Hey, lead developer of Everest here.
Can you please try following the Everest installation instructions? You shouldn't need to compile Celeste.Mod.mm from source, as we've got devbuilds.
Also, this isn't the right place for modding questions / issues. Please join the Discord server and ping me (@0x0ade#1584), mentioning that you're minecraftgamerpc66 on itch.io.
0x0ade
Creator of
Recent community posts
Issue can be "fixed" by applying following changes to LevelLoader._loadLevelAndNeighborLevelsThenMovePlayerIn:
public IEnumerator fixed_loadLevelAndNeighborLevelsThenMovePlayerIn(string levelName) { LevelSystems levelSystems; // PC == 0 yield return LoadLevelAsyncInBackground("FastTravelHoldScene_Optimized"); // PC == 1 yield return LoadLevelAsyncInBackground(levelName); // PC == 2 levelSystems = GetLevelSystems(levelName); // ADDED: Check if level is elder level. If it isn't, load elder level immediately! if (!levelSystems.isElderLevel && !levelSystems.isMandalaLevel && !string.IsNullOrEmpty(levelSystems.NameOfElderLevel)) { yield return LoadLevelAsyncInBackground(levelSystems.NameOfElderLevel); levelSystems = GetLevelSystems(levelSystems.NameOfElderLevel); } // Continue on. yield return LoadSiblingLevels(levelSystems); //... }
Video demonstrating the fix:
I'm first reloading my broken save, then saving and loading again.
I don't know if what I'm doing is 100% correct, but this fix just pretends to be the first situation in my first video (saved and loaded before entering and leaving mandala rooms).
This theoretically applies to any room transition / portal, not just mandala rooms.
Before doing the steps in the title:
After reloading:
Even if I would've tried to save the cube, it just would've despawned, leaving any pads active... until any other block touches the pad. Then it's gone forever.
This obviously breaks hub puzzles and will probably be fixed with your level loading refactor. Wishing you the best about that one, that task seemed massive while watching your stream!
Possible solution: In MobiusPost.OnRenderImage, you're getting the first directional light (sun?). Unfortunately it burns down for LevelLevelSystems without lights.
Extending
if (LevelLoader.CurrentLevelLevelSytems != null) {
to
if (LevelLoader.CurrentLevelLevelSytems != null && LevelLoader.CurrentLevelLevelSytems.directionalLights.Length != 0) {
fixed the bug for me and made hallways and mandala rooms render again.
Unfortunately the 0.01.2923 beta build isn't playable for me.
Once I try to enter a hallway / mandala room through the portal, the screen appears "frozen" / trailing whatever was on the screen last; the main camera seems to fail rendering.
The debug log is filled with this:
IndexOutOfRangeException: Array index is out of range. at MobiusPost.OnRenderImage (UnityEngine.RenderTexture src, UnityEngine.RenderTexture dst)
It also happens when reloading the save slot, making the game quasi unplayable.