MCTCP / TerrainControl

Minecraft Terrain Generator for SpigotMC and Forge
https://www.spigotmc.org/threads/terraincontrol.37980/
MIT License
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Black shadows near trees and clifs after world generation 2 #242

Open drdeft opened 10 years ago

drdeft commented 10 years ago

I had fixing light issues on spigot 1.5.1 using Nolagg 1.89.3 https://github.com/Wickth/TerrainControl/issues/200

But on Spigot 1.6.4 R2.1 build 1138 this has no effect: /lag fixall worldname (NoLagg 1.90.3)

Can you help me do remove light issues (Black shadows near trees and clifs after world generation) with TerrainControl?

We can't update to Spigot 1.7.4 now.

drdeft commented 10 years ago

I made the ticket to NoLagg to: http://dev.bukkit.org/bukkit-plugins/nolagg/tickets/259-light-fix-doesnt-work-in-nolagg-1-90-3-1-6-4-compatible/

drdeft commented 10 years ago

http://gamai.ru/shadows.jpg

ChrisLane commented 10 years ago

I get these too if the server gets a little overloaded when generating. I've discovered that I get them on all trees when using the world border fill command but when players generate and random light checks is enabled I get barely any.

drdeft commented 10 years ago

Yes, we execute "worldborder worldname fill confirm"... but it's the way to add performance to server.

rutgerkok commented 10 years ago

Is this fixed if you set random-light-updates (spigot.yml) to true?

drdeft commented 10 years ago

random-light-updates was set to false. Do I need to regenerate all chunks again to fix issues with light?

rutgerkok commented 10 years ago

Regenerate just a few chunks, to see if it is fixed.

Mojang fixed the lighting issue by recalculating the light on the first tick of a chunk. This commit in Spigot disables that when random-light-updates is set to false.

ChrisLane commented 10 years ago

Unfortunately I do not think that would work since according to the worldborder creator, lighting checks don't work if a player isn't near.

This guy wants to fully generate his map first for better performance. I believe this isn't a TerrainControl issue of course.