Footprints

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Menche
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Footprints

by Menche » Fri Mar 09, 2012 21:17

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.
Image
Last edited by Menche on Fri Mar 09, 2012 21:57, edited 1 time in total.
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LolManKuba
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by LolManKuba » Fri Mar 09, 2012 21:20

You looked through the file pretty good to find this.
Edit1: if you get lost by walking you can follow the footprints back.
Last edited by LolManKuba on Fri Mar 09, 2012 21:25, edited 1 time in total.
 

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sdzen
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by sdzen » Fri Mar 09, 2012 21:35

do they dissappear after a while because im seeing tons of footsteps now
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by LolManKuba » Fri Mar 09, 2012 21:37

sdzen wrote:do they dissappear after a while because im seeing tons of footsteps now

They should when you restart minetest.
 

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by Jordach » Fri Mar 09, 2012 21:51

Now we can play Pacman if we use this setting.

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RabbiBob
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by RabbiBob » Fri Mar 09, 2012 22:41

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.
 

randomproof
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by randomproof » Fri Mar 09, 2012 22:47

Here is a quick bit of code that you can add the the default init.lua file to remove footprints

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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
})
 

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RabbiBob
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by RabbiBob » Fri Mar 09, 2012 22:56

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

Image
 

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Death Dealer
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by Death Dealer » Sat Mar 10, 2012 01:28

This looks awesome:D
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IPushButton2653
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by IPushButton2653 » Sat Mar 10, 2012 01:41

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.
 

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RabbiBob
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by RabbiBob » Sat Mar 10, 2012 01:55

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.
 


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