Инсталирайте Steam
вход
|
език
Опростен китайски (简体中文)
Традиционен китайски (繁體中文)
Японски (日本語)
Корейски (한국어)
Тайландски (ไทย)
Чешки (Čeština)
Датски (Dansk)
Немски (Deutsch)
Английски (English)
Испански — Испания (Español — España)
Испански — Латинска Америка (Español — Latinoamérica)
Гръцки (Ελληνικά)
Френски (Français)
Италиански (Italiano)
Индонезийски (Bahasa Indonesia)
Унгарски (Magyar)
Холандски (Nederlands)
Норвежки (Norsk)
Полски (Polski)
Португалски (Português)
Бразилски португалски (Português — Brasil)
Румънски (Română)
Руски (Русский)
Финландски (Suomi)
Шведски (Svenska)
Турски (Türkçe)
Виетнамски (Tiếng Việt)
Украински (Українська)
Докладване на проблем с превода
Looks easy on that description but then dont know why all modders add something that looks better for the mod
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.