ORIGINAL: jpkoester1
ORIGINAL: hermanhum
However, thank you for confirming what I have been trying to say all along! [I have added the emphasis to your words.]
Every scen needs to be constantly updated by:
1) opening it
2) re-saving it
3) re-posting it
Doesn't this sound awkward and onerous to anyone out there?
Mismatching databases and scenarios have always been one of the prime sources of all kinds of weird issues and problems people experience with Harpoon 3. Because of this scenario writers and database authors have always gone through great lengths to ensure that scenarios posted to the various sites include information about the exact database they are to be used with.
Because of all these problems, a way to detect mismatches between the database and scenarios has long been very high on the "wanted list" of the community and so a signature system was implemented in ANW.
In order to offset any additional maintenance work, the improved ANW scenario editor gives the scenario writers and database authors all the tools they need to easily maintain even a large number of scenarios and keep the scenarios current with the latest database version. Casual players that want to experiment with creating their own scenarios will only be affected when they update the database in which case they can also use the scenario editor to quickly bring all their scenarios up to speed.
We feel that the benefits of eliminating errors caused by DB/Scenario mismatches far outweigh the additional maintenance (which most Scenario sites have been doing for a long time anyways) especially with the new batch rebuilder included in the scenario editor.
The Mis-Match problems have been extensive and AGSI has taken steps towards rectifying the situation. Absolutely.
However, I don't think that the measures taken actually solve the problems. Some are alleviated, but the solutions also create a myriad of additional concerns as aforementioned.
For example, when you say,
Casual players that want to experiment with creating their own scenarios will only be affected when they update the database in which case they can also use the scenario editor to quickly bring all their scenarios up to speed.
This can be quite discouraging to new designers trying to enter the field. Who wants the hassle of getting into scenario design if you are going to have to constantly maintain them?
Of course, they could go through the effort, post it, and share with a few friends before abandoning it as the database it relies upon changes.
This is a loss for the entire community.
Should interest in scenario designing require the participant to commit himself for life to a game?
Or, do new designers require control of their own database in order to maintain some semblance of order?
The ANW ScenEdit does appear to be much more forgiving on some mis-match errors. That's good! [:)] At least it doesn't crash outright. However, the manner in which they are handled may be less than ideal.
Signature solution:
The 'signature' solution whereby every scenario is matched with its originating database is one of these bittersweet examples.
Instead of having a signature arbitrarily generated for every database, why not have it generated according to the NAME of the database, instead?
Let's take the PlayersDB 5.9.7, for example. So long as the Db author chooses to save a new version using the old name, he is, essentially, already guaranteeing that any changes that he may have made are either cosmetic or inconsequential. (i.e. spelling errors) When there is something that might be considered a major change, he could release a new version number i.e. PlayersDB 6.4.9
Since all of the major DB designers appear to use similar naming/numbering schemes, could this work? i.e. ADB v1.0.0, ColonialDBv1.8, DB2000v6.5.31 They all sport new version numbers when significant changes appear. I
don't think that this will solve all of the problems. It is a half-measure, but it might save some folks from the hassle of changing their scenarios on a weekly basis.
I believe that there are better solutions, but it appears as though AGSI has already chosen to implement this feature in this manner.
Also, instead of showing the following error message and aborting, could this be made into an optional window? i.e. "Do you wish to continue?"
The act of catching the mis-match is definitely a step in the right direction. [:)]
**** ERROR ****
WARNING! Scenario database signature does not match current database! Aborting load
How about trying:
**** ERROR ****
WARNING! Scenario database signature does not match current database!
Previous signature: PlayersDB-v5.9.7
Current DB loaded: PlayersDB-v6.4.9
Do you wish to continue loading?
Batch Re-builder and Weapon Edit function:
There don't appear to be any instructions on how to use these new functions so they are difficult to evaluate. Are there any sample files or instructions available anywhere for testing?
[center]
Two fundamental Re-Build Problems:[/center]
Take this example.
SCEN is built with DATABASE0.
SCEN consists of one AIRCRAFT from DATABASE0 on a base.
This AIRCRAFT has a choice of loadouts from DATABASE0.
The loadout selection is: AIM-120, AIM-9M.
SCEN has the aircraft loaded with AIM-120.
Okay, that is the starting situation. Now, here is the change:
DB author decides that AIRCRAFT never carried the AIM-120 and thus removes it from the loadout selection for AIRCRAFT. The revised database is saved as DATABASE1.
How will this affect SCEN?
Under 3.6.3, when SCEN is opened in the ScenEditor with DATABASE1, the designer
will have no idea that this change has occurred. There is a painful and awkward process to see that this change has occurred, but it is not easy to use.
Under the ANW ScenEdit, it is
easier to identify the change, but not by much. The designer still needs to go through and manually identify it and then take corrective action. But, an
improvement is still positive even if it is relatively minor. [:)]
From my rudimentary tests with the Batch Re-build function in the ANW SE, I could see no other way that this very common and very basic problem is dealt with. Am I missing something?
Take this second example.
SCEN is built with DATABASE0.
SCEN consists of one FACILITY from DATABASE0.
This FACILITY has identification number 1000 in DATABASE0.
Okay, that is the starting situation. Now, here is the change:
DB author decides to delete FACILITY #1000 from DATABASE0. The revised database is saved as DATABASE1.
How will this affect SCEN?
Under 3.6.3, when SCEN is opened in the ScenEditor with DATABASE1, it will crash if the designer tries to re-save the file.
Under 3.6.3, when SCEN is started with the Game Engine and DATABASE1, it may or may not crash, outright.
Note: If FACILITY #1000 had been AIRCRAFT #1000, instead, many other weird and wonderful problems would have been apparent in 3.6.3
With the ANW ScenEdit, the fact that the scenario doesn't crash outright is cause for celebration! However, as with the previous example, I could see no way to readily identify this shortcoming within ScenEdit. What happens is that the facility appears to run in the game as an 'empty box' / black hole [colloquially known as a "Void Unit"].
Overall, there are definite improvements in the impending ANW release. Even if one fellow describes it as "three steps forward and two back", it is still an improvement and worthy of recognition.