You have allot of good looking games there but not Brink? How can you not have brink there? If you wanna check it out go to //www.brinkthegame.com (not trying to promote its just if you want to know what im talking about)
Splash Damage are in the development of this game atm which pre-beta as i have heared . Its one of the coolest games ive ever seen.
Yup..... The "Move and shoot system"
CAN'T WAIT for this game :)
Ok, I've got around to pre-purchasing this now. Been meaning to for a while, this just reminded me.
And it's coming out a week early: http://bethblog.com/index.php/2011/04/11/brink-it-forward-release-date-moved-up-one-week/
I'm still not regretting my preorder. This looks seriously fun.
steam pre order £29.99 instead of £34.99.
http://store.steampowered.com/app/22350/
There's a good hands-on preview up at RPS: http://www.rockpapershotgun.com/2011/04/20/brink-body-types-preview/
Sounds like it's got potential, plus it's going to support dedicated servers.
Bumpity bump.
You can get Brink for £21.85 from here (http://www.thehut.com/games/platforms/pc/brink-includes-the-anger-bandana-mask/10072700.html), and it registers on Steam. Use coupon code 'BHB2'.
[video=youtube;G3gm7zLK5tw]http://www.youtube.com/watch?feature=player_detailpage&v=G3gm7zLK5tw[/video]
Game was in my mailbox today,so install and lets see if it's any good.
EDIT: Seems that the game is locked till 13 May...................................
Servers Brink can already get rent,max players 16.
And also can be tested ...http://www.multiplaygameservers.com/game-servers/brink/
Preordered it from the link on page 1.
Don´t know if it will arrive before the game is released. but for 25£ it was worth it. don´t want to pay 49.99â,¬ that steam sells it for!
If anyone is yet to order, you can get brink for £20.89 delivered from here (http://www.mymemory.co.uk/PC-Games/Games-For-Windows/Brink-%28PC%29-%28DVD%29), and it should register on Steam.
Use code 'AMA5' at checkout to get the discount.
Can't seem to find brink in Steam store anymore.
Anyone else having the same issue?
I gave it a play at around 3am this morning. It seems fun, it's confusing seeing people all wearing different colours which don't have anything to do with the team, and the AI aren't especially smart...but as with all online games I don't care so much about the AI, I'm going to have to see what it's like with real players. I think that's my plan for tonight.
EDIT: Also, I can't see it in the Steam Store either. If I select "Go to Store Page" on the game in my Library then it goes:
"An error was encountered while processing your request:
This item is currently unavailable in your region"
Not sure what going on...but it probably explains why I could play it this morning and not at a more sensible launch time.
Arrived in the mail just now.
Installed and activated fine :)
Damn you all to heck, ordered it.
£18.80 ish.
:D
Ordered through MyMemory with the 5% AMA5 code and did it through TopCashBack (http://www.topcashback.co.uk/ref/liberator) for 10% cashback.
1. Go to TopCashBack (http://www.topcashback.co.uk/ref/liberator)
2. Click through to MyMemory from there
3. Pay with the AMA5 code
Tweak Quick Guide
Tweak Quick Guide -Everything Here has been verified unless noted - everyone will not see improvements but most should
First Turn video quality down AA and Vsync off in game options menu
Open Console add" +com_allowconsole 1" in your command line after the exe in steam
use the tilde ~ key above left tab to open console
Can also use Ctrl + Alt + Tide (~) and putting in your config is also possible (remember if overwrites unles you put it in autoconfig)
Show FPS com_showfps 1
Turn Off Shadows r_shadows 0
Turn Off Motion Blur can do this in game options
r_useHighQualityPostProcess 0
r_useMotionBlur
MultiCore Optimizations (this one helps a lot)
Add
-rthread to your launch/command line options, and throw this into your autoexec.cfg:
seta r_useThreadedRenderer "2" Field of View g_fov [70-xx] -It distorts after about 85 esp when using SMART Turn Vsync Off Vsync keeps your framerate the same as your monitor refresh Turn off Triple Buffering In your video Card Options ATI Video Card Fixes ATI HOTFIX LINK (http://support.amd.com/us/kbarticles/Pages/AMDCatalyst115ahotfix.aspx)
USE Catalyst Control Panel- reinstall drivers Playing with Catalyst you can find some things that help
Turn Vsync ON
Turn Triple Buffering ON
Set Catalyst A.I to max (about Catalyst AI (http://www.hardwareheaven.com/articles/atiop/)) You can also try disabling this as this is machine specific
For SLI/Crossfire users, try to disable SLI/Crossfire if you are having bad framerates
GENERAL TWEAKS You can go to Task Manager and manually heighten the priority to force it to use more CPU See Picture (http://img402.imageshack.us/img402/708/taskmanagerf.jpg)
See How your Graphics Video Card Stacks UP (http://www.videocardbenchmark.net/)
Make sure you have the latest video and sound drivers
Disable or turn off your antivirus programs. Be sure to turn them back on after playing.
Manually add Brink to your antivirus or firewall exceptions list.
General InfoSample Config File **Link** (http://www.fragworld.org/frag/Sample%20Config%20File%20**Link**)
Brink Console Commands **Link** (http://pastebin.com/7Qfxd8aZ)
Brink Config Variables (CVARS)**Link** (http://pastebin.com/QVj2gkUz)
Brink Configurator Program**LINK** (http://www.fragworld.org/frag/brink-resources/brink-configurator-program.html) (Please Comment and Rate Program and other resources in that Section)
How to Open Up Consoleadd" +com_allowconsole 1" in your command line after the exe in steam
use the tilde ~ key above left tab to open console
Ctrl + Alt + Tide (~) and putting in your config is also possible
Location of your Config FileIt is located where ever you installed steam (numbers may be different) file name is brinkconfig.cfg
E:\Games\steam\userdata\36284877\22350\local\base\brinkconfig.cfg for example
Remove Enemy Tint'g_enemyTintEnabled' is a client side option to enable/disable enemy tints
'si_enemyTintEnabled' is a server side option. If set to 0, it will force all enemy tints to be disabled on clients.l
Get Rid of Cutscenes and VideosSimply rename your assets folder to anything else (e.g. asset-bak:
Steam\steamapps\common\brink\base\video\assets Get Rid of Opening Video Move/Rename C:\Program Files\Steam\steamapps\common\brink\base\video\assets\pubdevlegal_splash.bik How to Play in Windowed Mode Lower the resolution in your options to below our desktop (you can then resize) This is helpful if you alt tab often or have multiple monitors Also add -windowed in game launch options in Steam
Custom Resolution for Eyefinity/Nvidia Surround seta r_mode "-1" seta r_customWidth "5760" seta r_customHeight "1080" seta r_aspectRatio "-1" seta r_customAspectRatioH "16"Performance Tips Not Fully Tested (Some from Tweakguides -ETQW (http://www.tweakguides.com/ETQW_9.html)
) Show FPScom_showFPS
for example to bind a key to show your FPS type bind F10 toggle com_showFPS in console or add it to your config file
Unlock FPScom_unlock_maxFPS [FPS rate]com_unlockFPS [0,1]com_unlock_timingMethod [0,1,2] Custom Resolution for Eyefinity/Surroundseta r_mode "-1" seta r_customWidth "5760" seta r_customHeight "1080" seta r_aspectRatio "-1" seta r_customAspectRatioH "16" seta r_customAspectRatioV "3" DIAGNOSTICScom_videoRam [MB] - Shows the detected amount of video memory on your graphics card in MB. If this value is incorrect, set it to the correct value at startup to improve performance.
sys_cpuSpeed [GHz] - Shows the detected CPU Speed. If this value is incorrect, set it to the correct value at startup to improve performance. Remember that for mult-core CPUs the speed is per core, not the sum of all cores.
sys_cpuPhysicalCount [value] - Shows the number of separate physical CPU cores the game has detected. If you have a multi-core CPU make sure this matches the number of cores you actually have. Note that the
sys_cpuLogicalCount value may differ, since a single core hyperthreading CPU for example can have two 'logical' cores, but only one physical core.
com_showMemoryUsage [0,1] - If set to 1, shows the amount of memory allocated to the game and various assets.
CPUr_useThreadedRenderer [0,1,2 ] Graphicsr_shadows [0,1] 0=off 1=on Turning off can help performance
r_megadrawmethod [0,1,2,3]image_filter [GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR]r_skipimage_PicMipEnableimage_useCompression [0,1]r_visDistMult [0.8-1.2] - Determines the maximum visible viewing distance in the game, the higher the value the further you can see, but the lower your performance. For gameplay purposes you shouldn't lower this below its default, and it's best to set it to 1.2 for maximum advantage.
g_decals [0,1] - If set to 0, disables all decals (e.g. bullet holes). This can improve performance, especially in heavy combat, at the cost of realism.
r_lightScale [value] - All light sources are multiplied by this value. Increasing this value increases the intensity of all visible light sources, lowering it reduces them (cheat).
r_detailTexture [0,1] - If set to 0, disables Detailed Textures, which are the detailed surface effects shown on a texture, such as the gravel on a road.
r_detailRatio [value] - Determines the ratio of detail textures to main textures. The higher this value, the more detail textures are shown per unit of main texture, however at very high values (and very low values) textures will look blurry. A moderate value of between 4 and 14 can look good, but has varying impact on performance.
r_detailFade [0-1] - Determines the way in which detail textures fade in the distance, the lower the value the sharper closer details will be.
g_showPlayerShadow [0,1] - If set to 1, the player will cast a shadow when standing near light sources. If set to 0, the player casts no shadow, which improves performance.
image_lodbias [-1-1] - Determines the Level of Detail (LOD) bias for mipmapped images. The higher the number, the less detail is visible on surrounding objects. This can improve performance, but reduces image quality. The default is 0, and values approaching 1 reduce detail quite heavily, while negative values approaching -1 increase detail, so experiment with fractional values such as 0.2 or -0.5.
image_lodDistance [value] - This determines the distance at which images don't need to be shown at full resolution, with the higher the value the better the image quality but the lower the performance.
r_md5LodBias [value] - Determines the Level of Detail (LOD) bias for mipmapped images. The higher the number, the less detail is visible on surrounding objects, such as vehicles. This can improve performance, but reduces image quality. The default is 0, and a value such as 1 reduces detail quite heavily, while negative values increase detail, so experiment with fractional values such as 0.2 or -0.5.
r_md5LodScale [value] - This determines the rate at which higher level of detail becomes visible on objects. The higher the value the more detail is visible on distant objects but the lower the performance.
r_renderProgramLodDistance [value] - Determines the distance at which general rendering details are shown, such as bump mapping on surfaces. The higher the value the more detail and effects will be shown in the distance but the lower the performance.
r_stuffFadeStart [value] - Sets the distance at which 'stuff' (i.e. mainly grass) begins to fade out of view.
r_stuffFadeEnd [value] - Sets the maximum visible distance for 'stuff' (i.e. mainly grass). Using a combination of
r_stuffFadeStart and
r_stuffFadeEnd you can in effect have more or less grass visible. For example try
r_stuffFadeStart 0 and
r_stuffFadeEnd 1000 together to give a thinned out grass effect for better performance without removing grass altogether.
r_stuffCacheMegs [MegaBytes] - Determines the amount of memory to use for caching stuff effects. The default is fine, however if you raise the
r_stuffFadeEnd value above in particular, you may need to increase the cache to prevent stuttering and errors.
Some Sound Problems are map specific
(try Go into your Steam/steamapps/common/brink/directx
Run DXSETUP.EXE)
Realtek Sound which is on most motherboards is notoriously bad. Make sure you have the latest Realtek drivers
Downgrade your in game sound - play in stereo
From (Tweakguides ETQW (http://www.tweakguides.com/ETQW_9.html))
s_driver [best, openal, dsound] - Determines the audio API used for the game. The default of dsound is DirectSound which is optimal in Windows XP, however you can set this to openal to attempt to force OpenAL audio, either to try to fix audio glitches on your system, or in particular for Windows Vista users who want to have full hardware audio acceleration. If you want to force OpenAL mode, see
s_libOpenAL below for details.
s_libOpenAL [path/file] - Determines the path and filename of the correct OpenAL32.dll file to use if OpenAL sound mode is chosen using the
s_driver variable. Most sound cards have hardware support for OpenAL, and thus you should have an OpenAL32.dll file under your
\Windows\System32 directory. So you would use the s_libOpenAL command in this way:
s_libOpenAL C:\Windows\System32\OpenAL32.dll. You would then make sure to use the
s_driver openal command, and if doing so during an active game, use the
s_restart command to restart the sound system.
s_force22kHz [0,1] - If set to 1, this forces lower quality (22kHz) audio, which reduces sound quality but can improve performance (cheat).
s_numberOfSpeakers [2,4,5,6] - This value shows the number of speakers the game has detected, based on the your general Windows settings and In-Game settings. You can manually alter this value, however make sure it matches your current speaker setup otherwise you will have missing audio channels.
s_maxSoundsPerShader [value] - This setting determines the maximum number of sounds to use per shader, that is how diverse the sounds effects are. Increasing this value may increase sound variety but also increases memory usage and can reduce performance.
s_useOcclusion [0,1] - Occlusion is a basic audio method which muffles sounds which aren't clearly heard, such as those behind walls and objects. If set to 0, this method is disabled reducing realism and losing many distant sounds but it may increase performance (cheat).
s_noSound [0,1] - If set to 1, disables all sounds. Should be used primarily to troubleshoot potentially sound-related problems.
Multiplayer/PORTs
UDP/TCP 27015, 27016 and 8766
**Link**how to port forward** (http://portforward.com/)
Commands
connect [servername] - Connects to a multiplayer server with the given name
disconnect - Closes the current game map.
reconnect - Reconnects to the last server connected to successfully.
say [text] - Says the provided text in Global Chat in multiplayer.
sayFireTeam [text] - Says the provided text in Fireteam Chat in multiplayer.
sayTeam [text] - Says the provided text in Team Chat in multiplayer.
serverInfo - Shows information about the current server when in multiplayer.
net_clientLagOMeter [0,1] - If set to 1, a small graphical display is shown at the bottom of the screen only during multiplayer games. It looks like a set of green, yellow or red blocks, and tells you various things about your connection. In essence however the main thing is for you to note whether it is predominantly green, which is good, or if there are lots of yellow and/or red blocks which indicate connection problems. If you switch to another server and these go away, then the problem is likely with the server and/or you may be quite far away from the server. If it happens on all servers however the problem is likely with your connection.
net_clientMaxRate [Bytes] - This setting controls the maximum amount of data in bytes per second you can receive from a server every second. By default, most servers only provide 16000 bytes per second. If you're having connection problems or lag, first try lowering this value to see if it reduces and stabilizes your ping when playing ET:QW online. Try values such as 10000 or 12000. Note that just as values which are too high can cause problems, so too can values which are too low - ET:QW multiplayer is not designed for dialup speeds (i.e. values of 6000 or less).
net_clientPrediction [milliseconds] - Determines the number of additional milliseconds by which the client (your machine) will try to predict and offset any ping lag. The default is 20ms, but if you're experiencing connection problems and lag and/or have a high ping, raising this value may improve things. Remember however that your ping is the round-trip time to a server (e.g. a 150 ping means 75ms taken for your data to get to a server, 75ms for it to get back). So your ping divided by 2 will give you the best prediction value, and usually only if your ping is higher than 150ms.
DEMOS (I haven't found a demo folder yet but we will keep trying)
Demo Commands (NOT CONFIRMED)
The following commands record and play back in-game demos.
recordDemo [demoname] - Records a demo of your current (singleplayer) gameplay with the name specified.
stopRecording - Stops recording the current singleplayer demo.
playDemo [demoname] - Plays back a singleplayer demo with the name specified.
recordNetDemo [demoname] - Records a demo of your current gameplay on a multiplayer server.
stopNetDemo - Stops recording the current multiplayer demo.
playNetDemo [demoname] - Plays back a multiplayer demo with the name specified.
pauseNetDemo - Pauses/unpauses the playback of a network demo.
timeNetDemo [demoname] - Runs a timedemo on the demo name provided and provides framerate results in the console after the demo is finished.
com_preloadDemos [0,1]- Preloads all demos before playing them. Set to 0 will reduce memory usage, but loading demos will take longer.
com_compressDemos [0,1] - If set to 1 will compress demo files recorded, reducing their size. These files may take longer to load.
demoShot [demoname] - Creates a screenshot for the demo file specified.
demo_noclip [0,1] - If set to 1 allows you to noclip through a demo, so you can fly around while the demo is playing back.
g_showDemoHud [0,1] - Toggles the display of useful information on the HUD during the playback of a demo.
g_autoScreenshot - Automatically takes a screenshot of the scoreboard at the end of a map.
g_autoRecordDemos - Automatically starts & stops demos at the start & end of a map.
g_autoScreenshotNameFormat [format] - Determines the format in which auto screenshots are saved when using the
g_autoScreenshot command. Type the command without any value to see the default format, and the types of arguments you can use to construct a new format.
g_autoDemoNameFormat [format] - Determines the format in which auto demos are recorded when using the
g_autoRecordDemos command. Type the command without any value to see the default format, and the types of arguments you can use to construct a new format
Offcourse i copy paste this..;-)
Some more info bout the classes,weapons and all stuff that you need to know.
http://brink.wikia.com/wiki/Brink_Wiki
Brink Config tool - Download link below - This is a small program to make changing settings easy, you can change pretty much everything you could possibly want
http://www.pcgamer.com/2011/05/16/tweak-brinks-fov-mouse-settings-and-more-with-brink-config-1-4/?ns_campaign=article-feed&ns_mchannel=ref&ns_source=steam&ns_linkname=0&ns_fee=0
Quick update on the dMw Brink server problems.
From research done by our Server Gurus (thanks Whitey :worship:) it appears that the vast majority of the people having issues with their dedicated server are those running multiple NICs (like we do on BA4). So what we're seeing is similar to what we saw with Arma and its NIC swapping, so the server appears up and running when we check via RDC but appears offline when others check via the normal IP. Basically the bit of the config which sets which NIC to use is broken and therefore you can set it to one and it will then switch to another - and that's the point at which we then get feedback that the server appears offline, despite the fact that console is showing it running on BA4.
This is something Brink need to fix. We could swap the server onto BA3 and run it under Linux and a single NIC, but Brink have not yet finished and issued their Linux dedicated server, so this is not yet an option.
More evidence of Beta code being sold as and for Gold I'm afraid. :frusty:
TL.
Do you know if it is possible to join direct to our server via the IP / Port that it's on?
NF
Not aware the game allows it and haven't tried editing the game link to do it.