![]() There’s a huge variety of things to kill, all with unique behaviours and weapons, which keeps the game interesting-especially when you’re facing several types at once. Brains, perhaps the weirdest enemy, attack you with tentacles and blood-stained hooked hands. Mutants are angry, feral beasts who pounce on you, usually from dark corners. Gladiators stomp around on metal legs, firing their own version of the railgun at you. The Strogg are weird cyborg hybrids, with mechanical limbs and eerily human, grimacing faces. And there are other grisly touches, like when you don’t quite kill an enemy and they squeeze off a few extra shots before they finally collapse and die.īut this is just to ease you in, and it’s not long before id starts throwing its meanest creations at you in force. The way enemies explode into chunks of bloody meat, or ‘gibs’ to use the parlance of the times, is still gruesomely satisfying. In the first few levels you’re fighting shotgun-toting Guards, beefy Enforcers with chainguns, and Berserkers who lunge at you with big metal spikes-and later fire rockets at you. Quake II has the standard FPS structure of starting you out against small groups of easily-killed grunts, increasing the challenge the deeper into the game you get. Mod support also dramatically extended its lifespan for anyone lucky enough to have an internet connection with which to download the things.Īnd the things you shoot are just as well-designed. Quake II also had massively improved networking, making it one of the best early examples of an online FPS. ![]() After the release of Quake II, the engine powered several other games, including, in the early stages of its development, Half-Life. Hardware-accelerated graphics, coloured lighting, skyboxes, and the ability to return to previously completed levels were among its once groundbreaking features. Powered by the id Tech 2 engine, it boasted features that seem unremarkable now, but were amazing in their day. Shooting things, and avoiding being shot.Īt the time, Quake II was a technical marvel. And by ‘your actions’ I mean ‘shooting’, because that’s the beating heart of the game. It was more cinematic, and your actions felt somehow more meaningful. By modern standards that’s completely unexciting, but back then it set Quake II apart from id’s other shooters. As you play, a robotic voice regularly drones “computer updated” and gives you mission objectives. But the inclusion of a plot, and mission objectives, was pretty unique for an FPS in the late ’90s. After all, Quake II is not a game renowned for its deep, complex sci-fi storyline. If spawned at the offset muzzle point based on position and view angle then there would be a slight timing lag with the animation, but I think that would be preferable to a bad position render.There’s a chance you don’t remember any of that. If spawned at the gunshot origin there would be lag on the net so the muzzle flash would disconnect from the gun position. that's where you'd have to decide if you want the flash to spawn at the gunshot origin or an offset from the player's muzzle calculated from their current position. the weapon events in Quake 2 are all server side, so the event timing would correspond to the gunshot sounds accurately. ![]() Regarding the 10 FPS and client prediction. ![]() Also not sure if I would be able to send different muzzleflash message to the world, and different to specific player, but I think yes. The problem would be with player view side, when the positions need to be more precise, and since Quake II has only 10fps server side, client predictions aren't too accurate and that would probably look awful. Originally posted by ☣VoivoD☣:I can add that to the world side with major no problems.
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