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jgkrogers
Cadet 1st Class


Joined: 26 Apr 2005
Posts: 96
Location: Somewhere in USA

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lost_jedi
Rear Admiral


Age: 21
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Joined: 15 Aug 2004
Posts: 1614
Location: Buxton Staffordshire UK

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WalkFX Immersion lol
</shamelessadvertising> 
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Phaser
Star Trek Canon Authority Admiral


Joined: 21 Mar 2005
Posts: 3166
Location: Mourning the loss of my best friend, Curly.

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lost_jedi wrote: | WalkFX Immersion lol
</shamelessadvertising>  | lol WRONG!
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
CA Mod Team Member Admiral


Age: 19
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Joined: 30 Sep 2004
Posts: 4020
Location: Toronto, Canada

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computer. exit holodeck... 
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Nebula
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Shinzon
CA Mod Team Member Admiral


Age: 19
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Location: Toronto, Canada

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ya that would be cool
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eclipse74569
Lieutenant


Age: 26
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Joined: 07 Apr 2005
Posts: 361
Location: Originally from NC, but moved to DC

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


Age: 21
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Location: Buxton Staffordshire UK

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Phaser
Star Trek Canon Authority Admiral


Joined: 21 Mar 2005
Posts: 3166
Location: Mourning the loss of my best friend, Curly.

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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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lost_jedi
Rear Admiral


Age: 21
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Location: Buxton Staffordshire UK

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love the caption
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Nebula
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Phaser
Star Trek Canon Authority Admiral


Joined: 21 Mar 2005
Posts: 3166
Location: Mourning the loss of my best friend, Curly.

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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. 
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Shinzon
CA Mod Team Member Admiral


Age: 19
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heh i could tell.
even with all those pulse phasers, they probably wouldnt make much of a dent 
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Treleth
"so double the killer delete select all." General


Age: 17
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Joined: 01 Oct 2005
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Location: Toronto, Canada

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The second phaser pic is pretty cool.
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Ambassador
I'm me, myself, and I. Admiral


Age: 18
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Posts: 2407
Location: Dominion of Canada

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Indeed.
I'm going to trya nd make a funny screenshot asap!
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Phaser
Star Trek Canon Authority Admiral


Joined: 21 Mar 2005
Posts: 3166
Location: Mourning the loss of my best friend, Curly.

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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.

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Nebula
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Shinzon
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Age: 19
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at the torpedo one, ive seen that one b4... *looks at neb*
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Phaser
Star Trek Canon Authority Admiral


Joined: 21 Mar 2005
Posts: 3166
Location: Mourning the loss of my best friend, Curly.

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Yep. He got that idea from me after I showed him that image over MSN. (Copycat. )
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Phaser
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Location: Mourning the loss of my best friend, Curly.

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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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Nebula
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Nebula
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lost_jedi
Rear Admiral


Age: 21
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i had a strange little glitch too...
tehehehe

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Treleth
"so double the killer delete select all." General


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yeah that happened to me too, where the exterior comes into the bridge, pretty cool if you ask me
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Phaser
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What in the h*ll?! What's the story behind that one?
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lost_jedi
Rear Admiral


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This hehe 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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sfc3fan
Lieutenant Commander


Age: 21
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Location: The Edge of a new frontier

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So L_J Where do you put that bit of Code?
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_________________ "I have So Many Ideas and So little time to do them" Rob Archer Of Star Trek: New Frontier Project

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lost_jedi
Rear Admiral


Age: 21
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drop this into QBautostart 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 
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MLeo
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lost_jedi
Rear Admiral


Age: 21
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hehe at least u know I didn't copy you then
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 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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