Closed DarianLStephens closed 2 years ago
It wasn't planned, but feel free to open a feature request. Apart from differently colored water, it shouldn't be too hard to implement. I mean, I can query the water color at position X, so I could theoretically calculate the new color for filtering in a certain way. But I need to try before I can tell.
Should be fixed. Can you please test the newest version 2.1.1 (https://www.curseforge.com/minecraft/mc-mods/light-overhaul/files/2851549) and report back? I hope the performance didn't degrade too much.
Re-lighting every chunk when it loads is an interesting idea, even outside of Colored Lights. A big concern I have is what happens on a server with a bunch of people moving around? Re-lighting each chunk then doesn't sound so great. Theoretically, if you're actually fixing the lighting and it's not just client-side, you'd only need to do it once per chunk. Although, if it is client-side, then the server performance issue is null.
Light needs to be calculated on the server side, but only once a chunk is loaded/generated. Just moving around doesn't cause a recalculation.
Sorry, I meant moving around as in travelling long distances. Whether generating new chunks or re-loading old ones.
I'm not sure about the performance, but I needed to do something. If it gives problems, I'll rework it.
Unfortunately, this does seem to have adversely affected performance. There's noticeable stuttering when generating new chunks and travelling through old (Already-generated) chunks. This is especially prominent when loading a world in Singleplayer; you can stay at 0 FPS for a while.
Although, when it re-does the lighting, it fixes the black spots in world-gen, so that's nice. Oddly enough, I did see some of that black lighting until I left and re-entered the chunks, so it didn't actually entire cure it.
However, despite all that, it's very nice to be able to look out at a non-pure-black ocean:
Although, upon further testing, I don't seem to be able to enter the Nether; the world never loads, and I'm stuck falling in a red void.
Thanks for testing, I can confirm that the performance in the nether is terrible. It loads eventually, but that takes way too long. On the bright side, there are no render glitches. I need to find a balance there, without that lighting fix the nether is pretty buggy.
Perhaps you could add a single bit of data to the chunks after your re-lighting happens? Set it to 1 when you're done, and that way each chunk only does it once, which should be enough to fix at least the vast majority of lighting glitches. Although, thinking further, I'm not sure that would actually help with the Nether's loading time (Initially, at least), since you're probably only doing this once when the chunk is loaded.
Water is a PITA. Just uploaded 2.1.2, this would both fix the performance issue and the water lightning issues. Turns out, water was simply implemented wrong - it doesn't take it's own light value for rendering, but the light from the block above it. Please test and see if both water and the nether are fixed. Disclaimer: Existing worlds might be buggy, new should work just fine though.
Not only has that fixed water in worldgen, it's also restored it to original brightness, rather than the odd slightly-darker water that I assumed was just a consequence of colored lights: So, all in all, a massive success!
There are still some slightly odd spots where the lighting itself didn't work quite right, and ambient occlusion is still way too dark, but it's leagues better than before: With those spots of light, maybe it's got something to do with chunk boundaries? It does seem a bit too coincidental that all the ones in this swamp that I checked fell on one side or the other of a chunk boundary.
Although, the Nether is... a bit... Well, it loads much faster, at least: Interestingly, it almost looks like those weird lines are scanning across the chunks incredibly slowly: This one was taken a minute after the previous:
Also interestingly, although lava falls now seem to be properly lit, the topmost block touching another block isn't: It's not a lighting glitch, either, since I've tried updating them to no avail. It will also turn pure black if you put a block next to it period, so it's likely something to do with how the liquid renders: Additionally, lighting glitches in general seem to be less common. I have yet to see a 'dark fire' (Fire that won't emit light without being updated), and the vast majority of the colored glowstone seems to all be lit properly, whereas in previous versions they'd be so commonplace I'd practically have to ignore them or go mad.
Thanks for testing, will take a look at it the next year.
Fair enough, I'll look forward to some more info next decade.
1.7.10 version is out of date, the rework is written from scratch, so I close this bug.
Water will be lit properly if it receives a block update (Usually, it requires a direct one), but otherwise will usually start unlit, with odd patches (Most commonly near an overhang or other terrain) where it's lit correctly: Small bodies are usually fine, with the occasional artifact: Interestingly, looking at that first image, it looks as thought sunlight is hitting the shore and only spreading out from there, leaving the majority of the water unlit? I wonder if sunlight ignores or incorrectly interacts with water in some way?
Speaking of water, I don't suppose there are plans to make the new light color filtering work with water? It would be pretty neat to have light turn blue as it goes through water, though a minor concern would be how this would interact with biome water colors that differ extremely from the original...