[Mod] Footprints and paths [0.3.0] [trail]

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paramat
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[Mod] Footprints and paths [0.3.0] [trail]

by paramat » Fri Aug 02, 2013 05:44

Image

Download https://github.com/paramat/trail/archive/master.zip
Github https://github.com/paramat/trail

Trail 0.3.0 by paramat
For Minetest 0.4.15 and later
Depends: default
Licenses: Source code: MIT. Textures: CC BY-SA (3.0)

This mod was developed from 'desire path' mod by Casimir
https://forum.minetest.net/viewtopic.php?id=3390

Footprints appear in:
Dirt, dirt with grass, dirt with dry grass, dirt with snow,
sand, desert sand, silver sand,
snow, snowblock,.

This could be used for tracking players, adding interesting new gameplay.

Farming mod wheat is flattened so you can make crop circles.

Compacting:
Repeated walking over dirt, dirt with grass or dirt with dry grass has a chance of wearing and compacting the node to trail:trail, a path node of hard compacted dirt.
Repeated walking over snowblock has a chance of compacting it to ice.

Erosion:
An ABM slowly returns walked nodes to their natural state (except ice and wheat). trail:trail returns to default:dirt.
This ABM can be tuned to adjust the difficulty of tracking players.

This mod now uses default textures and overlays so should be usable with texture packs as long as the pack includes default_footprint.png.

Parameter FUNCYC can be increased to reduce processing and/or to make footprints not appear on every walked node. There are also parameters to control compacting and erosion behaviours.
Last edited by paramat on Mon Jan 16, 2017 11:57, edited 12 times in total.
 

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by Inocudom » Sun Aug 04, 2013 12:13

This sounds like something that could be added to the base game. Maybe you could make a pull request, as a feature like this could add charm to Minetest?
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by Bas080 » Sun Aug 04, 2013 13:16

I lie this, makes the surroundings more dynamic.

Suggestion for implementation: you could make a footstep node that is placed on-top of node. The texture could be transparent. Pros would be not having to register every node that can be footstepped thus making it easier to support many nodes and implement different types of footsteps.

This mod could lead to the broom mod. Which could lead to the flying broom mod. :P

Swimming sound, why is it not in default?
Last edited by Bas080 on Sun Aug 04, 2013 13:16, edited 1 time in total.
 

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by paramat » Sun Aug 04, 2013 22:11

Inocudom, there is or was a default Minetest feature that created footprints in grass only, the texture for it is in the default texture pack, i was very happy to see this but also curious why this feature seems to have been dropped and does not support other biomes. Perhaps i will ask core devs when they are less busy. Since footprints have already been in core there is perhaps a good chance they will be updated and re-introduce

Next i'm going to try placing footprint nodes with random rotation to break up those lines of squares.

EDIT Rotation works but breaks texture tiling ...
Last edited by paramat on Mon Aug 05, 2013 02:11, edited 1 time in total.
 

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by Inocudom » Mon Aug 05, 2013 00:03

paramat wrote:Inocudom, there is or was a default Minetest feature that created footprints in grass only, the texture for it is in the default texture pack, i was very happy to see this but also curious why this feature seems to have been dropped and does not support other biomes. Perhaps i will ask core devs when they are less busy. Since footprints have already been in core there is perhaps a good chance they will be updated and re-introduced.

Next i'm going to try placing footprint nodes with random rotation to break up those lines of squares.


Footprint nodes would be a better idea, but you will want them to be buildable_too and allow the player to walk through them.
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by paramat » Mon Aug 05, 2013 04:34

Version 0.1.1 is now at github.

The ability to track other players can be tuned by varying the erosion speed of the footprints.
Footprint nodes drop normal nodes when dug, so you can dig your tracks to hide them.
 

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by BrandonReese » Mon Aug 05, 2013 16:48

Water sounds are playing globally, I think changing the sound code from this

Code: Select all
on_construct = function(pos)
                if math.random(1, 2) == 1 then
                        minetest.sound_play("trail_water_bubbles", {gain = 0.2})
                end
        end,


to this

Code: Select all
on_construct = function(pos)
                if math.random(1, 2) == 1 then
                        minetest.sound_play("trail_water_bubbles", {gain = 0.2, pos=pos})
                end
        end,
 

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by paramat » Mon Aug 05, 2013 21:33

LOL thanks will fix soon.
Last edited by paramat on Tue Aug 06, 2013 03:40, edited 1 time in total.
 

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by paramat » Tue Aug 06, 2013 03:41

Version 0.1.2
-------------
* Water sounds played positionally not globally duh.
* Water sounds are now mono, edited, improved and correct format (ogg mono 44.1khz 96kbps).

Github also updated.

This was actually my first ever mod, i spent a long time tuning the various ground detection methods to make it as sensitive as possible ... however, continuous jumping leaves almost no footprints, the drawback being motion sickness. This could be useful in a multiplayer situation to avoid being tracked.
Last edited by paramat on Tue Aug 06, 2013 03:48, edited 1 time in total.
 

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by Casimir » Tue Aug 06, 2013 16:19

You could not make footsteps when sneaking. See here.
Code: Select all
if player:get_player_control().sneak then
return
end
 

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by fairiestoy » Tue Aug 06, 2013 17:27

I encountered a little problem. If you try to work on a dirt node with the hoe, it doesnt work as long as footprints are on it. Maybe redefine the hoe that it works with footprint dirt too :3
Interesting about new things is, to figure out how it works ...
 

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by paramat » Sun Sep 15, 2013 04:09

Version 0.2.0 with semi-permanent trails of compacted dirt, permanent ice paths of compacted snow and flattened wheat / crop circle nodebox. First post has details and new screenshots.
Casimir wrote:You could not make footsteps when sneaking.

Too easy :) only flying leaves no trace.
fairiestoy wrote:I encountered a little problem. If you try to work on a dirt node with the hoe, it doesnt work as long as footprints are on it. Maybe redefine the hoe that it works with footprint dirt too :3

Will ponder, in the meantime you can always dig it and replace it then hoe it, which is more work but then you did walk over it ;]
Last edited by paramat on Sun Sep 15, 2013 04:12, edited 1 time in total.
 

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by rubenwardy » Sun Sep 15, 2013 15:55

Very nice! Does this create a use for walked grass in default (is it still in there?)
 

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by paramat » Sun Sep 15, 2013 23:14

Ah it doesn't use that default node because the default texture is of 2 human-shaped footprints, not a square as it should be. Also, it's safer to use my own node in case the default one dissappears since it's depreciated.
 

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by paramat » Mon Sep 16, 2013 00:11

fairiestoy, thanks for the pull request and solution for the hoe problem. I'm not good with github and the last time i merged a pull request into one of my mods i then later got into difficulties with 'fast forward errors' and had to delete the repo. Can anyone explain what i need to do to avoid this happenieng again? What is necessary to do after merging a pull request?
 

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by Evergreen » Mon Sep 16, 2013 00:17

paramat wrote:fairiestoy, thanks for the pull request and solution for the hoe problem. I'm not good with github and the last time i merged a pull request into one of my mods i then later got into difficulties with 'fast forward errors' and had to delete the repo. Can anyone explain what i need to do to avoid this happenieng again? What is necessary to do after merging a pull request?
You need to do "git pull" before you can commit again. It will pull in the changes from the github repository.
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by paramat » Mon Sep 16, 2013 00:50

Ah i suspected so, thanks Evergreen.
 

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by Neuromancer » Mon Sep 16, 2013 01:54

Immersive sounds mod has swimming sounds, plus a whole bunch of other water sounds. Gasping when coming out of the water, splashing when entering or leaving water, sloshing when treading water, bubble sounds when underwater, and waves when standing along the shore. Also waterfall sounds for running water.
Last edited by Neuromancer on Mon Sep 16, 2013 01:55, edited 1 time in total.
 

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by paramat » Mon Sep 16, 2013 03:38

Yeah my swimming sounds are edited from your ambience mod ;}
 

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by paramat » Mon Sep 16, 2013 03:43

Version 0.2.1 released with farming mod compatibility, thanks to fairiestoy.
 

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by Iqualfragile » Tue Dec 03, 2013 00:10

wtf is wrong with you? why wouldnt you use ^ to combine your footprint with the underlying texture but instead copy the whole texture, therefore making the usage of this mod with any other tp impossible.
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by Enke » Tue Dec 03, 2013 01:00

This is a neat mod!
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by paramat » Tue Dec 03, 2013 10:47

Iqualfragile wrote:wtf is wrong with you?

Lots probably :)
The footprints are colour matched to the texture pack they are derived from, a universal footprint that is not matched would look bad in most packs. The idea is to make your own footprint textures for the textures you use.
Also, double textures that use ^ are more processing-heavy, i would like to see grass_side become a standard single texture.
You can use this mod with my texture pack :)
Last edited by paramat on Tue Dec 03, 2013 10:48, edited 1 time in total.
 

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by mimilus » Thu Apr 03, 2014 09:45

I've made a little modification on your texture for trail_trailside and trail_trailtop

http://imgur.com/ubM0wL8
Last edited by mimilus on Thu Apr 03, 2014 11:55, edited 1 time in total.
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