So, what are the definitions of each of them?
Master files like rrt_goods.xml are the same as the global files I am speaking of. Slave files would be the rrt_scenario_goods.xml lists. My lingo for them sorry.
Also, as I have edited and started close to 100 maps, they all have to be accessed by going to the left, the first time you load them.
I know, but for some reason mine pop up as the first thing you see. I make new blank railroads folders and stick the map files in them so I test them as a new install, beta testers pcs have them pop-up first too. The settings.ini file I copy is blank and no scenario is listed as first.

I guess I need to look at that again. No biggie if they have to scroll, I might be mistaken.
If I understand this correctly, it has something to do with the initial positioning of out-of-town Industries. There are three ways, at least that I know of, to place Mod Industries.
Yes all three ways are correct, whichever the mapper prefers. I sort-of like to see and edit the land area I am placing the industries on for better track placement etc. So I go into the editor and hand place each item on the landscape. The second you place an industry down or add to a city, the game writes the location down on the rrt_scenario_industries.xml.
It has been asked before if I could only use a set of global files for my maps as you have done here. When I first started all the crash tests to get them to where they would run properly...

...I ended up with both, global (master) and scenario (slave) set of lists (xml.) So each industry had it's full listing for the models etc on the global list rrt_industries.xml. Then on the rrt_scenario_industry.xml it has only the industries title name, and then below that is the Location information. I figured I needed to keep the location info on that rrt_scenario_industry.xml list.
Like this...
<RRTIndustry>
<szName>KeyLime Pies</szName>
<Locations>
<Location>
<StartX>316</StartX>
<StartY>673</StartY>
<Rotation>-0.993896</Rotation>
<Size>0</Size>
<InCity>TAG_CITY_NAME_SUMMERLAND_KEY</InCity>
</Location>
</Locations>
</RRTIndustry>
It is up to the user, in this case the mapper, to choose which he wishes to use.
Oh yes, I agree. Please don't let me try and sell anyone on what I am doing. So far it has worked, I am sure refinements will be found. Personally, I didn't care to name them anything but self-contained maps. Like you said, there will be many combinations. Fpks are fine. They are made for the game. It is the large map sizes and all the edited content that made me think of ways to help the game read through everything and hopefully play more stable, which thank goodness it did respond and play stable for once. I just liked the way the Utah map had that assets folder. It can be named anything the mapper wishes, but I think it is a cool idea. Fpks are fine to use if anyone wishes.
None of this is an attack on what you do, it is simply someone trying to understand what you are saying, and speaking for others who may not understand it either.
I welcome debate on these type issues. I want the best format that works and runs stable. I must apologize for my manners on a couple occasions. I made a mountain out of a molehill a couple times.
So my file structure is like this...
RRT_Bridges.xml
RRT_Bridges_Florida_Gold_400x.xml
RRT_Cities_Florida_Gold_400x.xml
RRT_Clutter.xml
RRT_Clutter_Florida_Gold_400x.xml
RRT_Decorations_Florida_Gold_400x.xml
RRT_Difficulty.xml
RRT_Difficulty_Florida_Gold_400x.xml
RRT_Depots_Florida_Gold_400x.xml
RRT_Eras_Florida_Gold_400x.xml
RRT_Events_Florida_Gold_400x.xml
RRT_Goods.xml
RRT_Goods_Florida_Gold_400x.xml
RRT_Industries.xml
RRT_Industries_Florida_Gold_400x.xml
RRT_Names_Florida_Gold_400x.xml
RRT_TrainCars.xml
RRT_TrainCars_Florida_Gold_400x.xml
RRT_Trains.xml
RRT_Trains_Florida_Gold_400x.xml
So you see for every global file/list there is a scenario file to follow if new items were added. In this case I am using the clutter file to add decorations to the map, as the decorations.xml file doesn't work after a game save.
On all of the scenario files, they only have the title name of whatever is listed. Then on the global list everything is laid out in full.
Now here is a trick...you can take any game map that uses the games default goods and such, place it in a new railroads folder just like you would any self-contained map...and they run great just as is. So any map that a person makes that uses the games default stuff would not need a set of global files at all. Except if they add a new train etc. All they would need is the scenario file xml lists, and even those would only have to have the titles of the industries etc used. So entries may look like this;
<Industries>
<RRTIndustry>
<szName>Paper Mill</szName>
</RRTIndustry>
Anyway I hope I explained everything from what I have said so far. There are two other "global/master" files, they are called
Audio3DScripts.xml and
AudioDefines.xml With those you can add new sound effects of all types, and new in-city music as well. Say if you had your favorite Christmas songs you would like to hear playing in the background as you move from city to city. Or add a new steam whistle sound. On the Florida Gold map, I added a RRT_Bridge.xml list and reduced the cost of building bridges. Or the holidays in Ohio maps where the rrt_bridge.xml file has been edited for 700ft wood trestles to be made. Wooden trestles, turn into metal bridges at more than 3 or 500ft. Seeing as Jowie10's Ohio Large map has deep rivers, I needed the taller trestles. "Wood trestles just looked better and I added snow to the trestle Diff files." So I forced them to be taller by using that global bridge list.
Thanks for the spelling correction; I need my new glasses pretty bad.
This should clear-up why I am using both the scenario and global lists on my maps.
Say, I made a holiday tender for that holiday train, you are welcome to use them if you wish. Rodea, those would be awesome added to that map. Good idea.
Thanks guys...sorry for the long post.
