Author Topic: MG Turret Entity  (Read 3582 times)

yet A. N. Other

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MG Turret Entity
« on: March 08, 2010, 04:00:15 pm »
I'm using "netradiant-395-x86" and when adding the entity 'team_human_mgturret' it creates a box with no textures.
I remember reading somewhere that there was a patch for it, but I can't find it, so if someone could point it out to me, thanks.
Also, I have the xserverx graphic mod installed which seems to effect the colour of the RC (as it should) but could these be contributing to the problem?

Thanks for any help.

Ingar

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Re: MG Turret Entity
« Reply #1 on: March 08, 2010, 05:47:43 pm »
The mg turret should be in the data-radiant-1.1.0.pk3. The xserverx mod could have something to do with it:
check your base/ directory
for weird pk3's, move them out of the way and restart radiant.

Check the radiant console (o key) for messages if the problem persist.

yet A. N. Other

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Re: MG Turret Entity
« Reply #2 on: March 08, 2010, 08:40:22 pm »
Ok. I did this, cut the xserverx graphics back to my home (i'm using linux), and restarted netradiant, but I got this in the console:

Code: [Select]
OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = 24bpp
Unable to find default tag file /home/john/netradiant-395-x86/trem.game/shadertags.xml. No tag support.
OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none
Model load failed: "models/buildables/mgturret/mgturret.md3"
entityCreate -class team_human_mgturret


I'm not sure how useful the first three lines are, but they might be linked to:
Code: [Select]
Lighting mode requires OpenGL features not supported by your graphics drivers:
  GL_ARB_shader_objects
  GL_ARB_vertex_shader
  GL_ARB_fragment_shader
  GL_ARB_shading_language_100
Which appeared just before.

I also have a screenie of what happens when I try and load it (attached)

Noyesdude

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Re: MG Turret Entity
« Reply #3 on: March 11, 2010, 05:22:25 pm »
Most of the time, even tho they don't show up, it will still work in game. You just have to learn how it points to get it to aim where you want it. ;)
Co-creater of the Pbot installation guide(http://xserverx.com/forum/viewtopic.php?f=44&t=2352) on XserverX, and Tremulous player. and btw its No-yes-dude :D

yet A. N. Other

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Re: MG Turret Entity
« Reply #4 on: March 12, 2010, 07:30:01 am »
But don't rets rotate anyway? I mean, is it only important for the default build because when they are attacked they will aim at the attacker?

Odin

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Re: MG Turret Entity
« Reply #5 on: March 12, 2010, 09:43:42 am »
But don't rets rotate anyway? I mean, is it only important for the default build because when they are attacked they will aim at the attacker?
And that takes time.

Ingar

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Re: MG Turret Entity
« Reply #6 on: March 12, 2010, 07:06:51 pm »
Always check your default buildings in-game. The rotation in the editor is often wrong.