Nope that is correct

SavSin
On Jan 28, 2013 7:43 AM, "Rodrigo Peña" <[email protected]> wrote:

>  Using gamemodes_server.txt to make a custom CFG for each game mode
> sounds like a good idea, but I don't think that making mapgroups and
> assigning multiple mapgroups to a gamemode is useful since you can choose
> only one mapgroup at server startup parameters, or please correct me i'm
> wrong
>
>
> -Rodrigo
>
>
>
> On 28-01-2013 12:38, David Fountain wrote:
>
> The game modes server.txt I thought was executed every map now. Just not
> able to via the console
>
> SavSin
> On Jan 28, 2013 6:40 AM, "ics" <[email protected]> wrote:
>
>>  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]> 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]> 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]> 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]
>>>>> 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]> 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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>>>>>>
>>>>>
>>>>>
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