demojameson / celestespeedruntool Goto Github PK
View Code? Open in Web Editor NEWA Celeste Mod for Speedrun Practice
Home Page: https://gamebanana.com/tools/6597
License: MIT License
A Celeste Mod for Speedrun Practice
Home Page: https://gamebanana.com/tools/6597
License: MIT License
最好增加一个备份点OTZ
死亡后reload似乎并不会增加死亡次数,我想知道自己确切死亡次数
目前已知是一些静态变量没有保存。
进入到磁带面后按save后,磁带面的音乐会消失,退出房间重进后能重新播放,关卡内音乐消失,只能通过重启游戏解决
Everest v1.1900.0
SpeedrunTool v2.1.19
Celeste.SpeedrunTool/SpeedrunTool/Source/SaveLoad/SaveLoadAction.cs
Lines 593 to 595 in f1b03a8
移动到镜头左上100px有时候并不够有效 (呃, 以及不够优雅?),
不如直接和传送的时候一样, 调用 TrailManager.Clear()
Kinda enough said tbh, it just needs a ConsumePress added to the function so that it doesn't turn on and off every frame.
Celeste Error Log
==========================================
Ver 1.4.0.0-fna [Everest: 4465-azure-52f83]
01/22/2024 17:47:15
System.Exception: FMOD Failed: ERR_OUTPUT_INIT (Error initializing output device.)
at Celeste.Audio.CheckFmod(RESULT result) in /home/vsts/work/1/s/Celeste.Mod.mm/Patches/Audio.cs:line 42
at DMD<System.Void Celeste.Audio:Init()>()
at Celeste.Mod.SpeedrunTool.Other.MuteInBackground.AudioOnInit(orig_Init orig)
at Hook<System.Void Celeste.Mod.SpeedrunTool.Other.MuteInBackground::AudioOnInit(On.Celeste.Audio+orig_Init)>()
at SyncProxy<System.Void Celeste.Audio:Init()>()
at Celeste.GameLoader.LoadThread()
at Celeste.RunThread.RunThreadWithLogging(Action method)
I have Mute in Background enabled
My game window wasn't even opened yet, I just opened my game
My mouse was focused on discord (not epic, not the desktop...)
Edit: restarted my game, crashed. I was focused on the window (that appeared) this time
Edit2: Went on youtube rq and got this error "Audio renderer error", do whatever u want of this issue ig now
Hello,
I am getting a crash at launch, apparently from BadelineBoostAction.OnLoad()
SpeedrunTool is the only mod I have installed.
Crash log:
System.ArgumentException: method arguments are incompatible
at System.Delegate.CreateDelegate (System.Type type, System.Object firstArgument, System.Reflection.MethodInfo method, System.Boolean throwOnBindFailure, System.Boolean allowClosed) [0x002e3] in <b6017b108c4148adad3826865cf5dd25>:0
at System.Delegate.CreateDelegate (System.Type type, System.Object firstArgument, System.Reflection.MethodInfo method) [0x00000] in <b6017b108c4148adad3826865cf5dd25>:0
at System.Reflection.Emit.DynamicMethod.CreateDelegate (System.Type delegateType, System.Object target) [0x0001a] in <b6017b108c4148adad3826865cf5dd25>:0
at MonoMod.Utils.Extensions.CreateDelegate (System.Reflection.MethodBase method, System.Type delegateType, System.Object target) [0x00025] in <2db30ae5a6dc4949b90fdda2883f703f>:0
at MonoMod.Utils.Extensions.CreateDelegate (System.Reflection.MethodBase method, System.Type delegateType) [0x00000] in <2db30ae5a6dc4949b90fdda2883f703f>:0
at MonoMod.RuntimeDetour.Hook..ctor (System.Reflection.MethodBase from, System.Reflection.MethodInfo to, System.Object target) [0x00437] in <76fb5e7dff6c4d958c7695bcb274a0ae>:0
at MonoMod.RuntimeDetour.Hook..ctor (System.Reflection.MethodBase method, System.Delegate to) [0x0000e] in <76fb5e7dff6c4d958c7695bcb274a0ae>:0
at MonoMod.RuntimeDetour.HookGen.HookEndpoint.Add (System.Delegate hookDelegate) [0x0004c] in <76fb5e7dff6c4d958c7695bcb274a0ae>:0
at MonoMod.RuntimeDetour.HookGen.HookEndpointManager.Add (System.Reflection.MethodBase method, System.Delegate hookDelegate) [0x00028] in <76fb5e7dff6c4d958c7695bcb274a0ae>:0
at MonoMod.RuntimeDetour.HookGen.HookEndpointManager.Add[T] (System.Reflection.MethodBase method, System.Delegate hookDelegate) [0x00000] in <76fb5e7dff6c4d958c7695bcb274a0ae>:0
at On.Celeste.BadelineBoost.add_ctor_Vector2Array_bool (On.Celeste.BadelineBoost+hook_ctor_Vector2Array_bool ) [0x0000a] in <d8d150b78086434bb9a7544029a30d3a>:0
at Celeste.Mod.SpeedrunTool.SaveLoad.Actions.BadelineBoostAction.OnLoad () [0x00013] in <b54b4cbdde6d4c9985268c2ddb8fceea>:0
at Celeste.Mod.SpeedrunTool.SaveLoad.StateManager+<>c.<Load>b__17_0 (Celeste.Mod.SpeedrunTool.SaveLoad.Actions.AbstractEntityAction action) [0x00000] in <b54b4cbdde6d4c9985268c2ddb8fceea>:0
at System.Collections.Generic.List`1[T].ForEach (System.Action`1[T] action) [0x00024] in <b6017b108c4148adad3826865cf5dd25>:0
at Celeste.Mod.SpeedrunTool.SaveLoad.StateManager.Load () [0x00025] in <b54b4cbdde6d4c9985268c2ddb8fceea>:0
at Celeste.Mod.SpeedrunTool.SpeedrunToolModule.Load () [0x0001c] in <b54b4cbdde6d4c9985268c2ddb8fceea>:0
at Celeste.Mod.Everest.Register (Celeste.Mod.EverestModule module) [0x0005b] in <e6396995e64e4637a8dd70ee94d7253d>:0
at Celeste.Mod.Everest+Loader.LoadModAssembly (Celeste.Mod.EverestModuleMetadata meta, System.Reflection.Assembly asm) [0x000bb] in <e6396995e64e4637a8dd70ee94d7253d>:0
at Celeste.Mod.Everest+Loader.LoadMod (Celeste.Mod.EverestModuleMetadata meta) [0x00138] in <e6396995e64e4637a8dd70ee94d7253d>:0
at Celeste.Mod.Everest+Loader.LoadModDelayed (Celeste.Mod.EverestModuleMetadata meta, System.Action callback) [0x000c6] in <e6396995e64e4637a8dd70ee94d7253d>:0
at Celeste.Mod.Everest+Loader.LoadZip (System.String archive) [0x00274] in <e6396995e64e4637a8dd70ee94d7253d>:0
at Celeste.Mod.Everest+Loader.LoadAuto () [0x0017a] in <e6396995e64e4637a8dd70ee94d7253d>:0
at Celeste.Mod.Everest.Boot () [0x001fd] in <e6396995e64e4637a8dd70ee94d7253d>:0
at Celeste.Celeste..ctor () [0x0003e] in <e6396995e64e4637a8dd70ee94d7253d>:0
Hey, I was wondering if it could be possible to expose an API for saving a state and then restoring to a given state. I have an idea for a mod that could use this functionality.
I looked at SpeedrunToolInterop.cs and I only found support for adding other modded content into the save state.
Something like this would be awesome:
public static State SaveState() {...}
public static void LoadState(State state) {...}
https://discord.com/channels/403698615446536203/519281383164739594/1024055552080355359
savestate loads seem to break when you place them after an unpause (at least during bino control storage), heres a file with a breakpoint for example, stops working after loading it twice
did a bit more testing and this happens with unpauses when youre buffering an input out of the pause
只试了第一章A面9、9b、9z和B面的01
Ver 1.3.1.2 [Everest: 1312-azure-6138f]
01/08/2020 16:35:41
System.ArgumentNullException: Value cannot be null.
Parameter name: key
at System.Runtime.CompilerServices.ConditionalWeakTable`2.TryGetValue(TKey key, TValue& value)
at System.Runtime.CompilerServices.ConditionalWeakTable`2.GetValue(TKey key, CreateValueCallback createValueCallback)
at Celeste.Mod.SpeedrunTool.Extensions.CommonExtensions.GetExtendedDataValue[T](Object o, String name)
at Celeste.Mod.SpeedrunTool.SaveLoad.Actions.StaticMoverAction.CheckIfNotAttachStaticMover(Boolean shouldNotAttach, StaticMover staticMover, Platform platform)
at MonoMod.Cil.RuntimeILReferenceBag.FastDelegateInvokers.Invoke[T1,T2,T3,TResult](T1 arg1, T2 arg2, T3 arg3, Func`4 del)
at DMD<Celeste.Solid::Awake>(Solid , Scene )
at Monocle.EntityList.UpdateLists()
at Monocle.Scene.BeforeUpdate()
at DMD<Monocle.Engine::Update>(Engine , GameTime )
at Celeste.Mod.SpeedrunTool.SpeedrunToolModule.RespawnSpeed(orig_Update orig, Engine self, GameTime time)
at DMD<DMD<Hook<Monocle.Engine::Update>?47080266>?21069217::Hook<Monocle.Engine::Update>?47080266>(Engine , GameTime )
at Celeste.Celeste.Update(GameTime gameTime)
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.SDL2_FNAPlatform.RunLoop(Game game)
at Microsoft.Xna.Framework.Game.Run()
at Monocle.Engine.RunWithLogging() in d:\a\1\s\Celeste.Mod.mm\Patches\Monocle\Engine.cs:line 29
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