Q2PRO-X 1.6 Final by ly
Hit sounds
Project author: ly
Configure the sound played when you hit an opponent.
English edition • Q2PRO-X 1.6 Final by ly • November 7, 2026
Contents
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Hit feedback sound
A short hit sound can confirm a hit on an opponent. Enable it in the online-game or sound settings and adjust its volume there or in the volume hub. The settings are shared across mods; English and Russian help is available in the menus, console and Cvar Browser.
The hit sound is off by default (s_hitsound 0). Updating the client preserves your saved choice.
Audio is independent of the visual hit marker, blood and AVFX switches. It can also follow a received victim pain or death event after the shooter moves behind cover. Blood and voice evidence for the same tracked shot do not create two feedback sounds.
How hits are identified
The client observes received muzzle flashes, rail paths, blood/armor contacts, and victim pain/death events. Stored local-shot origin, direction and time are compared with contact events and victim coordinates. The decision is resolved after the complete server message is parsed, so event ordering within that message does not cause missing or duplicate cues.
The classic Quake II protocol has no universal message identifying the attacker and exact damage for every hit. Existing servers therefore use conservative correlation of available events. When the victim leaves visibility, the server can include coordinates with its pain sound. Those coordinates let correlation continue after the shooter turns or takes cover. Simply beeping for every scream would also report someone else's shots, falling damage or the player's own pain. Known competing attacks, self pain, stale events and other detected ambiguities are rejected.
An explicit server damage report takes precedence when available. Only that report selects the four damage bands: 1–25, 26–50, 51–75 and 76+. Standard pain sample names describe the victim's remaining health, not damage dealt, so they cannot supply a damage amount.
Weapon prediction never generates successful-hit audio on its own. A predicted visual impact can precede an event that the server never confirms; using it would produce a false cue. Feedback follows received evidence and changes neither damage, projectile physics nor server rules.
The supplied single-tone sample begins without a silent lead-in. Network and audio-device latency can still delay the cue.
The bundled OpenAL library supports the full hit-sound volume range. The higher gain ceiling applies only to this source; voice, weapon and other groups keep their existing gain behavior. An external library that rejects the higher ceiling safely retains its ordinary limit.
Classic-protocol limitations
Without explicit damage reports this is conservative correlation, not an infallible damage counter. Unseen third-party shots, custom mod voices and some coincident events cannot always be distinguished. Detected ambiguities stay silent. A playing short cue is neither interrupted nor stacked with another copy; rapid hits do not necessarily produce a separate audible click for every bullet.
Package and installation
The full package includes the client, required libraries, menus, assets and updated RU/EN guides. Extract it over an existing Quake II installation, replacing supplied files together. Original game resources are required separately. Personal configs, binds, demos and user settings are excluded. Hit assets are supplied separately from private sound-replacement PAKs.