Well, the way to manage all the cvars into the QL are optimized and more controlled.
I mean, if you take a close look in the console, you’ll see the cvars (and some commands) are limited between a range of values (to bring some freedom to the users) but without neglect the security cheats (the same you say “look through walls” for the r_znear cvar case).
However, the idsoftware guys (or Bethesda) have been limit too much the cg_gunX, Y, Z cvars, because you can’t move the Z axis to positive values (cg_gunZ 1, cg_gunZ 2, cg_gunZ 3, etc) only you can set the Z axis with negative values (cg_gunZ 0, cg_gunZ -1, cg_gunZ -2, until -10 if I remember).
This great way to manage the cvars, is a good idea to implement in other source ports, I think.
And for other hand… if I remember right, exactly yourself have been unlocked other CVARS (like r_lodcurveerror and r_subdivisions cvars) when I posted to you some of this same points that I’ve talking about now. It was on the active forum era of Spearmint, rembember this pics???
Actually, your Spearmint have unlocked the r_lodcurveerror and r_rsubdivisions CVARS
Can’t you do the same with r_znear? Look:
Well, If you need some help about the source code for Berserker Quake 3 with unlocked cvars, here is the forum where you can contact with Berserker Quake 3 author:
https://translate.google.cl/translate?hl=es-419&tab=wT&authuser=0&sl=ru&tl=en&u=http%3A%2F%2Fquakegate.ru%2Fforum%2F
Let me what do you think about.
Thanks for all!