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weird / funny screenshot thread
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jgkrogers

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Post Posted: 11-03-2005 11:25 PM Post subject:

Shinzon_Of_Remus wrote:
Phaser wrote:
This thread hasn't been updated in a while:



Um...Yep!


wtf?

How can anyone arrive at a bridge if they are in one?! Confused Surprised Laughing


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Post Posted: 11-04-2005 12:04 AM Post subject:

WalkFX Immersion lol

</shamelessadvertising> Mr. Green


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Phaser

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Post Posted: 11-04-2005 12:12 AM Post subject:

lost_jedi wrote:
WalkFX Immersion lol

</shamelessadvertising> Mr. Green
lol WRONG! Razz

I honestly don't know how that happened. I just remember starting a QB game, loading the ships, etc., and hitting the button to start the battle (Saffi's menu). Once the "Loading" screen went away, that appeared on the bridge!

It hasn't happened before or since. I'm glad I got a screenshot of it!

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Shinzon

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Post Posted: 11-04-2005 02:43 AM Post subject:

computer. exit holodeck... Razz

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Nebula

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Post Posted: 11-04-2005 03:35 AM Post subject:

Hey now thats a great idea for a bridge lol


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Post Posted: 11-04-2005 03:36 AM Post subject:

ya that would be cool

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eclipse74569

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Post Posted: 11-20-2005 06:21 PM Post subject:

Sir we're about to hit a Yahoo Mail pop up


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Post Posted: 11-20-2005 06:24 PM Post subject:

Funny Razz lol


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Post Posted: 11-20-2005 07:30 PM Post subject:

Funny

Here's a few new ones (I had a screenshot of an error quite similar to this before my HD crash a year ago, but I never posted it):

"Inform Starfleet: We Have Engaged the Glitch"



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Post Posted: 11-20-2005 07:40 PM Post subject:

Laughing Funny

love the caption


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Post Posted: 11-20-2005 09:00 PM Post subject:

OMG now thats one BIG GLITCH Funny


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Post Posted: 11-23-2005 02:48 AM Post subject:

Another couple for you guys. I was just goofing off:

"Pulse Phasers....LOTS of 'em!"


In these last two there's about 10 DS9 stations firing at me...





I was bored. Razz

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Post Posted: 11-23-2005 03:08 AM Post subject:

heh i could tell. Razz

even with all those pulse phasers, they probably wouldnt make much of a dent Razz

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Post Posted: 11-23-2005 08:14 PM Post subject:

The second phaser pic is pretty cool.


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Post Posted: 11-28-2005 03:48 PM Post subject:

Indeed.

I'm going to trya nd make a funny screenshot asap!


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Post Posted: 12-11-2005 05:05 AM Post subject:

Ambassador, you really shouldn't "try" to make them. The best ones happen accidentally.

Here's some more shots of mine:

I've been saving this one for this thread for a while. I was a Species 8472 Bioship. I fired one torpedo, and managed to catch the HUGE explosion at an interesting time.

Here's what it looked like a moment before impact, by the way:


In this one, when I went to warp, my screen went black as the cutscene started, but came back right before the warp flashes. My ship wasn't visible when the flashes went off, which I found odd, and when the in-warp sequence began, this is was I saw (my ship reappeared when I came out of warp, by the way):


In this one...What can I say? I was bored:
(Those are coming from 20 Orbital Defense Platforms, by the way)

Captain: "Sigh...I knew I shouldn't have gotten out of bed today."

In these last two, I was bored, so I attacked a friendly DS9 from directly above OPS. I didn't move once. Grin


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Post Posted: 12-11-2005 06:21 AM Post subject:

haha great shots Grin


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Post Posted: 12-11-2005 11:48 PM Post subject:

at the torpedo one, ive seen that one b4... *looks at neb*

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Post Posted: 12-12-2005 01:05 AM Post subject:

Yep. He got that idea from me after I showed him that image over MSN. (Copycat. Razz)


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Post Posted: 12-15-2005 04:48 AM Post subject:

Here's a strange little glitch I encountered today:

She moved like she normally does, but facing that way instead of towards the counsel!

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Post Posted: 12-15-2005 09:32 PM Post subject:

OMFG I have that exact pic lol


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Post Posted: 12-22-2005 05:48 AM Post subject:

cough cough

http://dynamic.gamespy.com/~bridgecommander/phpBB/viewtopic.php?p=340346#340346





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Post Posted: 12-23-2005 02:05 AM Post subject:

i had a strange little glitch too...

tehehehe Smile


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Post Posted: 12-23-2005 02:08 AM Post subject:

yeah that happened to me too, where the exterior comes into the bridge, pretty cool if you ask me


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Post Posted: 12-23-2005 02:41 AM Post subject:

Surprised What in the h*ll?! What's the story behind that one?

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Post Posted: 12-23-2005 11:14 AM Post subject:

This hehe Smile it gives u loads of cool screenies of you flying round the bridge!
Code:

pPlayer         = MissionLib.GetPlayer()
BridgeLoadSet(pPlayer)

def BridgeLoadSet(pShip):
        pSet          = pShip.GetContainingSet()
   iDetail = App.g_kImageManager.GetImageDetail()
   pcDetail = [ "Low/", "Medium/", "High/" ]
   pcEnvPath = "data/Models/Sets/EBridge/" + pcDetail[iDetail]
   # Pre-load the Bridge model and viewscreen
   App.g_kModelManager.LoadModel("data/Models/Sets/EBridge/EBridge.nif", None, pcEnvPath)

   # Setup bridge object
   pBridgeObject = App.BridgeObjectClass_Create("data/Models/Sets/EBridge/EBridge.nif")
   pSet.AddObjectToSet(pBridgeObject, "evn")
   pBridgeObject.SetTranslateXYZ(0.000000, 0.000000, 0.000000)
   pBridgeObject.SetAngleAxisRotation(0.000000, 1.000000, 0.000000, 0.000000)
   pBridgeObject.SetScale(10.0)




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Post Posted: 12-23-2005 12:40 PM Post subject:

So L_J Where do you put that bit of Code?


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Post Posted: 12-23-2005 01:15 PM Post subject:

drop this into QBautostart Smile should do the trick

i haven't tested it myself so u know... and i am still playing with the code to make it do things Wink


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Post Posted: 12-23-2005 02:34 PM Post subject:

Hmm...

So you did the exact opposite of what I did, intriuging (sp).


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Post Posted: 12-23-2005 02:56 PM Post subject:

hehe at least u know I didn't copy you then Razz

This is the way I was bringing ships into the bridge:

The code is ugly and poor and really really needs redoing once i have figured out how all the various parts work together Smile lol

Code:

def BridgeLoadShip(script,pSet,sName,sModelPath,sNif):
    pShip = None
    sModule = "ships." + script
    pModule = __import__ (sModule)
    #pModule.LoadModel ()
    #
    ### Model Loading Stuff here
    iDetail = App.g_kImageManager.GetImageDetail()
    pcDetail = [ "Low/", "Medium/", "High/" ]
    pcEnvPath = sModelPath + pcDetail[iDetail]
    App.g_kModelManager.LoadModel(sModelPath + sNif, None, pcEnvPath)
    #
    pSet = App.g_kSetManager.GetSet("bridge")
    pBridgeObject = App.BridgeObjectClass_Cast(pSet.GetObject('bridge'))
    ######################################
    ######################################
    #
    #
    #
    kStats = pModule.GetShipStats ()
    pShip = App.ShipClass_Create(sModelPath + sNif)# kStats['Name'] )
    pShip.SetScript(sModule)

    if (kStats.has_key('DamageRadMod')):
            pShip.SetVisibleDamageRadiusModifier( kStats['DamageRadMod'] )

    if (kStats.has_key('DamageStrMod')):
            pShip.SetVisibleDamageStrengthModifier( kStats['DamageStrMod'] )

    if (kStats.has_key('SpecularCoef')):
            pShip.SetSpecularKs( kStats['SpecularCoef'] )
         
    pPropertySet = pShip.GetPropertySet()
    # Load hardpoints.
    mod = __import__('ships.Hardpoints.' + kStats['HardpointFile'])
    App.g_kModelPropertyManager.ClearLocalTemplates()
    reload(mod)
    mod.LoadPropertySet(pPropertySet)
    pShip.SetupProperties()   
    # Splash damages
    pHull = pShip.GetHull()
    if pHull:
            pShip.SetSplashDamage(pHull.GetMaxCondition() * 0.1, pShip.GetRadius() * 2.0)
    if pSet:
        if not pSet.AddObjectToSet( pShip, sName ):
            print "error adding pShip object to set"
    #        # cos it screwed up delete the ship
    #        pDeletionEvent = App.TGEvent_Create()
   #    pDeletionEvent.SetEventType(App.ET_DELETE_OBJECT_PUBLIC)
   #    pDeletionEvent.SetDestination(pShip)
   #    App.g_kEventManager.AddEvent(pDeletionEvent)
       return None
    pShip.UpdateNodeOnly()
    return pShip


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