#how can i choose the room my map starts in?
197 messages · Page 1 of 1 (latest)
it should start from spawn you placed first
but DJ map helper has "start map spawn" or something like that, which is very useful
i've placed down the start level spawn point object\
but it doesnt change anything
the sitting madeline on the right is the dj helper thing
and i spawn in the most left madeline when restarting chapter
by default celeste picks the level closest to (0,0)
you can override that by specifying a starting room yourself in Map > Metadata
happy mapping 
thanks you 
could you help me with one more thing? Celeste has stopped automatically updating entities when i save in Lonn, but tiles still get updated.
like spinners, spikes, doors and keys
normal stuff
before it all worked
but like an hour ago stopped working
so tiles still get updated?
yes
well celeste closes
well it opened again and i have all the enities ive placed
but they still dont get updated when saving
and ground does
where can i find the log.txt
weird
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.txtfile from that folder (not theerror_log.txtor any log fromLogHistory)
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.
follow the 3 bullets
(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)
uh something's going wrong with your map load
try exiting and reentering..?
tried, both celeste and lonn
weird because it all loads fine when opening celeste from 0, just doesnt load in entities on save
also, update everest
latest version is 4465
can you send the map bin to me? i can try debugging it
if it doesnt work after updating everest i will
on it
ummm, please do not use decals from sj or other large collabs
they're private assets
plus this means whoever plays your mod will have to download the entirety of sj
the only one i used is the wooden strawberry
didnt know i cant do that
will replace with my own asset

thanks
the dependency viewer shows you all the places you placed those by the way
okay, looking at MapData.Load i suspect something's wrong with a strawberry or a checkpoint
hmm could be
is it enabled?
wdym enabled?
like, is sorbethelper enabled
okay just want to make sure
does editing and updating work on your side?
mmm i haven't tested yet
i'm gonna look into sorbethelper's assembly
okay, this is funny
the ahorn plugin (an obsolete map editor) has fields for checkpoint ID and order
but the lönn plugin doesn't
not on the return berry
or the id att least
opening celeste, will try to find out what is the issue
okay this is weird
it works when loading into the map, but not when reloading
exactly
time to whip out visual studio i suppose
okay something's definitely wrong with strawberries
currently looking what exactly though
@cerulean heart it looks like one of your berries has a checkpoint id of 3 
whaat
apparently a-11b
i haven't give any berries checkpoint ids
as far as i remember
a-11b says its got id -1
so its trying to assign this berry to a checkpoint that doesnt exist?
why does it show up as -1 in lonn tho if it is rlly 3
everest automatically assigns berry ids, i'm guessing that's malfunctioning...?
i can change em all manually
okay i found exactly where the error occurs
num7 is 3 right now
3-1 is 2, but that's outside the bounds
<@&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
throwing an index out of range exception when reloading the room and not updating entities
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
is it known why the assignment fails?
it sounds like the bigger issue is a berry ending up with that checkpoint id in the first place without being told to
yup
debuggers for the win
i'm still paused on the breakpoint
need anything extra?
honestly half of the reason I haven't touched this again is that the berry map data processor code is a stinky trashfire

(I'm allowed to say that because I wrote it)
how does it work, like a quick breakdown
yep thats what ill do
thanks for all the help
id never find this myself

oh yeah actually
you might have issues with that return berry
to fix that you can use a normal vanilla strawberry and use a frosthelper bubbler
uuuh a quick breakdown is what happens to my emotions when I look at it
@cerulean heart also potential exploit: a player might miss a checkpoint
@rigid monolith actually wait hold on
there are 3 checkpoints
this was an intended skip before i've added checkpoints, thanks for pointing that out
but the game only thinks there's 2
@cerulean heart what if you remove the checkpoint in the starting room
i don't think that's supposed to be there
should i index the new first checpoint as -1, or keep as 0?
try -1s, maybe that checkpoint in the start room was throwing it off horribly
i've deleted it and my entities magically showed up
so it was that checkpoint
TIL i suppose
cc @rigid monolith so the weird strawberry ordering was caused by a checkpoint entity being in the start room

I have no idea what the expected behavior in that situation is or which part of code is ignoring that checkpoint
it sounds like the berry handling is counting it, which makes sense
can reproduce, deleting the checkpoint in the starting room no longer throws that exception
so, huh.
is this known btw? @cerulean heart
you're using the texture from JungleHelper but don't declare it as a dependency
should i just tap 'add dependency' on all the things im using?
yeah
except for sj
issue is though.. junglehelper needs to be added manually
as lönn doesn't consider it to be a dependency
(since you're not using its entities and such)

also, this entity in a-03: you want a Jump Through, not a FallThru
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
Jump Through (Temple B) is what you're after
oh yea
that's misleading
also it seems like you're placing multiple spikes around
that's inefficient; you can just drag existing spikes around
like so
also you're using some adventurehelper's linked zip movers, where regular zip movers/zippers would do the trick 
I couldn't find the regular ones 
I see there is a lot for me to learn and improve on
well, everyone starts somewhere
i can say that so far the map looks promising
you'll gain experience as you map 
@patent sentinel these should probably have a less ambiguous name
i thought it was called Fall Through 
@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
ah
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
avoiding this type of issue is what makes the berry code such a fucking mess
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
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
you need to have beaten the map for that to show up
alternatively, just enter the debug save
do you have debug mode enabled?