Introduction
Harpoon Classic now has its first ever, user-editable database.
What follows is an outline that will help you understand and utilize
the Platform Editor that Jon Reimer so graciously and effectively
designed for us.
The
Platform Editor allows you to manipulate existing data and add new
items to the database for the WESTPAC and EC2003 Battlesets.
***CAUTION:
Never, NEVER, delete a Major Annex entry in your database. Doing so will almost certainly
cause HCGOLD to crash after exporting the database to the Game Engine
(GE, henceforth). Major Annex entries are Aircraft, Ships, Submarines,
Weapons, Sensors, Mounts, Installations and Text Descriptions (all
the editable choices found in the Main Menu of the Editor).
Modifying data will affect performance in game play upon successful export, and
usually this is the desired outcome. But deleting data outright,
especially the Major Annex entries, can be very hazardous to the
health of HCGOLD. Should you find this has occurred, there is a
way to recover the lost data. So don’t panic, just keep reading
below<G>.
1. Viewing
Data in the Editor
Enter
the Platform Editor (PE) via the “Platform Editor” icon in the Harpoon
Classic Start Menu Group or by opening your HCGOLD root directory
and clicking on “pfBuild2002.mdb”
Upon
first using the PE, some versions of MS Access will show you two
radio buttons and you will need to choose one. Please choose the
bottom one for now (Open Database).
After
a moment or two, you will get a message that says “Automatically
linking to…” followed by the location and filename of your pfData2002
file.
Click
OK and the Main Menu screen will open. You are now ready to browse
around the PE. For now, please stick to the upper part of the menu, selecting
the entries under Platforms and Components. “Other Tasks” in the
lower half of the screen can adversely affect game play and should
be avoided until they are more fully examined below.
2. Modifying
Existing Data
This
is pretty straightforward. As you browse through the fields and
buttons in the PE, you will find values and ID#’s.
Values
are either numerical or string entries.
Modify numerical entries by simply replacing the current
value with a new one. Modify
string entries via the dropdown menu by clicking the Down Arrow
to the right of the current setting. Check these pages
in the future for a listing and explanation of the numerical and
string codes.
ID#’s
are used to associate items that belong together in a game engine
component. As you browse the buttons for Aircraft, Ships, and Subs, you
will find items like LOADOUTS, MOUNTS, SENSORS, and MAGAZINES.
Clicking
these buttons will unveil a dropdown that includes the various subcomponents
for that item. The subcomponents are listed by ID# and double-clicking
the > (right side pointing arrow) to the left of the ID# will
open a new window, detailing that particular subcomponent.
Now
go back to the previous window. To the right of the subcomponent
ID# you will see a string value for its nomenclature, and immediately
to the right of that is a Down Arrow.
A single click there opens a dropdown that offers the “allowable”
selections for that particular subcomponent. Choosing one of them
will automatically update the ID# to the left.
IMPORTANT:
To ensure your changes are accepted by MS Access, move to
the next record. Assuming no error messages, your edit is now saved.
3. Creating
New Entries
Two
very important facts to keep in mind:
1) ALWAYS
APPEND, NEVER REPLACE A RECORD.
2) DO
NOT ENTER ANY ID#. The PE will assign the appropriate ID#
as you move through the remaining data fields. Be very careful to
enter all required data in the remaining data fields. Failure to
do so will cause the SE and GE to choke upon export of your new
data.
Mechanically
speaking, creating new entries is otherwise similar to editing existing
data described above.
4. Exporting
an Edited Database to the HC2002 GOLD Game Engine
When
you are ready to try out your edited database, CLOSE BOTH THE GE
AND SE if you have them open.
Return to the Main Menu and click on EXPORT DATABASE under
Other Tasks in the bottom half of the screen.
This step will take some time, and you will know it’s finished
when you see a DOS screen open, and soon thereafter close. At this
point your Database is now ready to try out in the GE and SE.
5.
Importing Databases from the Game Engine (Commondb.res)
This
feature is particularly useful if you are using someone else’s commondb
and want to view and edit it in the PE.
Sharing the commondb will be the primary mechanism for playing
user created scenarios that were created using a different database
than the one you are running.
Again,
CLOSE BOTH THE GE AND SE if you have them open.
Click on IMPORT DATABASE under Other Tasks in the bottom
half of the screen. This takes some time to complete, depending
on the speed of your system. On slower machines it may even appear
to freeze the Editor for a period of time. This is normal. Upon
completion you will be able to edit the database in the PE as outlined
above.
6.
Managing multiple Commondb files
We
plan to automate this so that when you load a scenario, both the
GE and SE will seek out the correct commondb in your directory and
load them into the game. Until
this feature is ready, we recommend you do the following or something
similar:
1) Place
all scenarios you create with a given commondb in a separate folder,
along with a copy of the commondb.res file the scenarios need to
use.
2) Rename
this commondb.res file to something that will help you identify
it in the future. For example, commondb_orig.res might be your choice
for the file needed to run scenarios created for the first commondb.res
file. Similarly, you
might use commondb_my_first.res for the scenarios you create using
the first db you edit yourself.
3)
You are now ready to swap out databases. To do so, rename the existing
commondb.res file in your game root directory in order to preserve
it, in a manner consistent with the convention described above.
Next, create a new folder in your game root directory called Current_DB.
Locate the commondb_whatever-you-named-it_.res file (the one you
are about to use, not the one you just renamed) and Copy/Paste it
into the Current_DB folder. This helps you remember which commondb
you are using because the final step is to also paste it to the
game root directory and rename it to commondb.res. You are now ready to run the scenarios created
for the commondb you just installed.
7.
Recovering from problems
If
you encounter errors in the PE, please post a message to the Support
section of the Forum, or use the Contact Us navigation button in
the upper section of this page.
IMPORTANT:
Taking a screenshot of the error message and saving it for
our future review is usually helpful in tracking down the cause
of the problem.
If
you encounter errors in the GE using a newly created commondb, you
will need to revert to a previously working version of commondb.res
and invoke the Start_edit.bat file in your game root directory (by
double-clicking on it) to make it run properly.
Invoking the Rest_cdb.bat file will restore the most recent
“official” commondb to the root directory. |