It's also software error as mapgroups in my understanding are not loaded on the fly - only on server reboot. Old mapcyc.e.txt was loaded each time map changed. So if you have a full server, want to run a map test and you can see where this is going. Cannot do so without breaking the server or rebooting it, which would make you lose the players on it. Temporarely thing but extremely annoying to reboot it. I guess it's just something i've used to be able to do with older games.

-ics

28.1.2013 16:31, Absurd Minds kirjoitti:

Agreed. Why would the server move to such a map? The only reason I can tell is because they are using sourcemod, added the map to map cycle, and forgot to add it to the gamemodes file. That's pure user error.

On the other hand, I don't see the purpose of mapgroups, as it seems like an unnecessary complication, but all the "problems" with it just sound like poor server administration rather than actual problems.

On Jan 28, 2013 9:28 AM, "David Fountain" <[email protected] <mailto:[email protected]>> wrote:

    That is user error which I have done but the admin should add them
    it's not valves issue

    SavSin

    On Jan 28, 2013 6:26 AM, "ics" <[email protected]
    <mailto:[email protected]>> wrote:

        Mapgroups won't be removed and i don't think it would be smart
        at this point anyway. Game is built on them. Originally the
        mapgroups were invented due to multiple gamemodes, casual,
        competitive, arms race, demolition and now deathmatch. It was
        designed to automatically provide different settings per
        gamemode which the server runs and lock the server to certain
        gamemode.

        However. if you run a basic server full of de_ and cs_ maps,
        and then server moves to a map that is not listed in the
        gamemodes. This is possible during map tests and such. All
        users connecting to the server will not be able to access the
        server during that map is on.

        -ics

        28.1.2013 16:09, David Fountain kirjoitti:

        Lol then remove the map groups. Having a group and not
        restricting the server to those maps would be completely
        pointless. I think if the map is not in the map group the
        server should pick a map at random in the group and go to it

        SavSin

        On Jan 28, 2013 5:57 AM, "ics" <[email protected]
        <mailto:[email protected]>> wrote:

            I think they should add a system where if a map which is
            not listed in any mapgroup is on, server wouldn't reject
            all connections to it. It would solve a lot of random things.

            -ics

            28.1.2013 15:18, Chris Strand kirjoitti:
            I was going to create a thread on the same topic over
            the weekend but didn't get around to it - my question:

            What is the best way of allowing a server to load any
            map at any time?

            My current approach is to create a map group 'mg_all'
            with all the maps listed... There are still clear
            disadvantages to this as outlined by Rodrigo.

            Would it be possible for Valve to add a 'promiscuous'
            map group that allows any map? I think a significant
            proportion of server owners would find this useful.
            Anyone have any other thoughts?

            Chris
            
------------------------------------------------------------------------
            From: David Fountain
            Sent: 28/01/2013 04:27
            To: [email protected]
            <mailto:[email protected]>
            Subject: Re: [Csgo_servers] Are MapGroups pointless?

            I see where I can benefit but if the server amin doesn't
            know how to keep maps they don't want it off the
            rotation then they need to learn the only way this would
            be nice is if it allowed on the fly switching of game
            modes and game type. Then you can specify the map group
            per type.

            Kind of like my vote mod it allows you to have a custom
            map list for each mod or use the default source mod one

            SavSin

            On Jan 27, 2013 6:39 PM, "Rodrigo Peña"
            <[email protected] <mailto:[email protected]>>
            wrote:

                I'm setting up a CS:GO and I've found that I need to
                make a list of
                *all* CS:GO maps installed in maps/, add them into a
                new mapgroup in
                gamemodes_server.txt, and assign that mapgroup to
                every Game Type and
                Game Mode to prevent the server from rejecting
                players if someone
                changes the map to a map that is not added into the
                mapgroup assigned
                into "+mapgroup" parameter

                Is the mapgroup system useless? Not sure if I
                understood the system, but
                I don't think that rejecting players from entering
                the server when you
                forget to add the map to mapgroup is a good feature

                Am I doing it right?


                --
                Rodrigo Peña

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