#background xml works in lonn but not in game

37 messages · Page 1 of 1 (latest)

abstract widget
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the title

agile vessel
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have you checked your log.txt for more info?

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the issue is probably that the path for the image isn't correct, that one looks broken scratch that

abstract widget
abstract widget
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logtxt is too big to read

terse flume
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last time I checked you can't do that

agile vessel
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then post it here

agile vessel
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last time you checked may have been a while ago

terse flume
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it was

agile vessel
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that's almost all of the logs except for log.txt

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it's not in a subfolder

abstract widget
agile vessel
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that doesn't have the error. did you restart the game in between?

abstract widget
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yes

agile vessel
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trigger the error, then upload log.txt without restarting the game beforehand

abstract widget
agile vessel
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ah great it's the unhelpful generic error

--------------------------------
Detailed exception log:
--------------------------------
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)
terse flume
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(01/17/2023 21:02:04) [Everest] [Warn] [LevelLoader] Failed parsing tileset tag in Graphics/awlh/somethingcn/BackgroundTiles.xml

agile vessel
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oh yeah also that ty

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maybe it does take issue with the pound sign

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try using a more normal character

abstract widget
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do back and foreground ids conflict?

terse flume
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people typically just go A-Z (capital letters) - since it's very rare that you'd need more than 26 tilesets

terse flume
agile vessel
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using ascii characters also means your map's file size will be smaller maddyhueh

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you could also see if adding <?xml version="1.0" encoding="utf-8"?> to the top of your xml fixes it

terse flume
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is there a specific reason that tileset id's have to be 1 character long?

agile vessel
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the tiles in a room are represented as a character grid

terse flume
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that makes sense

agile vessel
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these are the fg tiles from the first room of 1A for instance

<solids offsetX="0" offsetY="0" innerText="3333433333333333111114111777777000007777&#xA;3333403330000331111114000000000000007737&#xA;3100400040000111110004000000000000033333&#xA;1100444040000111000004000000000000033333&#xA;1100400040000111000000000000000000333333&#xA;1100400040000111000000000000000000033333&#xA;1100444440000000000000000000000000033333&#xA;1100000000000000000000000000000333333333&#xA;4100000000000000000000000000000333333333&#xA;4000000000000000000000000000000333333333&#xA;4000000000000000004444000000000000333333&#xA;4000000000000000004004000000000000333313&#xA;4000000000000000004004000000000000003311&#xA;4000000000000000004444000000000000003111&#xA;4000000000000000004033000000000000003111&#xA;4000000000000000003333000000000000001111&#xA;4000000000111000003333333300000000000111&#xA;4000000000111000003333333300000000000111&#xA;4331100000111000003333111300000000000011&#xA;3311100000111113333331111100000000000001&#xA;1111100000111111333311111111100000000001&#xA;1111111111111111111111111111100000000001&#xA;1111111111111111111111111111100000000001" />
agile vessel
abstract widget
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if a id is valid for a foreground tile, should it be valid for a background one?

terse flume
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should be

abstract widget
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then the problem is not with the id of my custom bg tileset