#Celeste crashing on previously valid maps

38 messages · Page 1 of 1 (latest)

worthy temple
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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?

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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
long moat
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that is a cursed error thonkeline

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does this only happen when entering that specific map?

worthy temple
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tileset line:
<Tileset id="w" copy="z" path="AppleFLCC/DifficultySpike/NoSnowGirder" sound="7" ignores="1,3,7,h,l"/>

worthy temple
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or at least sc2020 int lobby and glyph work, haven't tested any others

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this combined with flcc helper crashing and the celeste tas bug I encountered makes me think that maybe there's something else happening

long moat
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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

worthy temple
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oh godd

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ohh I see

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the original error was probably because the path I used was in flcc, which was now disabled

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still don't get why the new one errors though

long moat
worthy temple
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yep

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directly uploaded

long moat
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that's just the vanilla xmls with ignores on girder thonkeline

worthy temple
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oh yeah something with how the girder tiled annoyed me iirc

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still shouldn't cause this, right? ig I'll try removing it though

long moat
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it shouldn't cause this yeah

worthy temple
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still crashes 😔

long moat
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same error?

worthy temple
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yeah

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alright I opened it in Loenn and the first room is just like gone?? thonkeline

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not really a big deal since I was just messing around with stuff but

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really odd

long moat
worthy temple
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hmm

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looking through my personal dumping tool, the room is still there, but neither loenn, my tool, or celeste like it

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just file corruption or smth ig?

long moat
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sounds like it

worthy temple
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the bin format is still correct though, which makes it really odd

worthy temple
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nvm, everything is still there, loenn just isn't rendering it, and I had bugs in my tool catplant
<@&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 despaireline still seems like odd behavior either way though

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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

hollow trellis