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 <http://www.alliedmods.net>
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