#silly randomizer crash
1 messages · Page 1 of 1 (latest)
sorry, you say it froze? did it crash also?
no that's error_log, i need plain log.txt
same folder as celeste.exe
i really shouldntve reopened the game huh
well it'll be in loghistory then
oh cool
they have the dates and times in their names, so you can find the right one that way
ok that doesn't really have much extra info in it unfortunately
um. here's the offending method
public bool CollideCheck<T>(Vector2 at) where T : Entity {
return Collide.Check(this, Scene.Tracker.Entities[typeof(T)], at);
}
not really much that can crash like that there
<@&673391557939953684>@tiny sonnet any ideas?
i think it has to do with the height display actually
something about dying immediately in a room where a height display pops up
that would make sense
yea i should've read the log better
i'm... not totally sure why the player would be turning up null here, i know it's removed the scene and Scene.Tracker.GetEntity<Player>() will return null but that doesn't necessarily mean the player itself is null when it wasn't before
but maybe something i'm missing
actually yea the player shouldn't get gc'd because the coroutine has it as a local
hmm, the everest custom height display has an extra player.Scene != null check before it calls player.OnGround()
yeah if the player's Scene is null that'd definitely cause it
#modding_general message , https://github.com/EverestAPI/Everest/commit/fe5fd535ac55a1c8c654377ad1fdb7d64e03086d
#modding_general message
ok so the fix is an everest pr to make that change to heightdisplay too i guess
yeah confirmed if you die immediately as a height display is coming up you get that
also bless the core error screen
this is an everest bug?? I always just assumed that I had to prevent launches that could kill you
more specifically a vanilla bug (that can only happen in mods)