Okay, thanks for the feedback on what is possible!
Looking forward to the finished version.

(also I'm not blaming anything on SourceMod, I realise I worded that a
little sketchy)

On Wed, Sep 5, 2012 at 2:35 PM, Nicholas Hastings
<[email protected]> wrote:
> SourceMod can read the internal next map. It can also alter the nextmap
> message sent to clients to show its own. None of that has been implemented
> yet.
>
> Remember that SourceMod for CS:GO has not been officially released yet as
> it's not finished. It's recommended to just disable the base map management
> plugins for now and use the gametypes/voting.
>
>
> On 9/5/2012 8:16 AM, Valentin G. wrote:
>
> An alternative would be making the internal system actually accessible
> by some means. I don't know if this is SourceMod's fault or not but if
> it could correctly set the internal nextmap the server could do it's
> thing with that.
>
> On Wed, Sep 5, 2012 at 1:15 PM, ics <[email protected]> wrote:
>
> I agree that the message should be toggleable on or off due to the change of
> mapcycle.txt no longer being used. It just causes confusion for the reasons
> you listed.
>
> -ics
>
> ----- Alkuperäinen viesti -----
>
> This is a bit long-winded, but the quick summary is:  this is a request
> for Valve to make display of the "Next Map: <blah>" chat message at map
> end *OPTIONAL* via CVAR.
>
>
> The longer-winded version:
>
> So, now that I have had some time to experiment with Sourcemod-based map
> voting on the different game modes, I've enabled it on a few of the
> servers.  Sourcemod has much better configurability of map voting, either
> with one of various plugins already available out there or even writing
> your own if you like.
>
> There is one problem, however.  CS:GO does not seem to have the
> equivalent of a "nextmap" command, at least, this seems to be what
> people who do Sourcemod development are saying.  ie, a command that lets
> you tell the dedicated server "change what you think the next map is
> supposed to be to THIS MAP".
>
> At the end of a map, however its end conditions occur, CS:GO displays
> "Next Map:  <blah>" in the chat area.  I have already tested and noted
> here in a previous post that whatever is listed after the current map in
> the server's configured +mapcyclefile is what the server will print as
> the next map - whether it actually GOES to that map next or not.
>
> The map it will actually go to next, with Sourcemod completely out of the
> picture (not even loaded) is what is listed next the configured map
> group. So if your mapcycle file and the current mapgroup aren't in sync,
> that Next Map: <blah> chat message is going to "lie" to you.
>
> So in other words, this is already questionable or possibly even broken
> -- or at minimum something that server operators need to be fully aware
> of and understand  -- without bringing MM:S/SM into the equation.
>
> Now when you add sourcemod map voting into the picture, you see the
> problem described above manifest in a slightly different variation.  But
> it's for the same root  cause, as far as I can tell so far:
>
> CS:GO *always* prints its "Next Map: <blah>" message based on the
> contents of the defined mapcyclefile.  Even if the map listed next in
> the mapgroup definition is a different map.
>
> This is actually a good thing, inasmuch as you at least have something
> (that mapcyclefile) to point Sourcemod at so it can be on the same page.
> You just have to make sure you keep your mapcyclefile and mapgroup
> definition in agreement.
>
> But when players vote a map in via Sourcemod -- the server STILL prints
> what it thinks the next map will be based on the mapcyclefile.  ie, the
> wrong map.  Thanks to Sourcemod, the server actually DOES go to the map
> that got voted in, but not until after it has printed a chat message
> suggesting it is going to load the wrong map next.  Let's face it, that
> is enough for some of our 'clientelle' to complain or just disconnect
> before they even see the map they voted in actually DOES get loaded next.
>
> So while I can imagine getting to the bottom of all this and fixing it
> could take some time, testing, and so forth, there is a simple bandaid
> measure Valve could implement in the meantime:
>
> MAKE THAT "Next Map: <blah>" MESSAGE THE SERVER ALWAYS PRINTS AT MAP END
> *OPTIONAL* VIA A CVAR.
>
> Something like sv_mapend_shownextmapmsg.
>
> That way, if we don't like what it says (because it's wrong), we can just
> turn it off.
>
> Thanks in advance for any consideration.
>
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>
> --
> Nicholas Hastings
> AlliedMods.net
>
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