Auto-translated
It crashes with an error, just like I showed in a video in another thread.
Either it doesn't leave any logs, or it leaves them somewhere unknown, and I can't find them. The error message only says that a certain executable was launched.
What's the problem with you testing it on a random map in Guild Fort and getting the same result?
What's there to talk about? Look at the files for the Dendroids; everything works correctly there, by analogy. Although, I arrived at the correct updates even without the Dendroids.
Added 18 minutes ago
But, to get to the essence of the problem, it's already clear even without the log. It's either not there or can't be found, but the problem is that the game goes into Guild Fort, launches the handler, sees that the creature has updates, and then goes there. It looks for what is hidden behind the lines CREATURE_TURGAK and CREATURE_GAPLAN, finds nothing, crashes with an error, and sends a message to Windows
.
This is another example of why updates for neutral creatures are not very good, ESPECIALLY if they are suddenly split into different packs. On the English forum, there's a giant mod, and the updates there are also defined through CREATURE_DIGIT, but in different packs, and it turns out that one pack doesn't work without the other because they are dependent.
In this case, everything is fine, but to fix the problem, you just need to specify numerical updates instead of string ones.
I've seen that in the scripts, there's something like CREATURE_TURGAK = 458, just like for the Dendroids. But there are no source files for the executable, and no one knows in what order these lines are loaded and why the game can't find them.
When creating the NCF in the startup scripts, there's a loading of 999 creatures and assigning them numbers from another script. But no one knows how the pack scripts are loaded. There's no forced loading of them in the startup scripts, and some even made creatures without a scripts folder, which work. This isn't very good because it's a hint to the person about what creature is in the pack.
Either it doesn't leave any logs, or it leaves them somewhere unknown, and I can't find them. The error message only says that a certain executable was launched.
What's the problem with you testing it on a random map in Guild Fort and getting the same result?
What's there to talk about? Look at the files for the Dendroids; everything works correctly there, by analogy. Although, I arrived at the correct updates even without the Dendroids.
CREATURE_221
CREATURE_222
Added 18 minutes ago
But, to get to the essence of the problem, it's already clear even without the log. It's either not there or can't be found, but the problem is that the game goes into Guild Fort, launches the handler, sees that the creature has updates, and then goes there. It looks for what is hidden behind the lines CREATURE_TURGAK and CREATURE_GAPLAN, finds nothing, crashes with an error, and sends a message to Windows
.This is another example of why updates for neutral creatures are not very good, ESPECIALLY if they are suddenly split into different packs. On the English forum, there's a giant mod, and the updates there are also defined through CREATURE_DIGIT, but in different packs, and it turns out that one pack doesn't work without the other because they are dependent.
In this case, everything is fine, but to fix the problem, you just need to specify numerical updates instead of string ones.
I've seen that in the scripts, there's something like CREATURE_TURGAK = 458, just like for the Dendroids. But there are no source files for the executable, and no one knows in what order these lines are loaded and why the game can't find them.
When creating the NCF in the startup scripts, there's a loading of 999 creatures and assigning them numbers from another script. But no one knows how the pack scripts are loaded. There's no forced loading of them in the startup scripts, and some even made creatures without a scripts folder, which work. This isn't very good because it's a hint to the person about what creature is in the pack.