#Everest crashing on startup

1 messages · Page 1 of 1 (latest)

tropic dove
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also tried deleting mod cache just in case, still not working

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disabling bitsandbolts fixes it catstare but i need it enabled because im using it as a dependency

somber kite
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@teal bay

teal bay
tropic dove
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is 1.3.1 the latest release?

teal bay
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yeah; strange

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I'll look into it

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and it crashes on startup?

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that's odd cuz this code only runs after one of my entities is constructed

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could I see log.txt plz

tropic dove
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yeah, as soon as everest is done loading it just crashes

teal bay
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ig it's unrelated but there's also some invalid xml somewhere (maybe in a mod ur working on)

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I doubt that error is cascading to mine tho

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could you try disabling CelesteTAS rq and see if it works

tropic dove
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sure

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disabling celestetas fixed it

teal bay
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euh

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this will be fun to find ig

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I think celestetas's hooks into EntityList might conflict with mine somewhere

teal bay
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why the fuck do I even have Engine.Scene.Tracker in here

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surely celestetas isn't just constructing random entitylists before Initalize

teal bay
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oh my fucking god

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are you fucking serious

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wait

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no...

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@tropic dove did you figure out what xml file was broken?

tropic dove
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yeah, it was a mirror decalregistry that wasn't setup properly

teal bay
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could you send that file rq

tropic dove
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sure

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the only thing broken about it was that it was missing the / at the end of the mirror line

teal bay
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that goes in graphics usually right? (I'm new to decalregistry)

tropic dove
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Graphics/Atlases/Gameplay/mirrormasks
and Graphics/Atlases/Gameplay/decals

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oh wait

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the xml goes in the root folder

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the path i sent is for the images

teal bay
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alr

somber kite
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yeah the xml goes in the mod root

teal bay
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oh in the root

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ffs

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alright

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so

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you know how like

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everest has a crash handler

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which apparently until recently just didn't get triggered until the game is fully intialized

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so

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my mod crashes on the crash screen lmao

tropic dove
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lmfao

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but like, how?

teal bay
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maybe because the Tracker isn't initialized yet since presumably the decalregistry is checked in intialized

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maybe this might be something that everest should fix idk if showing the crash screen before init is a good idea lol

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bruh

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yeah

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ok

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wtf

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it's worse

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Engine.Scene is null?????

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I

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ok

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sure

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whatever

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fix inbound

tropic dove
teal bay
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strangely enough

somber kite
teal bay
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the crash screen gets skipped

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yeah

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otherwise I can't think of any other scenes that would trigger that early

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if (CurrentHandler.State < DisplayState.CleanScene) {
    Scene oldScene = CurrentHandler.Scene;
    CurrentHandler.RemoveSelf();
    oldScene?.Entities?.UpdateLists();

    Scene errorScene = new Scene();
    errorScene.Add(new HudRenderer());
    errorScene.Add(new HiresSnow());
    errorScene.Add(CurrentHandler);
    CurrentHandler.State = DisplayState.CleanScene;
    errorScene.Entities.UpdateLists();

    DoImmediateSceneSwitch(errorScene);
    return null;
}
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ah hah

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there you are

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yeah so it just doesn't set Engine.Scene

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and it calls UpdateLists too

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v1.3.2 fixes this. should be up whenever the update checker is done twiddling it's thumbs

tropic dove
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thumbeline thank you

teal bay
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there's like 3 states

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of crash-worthiness

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and everest will try each state on it's own, first replacing the scene outright with the crash scene, trying a different bluescreen scene that doesn't include the Snow effect or fancy animations, and then finally failing all of that, just rethrowing the exception

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so everest will try to load the crash screen, quickly realize that no assets are loaded, and then crash again for real