Quake II

Quake II

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Muzzle flash
Im planning to get Quake pack on sale. But something about quake 2 that bothers me even with all those newest source ports with ultra graphics. I did a little research about it and I cant find any mod or source port to add Muzzle flash on the weapons or at least I think there is no way to add this. Maybe for other people is silly but its kinda weird with all this new tech and we still dont have muzzle flashes on weapons :S. A minor and logical touch on the weapons.

It is funny when Quake 2 on N64 had muzzle flash on weapons. In the end I can live without this muzzle flashes because I played Quake 2 when I was child without problem but. It bothers me a little, because when you fire, you can see the light effects but no muzzle flash. Its magic XD
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Showing 1-9 of 9 comments
Mr.SeriousCatt Nov 30, 2015 @ 11:03am 
Anyone¿?... I get the game recently with bundlestars offer but seems no one cares about this XD
i must admit id like to see a muzzle flash mod for quake 2. even with its updated models quake 2 evolved lacks them.
Mr.SeriousCatt Jan 3, 2016 @ 10:07am 
And I think its not hard to do. But seems moders only focus the textures and modes. Maybe its difficult to do and we dont know XD.
☣VoivoD☣ Jun 21, 2019 @ 4:24am 
I'm wondering how to add it in redux and rampage mods. Very difficult to add in a game mod. That would need to be done in a client mod.
Last edited by ☣VoivoD☣; Jun 21, 2019 @ 4:46am
Phoenix Jun 29, 2019 @ 1:26am 
For a gameside mod you'd just need to send a temporary entity effect at the desired position of the gun's muzzle. The offsets should already be calculated in weapon code. You'd just need to figure out which TE_ effect you want to send for which gun.
Mr.SeriousCatt Jun 29, 2019 @ 7:02am 
Originally posted by Phoenix:
For a gameside mod you'd just need to send a temporary entity effect at the desired position of the gun's muzzle. The offsets should already be calculated in weapon code. You'd just need to figure out which TE_ effect you want to send for which gun.

Looks easy on that description but then dont know why all modders add something that looks better for the mod
☣VoivoD☣ Jul 6, 2019 @ 11:55am 
Originally posted by Phoenix:
For a gameside mod you'd just need to send a temporary entity effect at the desired position of the gun's muzzle. The offsets should already be calculated in weapon code. You'd just need to figure out which TE_ effect you want to send for which gun.

I can add that to the world side with major no problems. 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. 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.
It's the future so guns don't have muzzle flash.
Phoenix Jul 6, 2019 @ 1:27pm 
Originally posted by ☣VoivoD☣:
I can add that to the world side with major no problems. 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. 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.

Regarding the 10 FPS and client prediction... the weapon events in Quake 2 are all server side, so the event timing would correspond to the gunshot sounds accurately. The 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. If spawned at the gunshot origin there would be lag on the net so the muzzle flash would disconnect from the gun position. 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.

Don't know until you try it.
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Date Posted: Oct 7, 2015 @ 12:11am
Posts: 9