A most welcomed fix for anyone familiar with custom race playfield setups... not to neglect though is the new naming convention; previous version (DA#25) had those as "*.customracexml" while (TA#27) saves them as "*.raceconfigxml" (not to be confused with "*.raceconfig" from DL) -- just to make sure we can't mixup the newest with bad or absent call lines.
Bof, it's okay... it's just a matter of copy-paste carefully the whole 39 races of X-Worlds and adapt them to the TotA features and tech-trees.
I'm still boggled down though why the actual mod paths aren't taken into account when the multiple customs pick their graphics from specific locations;
- If they are located in the Install folder, the call_lines are again being re-written as to indicate the proper path & original location.
- The *My Documents/...* is once more the default structure and any multiple races baring the common #12 must be located in that root also for proper operation. Indirectly that is.
- And unless, the normal principles of a true Total_Conversion are applied to a Mod (via the regular method with "Raceconfig.xml" for 0to12 listings), there is no other way around distributing multiple races (such as mine) without enforcing manual edits of the race_files by downloaders.
Disappointing, but it's alright. I understand.
Solid and stable stuff, nevertheless so far.
PS: It takes such a looooong time to build a Terror Star, i almost went in as cheat-mode just to try it out - but, i fought the temptation as to ruin the cream pie effect once i legally can inflict ONE
final blast to crush the darn Drengins who are - as we speak - driving me nuts, up the walls and off to the races for proper defenses!