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.
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[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
Massive CPU Temp increase with DH present
Decided to try out DH 2.01a (first time trying DH 2.0) along with some other mods and noticed my 7700X CPU was pegged around 88C at ~20% avg usage, 3-4 Cores utilized, ~50% main thread util.
Thought maybe some of the extra mods were the culprit so I started with just DH and it's dependencies. Still pegged.
Tried changing the CPU load settings, turning off generation and rendering, rendering 2 chunks and 10 FPS, no temp change.
Removed DH and CPU temps sitting at 48C average (what I get idle) even at 1000+ FPS.
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Holes is world when changing settings
when you change any setting that causes the lod's to rebuild there will be holes in the world where lod's refuse to generate my theory is that when changing settings it cancels the current chunks being generated mid generation so it get's confused and thinks that they are already generated while they are actually not
Several lighting issues in the nether
I've noticed several lighting issues in nether such as dark chunks (like lava {zoom in it's in 8k}) [I use only supported mods]
Chunks not updating after switching from RC4 to alpha release
After the switch to 2.0 I noticed my buildings and trees didn't update as in it looked like it did before the switch. Switching back fixed it and i don't see it as a large problem as i don't use ssao.
Modlist:
TerraForged (by wonton)
Citadel (by sbom_xela)...
DH 2.0 Alpha, 1.20.2. (long explanation, please read the full post below.)
Some textures on Graphics: Fancy / Fabolous ! have some transparent pixels (such as holes in tree leaves), where otherwise on Graphics: Fast, the transparent pixels turn to black. It seems that even while using Graphics: Fancy / Fabolous!, textures such as tree leaves are still LOD'd (made lower resolution) using Graphics: Fast options, so the leaves apear darker on fake chunks than real, vanilla chunks.
Image explanation: There's two birch trees in the middle of the picture.
The tree that is closer to the player, is in a real chunk. It is visible that the fake chunk tree is darker; this is much more visible when you move back a few blocks and the front tree switches to being a fake chunk (both are now darker than birch trees in real chunks), and while being zoomed out.
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OpenGL Error 1281
Hi y'all, I'm getting an OpenGL Error 1281 every time I look at a buried treasure map. It doesn't break anything but the popup is annoying.
Using Forge, Optifine, Minecraft 1.20.1, build 2.0.0-a-dev...
If folder to SQLite database is unreadable, SQLite spams stacktrace in logs at ~20hz
I don't want to save LODs for certain servers, so I set the permissions on the corresponding folder to be inaccessible. I'd understand a logged error or two, but ~20 times per second indefinitely seems like a not very graceful way to handle it.