"If you have never used Cello, I'm not interested in your browser opinion."
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In game: Commadore_Bob; Joined Jul 2009; That post count + 20,000
stardestroyer001, Admiral, Explorers Fury PvE/PvP Fleet | Retired PvP Player
Missing the good ol' days of PvP: Legacy of Romulus to Season 9 My List of Useful Links, Recently Updated November 25 2017!
As it was a glitch, it would be hard to explain. One fleet mate brought it to my attention and I was able to pull it off, but no one else was. Even the fleet mate who did it first tried it again and never got back over there.
So, instead of opening a thread of 1,000 "It doesn't work for me" posts, I'll just not say how it was done. It was a glitch and may not be reproducible.
"If you have never used Cello, I'm not interested in your browser opinion."
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In game: Commadore_Bob; Joined Jul 2009; That post count + 20,000
"If you have never used Cello, I'm not interested in your browser opinion."
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In game: Commadore_Bob; Joined Jul 2009; That post count + 20,000
To tell you the truth Bob, I actually saw a picture somewhere (I don't remember where) of someone standing on it. So that's why I knew it could be gotten over somehow.
Well, they certainly seem to have gotten it to scale. Whoa. I knew it was big, but that's... big. I'm almost afraid to know what an Odyssey, Bortas, or Scimitar would be like on a ground map at that scale. I dare them to do it.
Well, they certainly seem to have gotten it to scale. Whoa. I knew it was big, but that's... big. I'm almost afraid to know what an Odyssey, Bortas, or Scimitar would be like on a ground map at that scale. I dare them to do it.
People assume that time is a strict progression of cause to effect. But actually from a non-linear, non-subjective viewpoint it's more like a big ball of wibbly-wobbly timey-wimey ... stuff. --the Doctor, "Blink"
"If you have never used Cello, I'm not interested in your browser opinion."
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In game: Commadore_Bob; Joined Jul 2009; That post count + 20,000
I use fraps too but I've had trouble getting the videos to come out clearly. You seem to have solved that problem. Are you using another software to refine the fraps raw file?
I use fraps too but I've had trouble getting the videos to come out clearly. You seem to have solved that problem. Are you using another software to refine the fraps raw file?
I set Fraps to 29.97fps and record at Full-size. I then take the Fraps file and load it into Windows Movie Maker. After adding on my stock bumpers, I save the movie at YouTube settings, but set at 720 and not 1080 as my monitor only goes up to 900.
I found the Windows Movie Maker option after discovering that Avid is a literalist and doesn't want to automatically adjust the video size. But Windows Movie Maker does. And so I actually lose some resolution when I encode the videos, but it makes the videos smaller for upload (Fraps file was 5.98GB, I only uploaded 688MB).
"If you have never used Cello, I'm not interested in your browser opinion."
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In game: Commadore_Bob; Joined Jul 2009; That post count + 20,000
Well, they certainly seem to have gotten it to scale. Whoa. I knew it was big, but that's... big. I'm almost afraid to know what an Odyssey, Bortas, or Scimitar would be like on a ground map at that scale. I dare them to do it.
That Bortasqu' outside of the KDF Shipyard window, I had a look in demo record to see how big it really is.
Only the first half of the bulgy head at the front of the ship is visible from the square mini-map in the actual zone in-game.
I then continued to find I had gone beyond the designed Zone limit in demo record.... and the ship still kept going (to the point where I couldn't even see it from behind in demo record because the ship literally disappears due to being beyond the zone limit).
In other words, its so big, it takes up an entire zone..... and more.
:eek:
Play my missions on Holodeck! Return of Ja'Dok Series (6 Part Series) Enemy of the Exile Series (4 Part Series) Task Force Ja'Dok Series (3 Part Series)
The corvette is very well rendered up close! Seems like it was designed to be visited.
It still looked like it was a blown up space version. I just think Jam Jam's attention to detail is completely awesome.
"If you have never used Cello, I'm not interested in your browser opinion."
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In game: Commadore_Bob; Joined Jul 2009; That post count + 20,000
I set Fraps to 29.97fps and record at Full-size. I then take the Fraps file and load it into Windows Movie Maker. After adding on my stock bumpers, I save the movie at YouTube settings, but set at 720 and not 1080 as my monitor only goes up to 900.
I found the Windows Movie Maker option after discovering that Avid is a literalist and doesn't want to automatically adjust the video size. But Windows Movie Maker does. And so I actually lose some resolution when I encode the videos, but it makes the videos smaller for upload (Fraps file was 5.98GB, I only uploaded 688MB).
Thanks a ton! I am going to try it using your numbers.
I tried to reach it again today with no success. I think I know why I was able to reach it before, but it is technical and requires some very fortuitous lag timing. Essentially, you accidentally trick the server into thinking you made it past the wall.
Again, this is just my theory and not a recommendation. All things being equal, it should be impossible to reach the ship.
"If you have never used Cello, I'm not interested in your browser opinion."
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In game: Commadore_Bob; Joined Jul 2009; That post count + 20,000
Tacofangs has looked into it and said there is no physical hole. So, my lag-spike theory seems to be the leading contender. It's is difficult to explain in a way that makes sense. But it makes sense in my head.
As you approach the wall, a short bit of lag makes the server think you flew past the wall. When the server then relays that info to your computer, you end up being past the wall. So you could approach the wall a million times and nothing happen, or you could approach it once.
It really is a matter of timing your approach with your rubberbanding.
Now, another theory could relate to the bug that allowed us to enter the bay at Starfleet Academy. The wall may not be thick enough. Perhaps Cryptic should create a repulsing wall. At X you stop. At X+n, you move to X. So regardless of how far you get past a certain point, you are always pushed back to the "wall".
"If you have never used Cello, I'm not interested in your browser opinion."
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In game: Commadore_Bob; Joined Jul 2009; That post count + 20,000
Now, another theory could relate to the bug that allowed us to enter the bay at Starfleet Academy. The wall may not be thick enough. Perhaps Cryptic should create a repulsing wall. At X you stop. At X+n, you move to X. So regardless of how far you get past a certain point, you are always pushed back to the "wall".
How did that work back then? And if there's still a way to break it, please pm me
Oh.... and please don't make suggestions how Cryptic could make us stop breaking the maps..... it's part of what makes this game fun.
No wall, anywhere, in any game, has thickness. Everything is made up of infinitely thin triangles. Those triangles are used for displaying textures/lighting, and in our game, are also used to detect collision with the player. The triangle has collision, and you have collision, there is no reason you should be able to move past the triangle.
However, as Bob speculated (though backwards), if you get lag at the right time, your client thinks you have moved a certain distance, and the server lost track, so it checks with the client, they hash it out. Often, it's safer to reset you to the position you were in before the lag (i.e. rubberbanding) but sometimes it will put you to where it thinks you were going.
There are a few things we could do about this, if it were a major problem. The easiest would be to position warp volumes all over the areas outside of the walls. So if you happen to make it out of the wall, when your client and the server sync up again, you will be within a volume that will then teleport you back to a spawn point.
I've noticed that you, or one of your collegues, has apparently put a warp volume into the Doff office at Starfleet academy. If you climb too high and hit your head on the ceiling you beam out as if changing zones. It makes climbing onto the ledge above the daily quiz person frustrating.
NOTE: this is not a serious complaint, merely an observation.
Comments
Missing the good ol' days of PvP: Legacy of Romulus to Season 9
My List of Useful Links, Recently Updated November 25 2017!
So, instead of opening a thread of 1,000 "It doesn't work for me" posts, I'll just not say how it was done. It was a glitch and may not be reproducible.
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In game: Commadore_Bob; Joined Jul 2009; That post count + 20,000
Anyway, nice job. I wish full sized starships were seen more on open ground maps. A mission where we spacewalk on the hull perhaps?
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In game: Commadore_Bob; Joined Jul 2009; That post count + 20,000
You hear that Taco? That's a challenge.
All 3 of them are bigger then the map Risa.
Hm, perhaps Taco could drop a Scimitar in New Romulus? :rolleyes:
and Vo'Quv Carrier might be bigger than them.
Ain't Nobody Got Time for That
[SIGPIC][/SIGPIC]
What software did you use to make the video?
It look larger than what a crew of 150 would be able to operate unless those pontoons are all empty space.
I'm from Alabama, but I've had broadcast training and spent a number of years in in the Army in upstate New York.
Fraps. I also use a Blue Yeti microphone.
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In game: Commadore_Bob; Joined Jul 2009; That post count + 20,000
I set Fraps to 29.97fps and record at Full-size. I then take the Fraps file and load it into Windows Movie Maker. After adding on my stock bumpers, I save the movie at YouTube settings, but set at 720 and not 1080 as my monitor only goes up to 900.
I found the Windows Movie Maker option after discovering that Avid is a literalist and doesn't want to automatically adjust the video size. But Windows Movie Maker does. And so I actually lose some resolution when I encode the videos, but it makes the videos smaller for upload (Fraps file was 5.98GB, I only uploaded 688MB).
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In game: Commadore_Bob; Joined Jul 2009; That post count + 20,000
Just to put into perspective.
That Bortasqu' outside of the KDF Shipyard window, I had a look in demo record to see how big it really is.
Only the first half of the bulgy head at the front of the ship is visible from the square mini-map in the actual zone in-game.
I then continued to find I had gone beyond the designed Zone limit in demo record.... and the ship still kept going (to the point where I couldn't even see it from behind in demo record because the ship literally disappears due to being beyond the zone limit).
In other words, its so big, it takes up an entire zone..... and more.
:eek:
Return of Ja'Dok Series (6 Part Series)
Enemy of the Exile Series (4 Part Series)
Task Force Ja'Dok Series (3 Part Series)
my bortas is tiny in comparison i mean my character is bigger then it on the log in screen!
how he fits in ill never know!
all the little mini klings running around awww..
www.elitedefensestarfleet.com
/channel_join PublicEliteSTF
PublicEliteSTF Channel Info: bit.ly/PublicEliteSTFV2
WE WANT A KDF BOP 3 PACK!!
It still looked like it was a blown up space version. I just think Jam Jam's attention to detail is completely awesome.
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In game: Commadore_Bob; Joined Jul 2009; That post count + 20,000
Thanks a ton! I am going to try it using your numbers.
You're kinda late though................
http://sto-forum.perfectworld.com/showthread.php?t=772741
Again, this is just my theory and not a recommendation. All things being equal, it should be impossible to reach the ship.
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In game: Commadore_Bob; Joined Jul 2009; That post count + 20,000
http://i1313.photobucket.com/albums/t549/TuscanMadakaius4121/screenshot_2013-07-05-02-55-49_zpsbbc3776a.jpg
As you approach the wall, a short bit of lag makes the server think you flew past the wall. When the server then relays that info to your computer, you end up being past the wall. So you could approach the wall a million times and nothing happen, or you could approach it once.
It really is a matter of timing your approach with your rubberbanding.
Now, another theory could relate to the bug that allowed us to enter the bay at Starfleet Academy. The wall may not be thick enough. Perhaps Cryptic should create a repulsing wall. At X you stop. At X+n, you move to X. So regardless of how far you get past a certain point, you are always pushed back to the "wall".
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In game: Commadore_Bob; Joined Jul 2009; That post count + 20,000
Well ofcourse it is the same model and UVW as the space version. No sense in creating a second version since it is where the first LOD should be.
"I'm drunk, whats your excuse for being an idiot?" - Unknown drunk man. :eek:
How did that work back then? And if there's still a way to break it, please pm me
Oh.... and please don't make suggestions how Cryptic could make us stop breaking the maps..... it's part of what makes this game fun.
However, as Bob speculated (though backwards), if you get lag at the right time, your client thinks you have moved a certain distance, and the server lost track, so it checks with the client, they hash it out. Often, it's safer to reset you to the position you were in before the lag (i.e. rubberbanding) but sometimes it will put you to where it thinks you were going.
There are a few things we could do about this, if it were a major problem. The easiest would be to position warp volumes all over the areas outside of the walls. So if you happen to make it out of the wall, when your client and the server sync up again, you will be within a volume that will then teleport you back to a spawn point.
NOTE: this is not a serious complaint, merely an observation.
My character Tsin'xing