I think my everest is just cursed or something idk. I updated CelesteTAS, updated FLCC, disabled FLCC's helper (since it was crashing), and then my custom map that was working before gave some sort of weird error about fg.xml. I removed the modified line from it so that it should match vanilla, and now the game is just crashing when I try to load the map. Is this at all normal or should I just reinstall?
#Celeste crashing on previously valid maps
38 messages · Page 1 of 1 (latest)
new fg.xml:
end of log:
(01/24/2023 13:50:19) [Everest] [Info] [LevelLoader] Loading Apple/SusMap/SusMap
(01/24/2023 13:50:19) [Everest] [Warn] [Content] CONFLICT in /home/apple/Documents/Games/Celeste/Mods/MaxHelpingHand.zip/Graphics/Sprites.xml: Overriding element player_playback.
(01/24/2023 13:50:19) [Everest] [Info] [MaxHelpingHand/SidewaysJumpThru] === Activating sideways jumpthru hooks
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Detailed exception log:
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System.NullReferenceException: Object reference not set to an instance of an object
at Celeste.Mod.Helpers.ExceptionExt+<>c__DisplayClass0_0.<TypeInStacktrace>b__1 (System.Reflection.MethodBase m) [0x00000] in <d7b2abb405ec4c97954549f0a02e4a41>:0
at System.Linq.Enumerable.Any[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x0002c] in <61deadb49fa64135b51b712f0e97fd58>:0
at Celeste.Mod.Helpers.ExceptionExt.TypeInStacktrace (System.Exception e, System.Type t) [0x0004d] in <d7b2abb405ec4c97954549f0a02e4a41>:0
at Celeste.LevelLoader.LoadingThread_Safe () [0x00117] in <d7b2abb405ec4c97954549f0a02e4a41>:0
at Celeste.RunThread.RunThreadWithLogging (System.Action method) [0x00000] in <d7b2abb405ec4c97954549f0a02e4a41>:0
Unloaded AppDomain Celeste.exe+Everest
Exiting Celeste process
full log:
tileset line:
<Tileset id="w" copy="z" path="AppleFLCC/DifficultySpike/NoSnowGirder" sound="7" ignores="1,3,7,h,l"/>
yeah
or at least sc2020 int lobby and glyph work, haven't tested any others
this combined with flcc helper crashing and the celeste tas bug I encountered makes me think that maybe there's something else happening
oh wait yeah this is a tileset error, just a really disguised one. it's crashing while trying to figure out which postcard it should show instead of crashing
oh godd
ohh I see
the original error was probably because the path I used was in flcc, which was now disabled
still don't get why the new one errors though
is it just this xml?
that's just the vanilla xmls with ignores on girder 
oh yeah something with how the girder tiled annoyed me iirc
still shouldn't cause this, right? ig I'll try removing it though
it shouldn't cause this yeah
still crashes 😔
same error?
yeah
alright I opened it in Loenn and the first room is just like gone?? 
not really a big deal since I was just messing around with stuff but
really odd

hmm
looking through my personal dumping tool, the room is still there, but neither loenn, my tool, or celeste like it
just file corruption or smth ig?
sounds like it
the bin format is still correct though, which makes it really odd
nvm, everything is still there, loenn just isn't rendering it, and I had bugs in my tool 
<@&683773388321456184> ig? Map file seems to be fine and everything is there in a json dump, but loenn doesn't render the first room? I can still select the entites, but it just looks blank. Also having some problems with celeste though so maybe it's smth on my end
still seems like odd behavior either way though
only changes I made to my tool were allowing triggers, objtiles, fgdecals, and bgdecals to not be present in a room, allowing fillers to not be present in the level, and allowing the cassettemodifier field in the the children of meta->mode
If Loenn is expecting certain elements, leaving them out could definitely cause issues