If you split the maps up in different folders does that mean I need to have
a copy of de_dust in both competitive and casual?

On Sat, Aug 25, 2012 at 10:06 AM, S.Lund <[email protected]> wrote:

> It's great that this is being looked into so we can get a more simple
> system.
>
> I'm wondering why you aren't making it even more simple and use server.cfg
> for the execution of the game mode config and create another system for map
> cycle.
> This way, the usage of GameModes_Server.txt could be avoided completely.
>
> Map cycle could be changed to game mode specific maps folders where the
> cycle is created based on the maps existing in these folders.
> This way server admins can simply upload a map to the correct maps folder
> and when the next map is loaded, the newly uploaded map is added to the
> cycle, without having to edit any files.
> Example:
> Maps located in "maps/competitive/" would create the standard map cycle
> for competitive.
>
> //Scotty.G
>
> ---------- Forwarded message ----------
> From: "Valentin G." <[email protected]>
> To: [email protected]
> Cc:
> Date: Sat, 25 Aug 2012 18:31:23 +0200
> Subject: Re: [Csgo_servers] gamemodes.txt
> This is a good idea that will make the format much more flexible. Any
> move in that direction is appreciated, thanks Ido!
>
> On Sat, Aug 25, 2012 at 5:53 AM, ics <[email protected]> wrote:
> > This sounds like a great idea to make it execute config files so that
> > transition between the old and new system will be smoother and more
> simple
> > for everyone. Thanks.
> >
> > -ics
> >
> > 25.8.2012 3:49, Ido Magal kirjoitti:
> >
> >> In our continued effort to alleviate the frustration with gamemodes.txt,
> >> we plan to replace the "convar" block in gamemodes.txt with an "exec"
> block
> >> which, instead of convar keyvalue pairs, will contain a list of config
> files
> >> to execute. This will allow us to continue to define gamemode convar
> sets
> >> while allowing community admins to manage their own configs and
> re-execute
> >> them at will.
> >>
> >> Normally we prefer not to announce such features ahead of time because
> if
> >> the feature is aborted or changed due to implementation issues that
> arise in
> >> development then it results in confusion. In this case it seems
> appropriate
> >> to share our plan to avoid your over-investment in the current setup;
> some
> >> of you struggling with gamemodes.txt and gamemodes_server.txt may wish
> to
> >> wait for the change.
> >>
> >> We're working on it but unfortunately have no ETA.
> >>
> >> Have a good weekend.
> >>
> >>
> >>
> >> -----Original Message-----
> >> From: Ido Magal
> >> Sent: Monday, August 20, 2012 1:44 PM
> >> To: '[email protected]'; [email protected]
> >> Subject: RE: [Csgo_servers] FW: Reloading gamemodes_server.txt
> >>
> >> A main menu that expresses multiple game modes and a centralized
> >> matchmaking system are the two major new features that required some new
> >> infrastructure. Hence gamemodes.txt.
> >>
> >> We configure our servers with gamemodes.txt but appreciate that you guys
> >> prefer to configure servers in the old manner, and so we're constantly
> >> addressing issues that are being reported.
> >>
> >> We'll look into cleaning up the knowledge base once the codebase has
> >> stabilized. At the pace that we're implementing changes the best advice
> is
> >> to pay attention to this list.
> >>
> >> In the meantime I've removed the misleading statement by NGamache, who,
> >> btw, is not a Valve employee.
> >>
> >> Thank you for your patience.
> >>
> >>
> >>
> >> _______________________________________________
> >> Csgo_servers mailing list
> >> [email protected]
> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
> >
> >
> >
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