wjschneider Posted May 5, 2015 Share Posted May 5, 2015 Hi, I have been having trouble getting my personal hangar_defs working with this latest version of Hangman. I was wondering if you knew how to turn off the auto updating of hangman.xml with "hangars" it finds. This is my main question. (I admit I am confused about using the exclusion list for hangars that are in both the hangar_defs and in spaces folder, all hangars in the hangar_defs are in the spaces folder.) Thanks. Quote Link to comment
Administrator Aslain Posted May 5, 2015 Administrator Share Posted May 5, 2015 I don't know, would have to ask author. I'm also confused with exclusion list, make no sense to me, to see hangars there and still be able to switch to them. Quote Link to comment
wjschneider Posted May 5, 2015 Author Share Posted May 5, 2015 I asked Goofy67 about this and he said: 1) No, you cannot switch off automatic reading of installed hangars. Why would you? 2) The manager still supports hangar_defs. The folder isn't included in the archive, but generated on first 'hangar-save' or installed by hangar-mods. I then asked him about the exclusion list. I will post what he tells me. 2 Quote Link to comment
wjschneider Posted May 5, 2015 Author Share Posted May 5, 2015 Here is Goofy67's reply: Okay, let's have a closer look on how it works: Let's presume there is only one hangar in the whole game, the well known basic- ( or standard-) hangar. This one is located in spaces/hangar_v2. The original hangar in packed in /res/packages/hangar_v2.pkg. You may open PKGs with WinRar or 7-Zip. The client finds this hangar because the PKG is defined in paths.xml. HangMan scans all spaces-folders, not only in /res_mods/0.9.7, but also in every PKG. If it finds a hangar, it is added to the hangarlist. So we have now one hangar in this list: spaces/hangar_v2 Now we add a hangar_defs-file, we call it basic-hangar.xml. The tag <spacepath> in this XML is essential, otherwise the manager doesn't know, with 'map' has to be loaded. We need to set: <spacepath> spaces/hangar_v2 </spacepath> On client-restart HangMan now finds 2 hangars: spaces/hangar_v2 hangar_defs/basic-hangar.xml Both are basically the same, but you can make changes in XML-file like other music and ambiente-sound, and of course change the tank-position. (I've done that with those tank-toy-hangars...) Now you may add spaces/hangar_v2 to the exclusionlist, so on next client-start HangMan ignores this one and deletes it from the hangarlist. spaces/hangar_v2 is still physically there, but you can not select it by buttons or keys. (Attention: If spaces/hangar_v2 is set in <hangarpath> in HangMan.xml, this hangar will be displayed on startup, despite it is in exclusionlist or not, but on hangar-change by button or key you cannot go back.) To answer your question in short: Yes, you may set 'spaces/xyz'-hangars to exclusionlist, hangar_defs which use 'spaces/xyz' will still work. 1 Quote Link to comment
Tinkicker Posted May 10, 2015 Share Posted May 10, 2015 Has anyone had an issue with a selected hangar reverted to the standard one after every battle? I'd had mine on the premium hangar for a while. I won a day of premium, and when its time ran out, the hangar reverted to the standard dirty one. I switched it back to the premium, but now every time I come back from a battle it's switch back to the standard. Is there maybe a file I can edit to stop this? Quote Link to comment
Tinkicker Posted May 10, 2015 Share Posted May 10, 2015 It seems to only be doing this when the premium garage is selected. The other garages don't revert. Quote Link to comment
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