#Everest crashing on startup
1 messages · Page 1 of 1 (latest)
also tried deleting mod cache just in case, still not working
disabling bitsandbolts fixes it
but i need it enabled because im using it as a dependency
@teal bay
pretty sure this might be an old bug I fixed, is it up-to-date?
is 1.3.1 the latest release?
yeah; strange
I'll look into it
and it crashes on startup?
that's odd cuz this code only runs after one of my entities is constructed
could I see log.txt plz
ig it's unrelated but there's also some invalid xml somewhere (maybe in a mod ur working on)
I doubt that error is cascading to mine tho
could you try disabling CelesteTAS rq and see if it works
euh
this will be fun to find ig
I think celestetas's hooks into EntityList might conflict with mine somewhere
why the fuck do I even have Engine.Scene.Tracker in here
surely celestetas isn't just constructing random entitylists before Initalize
oh my fucking god
are you fucking serious
wait
no...
@tropic dove did you figure out what xml file was broken?
yeah, it was a mirror decalregistry that wasn't setup properly
could you send that file rq
sure
the only thing broken about it was that it was missing the / at the end of the mirror line
that goes in graphics usually right? (I'm new to decalregistry)
Graphics/Atlases/Gameplay/mirrormasks
and Graphics/Atlases/Gameplay/decals
oh wait
the xml goes in the root folder
the path i sent is for the images
alr
yeah the xml goes in the mod root
oh in the root
ffs
alright
so
you know how like
everest has a crash handler
which apparently until recently just didn't get triggered until the game is fully intialized
so
my mod crashes on the crash screen lmao
maybe because the Tracker isn't initialized yet since presumably the decalregistry is checked in intialized
maybe this might be something that everest should fix idk if showing the crash screen before init is a good idea lol
bruh
yeah
ok
wtf
it's worse
Engine.Scene is null?????
I
ok
sure
whatever
fix inbound

strangely enough
it uh
isn't supposed to kick in until celeste like finishes loading
the crash screen gets skipped
yeah
otherwise I can't think of any other scenes that would trigger that early
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;
}
ah hah
there you are
yeah so it just doesn't set Engine.Scene
and it calls UpdateLists too
v1.3.2 fixes this. should be up whenever the update checker is done twiddling it's thumbs
thank you
I see now
there's like 3 states
of crash-worthiness
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
so everest will try to load the crash screen, quickly realize that no assets are loaded, and then crash again for real
