Thank you for this descriptive mail. My mapcyclefile will stay mapcycle.txt
so there is no need to set mapcyclefile. So actually the thing is to
synchronize mapcyclefile (in my case mapcycle.txt) and the mapgroup I am
using.

My mapcycle.txt is:
de_dust2
de_inferno
de_nuke
cs_office
de_dust
de_train
cs_italy
de_aztec

My mapgroup I am using is below.
_________________________________

Now to another question about mapgroups.

In my startup line I have set '+mapgroup mg_allclassic_custom +map de_dust2'

In gamemodes_server I have:

                                        "mapgroupsMP"
                                        {
                                            "mg_allclassic_custom" ""
                                        }

*and*

        "mapgroups"
        {
                "mg_allclassic_custom"
                {
                        "name"  "mg_allclassic_custom"
                        "maps"
                        {
                                "de_dust2"             ""
                                "de_inferno"              ""
                                "de_nuke"              ""
                                "de_office"              ""
                                "de_dust"            ""
                                "de_train"               ""
                                "cs_italy"              ""
                                "de_aztec"               ""
                        }
                }
        }

So my question is what is actually the point of +mapgroup in startup line
and whats the point of mapgroupsMP? Is the +mapgroup in startup line used
to tell which mapgroup to use to cycle maps or just to tell the server in
which mapgroup the +map is?! About the mapgroupsMP.... is it used just to
tell the server if the map you change with changelevel for example allowed
on the server (allowed=is in one of the map groups set in mapgroupsMP)?
Some of my questions to put inside Mapgroups for dummies :).

Can't wait for Valve to edit and add things in their wiki for csgo servers,
because right now things aren't very nice to beginners. I am administrating
css servers for like 3 years, 2 years in total actively and I was very
confused by the new system in the first hours. After a few days its okay,
but can't imagine how a beginner who just wants to setup his server for
lets say playing mixes feels. The biggest fails are locking some cvars to
gamemodes_server (if not using sm_cvar) and mapgroups in general.

Thanks for help, karil


2012/8/24 Tackdriver <[email protected]>

> I won't tell you this is the only correct way to do this or necessarily
> the best way, but it does work for me very reliably:
>
> 1. create a mapcyclefile named whatever you want to call it in your csgo/
> directory (where you'll find one already named mapcycle.txt) - putting the
> maps you want to run in that cycle in the order you want them.
>
> 2. Add a +mapcyclefile <filename> to the server startup command line,
> pointing to this file.  An explicit path isn't necessary as long as you
> put it in the server's csgo/ directory.  Note that since the "stock"
> mapcycle.txt file will get overwritten by an update, you really WANT to
> custom-define mapcyclefile to a different filename so it won't get
> overwritten when an update is released.  This is especially important for
> sourcemod, see below.
>
> 3. In either your "main" GamesModes_Server.txt file, or if you're
> custom-defining the file per-server with -gamemodes_serverfile <filename>
> on the server cmdline, you define the map group the server will run
> containing EXACTLY the same maps you put in the mapcyclefile in EXACTLY
> the same order.
>
> NOTE: the map cycle that will actually be LOADED next is what you define
> to be next in the config for that mapgroup, although the server will TELL
> you (correct or not) at the end of the current map (ingame chat Next Map:
> <whatever> that the next map will be whatever is listed to be next in the
> mapcyclefile.  I tested this out last weekend.  Not trying to ruffle any
> feathers or start any arguments about whether mapcyclefile is still
> followed by the server engine or not, I'm just telling you what I proved
> by testing myself without MM/SM even loaded.
>
> 4.  For sourcemod, it's notion of the mapcycle and thus what it thinks the
> next map will be if somebody says "nextmap", etc. comes from
> addons/sourcemod/configs/maplists.cfg.  I've gotten into the habit of
> reconfiguring this file a bit anyway, because I don't like players being
> able to vote a map in that I know will empty the server out, etc.  So what
> I do is this, and it works well for CS:GO as well:
>
> In maplists.cfg, the default contents set the key named "default" to a
> file named mapcycle.txt:
>
>         /**
>          * Default requests go right to the mapcyclefile.
>          */
>         "default"
>         {
>                 "target"                "mapcyclefile"
>                 //"file"                        "mapcycle.txt"
>         }
>
> Do what I did instead in the example above -- comment the "file" out, and
> create a line saying "target"  "mapcyclefile" instead.  This tells
> sourcemod, whatever the server thinks the mapcycle file is (by the
> mapcyclefile cvar), use this as the default target.
>
> Wanting to be sure what it thought the mapcyclefile was, I also
> specifically defined it above the entry excerpted above:
>
>         "mapcyclefile"
>         {
>                 "file"                  "mymapcycle_se.txt"
>         }
>
> Since everything else in maplists.cfg can be set to use "target"
> "default", or already is by default, you can end up with a config that
> basically enforces sourcemod and the server (mapcyclefile-using parts of
> the server AND the mapchange part that really obeys the mapgroup config)
> to all be on the same page.
>
> enjoy.
>
>
>
> > A response from IRC if anyone wants to get any info on this.
> >
> > <@asherkin> karil, I dont know about the game's, but you can disable
> > SourceMod's easily
> > <@asherkin> we're hoping to get them synced in the future - SRCDS
> > originally didn't have built-in nextmap tracking, and that part of SM
> > hasn't changed since the ep1 days, so they conflict more and more as time
> > goes o
> > _______________________________________________
> > Csgo_servers mailing list
> > [email protected]
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>
>
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