Thanks for the plugin :)
 > Date: Fri, 7 Sep 2012 07:25:38 -0400
> From: [email protected]
> To: [email protected]
> Subject: Re: [Csgo_servers] CS:GO server display of Next Map: functionality
> 
> > 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.
> >
> 
> For anybody else who is having this problem, there's a small plugin I
> wrote to fix this.
> 
> Rather than spam the list with a re-post of the same info I just replied
> to an older thread about map cycle and next map display issues, here's a
> link to that post:
> 
> http://www.mail-archive.com/[email protected]/msg03154.html
> 
> 
> And here is the link to my plugin post on the AlliedMods forums:
> 
> https://forums.alliedmods.net/showthread.php?p=1793152
> 
> 
> I'm sure the critics and peanut gallery will come out of the woodwork
> (they always do on these lists), but until SM can change the CS:GO server
> engine's opinion of what the next map is going to be, you'll need this if
> you ever use an SM facility (like a map vote or the sm_nextmap command) to
> set the next map and don't want to see the wrong map shown in an
> end-of-map chat message.
> 
> Use it, or don't.  It works for me.
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> 
> >
> > 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.
> >
> > _______________________________________________
> > Csgo_servers mailing list
> > [email protected]
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
> >
> 
> 
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