Cozy Lights - Voxel light maps

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SingleDigitIq
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Cozy Lights - Voxel light maps

by SingleDigitIq » Post

COZY LIGHTS

Improves the way light sources(torches etc) behave and allows to create huge lights, literal projectors with just a mouse click, light map will be computed for you.
https://i.imgur.com/aa11IJA.mp4

https://content.minetest.net/packages/S ... ozylights/

Early alpha, but at least NotSoWow, Sumi, MisterE, Agura and Sharp have expressed curiosity, that already makes six of us, good enough for release. Feedback, suggestions, bug reports are very welcome. Somebody please also provide feedback for GUI in particular on mobile, is it usable at all? At this dev stage Cozy Lights can be good for builders in creative mode, singleplayer survival is ok, and multiplayer is not so ok just yet, unless you have a few players.

Voxel light maps are a complete game changer - it is almost like going from 2d to 3d in terms of depth. You now have 14 shades for every visible building block, and it does not have to register 14 versions of every building block. Cobble only challenge has got a whole lot easier, something fun to look at with the least fun texture is possible now with just this mod :> Btw, disabling smooth lighting can make for an interesting aesthetic in some cases. Btw, nothing stops you from using cozy lights schematics on multiplayer servers.

You can also build these lights just like you do with any structures, in other words, place invisible blocks of light of all possible engine light levels block-by-block. Tools are coming soon to make this process more user-friendly, right now you will need to make them visible and interactable in debug mode.

Coloseum schematic is apparently by AMMOnym
cozylights_coloseum5.jpg
cozylights_coloseum5.jpg (50.71 KiB) Viewed 2465 times
Frosthold schematic by MisterE
FB_frosthold_cozylights_test1.jpg
FB_frosthold_cozylights_test1.jpg (149.72 KiB) Viewed 2465 times
cozy_nodecore1.png
cozy_nodecore1.png (1022.71 KiB) Viewed 2474 times

WARNING:



1. after removing Cozy Lights from your world you will be left with spheres of unknown nodes. Easiest could be to reenable the mod and call /clearlights in all locations Cozy Lights are active.

2. if you have override_engine_light_sources enabled, then in case you ever remove Cozy Lights mod from your world, you will be left with broken lights. To fix it, you will need to use the mod fixmap or anything that updates/fixes engine lights. override_engine_light_sources is disabled by default, so it should be safe.


For what it does it's quite fast, it is supposed to somehow get even faster. I have recently discovered that my CPU is 10(!) years old and it's actually usable on my PC. Would appreciate if somebody with a beast PC would try this mod out and post a couple of benchmarks, and also if some phone poster will try to do the same

Supported mods and games

All on paper, but its early alpha, so it can still be broken. It's not just popular ones, actually no idea how many it supports, some of them are not even on ContentDB.
For definitely supported games, check the section of supported games on ContentDB, or mod.conf, if the game is in a list then support is full for what the mod can currently do, current *known* exceptions are:

Nodecore - partial support, light map does not update for dynamic light sources(the ones that change brightness over time)
Age of Mending - partial support, too many light sources in caves sometimes, and so far Cozy Lights cant process that without completely freezing everything for some time
Piranesi - does not seem to work at all yet, probably something schematic related
Shadow Forest - it works as intended, but there is only campfire to make cozy, wont feel like an upgrade

If a mod or a game you like is not supported or there are some problems not listed here, tell me immediately. You can just drop a list of games/mods you have issues with in review. Eventually cozy lights' support will attempt to balance the overall feel and look of the game/mod with meticulous consideration, but we are not at that stage yet.

Known issues:

1. worldedit:placeholder nodes can prevent light map from generating correctly and this currenly happens without notice or options provided. Current workaround is to define a worldedit region and run //replace worldedit:placeholder air before adding lights to the scene. There can be other invisible nodes from some mods and games which would interfere with light map.

2. Nodecore dynamic lights do not update cozy light map after changing charge for now.

3. Cozy Lights together with K Ambient Light are not recommended until resolved.

Light Brush

Click or hold left mouse button to draw light with given settings. Light Brush' reach is 100 nodes, so you can have perspective. Note: with radius over 30 nodes as of now only mouse click will work and mouse hold won't have any effect.

On right click settings menu opens up. The menu has hopefully useful tooltips for each setting. You can set radius, brightness, strength and draw mode. There are 6 draw modes so far: default, erase, override, lighten, darken and blend.

Chat Commands

/cozysettings opens a global settings menu for cozy lights, here you can adjust node light sources like torches, meselamps, fireflies, etc to make it work better with potato or make light reach mad far and stuff. Some settings which you can find in Minetest game settings for the mod are still not present here(like override_engine_lights which makes everything nicer). These changes persist after exiting and re-entering the world again.

Currently max radius is 120 for commands provided below, if your value is invalid it will adjust to closest valid or display an error. Eventually max radius will be much bigger.

/clearlights <number> removes invisible light nodes in area with specified radius. Helpful to remove lights created with light brush. Example usage: /clearlights 120

/rebuildlights <number> rebuilds light map in an area with specified radius. Useful in case you changed the settings or accidentally broke some lights by other commands or by mining in debug. This can be slow if there are lots of light sources in the area with far reaching light. Example usage: /rebuildlights 40

/fixedges <number> fixes obstacles' opposite edges for light map in an area with specified radius. Default algorithm sacrifices accuracy for speed, because of that the lights can still go through diagonal walls if they are only one node thick, and as of now they can sometimes light up an edge(1 block from a corner) of the opposite side of an obstacle. With this command you are supposed to be able to fix it, but currently it's weird, broken. You can use it but the result wont necessarily look good.

/cozydebugon <number> makes all cozy light nodes visible and interactable in an area with a specified radius. With it you can also basically build lights just as you would with any other structures before the tools for that are available.

/cozydebugoff <number> makes all cozy light nodes invisible and non-interactable again in an area with a specified radius.

/optimizeformobile <number> removes all cozy light nodes which do not touch a surface of some visible node, like cobble for example. It is maybe useful, because default algo spreads light in a sphere and lights up the air above the ground too, which might be a bit challenging for potato and mobile to render reliably, they might experience FPS drops. Good if you are building a schematic for a multiplayer server. This option might slightly decrease the quality of light map, example: you have a light node with strength of 7 above the ground, and that ground is visible because of that, but after using this option that light node will be removed, so that part of the ground might be left in complete darkness. Basically might make some places darker.

/spawnlight <brightness float> <reach_factor float> <dim_factor float> spawn a light at your position which does not use user friendly light brush algo, but ambient light algo.

/daynightratio <ratio float> change Minetest engine day_night_ratio for the player who used the command. 0 is the darkest night possible, you can observe how dark it can be on the screenshots, was useful in testing, probably will help with building too. 1 is the brightest possible day. Some gradations in between are maybe under appreciated and seem pretty moody, I guess that would depend on a texture pack.

/cozyadjust <size number> <adjust_by number> <keep_map number> change brightness of all cozy light nodes by adjust_by value in the area of size. Adjust_by can be negative. Keep_map is 1 by default and can be omitted, when it's 1 and adjust_by will result in a value out of bounds of 1-14(engine light levels) even for one node in the area, the command will revert(have no effect at all), so that light map will be preserved. If you are ok with breaking light map, type 0 for keep_map.

Shortcuts for all commands follow a convention to easier memorize them:
zcl - clearlights
zrl - rebuildlights
zfe - fixedges
zdon - cozydebugon
zdoff - cozydebugoff
zofm - optimizeformobile
zsl - spawnlight
zs - cozysettings
zdnr - daynightratio
za - cozyadjust

For Developers

There are like I think 5 algo versions of drawing lights or I refactored that, because I never heard of DRY, never happened. All algos sacrifice accuracy for speed and miss some nodes for huge spheres.
Plans for API:
- You will be able to override cozylights' global step, disable it and call it from your global step
- You will be able to override any defaults
- Register unique settings for specific nodes

TODO:

- make dropped items to emit cozy light if they have light_source above 0, just like in original wielded light mod
- fix a bug that creates light around an attempt of placing a node, instead of actually placed node
- stress test it with heavily modded worlds, possible problem: luajit ram limit for default luajit on linux?
- illuminate transparent liquids too, except dont make floodable light sources work underwater just like in original wielded light
- parse minetest forum for additional optional_depends
- add inventory images for lights and debug lights, make them only available in creative
- make darkness nodes, wielded darkness, Darkness Brush
- add static natural scene(stop the time, fix the sun/moon in one position, update the area accordingly)
- raytracing
- allow people to run cpu and memory-friendly minimal schematic support version, for multiplayer servers for example
- if certain treshold of light source commonality in an area is reached, those light sources should be ignored
- would it be possible without too much work to programatically determine global commonality of a node from mapgen? example: all water was made to be a light_source of 1 by a game/mod
- add undo
- add optional more pleasant day/night cycle
- add optional sky textures
- add priveleges so schematics can be used on multiplayer server
- add multiplayer/mobile settings(very little light nodes, very simple light map), and mid settings(more or less okayish), max is default
- move to base "unsafe" methods for tables? seems like luajit optimizes it all away and it's useless to bother?
- try spread work over several loops and try vector.add
- figure out what to do about lights going through diagonal, one node thick walls. also still somehow manage to keep algo cheap
- Optimize memory usage, use several voxel manipulators for biggest lights, will be slower but much more stable, also increase max radius to even more mentally challenged value
- maybe three types of darkness nodes, ones that are completely overridable with cozylights, and ones that arent(make a darker light shade), and ones that completely ignore cozylights
- lights auto rebuild on first load after settings change?
- make a table for existing decoration nodes
- make sure spheres of big sizes dont miss too many blocks
- give light sources metadata, so when nearby light sources are destroyed you can find and rebuild easily, also give metadata to light brush epicenter for the same reason
- maintain files in which you record light source positions, which can be quickly grabbed to rebuild lights if there is a removal
- add cone light blocks, so those lights can be built on top of each other to make static lights from old games
- add light grabber tool, Light Excavation Tool 9000 TURBO V3, so that the light wont be selectable without it
- add Consumer Grade Reality Bending Device to create preset nodes with chosen qualities
- add global step override api, ability to implement cozylights global step into a game/other mod global step more efficiently, maybe add generic global step call like mainloop or mainstep, see what other games do with it, choose or create convention for this i guess
- add handle_async where it makes sense
- ci for optional_depends auto update according to content db mods/games updates and releases

LICENSE

MIT for my code, will appreciate reasonable attribution
And there is a texture from MTG, which will be eventually replaced:
default_glass.png is by Krock (CC0 1.0)
my debug textures are WTFPL if anything
Last edited by SingleDigitIq on Fri Jul 26, 2024 21:55, edited 18 times in total.

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Re: Cozy Lights - Voxel light maps

by SingleDigitIq » Post

Cozy backrooms:
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Re: Cozy Lights - Voxel light maps

by SingleDigitIq » Post

cozy_backrooms7.png
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cozy_backrooms4.png
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Re: Cozy Lights - Voxel light maps

by SingleDigitIq » Post

Most boring stone caves now have depth and not as boring to look at:
cozy_lights1.png
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cozy_illumination4.png
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cozy_illumination5.png
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Re: Cozy Lights - Voxel light maps

by SingleDigitIq » Post

Age Of Mending, just look at the trees:
aom_vines_cozy_lights.png
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aom_cozy_lights.png
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aom_cozy_lights1.jpg
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Re: Cozy Lights - Voxel light maps

by SingleDigitIq » Post

cozy_illumination1.png
cozy_illumination1.png (968.8 KiB) Viewed 2457 times
cozy_backrooms5.png
cozy_backrooms5.png (266.95 KiB) Viewed 2457 times
cozy_ethereal2.png
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Re: Cozy Lights - Voxel light maps

by SingleDigitIq » Post

cozy_ethereal1.jpg
cozy_ethereal1.jpg (107.92 KiB) Viewed 2455 times
cozy_everness2.png
cozy_everness2.png (867.08 KiB) Viewed 2455 times
cozylights_coloseum4.png
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Re: Cozy Lights - Voxel light maps

by SingleDigitIq » Post

dim lights look so meta now
FB_frosthold_cozylights_test2.jpg
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cozy_illumination3.jpg
cozy_illumination3.jpg (193.47 KiB) Viewed 2443 times
cozy_illumination.jpg
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Re: Cozy Lights - Voxel light maps

by SingleDigitIq » Post

cozylights_coloseum1.jpg
cozylights_coloseum1.jpg (174.34 KiB) Viewed 2437 times
Attachments
cozy_everness1.jpg
cozy_everness1.jpg (151.26 KiB) Viewed 2437 times
cozy_mineclone2.jpg
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Re: Cozy Lights - Voxel light maps

by SingleDigitIq » Post

aom_cozy_lights2.jpg
aom_cozy_lights2.jpg (64.98 KiB) Viewed 2435 times
cozy_mineclone1.jpg
cozy_mineclone1.jpg (125.11 KiB) Viewed 2435 times
mineclonia_cozy_lights.jpg
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Re: Cozy Lights - Voxel light maps

by Lone_Wolf » Post

How well would this work with modgen?
My ContentDB -|- Working on CaptureTheFlag -|- Minetest Forums Dark Theme!! (You need it)

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Re: Cozy Lights - Voxel light maps

by SingleDigitIq » Post

Sec, looking into it :>

Wait, it seems like it just creates a schematic? Then it should work, absolutely. It will save voxel light map as nodes the same way, so the question is, if those nodes are known to the world(i.e. if cozylights are being used in the world where that part of the map is being imported in)

But if you encounter any issues, just tell me :>

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Re: Cozy Lights - Voxel light maps

by SingleDigitIq » Post

Update:
  • added 4 additional modes for light brush
  • reenabled light brush mouse hold
  • limited light brush mouse hold radius to 30
  • increased light brush range to 100
  • removed stale textures
  • added tooltips to light brush GUI
  • readme clarity
light brush radius tooltip.jpg
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light brush modes tooltip.jpg
light brush modes tooltip.jpg (91.94 KiB) Viewed 2258 times
Oh by the way, notice how aesthetic changes if you disable smooth lighting in Minetest settings:
Attachments
cozy lights no smooth lighting.jpg
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Re: Cozy Lights - Voxel light maps

by crispiebacon » Post

Wow. Bravo. This is truly impressive.

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Re: Cozy Lights - Voxel light maps

by SingleDigitIq » Post

crispiebacon wrote:
Sat Jul 20, 2024 16:19
Wow. Bravo. This is truly impressive.
Thank you, there is still quite a bit of room for improvement even here, some of it is far from fast by my standards. Please leave a positive review on contentdb if you like it :>
Btw, updates:
0.2.1:
- added erase mode for light brush
- added /cozyadjust command
- fixed day_night_ratio setting to 0 automatically for every player
- fixed epicenter solid nodes being deleted with brush sometimes
- added math.floor to chat commands where needed
- all debug output is now printing to terminal instead of chat
- added shortcuts for chat commands

0.2.2:
- added back basic auto rebuild
- excluded airlike and liquid light sources until further notice, because they are usually way too common, and it requires further optimization for multiple light sources in an area
- excluded everness vines for now too
- /cozyadjust command now works with debug lights too, to make some uses of it clearer
- doubled optional_depends
- removed excessive globals
- removed modifiers for some light_sources for now

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Re: Cozy Lights - Voxel light maps

by SingleDigitIq » Post

Update 0.2.3:
- some dependencies are optional
- autorebuild is not so basic anymore and now massively faster for multiple small and medium sized lights and there still room to squeeze more
- readded on_generated, which means naturally occuring lights will be cozy automatically as you go, see cozy everness mod below
cozy_everness3.jpg
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Last edited by SingleDigitIq on Mon Jul 22, 2024 17:59, edited 1 time in total.

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Re: Cozy Lights - Voxel light maps

by SingleDigitIq » Post

Radius of 120 is definitely not enough for a light looking like that, need much bigger radius to balance distribution of more shades and make it believably brighter. I will make sure it works with at least radius of 500, maybe more, depends. Also notice some inconsistency for elbow, it's still like that because I am still looking for a cheap way to make it accurate. You are supposed to be able to run /fixedges to fix this, but as of now it's not doing it's job well and to avoid all such inconsistencies you need your diagonal walls and surfaces to be at least 2 nodes thick.
120 not enough.jpg
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Could also just add more sources from brush to make it more accurate, but decided to keep it like that for some reason
Last edited by SingleDigitIq on Mon Jul 22, 2024 20:32, edited 1 time in total.

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Re: Cozy Lights - Voxel light maps

by SingleDigitIq » Post

with fixed edges and somewhat different light setup it looks like this now:
120 not enough_fix_edges.jpg
120 not enough_fix_edges.jpg (67.17 KiB) Viewed 2043 times
so still not quite perfectly accurate

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Re: Cozy Lights - Voxel light maps

by SingleDigitIq » Post

Update 0.2.4:
  • better performance for some cases of light auto rebuild
  • fixed the fix: /fixedges actually works now, even though accuracy of the algorithm is not that good yet
  • fixed /fixedges and /rebuildlights crash because of radius being too big
  • behavior of /fixedges and /rebuildlights is now consistent with other commands
  • made /cozysettings or /zs open Global Cozy Lights Settings menu
  • fixed some calc_dims inconsistency
  • enabled wield light by default
  • allowed global step time setting
  • added welcome message on server startup, displays only once per new downloaded update
  • more concise GUI for Light Brush and no abhorrent color choices for tooltips no more. You can put away your eye bleach
and 0.2.5:
  • fixed wielded light with node light interaction
concise light brush settings.jpg
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cozysettings or zs.jpg
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Re: Cozy Lights - Voxel light maps

by SingleDigitIq » Post

Update 0.2.6:
- fixed bug that computes light around an attempt of placing a node instead of actually constructed node
- massively sped up generation of mapchunks with many light sources for example caverealms, it's okayish for survival now
- excluded nodecore lava for now
- excluded light sources with light level of 1 for now
- updated readme on known issues, be aware that Cozy Lights are not recommended with K Ambient Light as of now

Something like Cave Realms will be still too stressful for phone posters, but somewhat okay on potato:
caverealms_support.jpg
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There is a bug though, that still slows it down sometimes, going to fix in next update

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Re: Cozy Lights - Voxel light maps

by SingleDigitIq » Post

Update 0.2.7:
  • added schematic support, which fixes many issues with other games and mods
  • expanded list of games confirmed to be working with Cozy Lights
  • on_generated() performance stability
Attachments
cozy_crystal.jpg
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cozy_voxelibre_village1.jpg
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Re: Cozy Lights - Voxel light maps

by SingleDigitIq » Post

Update 0.2.8:
  • fixed bug with not all lights working in on_generated
  • added /uncozymode and /cozymode commands
/uncozymode command was requested by aPercy, it clears all cozy lights around all players in a specified radius, so you dont have to call /zcl 120 many times if you want to clear lights in a much bigger area. This is helpful if you are not sure if you want to install this mod in an existing world. Uncozy mode is also accessible via /cozysettings(/zs)
  • separated brush, wielded light and on_gen step times and added them to /cozysettings
Now you can keep your brush mouse hold more responsive while decreasing priority of all other functionality of the mod. Step time is basically about how often something will update, allows a delay for wielded light or for generated areas.
  • added crispy potato setting, active by default and available in /cozysettings
Crispy potato identifies if wielded light step or generated area step took longer than it should and adjusts accordingly, it can be disabled.

Starting from today the development of this mod will significantly slow down due to traffic statistics
traffic.jpg
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I will however post screenshots of various builds with Cozy Lights here from time to time

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Re: Cozy Lights - Voxel light maps

by DragonWrangler1 » Post

Too bad development stopped. Downloads seemed to have only went down due to no updates.

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Re: Cozy Lights - Voxel light maps

by wheat8 » Post

DragonWrangler1 wrote:
Sat Oct 19, 2024 22:02
Too bad development stopped. Downloads seemed to have only went down due to no updates.
Feel the same. There is clearly big limitations within the lighting system in minetest / lunati. And imo, light is one of the most important things for immersion. A lighting mod that would add realism and be functional also when you're not in creative would be fantastic.

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In-game: huh huuh huuuh huuuuh hm hmm

Re: Cozy Lights - Voxel light maps

by SingleDigitIq » Post

I am currently busy with working on something I'd call amazing but in C++. I will be back to Cozy Lights soon.
If only LuaJIT wouldn't lack bit operations. Bit operations probably should be fast even in a JIT, and if they wont be fast, then they would at least eliminate the need for some unique types, which could potentially result in massive improvement anyway. Another one scored for NodeJS. All day, every day.

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