Joining multiverse servers has a chance to crash immediately (2.0.2)
This was encountered on DH 2.0.2 but may be unrelated to the new changes and I was recommended to post this here.
I don't know exactly what causes the bug since testing it is difficult so I'll just describe the server in question in case you notice something.
If you have multiverse enabled (currently set to 0.8), joining a server that has several overworlds and the ability to teleport around them, resulting in many world folders in DH, causes DH to crash sometimes (maybe 30% of the time?) whenever you join the server or enter a world and return to the one you came from. The error is the same every time....
Terrain damage done by explosions or by entities is not reflected in LOD changes.
Damage done to terrain by vanilla TNT, modded superbombs, T-Rexes knocking down trees etc DOES NOT change the LODs to include the changes, however player built structures or mined blocks are. This is a massive bug.
Modded Liquid displaying incorrectly
Sugar water from the mod the bumble zone seems to display incorrectly in lod chunks. Is there any setting I can change to fix this, or is this just a current bug with modded liquids?
DH keeps crashing on every version or instance
I've been testing mods for the couple of weeks on minecraft 1.19.4 and 1.20.1, however now every time I throw in DH with my mod folder, the game crashes on start-up. Doesn't matter which version of the mod, the instance or which loader version. I've been trying to fix it by changing from 1.19.4 back to 1.20.1, trying non-dev versions like the most recent stable DH 2.0.1 but even when completely barebone it crashes. My crash log is in the post
latest nightly breaks compatibility with c2me
title. tested twice with and without c2me, this behavior is consistent
Reshade Compaitablity
when trying to use reshade with DH rendering enabled it's rendering will become very small this was not a thing in 1.6 to my knowledge
crash on launch when using nvidia gpu
no other mods are present. this doesn't happen on my integrated intel gpu
Funky LODs on superflat worlds
Not sure what is going on here, only happens on reload when MC for some reason starts generating normal chunks, giving a cube styled chunk
lod brightness is broken as of 2.0.2
this seems to vary by detail level, this trail of broken lighting only happens as the player passes chunks within the vanlla render distance
Grey nether roof
Using the latest nightly build for Fabric 1.20.4 (file is named DistantHorizons-aa6cbd1b7d62171c2fa0c77294c9b4c32c04494a), I found an annoying bug: nether roof appears partially or, further out, entirely grey. What's even worse is that if mods to increase nether height are used, such as Amplified Nether, this grey nether roof also gets broken lighting: it appears fully lit.
Forge segfault with Embeddium, oculus, starlight. (And without any of these mods)
This is the same segfault issue I've been reporting for a while now. I've gotten this exact error on a variety of mods and at this point I'm suspecting it isn't actually mod related though I haven't gotten it to segfault without mods yet. This is the smallest amount of mods I've ever gotten it to segfault with and its worth noting I've had this same crash while not running any of these but just running world gen mods such as just terralith and techtonic. I've attatched the crash report. The game just gives the hs_err file not a normal crash because of the native code crash. I'm on the newest version of my drivers and newest version of java 17 on windows 10. If there is anything I can do to help provide more info let me know. I have intellij installed and am open to trying more in depth debugging steps if need be. never done actual MC modding before though so some steps on where to find info would be useful.
also I do often see this message in the logs before it crashes, not sure if its relevant.
...
[15:17:35] [GLProxy-Worker-Thread/WARN] [DistantHorizons-GLBuffer/]: Attempted to destroy invalid buffer [426], remaining: [98]
[15:17:35] [GLProxy-Worker-Thread/WARN] [DistantHorizons-GLBuffer/]: Attempted to destroy invalid buffer [426], remaining: [98]
Templates2 Integration
I'd even accept changing the default color to just black instead of vibrant pink, I like to build with templates but when viewing them from the far distance, it looks really ugly
Quality Preset overrides the LOD Render Distance Radius
Changing the Quality Preset impacts the LOD Render distance. Render distance radius is set to 1024 (enough to load all LODs). Quality Preset Extreme took the longest time to fully load the LODs as expected. I kept track of the CPU usage and also the time (vs Extreme preset). - Minimum preset first