Re: [hlcoders] Creating wireless networking with half-life 2 engine

2006-01-09 Thread Justin Krenz
Actually, sound and light are two totally different things. Sound is pressure, and light is a photon. With the spectrum being a measure of frequency, sound and light can fit into the same spectrum, even the same areas. Christopher Kunz wrote: I have thought about that too - sound or light are

Re: [hlcoders] Creating wireless networking with half-life 2 engine

2006-01-08 Thread Dan Stevens (IAmAI)
...especially since wireless communication *is* sound - in the 2.4ghz spectrum. Not quite. Wireless coms use Radio waves, which are an electromagnetic wave. Sound is not an electromagnetic wave ;) On 08/01/06, Kuja [EMAIL PROTECTED] wrote: Why would you use pressure waves as packet emitters?

Re: [hlcoders] Creating wireless networking with half-life 2 engine

2006-01-08 Thread Christopher Kunz
Julian Moschüring wrote: hey, so, you only want to graphically simulate WLan AdHoc networks with the source engine and make the physical communication and the osi layers visible without attaching the graphics to any real communication? Just for presentation purposes? Sounds funny, I want to

Re: [hlcoders] Creating wireless networking with half-life 2 engine

2006-01-08 Thread Christopher Kunz
Kuja wrote: Why would you use pressure waves as packet emitters? It'd be far, far more reasonable (and easier) to use sound. Source already has the capability to have sound refract off of buildings, be blocked, etc. You'd just need to modify it. It'd work much better - especially since

Re: [hlcoders] Creating wireless networking with half-life 2 engine

2006-01-08 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] I have thought about that too - sound or light are both waves, albeit in different areas of the spectrum. Actors can react to both, I think. Can I have sound without actually having anything heard? ultrasound or something? :) possibly, why

Re: [hlcoders] Creating wireless networking with half-life 2 engine

2006-01-08 Thread Christopher Kunz
Adam amckern Mckern wrote: IMO, take a look at the hound eye shock wave effect, if you can slow it down, then your have a wonderful effect (though not an expanding globe, it is an expanding circle.) Where do I see those? AFAICT, hound eyes are not in HL2. --ck -- http://www.de-punkt.de [

Re: [hlcoders] Creating wireless networking with half-life 2 engine

2006-01-08 Thread Adam \amckern\ Mckern
They are in hl2:substance http://ludus1942.ngi.it/ --- Christopher Kunz [EMAIL PROTECTED] wrote: Adam amckern Mckern wrote: IMO, take a look at the hound eye shock wave effect, if you can slow it down, then your have a wonderful effect (though not an expanding globe, it is an

Re: [hlcoders] Creating wireless networking with half-life 2 engine

2006-01-07 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] Learn the particle system inside out and you should be able to pull this one off. When your little entity does the take damage func spawn a system to have some pretty explosion looking effect. Other than that I think you are a madman and wish you

RE: [hlcoders] Creating wireless networking with half-life 2 engine

2006-01-07 Thread Ben Everett
Fun concept. You'll probably be better off creating your own entity and creating your own method for hit-testing, overlap, etc. The OnTakeDamage and CEntitySphereQuery are pretty limited in the fact that it'd be harder to calculate world (i.e. walls) disrupting the radio wave. You'd probably do

Re: [hlcoders] Creating wireless networking with half-life 2 engine

2006-01-07 Thread Julian Moschüring
hey, so, you only want to graphically simulate WLan AdHoc networks with the source engine and make the physical communication and the osi layers visible without attaching the graphics to any real communication? Just for presentation purposes? Sounds funny, I want to see it when it's finished :-)

Re: [hlcoders] Creating wireless networking with half-life 2 engine

2006-01-07 Thread Tim Holt
If you haven't done so go check out Darwinia. It's got various little particle things that are kind of cool in a cyber space way. Quoting Julian Moschüring [EMAIL PROTECTED]: hey, so, you only want to graphically simulate WLan AdHoc networks with the source engine and make the physical

Re: [hlcoders] Creating wireless networking with half-life 2 engine

2006-01-07 Thread Adam \amckern\ Mckern
IMO, take a look at the hound eye shock wave effect, if you can slow it down, then your have a wonderful effect (though not an expanding globe, it is an expanding circle.) You also have Natural Selections scan area effect, that i spose is based on the hound eye shockwave. My Website

Re: [hlcoders] Creating wireless networking with half-life 2 engine

2006-01-07 Thread Kuja
Why would you use pressure waves as packet emitters? It'd be far, far more reasonable (and easier) to use sound. Source already has the capability to have sound refract off of buildings, be blocked, etc. You'd just need to modify it. It'd work much better - especially since wireless communication