jowe10 - Hey, that part was a joke...
.. I've always been one for finding out how something works and using that to the best advantige I can. As far as it working on your systems, you can try something for us, remove the entry you have for the Saddles in your GLOBALS. The whole thing is, anything that is fully coded(?) in a maps XMLs should not have to be fully coded in the GLOBALS. Your Saloon and Bank prove that, along with your Saddle Manufacturer. None of them are in GLOBALS, but they still work. It was easy to find out what wasn't working, just remove them one at a time until the map worked. Then remove the City for the Saddle Manufacturer, at which time the map would work until you tried to place it. But it was the Saddles themselves that caused the problem, and that should NOT have happened UNTIL you tried to operate the Saddle Manufacturer (I think, haven't tried something like that yet). A map will play fine without a Car for a Good until you try to ship it.
Also, try your map with the full code for the Saddles in the GLOBALS and the minimum code in the map. That's how it should end up being done in the Installer.
And Warll, don't say a map don't run until I test it. I dig into a map that won't work for others and assist others with mapping problems. People CAN and HAVE done maps without me. I do tear maps apart on my own system and do alot of editing, but that is for my own use and needs, because of the way I want them on my system. Some of it I hope to pass on.
And Jowe10, you say this game is 'quirky'! I also play UT2004, which uses MUCH more graphics than this game, but it uses much less memory to play even 20 to 25 bots! I have to say this game was poorly programed, and I have done a bit of that in my time.
As to the remark about the problems with maps lately, the more that is created for this game, the more difficult it becomes to mold a map with it. There are nine files that we must mold and shape, and a part left out of one can cause the whole thing to collapse. Then there are eight more that we can tinker with, again, the wrong thing can cause a problem. Then we have to gather all this stuff up and send it out to a few thousand people to load into a few thousand different systems with a variation of around 13 different modded maps. and again, if we make one single change and it slips our minds, it will be on our system and not on the ones it's loaded into. And now we find another quirk added into the kettle and it changes the brew a bit more. And all of the above is funneled thru a single file, the Scenario XML, and it must all work together like a movie with a full orchestra with a full chorus and a full crew with a full stage and a full staff and a full snack bar, with none of them able to talk to one another, and they must satisfy each of us in our own way as some of us throw in our own changes in how it's all to be done. And darn if the whole things frame wasn't slapped together in a big rush to get it out the door before Christmas!
(deep breath...)
No, the mappers are not to blame for any problem that are found.
And if I didn't have this to do, this computer would get rather boring...
I'm correct 97% of the time..... who cares about the other 4%....