#background xml works in lonn but not in game
37 messages · Page 1 of 1 (latest)
have you checked your log.txt for more info?
the issue is probably that the path for the image isn't correct, that one looks broken scratch that
.
logtxt is too big to read
last time I checked you can't do that
then post it here
you should be able to
last time you checked may have been a while ago
it was
that doesn't have the error. did you restart the game in between?
yes
trigger the error, then upload log.txt without restarting the game beforehand
ah great it's the unhelpful generic error
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Detailed exception log:
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System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Celeste.Autotiler.orig_ReadInto(TerrainType data, Tileset tileset, XmlElement xml)
at DMD<Celeste.Autotiler::ReadInto>(Autotiler this, TerrainType data, Tileset tileset, XmlElement xml)
at Trampoline<Celeste.Autotiler::ReadInto>?9598991(Autotiler , Object , Tileset , XmlElement )
at Celeste.Mod.SSMHelper.StarjumpTilesetHelper.On_Autotiler_ReadInto(orig_ReadInto orig, Autotiler self, Object data, Tileset tileset, XmlElement xml) in E:\Program Files (x86)\Steam\steamapps\common\Celeste\Mods\SSMHelper\Code\SSMHelper\StarjumpTilesetHelper.cs:line 41
at Hook<Celeste.Autotiler::ReadInto>?4890022(Autotiler , TerrainType , Tileset , XmlElement )
at Celeste.Autotiler..ctor(String filename)
at DMD<Celeste.LevelLoader::.ctor>(LevelLoader this, Session session, Nullable`1 startPosition)
(01/17/2023 21:02:04) [Everest] [Warn] [LevelLoader] Failed parsing tileset tag in Graphics/awlh/somethingcn/BackgroundTiles.xml
oh yeah also that ty
maybe it does take issue with the pound sign
try using a more normal character
do back and foreground ids conflict?
people typically just go A-Z (capital letters) - since it's very rare that you'd need more than 26 tilesets
no
using ascii characters also means your map's file size will be smaller 
you could also see if adding <?xml version="1.0" encoding="utf-8"?> to the top of your xml fixes it
is there a specific reason that tileset id's have to be 1 character long?
the tiles in a room are represented as a character grid
that makes sense
these are the fg tiles from the first room of 1A for instance
<solids offsetX="0" offsetY="0" innerText="3333433333333333111114111777777000007777
3333403330000331111114000000000000007737
3100400040000111110004000000000000033333
1100444040000111000004000000000000033333
1100400040000111000000000000000000333333
1100400040000111000000000000000000033333
1100444440000000000000000000000000033333
1100000000000000000000000000000333333333
4100000000000000000000000000000333333333
4000000000000000000000000000000333333333
4000000000000000004444000000000000333333
4000000000000000004004000000000000333313
4000000000000000004004000000000000003311
4000000000000000004444000000000000003111
4000000000000000004033000000000000003111
4000000000000000003333000000000000001111
4000000000111000003333333300000000000111
4000000000111000003333333300000000000111
4331100000111000003333111300000000000011
3311100000111113333331111100000000000001
1111100000111111333311111111100000000001
1111111111111111111111111111100000000001
1111111111111111111111111111100000000001" />
the reason I said this is that the tilestring is usually run length encoded, but the run length encoding scheme only works for single byte characters, so for non ASCII characters, ahorn and lönn encode the string normally instead
if a id is valid for a foreground tile, should it be valid for a background one?
should be
then the problem is not with the id of my custom bg tileset