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Footprints

Posted:
Fri Mar 09, 2012 21:17
by Menche
Has anyone else wondered what the grass_footsteps.png texture was? I was looking around defaultsettings.cpp and found a setting called "footprints". When enabled, players leave trails of footprints when they walk! Add "footprints = 1" to your minetest.conf, or, if you're on your own server, say "/setting footprints = 1" to enable it.


Posted:
Fri Mar 09, 2012 21:20
by LolManKuba
You looked through the file pretty good to find this.
Edit1: if you get lost by walking you can follow the footprints back.

Posted:
Fri Mar 09, 2012 21:35
by sdzen
do they dissappear after a while because im seeing tons of footsteps now

Posted:
Fri Mar 09, 2012 21:37
by LolManKuba
sdzen wrote:do they dissappear after a while because im seeing tons of footsteps now
They should when you restart minetest.

Posted:
Fri Mar 09, 2012 21:51
by Jordach
Now we can play Pacman if we use this setting.

Posted:
Fri Mar 09, 2012 22:41
by RabbiBob
Neat.
default_grass_footsteps.png for v4
Unfortunately on my client (and I cleared the cache) the footprints only show up after I disconnect and reconnect. It does seem to update in real time for my server.

Posted:
Fri Mar 09, 2012 22:47
by randomproof
Here is a quick bit of code that you can add the the default init.lua file to remove footprints
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- Code: Select all
minetest.register_abm({
nodenames = { "default:dirt_with_grass_footsteps" },
interval = 10,
chance = 100,
action = function(pos, node, active_object_count, active_object_count_wider)
minetest.env:add_node(pos, {name="default:dirt_with_grass"})
end
})

Posted:
Fri Mar 09, 2012 22:56
by RabbiBob
Edited Gambit's MineToon default_grass to see how it would look. Realized the direction of the footprints by way of the texture doesn't necessarily point in the direction of travel, but the premise is cool


Posted:
Sat Mar 10, 2012 01:28
by Death Dealer
This looks awesome:D

Posted:
Sat Mar 10, 2012 01:41
by IPushButton2653
It gets annoying with big, showy footprints. I suggest a faded, or small footprint. I forgot to change the default one and it wreaked havoc on my already epic grass.

Posted:
Sat Mar 10, 2012 01:55
by RabbiBob
I'm going to attempt a slightly shadowed area near the center on the next pass. That combined with rp's addition should make it not too aggressive.