[Mod] Travelpoints [1.4] [travelpoints]

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RacsoRhodes
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[Mod] Travelpoints [1.4] [travelpoints]

by RacsoRhodes » Mon Dec 16, 2013 18:00

(Not to be confused with Sokomine's "Travelnet" in name or functionality.)

Image

Minetest Version: 0.4.10 or later.

Mod dependencies: default

License: WTFPL V2 for code, textures and sounds.

GitHub travelpoints

Singleplayer


Save world specific bookmarks to locations you travel to as "travelpoints", then easily teleport to those locations.

You can also create transporter pads whose destination can be set to an existing travelpoint, no need to ever enter coords by hand.

While meant for multiplayer servers, the global travelpoints features are available in singleplayer mode.

Multiplayer


Each user with the "travelpoints' privilege can set and drop their own collection of travelpoints. This privilege also allows the use of global travelpoints.

Users with the "tpglobal" privilege can set and drop global travelpoints.

Users with the "travelpads" privilege can place transporter pads which can be set to one of their own travelpoints or to a global travelpoint.

Chat Commands


The travelpoints mod allows you to save world specific, location bookmarks to the places you travel using "/tpset <title>".

You can then use "/tpgo <title>" to teleport to the given location.

If you wish to return to the location you just came from, use "/tpback".

You can list your collection of travelpoints by using the command "/tpgo".

If you want to delete an old travelpoint you no longer need, use "/tpdrop <title>".

For setting a global travelpoint, use "/tpgset". For listing and using global travelpoints, use "/tpggo". For dropping a global travelpoint use "/tpgdrop".

For more commands, and more thorough explanation of the above commands, see section 5 of the readme.txt.

Transporter Pads


Transporter pads allow you to fast travel without having to use chat commands. They are useful in large complexes so you can go from one area or floor to another just by walking onto a pad.

Place a transporter pad where you want it, then right click it. There can sometimes be a moment of lag between the time you place it and when it will let you access its interface.

Before you can choose a destination for the pad, you must list the available travelpoints. Press "My Travelpoints" to list your own, or press "Global Travelpoints" to list the global collection.

When the list appears you can then choose a destination for the pad.

After choosing a destination the list will clear, and the pad will become active.

You can change the destination any time you need to.

To list all the transporter pads you have placed use the chat command "/travelpads".

When playing multiplayer you can also set usage modes, allowing only you to use the transporter pad, anyone to use the pad, you and a list of players, or everyone except a list of players.

There are also decorative nodes, one is a receiving pad that you can place at the destination of your transporter pad, the other is a light that can be placed above either your transporter pad or receiving pad.

For more information about the nodes included in this mod see section 6 of the readme.txt.

Restrictions


There are no restrictions in singleplayer mode.

Admins of multiplayer servers are able to set restrictions in the travelpoints/config.lua file, as well as set world specific restrictions using "/travelpoints set <restriction> <value>" in game.

Server administrators can restrict the following features:

  • max_travelpoints - The maximum travelpoints a player can save.
  • max_travelpads - The maximum transporter pads a player can place.
  • cooldown - Impose a cooldown between usage of /tpgo <title>
  • clear_back_pos - Clear the return location after use.

Players with the "server" privilege are not affected by these restrictions.

These restrictions are further explained in the config.lua file.

Video


Minetest Mod "Travelpoints" Transporter Pad Demo 1

One minute video briefly demonstrating setting and using travelpoints, and the transporter pad interface.

Downloads


Mod
travelpoints

Textures
travelpoints-textures-32
travelpoints-textures-64
travelpoints-textures-128
travelpoints-textures-256
travelpoints-textures-512

Mod Installation


Extract the "travelpoints-master.zip" archive to the mods directory. Rename the extracted directory "travelpoints-master" to "travelpoints".

Textures Installation


Extract the archive of your chosen resolution and copy or move the image files within into the directory of your active texture pack.

For example, if you were using the texture pack "SummerFields", you would download the 32x32 archive above and place the images contained into the texture pack's directory: "textures/SummerFields/".


Changelog


+ Spoiler


Recipes


+ Spoiler
Last edited by RacsoRhodes on Fri Mar 27, 2015 18:08, edited 4 times in total.
 

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Inocudom
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by Inocudom » Mon Dec 16, 2013 19:22

Though Sokomine made something similar (the travelnets mod,) this mod is a good alternative. I hope that people will test this.
 

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Enke
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by Enke » Wed Dec 18, 2013 03:27

Neat little mod!

Heh... spoiler alert.
Lush8
ExtraVars for Red Eclipse

<Anarchid> my turn was still the most awesome, yielding all the cripples, two captured paranormals, and death rate of about 30%
<ORCACommander> Anarchid: you need to work harder
<ORCACommander> I am hereby putting you under review until you can increase the casualty rate
 

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by rubenwardy » Wed Dec 18, 2013 09:47

Do you know what "waypoints" are?

They are positions for ie a mob to go to.

It goes to the first one, then the second one, etc.

Is you mod like this?
(Can you only go in order)
 

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by RacsoRhodes » Wed Dec 18, 2013 11:44

rubenwardy wrote:Do you know what "waypoints" are?

They are positions for ie a mob to go to.

It goes to the first one, then the second one, etc.

Is you mod like this?
(Can you only go in order)


I may have poorly chosen a name for this mod in retrospect.

The term waypoint came to mind as a location to mark your progress, so here, marking places you've been to and providing a means to return to that point.

I couldn't call it "Bookmarks", because a mod named that exists and this does more than simply bookmark a location. Or "Teleporters", as that name is also taken, and doesn't fully describe this mod's functionality. I don't think "Transporters" is taken, but that doesn't really define what this does either.

If there is further resistance to this name I suppose I could find something else to call it.
 

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by Sokomine » Fri Dec 20, 2013 21:41

A good, descriptive modname is sometimes difficult to come up with. It's important for users looking for it. Perhaps the mod could be named "advanced teleporters"? Or "beaming"? Even that wouldn't describe everything.
A list of my mods can be found here.
 

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by RacsoRhodes » Sat Dec 21, 2013 05:24

Sokomine wrote:A good, descriptive modname is sometimes difficult to come up with. It's important for users looking for it. Perhaps the mod could be named "advanced teleporters"? Or "beaming"? Even that wouldn't describe everything.


Thanks for the input. Thursday night I had decided to change the name and much of Friday I poured through the code to change everything.
 

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by RacsoRhodes » Sat Dec 21, 2013 05:34

Travelpoints 1.1

Rebranded the mod, and fixed a few minor things.

I'm hung up on the term 'point' for a point in 3D space, a coordinate, location, position etc.

travelpoints_mod_v1_1_-_2013-12-20.zip

I'm not aware of anyone using Waypoints 1.0 so I didn't bother making a conversion function for the saved data, but I can make one if there is need.

If there are no other suggestions in the next few days I'll request having this moved to "Mod Releases".
 

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by addi » Sat Dec 21, 2013 08:51

about the way you set the texture.

you have a config in your mod and the nodedefinition is generated dependend what resoulution is set in the config.

so, if this mod is used on a multiplayer server it breaks compatibility with the texture packs wich are used client side.
if a texture pack will support your mod it must have a lot of texture with the same resolution but diffrent names.

it must have 10 textures for each resolution (16, 32, 64, 128, 256,512) thats 6 diffrent resolutions. so if a texture pack will support it it needs to have 10x6 = 60 textures only for support this mod!

my sugestion is: use a static nodedefinition with one resolution (16x16 by default), and send your other textures to the creators of the texture pack and ask they for supporting your mod.

than the texture wich is displayed is depended on the texture pack you using, and not the config of the server.
 

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by RacsoRhodes » Sat Dec 21, 2013 11:48

addi wrote:about the way you set the texture.

you have a config in your mod and the nodedefinition is generated dependend what resoulution is set in the config.

so, if this mod is used on a multiplayer server it breaks compatibility with the texture packs wich are used client side.
if a texture pack will support your mod it must have a lot of texture with the same resolution but diffrent names.


it must have 10 textures for each resolution (16, 32, 64, 128, 256,512) thats 6 diffrent resolutions. so if a texture pack will support it it needs to have 10x6 = 60 textures only for support this mod!

my sugestion is: use a static nodedefinition with one resolution (16x16 by default), and send your other textures to the creators of the texture pack and ask they for supporting your mod.

than the texture wich is displayed is depended on the texture pack you using, and not the config of the server.


Thank you, I have no experience with multiplayer in this game so that never occurred to me. I'll fix that right away.
 

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by RacsoRhodes » Sat Dec 21, 2013 13:55

Travelpoints 1.2 2013-12-21

  • Textures are now hard coded in node definitions as suggested by "addi".
  • Removed function travelpoints.get_node_textures()
  • Removed texture resolution setting from config.lua.
  • Removed texture validation from travelpoints.validate_config()
  • Updated texture information in readme.txt.
  • Changed screenshot, no longer showing version number.

travelpoints_mod_v1_2_-_2013-12-21.zip
 

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by addi » Thu Dec 26, 2013 10:29

found a small bug:

place a t-pad and set a destination
remove that destination
if you go on the t-pad it will teleport you to that deleted destination :/
 

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by RacsoRhodes » Fri Dec 27, 2013 12:27

addi wrote:found a small bug:

place a t-pad and set a destination
remove that destination
if you go on the t-pad it will teleport you to that deleted destination :/



I can't reproduce that. The same ABM that handles the pad teleportation also changes the pad from active to offline, perhaps you are seeing a lag in the change. When the destination is unset the pad's top texture should go dim.

If you are referring to /tpdrop, then pads are intended to be independent of your travelpoints list once a destination is set.

For instance: /tpset forest -> *place t-pad* -> *set destination to "forest* -> /tpdrop forest -> (pad is intended to still work, as it is independent) To unset a pad right click it and hit the 'Unset Destination' button.

If it is neither of these cases, let me know which version of Minetest you are running and I'll try to reproduce it.
 

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by addi » Sat Dec 28, 2013 07:53

RacsoRhodes wrote:For instance: /tpset forest -> *place t-pad* -> *set destination to "forest* -> /tpdrop forest -> (pad is intended to still work, as it is independent) To unset a pad right click it and hit the 'Unset Destination' button.

i mean this case.

and on a multiplayer server if the t-pad belongs to another player you cant unset this.
(exept the server admin)
 

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by RacsoRhodes » Mon Dec 30, 2013 11:52

addi wrote:i mean this case.

and on a multiplayer server if the t-pad belongs to another player you cant unset this.
(exept the server admin)


That is also intended behavior. If person A places a pad, person B should not be able to change the destination, because it is for person A to decide where it goes and who can use it. If person B is able to change it, then it would be no use to person A.

The intention with these are semi-static teleporter pads for the places the player travels most often, so they don't have to use chat commands so much. The owner can change the destination if he or she needs to, but largely it should stay set to one location, so all the player has too do is walk on it and be teleported.
 

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Re: [Mod] Travelpoints [1.2] [travelpoints]

by dgm5555 » Sat May 10, 2014 06:51

Bizarrely (given the name change) I've been looking for ages for a 'waypoints' system for minetest, and never thought to search for travelpoints. Any chance you could add in the title "(was waypoints)" to help searchers like me.
I don't understand why waypoint in the forum search doesn't bring up this post.

Also any chance of a github upload?

PS why bother with the massive platform images cluttering up the post, wouldn't the smallest thumbnail work fine, or perhaps hide them as a spoiler if you really must include them?
 

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Re: [Mod] Travelpoints [1.2] [travelpoints]

by CWz » Sat May 10, 2014 15:15

is this mod resource intensive?
 

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Re: [Mod] Travelpoints [1.2] [travelpoints]

by dgm5555 » Sun May 18, 2014 15:10

I've just (hopefully) completed integration of my mapit mod to show travelpoints (since I thought your mod was so cool). See the post here: https://forum.minetest.net/viewtopic.php?f=9&t=9219. Cheers David
 

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Re: [Mod] Travelpoints [1.2] [travelpoints]

by RacsoRhodes » Thu Jul 24, 2014 14:35

dgm5555 wrote:Also any chance of a github upload?


I'll look into it, never used it before. I only learned LUA just to make this mod.

dgm5555 wrote:PS why bother with the massive platform images cluttering up the post, wouldn't the smallest thumbnail work fine, or perhaps hide them as a spoiler if you really must include them?


All the images were hidden, but seems I've been away a while and in that time they changed forum software.

Seems I just had to push "Edit" and "Submit" for the spoiler blocks to work again.

CWz wrote:is this mod resource intensive?


I have not noticed any issues yet, but I am a solo player. I have no idea how this system would impact a public server.

dgm5555 wrote:I've just (hopefully) completed integration of my mapit mod to show travelpoints (since I thought your mod was so cool). See the post here: https://forum.minetest.net/viewtopic.php?f=9&t=9219. Cheers David


That is an impressive mod, nice work!

Sorry I've not been back here in a while, didn't even know anyone was using this mod. The name doesn't help, I wanted to give it a simple one word name. I should have just called it "Racso's Location Bookmarks and Teleport Pads".

I just noticed a new version of Minetest came out, I'll see if this mod needs to be updated for it.

--Racso
 

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Re: [Mod] Travelpoints [1.2] [travelpoints]

by HeroOfTheWinds » Thu Jul 24, 2014 19:15

I can already confirm that there is no problem using this mod in Minetest 0.4.10. I also have played on a relatively small server that uses it, and it works very fast, pretty much the only lag involved is receiving the data for the mapblock the point to be teleported to is within. If both ends of the teleport are already loaded, it barely takes a second for the teleport to take place.

Favorite teleport mod. :D
Nam ex spatio, omnes res venire possunt.
Why let the ground limit you when you can reach for the sky?
Back to college now, yay for sophomore year schedules. :P
 

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Re: [Mod] Travelpoints [1.2] [travelpoints]

by RacsoRhodes » Sat Jul 26, 2014 15:56

HeroOfTheWinds wrote:I can already confirm that there is no problem using this mod in Minetest 0.4.10. I also have played on a relatively small server that uses it, and it works very fast, pretty much the only lag involved is receiving the data for the mapblock the point to be teleported to is within. If both ends of the teleport are already loaded, it barely takes a second for the teleport to take place.

Favorite teleport mod. :D


Thanks, I appreciate the feedback, and glad you like it!
 

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Re: [Mod] Travelpoints [1.2] [travelpoints]

by Hybrid Dog » Sun Jan 25, 2015 15:40

l just tried to use a travelpoint on a server but then the server shut down.
 

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Re: [Mod] Travelpoints [1.2] [travelpoints]

by dgm5555 » Mon Feb 02, 2015 22:37

Hybrid Dog wrote:l just tried to use a travelpoint on a server but then the server shut down.

I use travelpoints on a server/client setup and no crashes (0.4.11 on Ubuntu 14.04 as server and windows 7 client).
The only annoying thing is there's no way of defining a global set of travel points. it would be nice if there could be a global.tpt table which all players had access to. And perhaps a priviledge to create travelpoints in that table. As it is you have to manually copy the tps between tables.
 

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Re: [Mod] Travelpoints [1.2] [travelpoints]

by RacsoRhodes » Tue Feb 03, 2015 03:25

dgm5555 wrote:I use travelpoints on a server/client setup and no crashes (0.4.11 on Ubuntu 14.04 as server and windows 7 client).
The only annoying thing is there's no way of defining a global set of travel points. it would be nice if there could be a global.tpt table which all players had access to. And perhaps a priviledge to create travelpoints in that table. As it is you have to manually copy the tps between tables.


That is doable.

I'm currently in the process of moving, once complete I will get back into this, adding that global feature and placing the mod on github.

--Racso
 

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Re: [Mod] Travelpoints [1.3] [travelpoints]

by RacsoRhodes » Wed Mar 25, 2015 12:12

Version 1.3

  • This version is preparing the project for GitHub and addressing minor issues.
  • Changed email address in all files: racsorhodes@gmail.com
  • config.lua - Fixed some wording in "About Config", including a reference to the old name of this mod.
  • readme.txt - Changed wording and corrected spelling.
  • Renamed sound file "pad_teleport.ogg" to "travelpoints_pad_teleport.ogg".
  • nodes.lua - Updated ABM definition for the change in the sound file name.
  • Various spelling corrections.
  • readme.txt - Updated with GitHub URLs.

Also reorganized the thread OP, removing most of the fluff.

Now I'm going to start working on the global system requested by dgm5555.

--Racso
 

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Re: [Mod] Travelpoints [1.4] [travelpoints]

by RacsoRhodes » Fri Mar 27, 2015 18:11

Version 1.4

Major addition: Global Travelpoints.

This update does not break old travelpoint collections or pads.

Let me know if you find any issues.

--Racso

  • This version adds global travelpoints as requested by dgm5555.
  • This version does not break existing travelpoint collections. ABM will automatically update existing transporter pads for formspec changes.
  • init.lua - Added privilege "tpglobal".
  • functions.lua/travelpoints.get_travelpoints_table()
    • Added parameter "mode".
    • Added condition for opening either user's table or the global table.
  • Updated all calls to travelpoints.get_travelpoints_table().
  • functions.lua/travelpoints.save_travelpoints_table()
    • Added parameter "mode".
    • Added condition for opening either user's table or the global table.
  • Updated all calls to travelpoints.save_travelpoints_table().
  • init.lua - Added chat command "tpgset".
  • functions.lua/travelpoints.get_travelpoints_array()
    • Added parameter "mode".
    • Added condition for opening either user's table or the global table.
  • Updated all calls to travelpoints.get_travelpoints_array().
  • init.lua - Added chat command "tpggo".
  • init.lua - Added chat command "tpgdrop".
  • functions.lua/travelpoints.get_formspec()
    • Added parameter "mode".
    • Renamed button "List Travelpoints" to "My Travelpoints".
    • Added button "Global Travelpoints".
    • Removed button "Save" (Saves automatically with each modification.)
    • Added button "Exit".
    • Moved timestamp and modstamp text.
    • Added text for mod version.
  • Mod now requires at least version 0.4.10 of Minetest for changes in formspec.
  • functions.lua/travelpoints.on_destruct() Added
  • functions.lua/travelpoints.after_place_node() Added
  • functions.lua/travelpoints.on_receive_fields() Added
  • functions.lua/travelpoints.can_dig() Added
  • nodes.lua
    • Transporter_pad definition now uses shared call backs.
    • Transporter_pad_active definition now uses shared call backs.
  • Players with "server" privilege can now dig active transporter.
  • functions.lua/travelpoints.get_infotext() - Removed "Placed by " text, now just shows pad owner's name in parentheses.
  • Added version and source meta tags to pad nodes.
  • nodes.lua - ABM now updates old pads for changes in meta data.
  • functions.lua/travelpoints.set_pad_destination() Added
  • functions.lua/travelpoints.get_travelpoints_array() no longer prepends 'none' to the travelpoints array.
  • Removed all "- 1" math that compensated for the extra index in the travelpoints array.
  • init.lua - Chat command "/travelpoints", fixed display for those with server privilege.
  • readme.txt
    • Rewrote "About Travelpoints" section.
    • Added chat commands "/tpgset", "/tpggo" and "/tpgdrop".
    • Fixed minor errors.
 

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Re: [Mod] Travelpoints [1.4] [travelpoints]

by AceWill » Thu Jan 07, 2016 17:04

Good mod - not having to manually choose my destination every time I want to use a telepad is very convenient.

Just a few thoughts/requests:
Would it be possible to make some way to pick which direction you are facing when you arrive? If you put the travel point in an alcove, similar to the screen shot, it would be nice to arrive not facing the wall.

Second: perhaps you could give the receiver pads a purpose by making them configurable as an alternative to using chat commands. (So, you right click on a receiver pad, it gives a formspec that you can use to name the pad, and it gets autosaved as a travel point. Or just leave it unconfigured and use it for decorative purposes. Kind of along the lines of how the transport pad itself works.
 

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Re: [Mod] Travelpoints [1.4] [travelpoints]

by benrob0329 » Sun Mar 06, 2016 01:11

Could you please add digiline support? It'd be cool to make a Star Trek style transporter room :-P
 

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Re: [Mod] Travelpoints [1.4] [travelpoints]

by Andrey01 » Tue Nov 29, 2016 13:43

It still view of mod of travelnets
 


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