I agree with Edrick, Vern, and David. It's time we move on.
TS2010 is by far the best version of this simulation I have used so far. I started with TRS2004, although I did dabble with the earlier versions, but could never get it to work properly due to a really bad video card. Anyway, the reasons for the better error-checking are pretty obvious. The performance stability is much better than before. In TRS2004, I would have random crashes to the desktop that would drive me crazy. I could never pin-point exactly what the problem was because the error checking was minimal. It wasn't until TRS2009 that I could actually find the errant asset, and once that was fixed, the random crash went away.
The better error checking also improves the overall performance in the long run. Granted right now there are still teathing problems, as Vern as found. I've had a few myself, which I am trying to figure out at the moment. Mine maybe due to aging hardware because I've had problems in other programs as well that are hardware intensive. But the point is, when the program doesn't have to do in-simulation (in-game) error checking and parsing, this leaves more room for efficient performance, better AI response, as well as less movement stuttering because the program isn't stopping all the time to check the code of the loading assets.
I agree that having better updated CC guides would help, but in many cases as I've and others have pointed out before, the content creators simply copied previously created config files that had errors in them in the first place. Granted I blame a lot of this on the original content creators, thus many of the built-in Auran created content has blatent errors. But... if the compiler doesn't tell you that you made a typo, how are you to find out? So this still goes back to the original error checking which was minimal in the beginning.
Moving ahead to the new way of doing things is the best for all of us. If we were to stay, as David pointed out, with old stuff, we'd still be using CP/M and MS-DOS, and would never have the graphics we have today on the desktop. Now that we have the hardware to handle the stuff we have today, why not write programs properly to make use of it.
At this point, I am running 100% in Native mode. I fixed the assets I use. This took some time in the beginning, but it has been worth it. Now when I download new items from the DLS, I check and fix them immediately. This little bit of extra time spent before diving right into the simulation, has proven its self more than once.
I can say that lately the content is getting much better. Many of the new assets I have downloaded recently have had no errors at all. This is unlike before when I've had to go through and fix simple typos in the config files, like Nightmode = 7 instead of 1, which should be a binary value, Catigory-era = N instead of Cat
egory-era=N. These simple mistakes can cause an asset to be inoperable in TS2009 and TS2010.
I could go on, and I'm sure I've stirred the pot more with some extra oil on the fire.
@ED - I co-mingle amongst the classes. When I was working I used to hang out with the cleaning guy as well as the CEO at the companies I used to work at.
John