#how can i choose the room my map starts in?

197 messages · Page 1 of 1 (latest)

cerulean heart
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it's been starting in the correct room (first by alphabetical order, has checkpoint -1), but recently changed to a different room and now i dont know why

wise coral
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it should start from spawn you placed first

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but DJ map helper has "start map spawn" or something like that, which is very useful

cerulean heart
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i've placed down the start level spawn point object\

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but it doesnt change anything

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the sitting madeline on the right is the dj helper thing

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and i spawn in the most left madeline when restarting chapter

gilded barn
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you can override that by specifying a starting room yourself in Map > Metadata

cerulean heart
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thank you!

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this fixed it instantly

gilded barn
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happy mapping snip_glumbsup

cerulean heart
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thanks you blepeline

cerulean heart
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could you help me with one more thing? Celeste has stopped automatically updating entities when i save in Lonn, but tiles still get updated.

gilded barn
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what entities in particular are you placing

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send log.txt

cerulean heart
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normal stuff

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before it all worked

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but like an hour ago stopped working

gilded barn
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so tiles still get updated?

cerulean heart
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yes

gilded barn
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what if you press ctrl+f5

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that restarts everest

cerulean heart
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well celeste closes

gilded barn
cerulean heart
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well it opened again and i have all the enities ive placed

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but they still dont get updated when saving

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and ground does

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where can i find the log.txt

gilded barn
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squinteline weird

wise vergeBOT
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If you have crashed, and are on Everest Core, there will be a log in the CrashLogs folder, which contains extra information that the regular logs do not. The Core crash handler will tell you the file name, and give you the option to open the folder.

Otherwise, in order to get Everest logs, open Olympus, and:

  • Press the "Manage", under the "Installations" panel on the main menu
  • Press "Browse" to open the Celeste folder
  • Send the log.txt file from that folder (not the error_log.txt or any log from LogHistory)

Note, on both Everest versions, there are older logs in the LogHistory folder inside the Celeste folder, but these are not the relevant logs. The most recent one is directly in the Celeste folder (and in CrashLogs for Core users), and not in any other folders.

Everest logs contain paths to certain files and folders in your system (e.g.: active helpers) to help with diagnosing problems. Remember to censor any usernames in log files before uploading them.

gilded barn
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follow the 3 bullets

cerulean heart
gilded barn
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(01/02/2024 19:25:27) [Everest] [Warn] [MapData] Failed loading MapData 15 (SID: mikooolec/1-start/Radiance)
--------------------------------
Detailed exception log:
--------------------------------
System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at DMD<Celeste.MapData::orig_Load>(MapData this)
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squinteline uh something's going wrong with your map load

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try exiting and reentering..?

cerulean heart
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tried, both celeste and lonn

cerulean heart
gilded barn
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also, update everest

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latest version is 4465

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can you send the map bin to me? i can try debugging it

cerulean heart
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if it doesnt work after updating everest i will

gilded barn
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it probably still won't work

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i have a feeling there's some entity that's broken

cerulean heart
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yup, still doesn't work

gilded barn
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on it

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ummm, please do not use decals from sj or other large collabs

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they're private assets

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plus this means whoever plays your mod will have to download the entirety of sj

cerulean heart
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the only one i used is the wooden strawberry

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didnt know i cant do that

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will replace with my own asset

gilded barn
cerulean heart
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thanks

gilded barn
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the dependency viewer shows you all the places you placed those by the way

cerulean heart
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yeah

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strawberry rooms

gilded barn
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okay, looking at MapData.Load i suspect something's wrong with a strawberry or a checkpoint

cerulean heart
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might be a return strawberry in a-14b

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lines up with the time it broke

gilded barn
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hmm could be

cerulean heart
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as ive added it today

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and it is from a dependency not used before

gilded barn
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is it enabled?

cerulean heart
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wdym enabled?

gilded barn
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like, is sorbethelper enabled

cerulean heart
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in here or what

gilded barn
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in your mod list snip_embarrassed

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like, olympus, Manage Installed Mods

cerulean heart
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it is

gilded barn
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okay just want to make sure

cerulean heart
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does editing and updating work on your side?

gilded barn
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mmm i haven't tested yet

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i'm gonna look into sorbethelper's assembly

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okay, this is funny

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the ahorn plugin (an obsolete map editor) has fields for checkpoint ID and order

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but the lönn plugin doesn't

cerulean heart
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i can edit checkpoints order with selection

gilded barn
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not on the return berry

cerulean heart
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or the id att least

gilded barn
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opening celeste, will try to find out what is the issue

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okay this is weird

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it works when loading into the map, but not when reloading

cerulean heart
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exactly

gilded barn
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time to whip out visual studio i suppose

gilded barn
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okay something's definitely wrong with strawberries

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currently looking what exactly though

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@cerulean heart it looks like one of your berries has a checkpoint id of 3 thonkeline

cerulean heart
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whaat

gilded barn
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apparently a-11b

cerulean heart
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i haven't give any berries checkpoint ids

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as far as i remember

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a-11b says its got id -1

gilded barn
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yeah i just checked and this doesn't make any sense

cerulean heart
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so its trying to assign this berry to a checkpoint that doesnt exist?

gilded barn
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num7 is the checkpoint id of the strawberry

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num8 is the order

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it seems so?

cerulean heart
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why does it show up as -1 in lonn tho if it is rlly 3

gilded barn
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everest automatically assigns berry ids, i'm guessing that's malfunctioning...?

cerulean heart
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i can change em all manually

gilded barn
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okay i found exactly where the error occurs

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num7 is 3 right now

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3-1 is 2, but that's outside the bounds

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<@&673394998913400873> uhhh it seems like everest auto assigning berry orders is malfunctioning here? this one berry has a checkpointID of 3 and an order of 0, but there's only 2 checkpoints

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throwing an index out of range exception when reloading the room and not updating entities

rigid monolith
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oh right I've been meaning to fix out of bounds berry checkpoints causing that. there was an idea once that you could use those to make berries not show up in the list but nobody bothered implementing that and then it turned out they break reloading

gilded barn
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is it known why the assignment fails?

rigid monolith
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it sounds like the bigger issue is a berry ending up with that checkpoint id in the first place without being told to

gilded barn
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yup

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debuggers for the win

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i'm still paused on the breakpoint

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need anything extra?

rigid monolith
gilded barn
rigid monolith
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(I'm allowed to say that because I wrote it)

gilded barn
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sooo i assume we're resorting to manual checkpoint assignment

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@cerulean heart

gilded barn
cerulean heart
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thanks for all the help

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id never find this myself

gilded barn
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oh yeah actually

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you might have issues with that return berry

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to fix that you can use a normal vanilla strawberry and use a frosthelper bubbler

rigid monolith
gilded barn
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@cerulean heart also potential exploit: a player might miss a checkpoint

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@rigid monolith actually wait hold on
there are 3 checkpoints

cerulean heart
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this was an intended skip before i've added checkpoints, thanks for pointing that out

gilded barn
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but the game only thinks there's 2

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@cerulean heart what if you remove the checkpoint in the starting room

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i don't think that's supposed to be there

cerulean heart
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should i index the new first checpoint as -1, or keep as 0?

gilded barn
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try -1s, maybe that checkpoint in the start room was throwing it off horribly

cerulean heart
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i've deleted it and my entities magically showed up

gilded barn
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3paul so it was that checkpoint

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TIL i suppose

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cc @rigid monolith so the weird strawberry ordering was caused by a checkpoint entity being in the start room

rigid monolith
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I have no idea what the expected behavior in that situation is or which part of code is ignoring that checkpoint

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it sounds like the berry handling is counting it, which makes sense

gilded barn
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so, huh.

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is this known btw? @cerulean heart

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you're using the texture from JungleHelper but don't declare it as a dependency

cerulean heart
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should i just tap 'add dependency' on all the things im using?

gilded barn
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yeah

cerulean heart
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except for sj

gilded barn
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issue is though.. junglehelper needs to be added manually

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as lönn doesn't consider it to be a dependency

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(since you're not using its entities and such)

cerulean heart
gilded barn
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also, this entity in a-03: you want a Jump Through, not a FallThru

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vivhelper's fallthru lets you fall through that platform, softlocking you (as you spawn inside the dream block and unable to move) and triggering everest's softlock prevention

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Jump Through (Temple B) is what you're after

cerulean heart
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i could swear i've typed in jump through

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oh i see

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i placed the bottom one

gilded barn
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oh yea

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that's misleading

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also it seems like you're placing multiple spikes around
that's inefficient; you can just drag existing spikes around

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also you're using some adventurehelper's linked zip movers, where regular zip movers/zippers would do the trick snip_embarrassed

cerulean heart
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I couldn't find the regular ones maddyblob

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I see there is a lot for me to learn and improve on

gilded barn
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well, everyone starts somewhere

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i can say that so far the map looks promising

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you'll gain experience as you map pateline

rigid monolith
patent sentinel
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i thought it was called Fall Through despaireline

rigid monolith
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@cerulean heart @gilded barn I looked at the map, the specific issue was that the first checkpoint has checkpoint ID -1, so is automatically assigned to the first checkpoint slot (0) by everest, but then the second checkpoint is manually assigned to 0

gilded barn
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ah

rigid monolith
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you still shouldn't have a checkpoint in your starting room because then you get two checkpoint tabs that lead to the same room, but that's not what caused this specific issue

rigid monolith
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I am also realising that the automatic berry checkpoint assignment doesn't play well at all with manual checkpoint ID assignment on the checkpoint entities

cerulean heart
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why is it my strawberries don't show up on the bottom of the screen? there are no dots like in vanilla. the berries are all indexed and have the checkpoint filled out

gilded barn
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alternatively, just enter the debug save

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do you have debug mode enabled?

cerulean heart
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i have this checked

gilded barn
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good

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go to the main menu and click on the ~DEBUG~ save

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then enter your map, you'll have the berry counter when you pause

cerulean heart
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ohh

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thanks!