#Crashing sometimes when finishing the level

41 messages · Page 1 of 1 (latest)

torpid merlin
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Getting a strange crash after collecting the heart as the game tries to go to the endscreen. It started happening when i removed the UI layer from the endscreen in the meta.yaml, but has only happened twice. Once before updating stuff, once after having everything on the latest stable. Attaching logs

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and the crash log extract:

Celeste Error Log
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Ver 1.4.0.0-fna [Everest: 4771-azure-c7350]
05/12/2024 19:36:44
System.NullReferenceException: Object reference not set to an instance of an object.
   at Celeste.Mod.Everest.Content.refreshEmojis(ModAsset mapping) in /home/vsts/work/1/s/Celeste.Mod.mm/Mod/Everest/Everest.Content.cs:line 1053
   at Celeste.Mod.Everest.Content.refreshEmojis(ModAsset mapping) in /home/vsts/work/1/s/Celeste.Mod.mm/Mod/Everest/Everest.Content.cs:line 1056
   at Celeste.Mod.Everest.Content.ProcessUpdate(Object asset, ModAsset mapping, Boolean load) in /home/vsts/work/1/s/Celeste.Mod.mm/Mod/Everest/Everest.Content.cs:line 1030
   at Celeste.Mod.Everest.Content.ProcessLoad(Object asset, String assetNameFull) in /home/vsts/work/1/s/Celeste.Mod.mm/Mod/Everest/Everest.Content.cs:line 1010
   at Monocle.Atlas.FromAtlas(String path, AtlasDataFormat format) in /home/vsts/work/1/s/Celeste.Mod.mm/Patches/Monocle/Atlas.cs:line 271
   at Celeste.LevelExit.LoadCompleteThread() in /home/vsts/work/1/s/Celeste.Mod.mm/Patches/LevelExit.cs:line 49
   at Celeste.RunThread.RunThreadWithLogging(Action method) in /home/vsts/work/1/s/Celeste.Mod.mm/Patches/RunThread.cs:line 39
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apologies for the obnoxious audio event spam lmao

glossy oasis
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theres something about emojis

torpid merlin
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that's interesting, i'm not using emojis for this

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does the UI layer on the chapter complete screen use emojis for the letters or something weird?

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i'm gonna fix the audio not found thing in the meantime

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i can't imagine that has anything to do with it

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but will see if anything changes

glossy oasis
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wtf is all of this on top of that

ashen harbor
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those are the debug logs from the pathfinder alg?

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shouldnt those be always disabled whateline

glossy oasis
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ive seen a lot of logs have various "False" logs

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which is annoying

ashen harbor
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i think the pathfind class has a bunch of debug logs so thats not that weird

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though all of them are wrapped with an if

glossy oasis
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(05/12/2024 19:36:46) [Everest] [Info] [SS2024/UpdogCarriable] doing the things at 27 in CIL code for System.Void DMD<Celeste.Player::Throw>?59075056::Celeste.Player::Throw(Celeste.Player)
what's updog

torpid merlin
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lmao

glossy oasis
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can you enable verbose logging rq

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just add --loglevel verbose in everest-launch.txt

ashen harbor
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how should a mod asset have a null child whateline

torpid merlin
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like this?

ashen harbor
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yeah

glossy oasis
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yyyyeah that'll work

torpid merlin
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worked fine this time

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it's only crashed twice so far and i'm not sure of the reproduction steps yet

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only that it happened when transitioning to the endscreen

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and started after i changed the meta.yaml

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oh i should probably send that for reference too

ashen harbor
torpid merlin
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is there any way to tell from those logs if it's my map that is causing the problem?

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from a layman perspective it seems to be a generic everest thing

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but i'm clueless

glossy oasis
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but it does confirm that it's caused by the level end screen judging by the LevelEnd in the stacktrace

torpid merlin
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I haven't had it since the last time

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These are the worst type of issue lol

glossy oasis
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heisenbug