It has nothing to do with editing text files. I was editing the text files
and changing the game back when the beta opened. Its the fact that there us
about 10 other ways that make more sense and are far easier. They can keep
the gamemodes. They need to make the server side of it better and more
efficiently. Its about making the most sense, efficiency, and ease of use.
Most people in this list are running a business or community around these
servers. The less time spent on these stupid cfgs the better.
On Aug 17, 2012 1:47 PM, "Nick Emson" <[email protected]> wrote:
>
> I think that was partially answered earlier by Ido:
>
>
>
> “I don't expect defining new modes will work at this point, but yes, you
can change mode and type while the server is running, provided you
changelevel.
>
> Game_type 0;game_mode 1;changelevel de_dust
>
> Changes to competitive.
>
>
>
> Game_type 0;game_mode 0;changelevel de_dust
>
> Changes to casual.
>
>
>
> Game_type 1;game_mode 0;changelevel ar_baggage
>
> Changes to arms race.
>
>
>
> Game_type 1;game_mode 1;changelevel de_bank
>
> Changes to demolition.
>
>
>
> Gamemodes.txt primarily establishes a framework of modes that's
accessible to the engine in the front end so we can provide meaningful
menus. It also encapsulates a series of distinct sets of convars for each
mode that guarantees switching between modes is complete and not partial.”
>
>
>
> In simple terms, it allows you to setup all 4 game modes in 1 file with
different settings and values. You can then toggle your server between all
4 game modes on the fly via a map change, and the relevant configurations
are applied.
>
>
>
> It seems to be hinted at the this is extensible, and we will be able to
define further gamemodes / gametypes with corresponding new numbers in
time, making the format further useful. I imagine it might also be extended
such that a mod could have its own importable gamemodes file with its own
defined configuration. All of this helps by not having to work on one
‘global’ config per server, when a server may be jumping between modes and
mods.
>
>
>
> For example, look at how a L4D server can jump between modes and
mutations depending on the connecting lobby. Now imagine how adding a
simple in-game vote option to CS:GO might allow you to change your server
mode from classic-casual to arms-race on the fly, and have the
corresponding config settings / maps applied automatically.
>
>
>
> I was quick to bash the new format, but I am starting to see the method
in the madness. People need to give it time and wrap their heads around the
editing. Yes, not everyone is happy with editing text files, but really….
Not being able to use a decent text editor is hardly reason enough to
bemoan it.
>
>
>
> -          Nick
>
>
>
> From: [email protected] [mailto:
[email protected]] On Behalf Of Travis Brown
> Sent: 17 August 2012 18:37
>
> To: [email protected]
> Subject: Re: [Csgo_servers] server.cfg and gamemodes.txt
>
> Another question. Why does gamemodes.txt still exist? Its obvious nobody
likes it. Its to much information for 1 file. Add mapgroups to gamemodes.
Maps in mapgroups could be set by text files like the old maplists excpt
its named after the list. Server.cfg should override gamemodes as well. I
really dont understand why everyone is ignored on this as valve hasnt gave
any real reason why they still are using it.
>
>
> _______________________________________________
> Csgo_servers mailing list
> [email protected]
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
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