Entity:_PostUpdate <0x0004a>
at Monocle.EntityList:Update <0x000da>
at Monocle.Scene:Update <0x00052>
at Monocle.Engine:DMD<Monocle.Engine::Update> <0x0048f>
at MonoMod.Utils.DynamicMethodDefinition:Trampoline<Monocle.Engine::Update>?-1140657689 <0x0004a>
at ExtendedVariants.Variants.NoFreezeFrames:onEngineUpdate <0x00085>
at MonoMod.Utils.DynamicMethodDefinition:Hook<Monocle.Engine::Update>?-1889803634 <0x00082>
at Celeste.Celeste:Update <0x000b2>
😨
https://github.com/EverestAPI/CelesteCollabUtils2/commit/f80f2a6def12e4a410220ca9b96dfad9d968a1ce
that broke collab lobbies on Mac, apparently
How exactly calling new LevelExit() leads to a segmentation fault at an unrelated place on Mac stays to be determined though 
yeahhh im pretty sure everythings fine now
all i had to do was restart my laptop i am so sorry
if I crashed too and that yours got magically fixed it could magically break again, so I'll have a look 
of course it doesn't happen on Linux because why would it 
Hm, when entering a level, the level enter routine is started, then collab utils notifies mods that the previous level was exited, which makes extended variants unmod the level enter routine while it's running
maybe that's too much for Mac to handle 
yeah I think I found a fix
assuming that this is why it's recommended to apply all hooks at startup and put checks in them for whether to apply their logic instead of dynamically adding and removing hooks
@languid valve for when you wake up
most of this stuff isn't relevant to them at this point - it's trouble shooting to see if the crash can be replicated and prevented in the future, which they are unlikely to be able to help with
Ah alright then
This should hopefully be fixed now 