What edits can mess up a campaign?
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I’m trying to use a version naming scheme for 80s ITO as follows:
Given a version number MAJOR.MINOR-COMMIT, increment the:
- MAJOR version when you make incompatible campaign save changes, (that would cause someone to have to restart a campaign)
- MINOR version when you add functionality in a backwards-compatible manner, and
- COMMIT is the Gitlab commit ID that the release was built on. This tells us how we would “Rebuild” this release if we had to, what files changed in it and what date the data is from.
e.g.
Version 1.0 is released
Version 1.1 works with campaigns saved using 1.0
Version 1.2 works with campaigns saved using 1.0/1.1
Version 2.0 is released because it’s not compatible with saves from 1.xIn order to do this, I need to know what edits would break an already saved campaign. I was guessing database edits to aircraft, but i’m just not sure.
For example if I have a mig-21 with 2 pylons, someone is playing the campaign, then in my next version I change the mig-21 so it only has 1 pylon per wing… what will happen to a flight which is already fragged with such a loadout? I imagine that will crash the game?
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Try it and see… I don’t think I’ve ever changed hardpoint data for something that was already in the air. But I’m not sure if the stores information is saved for every specific aircraft in the game file. Would be an interesting test.
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Ping. Any BMS devs or theater community devs have any ideas? The question is: what generally breaks campaign save compatibility?