Um… server side 
Meaning it tightens it for everyone.
CVAR unlock requests
One of the few things I liked about punkbuster was that it checked client side cvars to make sure they were within limits, and booted the player if they didn’t change it within 30seconds. Not sure if VAC can do this?
1 of the most important elements of a game, yet dev’s are only just contemplating unlocking a few cvar’s.
g_playtestBalanceWeaponRecoilRateScale
g_playtestBalanceWeaponSpreadAngleMaxScale
g_playtestBalanceWeaponSpreadAngleMinScale
g_playtestBalanceDamageScale
They were actually unlocked for a short while, but after reporting them a small patch soon re-locked them. If you set them to 0 they actually made the circle around the crosshair very small, so much less noticeable and filling the screen which was really nice, however you did have no recoil/spread which was just abit op’d 
So i haven’t researched the exact cvar which would do it, but having the ability to reduce the opacity of the circle around the crosshair is very much needed. I can cope with just a white dot, but that circle outline :mad:
+1 for all of coolstory’s cvar’s mentioned should provide a healthy FPS boost likely to increase the amount of players playing brink if they can run with decent FPS. Most players dont care about graphic’s quality before being able to run the game smoothly. Personally as a comp player i want to make the graphics as low as possible for performance and visual benefit.
These were taken from a CFG shared on a thread in Brink-TV forums. I don’t know the full extent of what each cvar does (i.e negative side effects) but simply providing them for others to discuss/support to be unlocked.
seta g_preloaddata “1” // enables/disables preloading data at startup – LOCKED/PROTECTED
seta g_skipvieweffects “1” // skip damage and other view effects – LOCKED/PROTECTED
seta r_ambientScale “2” // ambient cube mapping brightness – LOCKED/PROTECTED
seta r_HBAONumDir “0” // HBAO num directions – LOCKED/PROTECTED
seta r_HBAONumSteps “0” // HBAO num steps – LOCKED/PROTECTED
seta r_screenFraction “2” // used for testing fill rate, the resolution of the entire screen can be changed – LOCKED/PROTECTED
seta r_showAmbientLights “0” // show ambient light sources – LOCKED/PROTECTED
seta r_skipAmbient “1” // bypasses all non-interaction drawing – LOCKED/PROTECTED
seta r_skipAmbientLighting “1” // skip ambient lighting pass drawing – * LOCKED/CHEAT PROTECTED*
seta r_skipAtmosphere “1” // skips atmosphere pass – LOCKED/PROTECTED
seta r_skipBump “1” // uses a flat surface instead of the bump map – LOCKED/PROTECTED
seta r_skipDeforms “1” // leave all deform materials in their original state – LOCKED/PROTECTED
seta r_skipPostProcess “1” // skip post-process drawing – LOCKED/PROTECTED
seta r_skipTranslucent “1” // skip the translucent interaction rendering – LOCKED/PROTECTED
seta r_skipUpdates “1” // skip updates: 1 = don’t accept any entity or light updates, making everything static – LOCKED/PROTECTED
seta r_skipparticles “1” // skip all particle systems – LOCKED/PROTECTED
seta r_stateCache “0” // check state before upload to driver – LOCKED/PROTECTED
seta r_testImageScale “1” // vertical scale of the testimage (screenspace normalized) – LOCKED/PROTECTED
seta r_useDepthBoundsTest “0” // use depth bounds test to reduce shadow fill – LOCKED/PROTECTED
seta r_useFrustumFarDistance “1” // if != 0 force the view frustum far distance to this distance – LOCKED/PROTECTED
seta r_usePortals “0” // Use portals – 1 = use portals to perform area culling, otherwise draw everything – LOCKED/PROTECTED
seta s_shakeScale “0.0” // scales the camera shake – LOCKED/PROTECTED
seta s_useOcclusion “0” // use sound occlusion – LOCKED/PROTECTED
seta vt_anisotropy “1” // virtual texture max anisotropy – LOCKED/PROTECTED
seta vt_lodClamp “0” // clamp newly loaded tiles to a maximum virtual level, from 0 to 15. – LOCKED/PROTECTED
[QUOTE=kilL_888;359876]right now you can already change the color and alpha values for the text and icon above friendly players and the dots on the minimap for all players:
seta g_enemyColor2 “1 0 0 0.5”
seta g_friendlyColor “1 1 1 0.5”
first 3 values are R G B, last is alpha.[/QUOTE]
its more the size. too big IMO.
Unlock all the settings for the HUD plox 
Take a look at BFBC2, is has a very good HUD also not adjustable and nobody complain about it.
vt_lodbias
negative values sharpen textures, positives blur the textures. -2 is default high quality. it resets to 2 after each map load if you adjusted it above 2. max value seems to be 32, or at least i dont see a visual difference above 32.
Oh I didnt notice any difference between 4 and 15…thought it was a useless after 4
client command to enable red tint thing over enemys, even when servers have it disabled.
do you want to cheat ? when others can’t do you want to do it ? is cheat !
Go play on server with red tint, that’s all
[QUOTE=BomBaKlaK;359894]I dont think so ! that’s cheat if others dont use it
they have to tighten the spread for everyone[/QUOTE]
Server side it should be (yoda ©)
This signature from El Rico tells me everything I need to know about cvars…
–Mortis
[QUOTE=Humate;359891]I guess its good news for the 5 players who still play. :hooray:
For comp (server side) I’d imagine these would be useful:
g_playtestBalanceWeaponRecoilRateScale
g_playtestBalanceWeaponSpreadAngleMaxScale
g_playtestBalanceWeaponSpreadAngleMinScale
g_playtestBalanceDamageScale[/QUOTE]
+1. Although it would be nice if we could alter them for specific weapons. Just give us all the Netvars as Svars.
I wish I could make the textures in brink like this…
http://img22.imageshack.us/img22/9462/85951634.jpg
so smooth and clean
[QUOTE=coolstory;361732]I wish I could make the textures in brink like this…
http://img22.imageshack.us/img22/9462/85951634.jpg
so smooth and clean[/QUOTE]
I like gritty, weathered like real life better. That looks like the inside of Tiger Wood’s house or something. Needs graffiti. 
[QUOTE=coolstory;361732]I wish I could make the textures in brink like this…
http://img22.imageshack.us/img22/9462/85951634.jpg
so smooth and clean[/QUOTE]
if you set vt_lodbias 32 it looks almost like this.
i have to agree. i like this “washed”, clean, minimalistic look, too.
[QUOTE=kilL_888;361751]if you set vt_lodbias 32 it looks almost like this.
i have to agree. i like this “washed”, clean, minimalistic look, too.[/QUOTE]
Not really…I dont notice any difference between 4 and 32. Everythings just blurier instead of smoother.
On topic is there a cvar to turn off the sound going on and off when you get shot?? Its really annoying.