[MC-1018] Black Lighting under overhangs Created: 28/Oct/12 Updated: 01/Mar/19 Resolved: 28/Jan/14 |
|
| Status: | Resolved |
| Project: | Minecraft: Java Edition |
| Component/s: | None |
| Affects Version/s: | Minecraft 1.4.2, Minecraft 1.4.5, Minecraft 1.4.6, Minecraft 1.4.7, Snapshot 13w01b, Snapshot 13w02b, Snapshot 13w07a, Snapshot 13w09a, Snapshot 13w09c, Snapshot 13w10a, Snapshot 13w10b, Minecraft 1.5, Minecraft 1.5.1, Snapshot 13w16b, Minecraft 1.5.2, Snapshot 13w17a, Snapshot 13w18c, Snapshot 13w19a, Snapshot 13w21a, Snapshot 13w21b, Snapshot 13w26a, Minecraft 1.6, Minecraft 1.6.1, Minecraft 1.6.2 |
| Fix Version/s: | Minecraft 13w36a |
| Type: | Bug | ||
| Reporter: | Kevin | Assignee: | [Mojang] Jeb (Jens Bergensten) |
| Resolution: | Fixed | Votes: | 144 |
| Labels: | light, overhang | ||
| Attachments: |
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Issue Links: |
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| CHK: | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Confirmation Status: | Confirmed | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
System specs: Hardware Overview: Model Name: iMac Model Identifier: iMac11,3 Processor Name: Intel Core i3 Processor Speed: 3.2 GHz Number Of Processors: 1 Total Number Of Cores: 2 L2 Cache (per core): 256 KB L3 Cache: 4 MB Memory: 4 GB Processor Interconnect Speed: 5.86 GT/s Boot ROM Version: IM112.0057.B00 SMC Version (system): 1.59f2 Serial Number (system): W80373YQDB6 Hardware UUID: A241B705-1FEE-5956-9C12-E5AC61D85161 ATI Radeon HD 5670: Chipset Model: ATI Radeon HD 5670 Type: GPU Bus: PCIe PCIe Lane Width: x16 VRAM (Total): 512 MB Vendor: ATI (0x1002) Device ID: 0x68c0 Revision ID: 0x0000 ROM Revision: 113-B9850K-133 EFI Driver Version: 01.00.416 Displays: iMac: Resolution: 2560 x 1440 Pixel Depth: 32-Bit Color (ARGB8888) Main Display: Yes Mirror: Off Online: Yes Built-In: Yes Connection Type: DisplayPort Display Connector: Status: No Display Connected Memory Slots: ECC: Disabled BANK 0/DIMM0: Size: 2 GB Type: DDR3 Speed: 1333 MHz Status: OK Manufacturer: 0x80CE Part Number: 0x4D34373142353637334648302D4348392020 Serial Number: 0x96ED1093 BANK 1/DIMM0: Size: 2 GB Type: DDR3 Speed: 1333 MHz Status: OK Manufacturer: 0x80CE Part Number: 0x4D34373142353637334648302D4348392020 Serial Number: 0x96ED1099 BANK 0/DIMM1: Size: Empty Type: Empty Speed: Empty Status: Empty Manufacturer: Empty Part Number: Empty Serial Number: Empty BANK 1/DIMM1: Size: Empty Type: Empty Speed: Empty Status: Empty Manufacturer: Empty Part Number: Empty Serial Number: Empty Latest Java Sometimes terrain is pitch black. The only way I have found to reproduce this is: 1. Generating new terrain I have never seen this happen on horizontal surfaces, but it happens all the time on the sides of mountains. The only way to fix it is to destroy some blocks that are effected, and the rest in the area will sometimes fix themselves. Sometimes all I have to do is walk into the dark are and it will fix. |
| Comments |
| Comment by user-2a4c8 (Inactive) [ 01/Mar/19 ] |
|
Seems to be happening again in 19w09a. Been having some funny shadows every once and a while appearing in my world similar to when this used to be a problem everywhere. Not necessarily an overhang but near the entrance of a cave. The lighting goes from 8 instantly to 0 along a chunk border 1 block away from each other. Created a copy of the world and didn't happen again. |
| Comment by Kumasasa [ 28/Jan/14 ] |
|
Yes. |
| Comment by Byron [ 28/Jan/14 ] |
|
For clarification, is this ticket going to now be handled within the duplicate ticket in the comment above mine? |
| Comment by Kumasasa [ 28/Jan/14 ] |
|
The regression for this ticket is here: |
| Comment by Deleted account [ 27/Jan/14 ] |
|
Re-opened and attached screenshot in 14w04b. |
| Comment by [Mod] Michael Wobst [ 27/Jan/14 ] |
|
This issue still isn't fixed. Can someone please re-open this bug report? |
| Comment by Happ MacDonald [ 23/Oct/13 ] |
|
Alright. I'm back with more goods on the remainder of this bug. :3 I resolved my slow-world-generation problems by upgrading to Java 64 bit. Man, oh man is that better. Here are 10 screenshots of 7 different Black Lighting incidents I've recorded yesterday on 13w43a. Note, since the "fix" in 13w36a this bug has become about 100x more rare, so in my mind this isn't as much "fixed" as lowered from "makes game aesthetically untennable" priority down to "gosh darn it, I am a perfectionist" priority. :3 You can tell by the coords in my F3 stats that many of these shots happen to have been taken near the farlands. That is entirely coincidental, I just wandered out there for fun. My exploration shows that blacklight bugs happen neither more nor less frequently in that vicinity. This trip and the timestamps on the last 6 events show an encounter frequency of about one black lighting bug caught per 3 minutes of full speed flying through amplified world type. |
| Comment by Bob Garner [ 19/Oct/13 ] |
|
Thanks, So do I just wait for the 1.7 release? |
| Comment by [Mod] Ezekiel (ezfe) [ 19/Oct/13 ] |
|
It's fixed in 13w36a, which is a 1.7 snapshot and 1.6.4 doesn't contain these fixes. |
| Comment by Bob Garner [ 19/Oct/13 ] |
|
I'm curious to know what the resolution is. I apologize if it should be obvious, but I don't see that this was fixed & I'm experiencing the same thing. In my case, I had no issues playing on 1.6.4 up until this past Monday, 10/14. At that time, my hard drive crashed & was replaced. Now for some reason, I'm seeing these dark areas same as what's being shown in the screen shots above. I don't know if something went wrong with the re-installation process or if I 'm missing an update of some sort. |
| Comment by Happ MacDonald [ 13/Sep/13 ] |
|
Tried RAM disk, confirmed it was actually running from RAM disk, and chunk display lag was not impacted. Obviously a separate bug, but still .. kind of unsettling. I guess even if display performance could not be improved, I would prefer that all chunks touching the crosshair (pick ray from players eye), nearest first get top display priority. Similar to the "player is about to touch it" getting display priority. That way, if I'm trying to set up a scene for a screenshot or a video, I don't have to move to a whole in the scene just to load it, and find that the area I just left decided to unload while my back was turned. == Blacklights: it looks like I only really captured one screenshot. I'd spent a bunch of time and got about a dozen good shots, but forgot I was on the RAM drive for testing above issue so the screenshots did not get rescued from the drive disapperating. ;( |
| Comment by Happ MacDonald [ 06/Sep/13 ] |
|
in 13w26a, I would call this primarily resolved. I am still able to encounter the black lighting, but like Jeb said it is a couple orders of magnitude less common. I'll report back on what I have seen however, on the off-chance anyone still wants to root this out at the source. I've seen one instance of a pair of trees with over-dark shading below them. Not full-black, but then again light filters through the leaves. Shading problem resolved itself as I hovered nearby watching. And I've seen about a half-dozen instances of black lighting where there was a precisely 1-block overhang (often tree leaves, though at least 2 times it was an outcropping of rock) and lighting was normal for many blocks directly below the overhang, but the cliff face was smooth and some number of blocks below the overhang the lighting cut out and went black. Then the blackness continued either until the cliff face gave out (test world was amplified) or sometimes the blackness gave out of it's own accord. Bottom of effect was either horizontal or diagonal; I'll have to check again but I'm guessing diagonal bottoms were near tree leaves (re-radiated sunlight) or other light sources (this world had loads of lavafalls) My spidey senses tell me the top of such phenomena probably lines up with the largest multiple of 16 on the y axis less than the overhang, and I'll bet many of the unexpected bottom cut-offs are multiples of 16y as well. This leads me to believe that jeb's code checks for pitch black directly underneath certain overhangs, and probably triggers a recalc when that's found. But that due to the problem not being addressed at it's root, said recalc fails to reach farther than the next multiple of 16y. Furthermore that trees which evince this bug, and have not-quite-pitch-black beneath them by dint of light through the leaves, don't directly benefit either. Some of the cliff-face examples I've found so far fixed themselves while I hovered nearby. Many fixed themselves as I floated through them. 1 or 2 survived even that, and I could float through them and confirm my character's hand turns black for 1 block away from the cliff face. I could place a torch near the black and add a meager amount of light, remove torch and blackness returns, or place torch within the black (triggering block update) and destroy a large part of it .. though that effort does not always reach beyond 16y boundaries. I will try again after work tonight and submit screenshots or video of what I find, however the search is hampered by a different problem. Flying around a lot, the game has a terrible time rendering 16^3 chunks of terrain onto the screen. If I rush or fall at a given hole in the world, then the game will rapidly deliver said chunks. But it's hard to explore when the land is too lazy to keep up. Increasing RAM to java has not helped, and my quad core CPU is only at 33% total, 80% average for highest core. Do you guys suspect Disk latency? Tonight I'm going to try running off a RAMdisk and see if that helps. |
| Comment by mike [ 19/Aug/13 ] |
|
If I'm not mistaken, this does not relate to this issue. What I think is happening is that the lit chunks have been loaded properly, but the unlit ones seem to need a block update or the player to fly to them. It is the same way with naturally occurring lava pools. |
| Comment by Damian Lee [ 19/Aug/13 ] |
|
Re-posted in - https://mojang.atlassian.net/browse/MC-3329 |
| Comment by Happ MacDonald [ 12/Aug/13 ] |
|
Since the launcher now allows easy exploration of alpha and beta worlds, I did some exploring to see how early I could confirm the black lighting underhang bug. As of beta, it's way way less frequent but does still happen. In 1.8.1 it's easy to reproduce thanks to creative mode (but still nowhere near as common as newer versions), but prior to this lacking creative mode it either takes somehow adding a fly mod (that I'm not up to) or investing tons of time searching to find anything. It took forever but after boating about and creating beds to dispell night and lots of hunting I did spot the gremlin in the wild in beta 1.7: http://i.imgur.com/VvnpE8e.png I put similar effort into beta 1.5_01 but over half an hour of searching and I could not reproduce. (then again, when I used to reproduce back in the day it was after solid days of playing. ;D) As to Jeb's fix; has anyone noticed a new snapshot since 1.6.2 shipped? Is there anything new I can play to determine if the fix is even superficially effective? :o |
| Comment by Daniel Saner [ 01/Aug/13 ] |
|
That sounds great re Jeb's tweets. Personally, I believe it when I see it, considering how many versions the fix has already been announced for I'm glad I'm not the only one who has witnessed the glitch causing monsters to spawn where they shouldn't. I have read some other reports claiming the bug is purely cosmetic and doesn't have any influence on gameplay. But I am quite sure monsters spawn in black lighting glitch spots that otherwise would have too high a light level. |
| Comment by BoxFigs [ 01/Aug/13 ] |
|
Something interesting I found while exploring a world with loads of these glitches: Also, monsters can spawn and mushrooms can generate in these glitches. I believe Jeb fixed this (for 1.7, I assume); look at his twitter. |
| Comment by Daniel Saner [ 23/Jul/13 ] |
|
Out of curiosity, is there no third-party mod that affects/fixes this bug in any way? There are mods that seem to modify or improve most of the rendering parts of the game. Is it possible that any of them make this bug disappear, or is it written too deeply into the lighting system? |
| Comment by Brian Roach [ 19/Jul/13 ] |
|
Yeah it's still a bug... sigh. The only way to fix it is to touch or walk into the black area so it can be rendered properly. |
| Comment by MightyPork [ 12/Jul/13 ] |
|
Confirmed indeed, I think in 1.6 it is even worse than in 1.5 and earlier. |
| Comment by dirk (switched to Minetest) [ 10/Jul/13 ] |
|
Yes, confirmed in 1.6.2 on Linux, too. |
| Comment by Happ MacDonald [ 10/Jul/13 ] |
|
Yes, as of 1.6.2 release this bug is still easy to reproduce: http://i.imgur.com/LSZrlWY.png Step 1: start a new world in creative mode (mode only matters to more conveniently locate an affected area) Step 2: in Video Settings, turn off Smooth Lighting (bug happens whether smooth lighting is on or not, turning it off only helps add contrast to the visual presentation of symptom) Step 3: fly up in the air, look around, and in some rare cases actually travel somewhere in search of an overhang. Due to processes in the game that obviously search for lighting errors like this to fix after the fact, avoid trying to look directly into a shadow or flying into said shadow as doing so has roughly a 15% chance of correcting the shadow before you can screenshot it. Forcing a block update inside of, or directly adjacent to a contiguous shadow (such as breaking any block in the shadow) has close to a 100% chance of correcting it. Out of curiosity, this bug is globally visible, right? I mean, there do not exist minecraft clients who can't reproduce it, do there? I've reproduced since ~1.2 beta, on 4 different computers I own running win 7, win XP and Ubuntu 10.04 linux and friends of mine in multiplayer reliably encounter it on at least a dozen more computers. I've never played with anyone who doesn't see this more frequently than they see red or yellow flowers. |
| Comment by [Mod] Ezekiel (ezfe) [ 10/Jul/13 ] |
|
Is this still a concern in the current Minecraft version? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases. |
| Comment by dirk (switched to Minetest) [ 02/Jul/13 ] |
|
Screenshot from 1.6.1 |
| Comment by BoxFigs [ 18/Jun/13 ] |
|
@Jonathan Vernon: Nope, trees weren't fixed. It still happens to me with trees, but the same glitch with overhangs happens a lot more often. I have a screenshot of it happening with a tree in the most recent update; I'm going to attach it now. |
| Comment by Jonathan Vernon [ 02/Jun/13 ] |
|
@Jesse: I was off by one version, I tested and during alpha lighting errors like this would occur under trees, but not overhangs, But Beta 1.1 fixed the trees but brought in this current bug |
| Comment by Happ MacDonald [ 02/Jun/13 ] |
|
@Jonathan Vernon: I don't have any older versions to test with, but can you confirm that the problem is not present in any of the Alpha releases, but is present in Beta 1.0? If so, I'm certain this regression information may prove quite helpful to the developers. Thank you. :3 |
| Comment by Jonathan Vernon [ 02/Jun/13 ] |
|
This has been happening since Beta 1.0 |
| Comment by Daniel Holt [ 29/May/13 ] |
|
I get this as well, really annoying as you can't see what is in those areas. |
| Comment by n v d [ 07/May/13 ] |
|
Relogging does not fix the issue for me Daniel. When I do it stays exactly the same. Only hitting it seems to have an effect. |
| Comment by Deadlock989 [ 06/May/13 ] |
|
Still ridiculously common in 1.5.2. Looks appalling, why bother working on new versions of texturemapping when the landscape looks so dreadful? |
| Comment by dirk (switched to Minetest) [ 25/Apr/13 ] |
|
Yes, confirmed for 13w17a. |
| Comment by Daniel Saner [ 25/Apr/13 ] |
|
I don't know how this figures into the overall explanation of why the bug occurs, and maybe it is pretty obvious, but I haven't seen it mentioned in any comment so I thought I'd point it out: logging out and back into the world also seems to fix nearby places where the bug occurs. Explore the world, find a black blotch, log out, log back in, and the blotch is gone. The bug persists in 13w17a. |
| Comment by Happ MacDonald [ 25/Apr/13 ] |
|
Possible Solution 0: fix the original bug in the lighting engine. It's nothing but lateral ambient sunlight not being calculated properly. If the computer is capable of checking the correctness of the light as an audit, it's capable of checking it during first calculation too. The simplest examples of the bug are on the surface, where everything under an overhang is black, like this: https://mojang.atlassian.net/secure/attachment/24330/2013-03-13_15.32.53.png . No exotic materials, just a concavity in the blocks that sunlight does not directly strike. 50%+ of these shapes render as pitch black. Oftentimes the ground is perfectly flat, and ground square is 15-16 brightness sunlight while the directly adjacent square is 0. Also, the game already has a hack that tries to compensate for this. It re-lights cubic chunks constantly. It spawns a relight to almost every block you step in (so if you step into one of these shadows, there is a high percentage chance the game will repair the lighting within a moment or two). I'm pretty sure the problem will simply grow more exotic the more you try to plug up holes in the dam. The root bug needs to be eliminated. |
| Comment by Klocko [ 25/Apr/13 ] |
|
Possible Solution: Check for broken lighting on every loaded chunk and fix it |
| Comment by Happ MacDonald [ 20/Apr/13 ] |
|
Still happens with 13w16a, first 1.6 snapshot: http://i.imgur.com/hfZfkFh.jpg |
| Comment by Nathan Gorzelanczyk [ 02/Apr/13 ] |
|
Note: That this is a retention issue. Like Glow-stone holding sunlight. 1) Recreate it by making a dark room BLl0 SL0 RL0 Torches do not hold retain light. Before a block is updated its Sunlight or Lack of Sunlight is retained. This is why when a Block is removed the black lighting is also removed. Why glowstone? Well simply put blocks are treated different than something like a glass panel, pot, or sign. |
| Comment by Samuel Fox [ 20/Mar/13 ] |
|
A Few More Pics of the Infamous "Black Shadow" Bug. |
| Comment by n v d [ 20/Mar/13 ] |
|
I would really like to see it fixed. I just generated a 1.5 nether and it looks really awful because of this. |
| Comment by dirk (switched to Minetest) [ 19/Mar/13 ] |
|
Confirmed for the just released 1.5.1 pre-release |
| Comment by dirk (switched to Minetest) [ 19/Mar/13 ] |
|
Confirmed in 13w11a |
| Comment by Happ MacDonald [ 16/Mar/13 ] |
|
Nope, still happens in 1.5. Every bit as black as ever, though as it has been for about a year now the lighting under affected trees or water (partly transparent shade sources) can be "too dark" but not quite pitch black, until you block update or walk through the shade to correct it. EG: the shade would be black were it not for some of the light penetrating the partly transparent blocks. |
| Comment by Daniel Saner [ 16/Mar/13 ] |
|
Persists in 13w11a. The patches are as dark as they've always been for me. |
| Comment by MisterSanderson [ 14/Mar/13 ] |
|
This still occurs in 1.5, but less intensly. It's not completely dark anymore. |
| Comment by Deadlock989 [ 13/Mar/13 ] |
|
Also confirmed present in 1.5 release, screenshot attached. |
| Comment by FireHunterX [ 13/Mar/13 ] |
|
Time to start right-clicking! |
| Comment by Deadlock989 [ 13/Mar/13 ] |
|
Confirmed present in Minecraft 1.5 "prerelease", just as bad as before if not worse, screenshot attached. |
| Comment by Franco Pellegrini [ 10/Mar/13 ] |
|
present in pre1.5 |
| Comment by Dranitsin Roman [ 06/Mar/13 ] |
|
13w10b too XD |
| Comment by Jesper the End [ 03/Mar/13 ] |
|
13w09c too |
| Comment by Mathias Kalb [ 27/Feb/13 ] |
|
Still happens in Snapshot 13w09a |
| Comment by Galaxy_2Alex [ 21/Feb/13 ] |
|
Maybe 13w08a will bring the whole new lighting engine, so maybe this will be fixed again... |
| Comment by Happ MacDonald [ 21/Feb/13 ] |
|
remains on 13w07a |
| Comment by Łukasz Samek [ 11/Jan/13 ] |
|
Still happens in 13w02a. Also, lighting on the hand seems glitchy. The hand keeps going dark and back normal all the time for no apparent reason, unless it's shaded by the clouds... http://i110.photobucket.com/albums/n118/Throwend/webpics/mc_hand_d_zps0bc8416d.png |
| Comment by MisterSanderson [ 06/Jan/13 ] |
|
Jesse Thompson, your problem with the waterfall is similar to my problem with lavafall. See |
| Comment by Happ MacDonald [ 06/Jan/13 ] |
|
Issue remains in 13w01b, screenshot http://i.imgur.com/vIcPI.jpg In related news .. what is wrong with that waterfall in my screenshot? Why isn't it .. falling? That's not a terrain generation behavior I've ever encountered before. :O That position, in case it's interesting, is ~x=-212 z=+248 and seed is -6770244940745311567 13w01b |
| Comment by Daniel Saner [ 21/Dec/12 ] |
|
I agree that this bug feels rather "Major" than "Minor". I haven't played Minecraft in months because of it. I don't have much fun playing it if the worlds look ugly, and there are direct effects on gameplay as well. As already mentioned, the game can lag for seconds if a large glitchy area is updated, and also you cannot see what's in a cave until you enter it. I'm surprised that there isn't more pressure from the community concerning this, since it seems to affect everybody, and in my view it makes the game pretty unenjoyable. (Persists in 1.4.6) |
| Comment by Andrés del Campo Novales [ 13/Dec/12 ] |
|
I am soo looking forward to a fix for this. To me this one is major, as Fisico said. |
| Comment by MisterSanderson [ 15/Nov/12 ] |
|
The problem persists in the 1.4.4 version. |
| Comment by Talven81 [ 02/Nov/12 ] |
|
The code was not completed and was pulled back, so not sure you can confirm anything. They found issues with the changes they made and their target is 1.5 so I think you will just have to wait. |
| Comment by Happ MacDonald [ 01/Nov/12 ] |
|
Really, Talven? That's good news. I'm at work so cannot presently, but can anyone confirm the "black lighting" bug is either fixed or significantly altered in snapshot 12w39a? |
| Comment by Talven81 [ 01/Nov/12 ] |
|
Ran across this and just thought you guys might like to know they are working on this... Source: http://www.minecraftwiki.net/wiki/Upcoming_features 1.5 |
| Comment by Mike Johnson [ 01/Nov/12 ] |
|
A particularly nasty side effect of this bug is the lag associated with causing the lighting engine to update many dark spots at one. Played a SMP world with mineshafts spawned mid-air with black lighting underneath. If you got into an area with enough black lighting around, the lag made the game virtually unplayable. |
| Comment by Happ MacDonald [ 31/Oct/12 ] |
|
I've seen variants of this bug since beta version 1.5. Always notice the lighting error occurring either somewhere under an overhang, entrance to a cave, under tree leaves, or underwater: never in direct sunlight, but most often adjacent to direct sunlight. Lighting error does not always extend vertically all the way from a floor to a ceiling, sometimes the error only extends from floor-or-ceiling to the next multiple of 16 along the y (vertical) axis. You can measure where the glitch ends by determining at what eye-level the player's hand and tool change brightness. Lighting error is ALWAYS resolved by a block update within or directly adjacent to the affected region. OFTEN resolved by player moving in or near the affected region. There also seems to be a delay between entering the region and lighting getting resolved directly proportional to the number of blocks involved in the error. Player entering region does NOT appear to resolve error if the affected region is exactly 1x1x1 in size: have tested both moving players feet and players head into regions matching criteria above of mid-air vertical cutoff. SOMETIMES resolved when player walks within a few blocks away from the error, or puts crosshairs into the error while standing within a few blocks away. |
| Comment by Dan Walkowski [ 30/Oct/12 ] |
|
This is not a game-breaking bug, but it is incredibly ugly. And I reported it months ago on the old bug-tracking Wiki page: [X] Blocks under an overhang are completely unlit, since 1.3.1. If you move under the overhang, the lighting will be corrected, but only until you logout. Happens with OpenGL and without. Screenshot [3] Robotic Pants I'd really like it to get fixed. It annoys me to see huge black rectangles all over the mountains. |
| Comment by Meta [ 30/Oct/12 ] |
|
You also can right click with your fist (make sure you are close enough like if you want to hit a button or place a block) on black spots and they disappear. |
| Comment by Kevin [ 29/Oct/12 ] |
|
@Fisico |
| Comment by Fisico [ 29/Oct/12 ] |
|
i think this is a major bug |
| Comment by Kevin [ 28/Oct/12 ] |
|
@Jon |
| Comment by Chalmes (Jon) [ 28/Oct/12 ] |
|
Either walk in and wait a couple of seconds, or place a torch to force a lighting update. I believe this will be looking at getting fixed in the massive lighting update... |