diff --git a/src/main/java/com/seibel/lod/config/LodConfig.java b/src/main/java/com/seibel/lod/config/LodConfig.java index 930424f4d..508aa0b1a 100644 --- a/src/main/java/com/seibel/lod/config/LodConfig.java +++ b/src/main/java/com/seibel/lod/config/LodConfig.java @@ -134,15 +134,15 @@ public class LodConfig + " \n" + " " + LodTemplate.CUBIC + ": LOD Chunks are drawn as rectangular prisms (boxes). \n" + " " + LodTemplate.TRIANGULAR + ": LOD Chunks smoothly transition between other. \n" - + " " + LodTemplate.DYNAMIC + ": LOD Chunks smoothly transition between other, \n" + + " " + LodTemplate.DYNAMIC + ": LOD Chunks smoothly transition between each other, \n" + " " + " unless a neighboring chunk is at a significantly different height. \n") .defineEnum("lodTemplate", LodTemplate.CUBIC); detailDropOff = builder .comment("\n\n" + " How smooth should the detail transition for LODs be? \n" - + DetailDropOff.FANCY + ": quality is determined per-block (best quality option, may cause stuttering when moving)\n" - + DetailDropOff.FAST + ": quality is determined per-region (performance option)\n") + + DetailDropOff.FANCY + ": quality is determined per-chunk (best quality option, may cause stuttering when moving)\n" + + DetailDropOff.FAST + ": quality is determined per-region \n") .defineEnum("detailDropOff", DetailDropOff.FANCY); drawResolution = builder @@ -155,7 +155,6 @@ public class LodConfig + " " + HorizontalResolution.BLOCK + ": render 256 LODs for each Chunk. \n") .defineEnum("Draw resolution", HorizontalResolution.BLOCK); - lodChunkRenderDistance = builder .comment("\n\n" + " The mod's render distance, measured in chunks. \n") @@ -170,17 +169,17 @@ public class LodConfig + " the player's camera, decreasing performance. \n\n" + "" + " Disable this if you see LODs disapearing. \n" - + " (This may happen if you are using a camera mod) \n") + + " (Which may happen if you are using a camera mod) \n") .define("disableDirectionalCulling", false); alwaysDrawAtMaxQuality = builder .comment("\n\n" - + " Disable LOD quality falloff, " - + " all LODs will be drawn at the highest " - + " available detail level. " + + " Disable LOD quality falloff, \n" + + " all LODs will be drawn at the highest \n" + + " available detail level. \n\n" + " " - + " WARNING " - + " This could cause a Out Of Memory crash on render " + + " WARNING: \n" + + " This could cause a Out Of Memory crash on render \n" + " distances higher than 128 \n") .define("alwaysDrawAtMaxQuality", false); @@ -204,12 +203,12 @@ public class LodConfig verticalQuality = builder .comment("\n\n" - + " this indicate how complex the vertical data will be \n" - + " the higher value will take more memory and lower the performance \n" - + " " + VerticalQuality.LOW + ": uses at max 2 column per position. (performance option)\n" - + " " + VerticalQuality.MEDIUM + ": uses at max 4 column per position. \n" - + " " + VerticalQuality.HIGH + ": uses at max 8 column per position. \n" - + " " + "(Yes we know voxels are generally cubes, but voxel sounds better than rectangular_prism) \n") + + " This indicates how detailed the LODs will be in representing \n" + + " overhangs, caves, floating islands, ect. \n" + + " Higher options will use more memory and lower performance. \n" + + " " + VerticalQuality.LOW + ": uses at max 2 columns per position. \n" + + " " + VerticalQuality.MEDIUM + ": uses at max 4 columns per position. \n" + + " " + VerticalQuality.HIGH + ": uses at max 8 columns per position. \n") .defineEnum("Vertical Quality", VerticalQuality.MEDIUM); generationResolution = builder @@ -238,17 +237,17 @@ public class LodConfig + " " + HorizontalQuality.MEDIUM + ": base " + HorizontalQuality.MEDIUM.quadraticBase + ". \n" + " " + HorizontalQuality.HIGH + ": base " + HorizontalQuality.HIGH.quadraticBase + ". \n") .defineEnum("horizontal quality", HorizontalQuality.MEDIUM); + generationPriority = builder .comment("\n\n" + " " + GenerationPriority.FAR_FIRST + " \n" - + " LODs are generated from low to high detail\n" - + " with a small priority for far regions. \n" - + " This fills in the world fastest. \n" - - + "\n" - + " " + GenerationPriority.NEAR_FIRST + " \n" - + " LODs are generated around the player \n" - + " in a spiral, similar to vanilla minecraft. \n") + + " LODs are generated from low to high detail \n" + + " with a small priority for far away regions. \n" + + " This fills in the world fastest. \n\n" + + "" + + " " + GenerationPriority.NEAR_FIRST + " \n" + + " LODs are generated around the player \n" + + " in a spiral, similar to vanilla minecraft. \n") .defineEnum("Generation priority", GenerationPriority.NEAR_FIRST); distanceGenerationMode = builder @@ -259,43 +258,44 @@ public class LodConfig + " different generation options. Your mileage may vary. \n" + "\n" - + " " + DistanceGenerationMode.NONE + " \n" - + " Don't run the distance generator. \n" - - + " " + DistanceGenerationMode.BIOME_ONLY + " \n" - + " Only generate the biomes and use the biome's \n" - + " grass color, water color, or snow color. \n" - + " Doesn't generate height, everything is shown at sea level. \n" - + " Multithreaded - Fastest (2-5 ms) \n" - - + "\n" - + " " + DistanceGenerationMode.BIOME_ONLY_SIMULATE_HEIGHT + " \n" - + " Same as BIOME_ONLY, except instead \n" - + " of always using sea level as the LOD height \n" - + " different biome types (mountain, ocean, forest, etc.) \n" - + " use predetermined heights to simulate having height data. \n" - + " Multithreaded - Fastest (2-5 ms) \n" - - + "\n" - + " " + DistanceGenerationMode.SURFACE + " \n" - + " Generate the world surface, \n" - + " this does NOT include caves, trees, \n" - + " or structures. \n" - + " Multithreaded - Faster (10-20 ms) \n" - - + "\n" - + " " + DistanceGenerationMode.FEATURES + " \n" - + " Generate everything except structures. \n" - + " WARNING: This may cause world generation bugs or instability! \n" - + " Multithreaded - Fast (15-20 ms) \n" - - + "\n" - + " " + DistanceGenerationMode.SERVER + " \n" - + " Ask the server to generate/load each chunk. \n" - + " This is the most compatible, but causes server/simulation lag. \n" - + " This will show player made structures, which can \n" - + " be useful if you are adding the mod to a pre-existing world. \n" - + " Singlethreaded - Slow (15-50 ms, with spikes up to 200 ms) \n") + + " " + DistanceGenerationMode.NONE + " \n" + + " Don't run the distance generator. \n" + + + "\n" + + " " + DistanceGenerationMode.BIOME_ONLY + " \n" + + " Only generate the biomes and use the biome's \n" + + " grass color, water color, or snow color. \n" + + " Doesn't generate height, everything is shown at sea level. \n" + + " Multithreaded - Fastest (2-5 ms) \n" + + + "\n" + + " " + DistanceGenerationMode.BIOME_ONLY_SIMULATE_HEIGHT + " \n" + + " Same as BIOME_ONLY, except instead \n" + + " of always using sea level as the LOD height \n" + + " different biome types (mountain, ocean, forest, etc.) \n" + + " use predetermined heights to simulate having height data. \n" + + " Multithreaded - Fastest (2-5 ms) \n" + + + "\n" + + " " + DistanceGenerationMode.SURFACE + " \n" + + " Generate the world surface, \n" + + " this does NOT include trees, \n" + + " or structures. \n" + + " Multithreaded - Faster (10-20 ms) \n" + + + "\n" + + " " + DistanceGenerationMode.FEATURES + " \n" + + " Generate everything except structures. \n" + + " WARNING: This may cause world generation bugs or instability! \n" + + " Multithreaded - Fast (15-20 ms) \n" + + + "\n" + + " " + DistanceGenerationMode.SERVER + " \n" + + " Ask the server to generate/load each chunk. \n" + + " This will show player made structures, which can \n" + + " be useful if you are adding the mod to a pre-existing world. \n" + + " This is the most compatible, but causes server/simulation lag. \n" + + " Singlethreaded - Slow (15-50 ms, with spikes up to 200 ms) \n") .defineEnum("distanceGenerationMode", DistanceGenerationMode.SURFACE); allowUnstableFeatureGeneration = builder @@ -393,8 +393,8 @@ public class LodConfig rebuildTimes = builder .comment("\n\n" - + "How frequently we rebuild the buffers?" + "\n" - + "more frequent rebuild implies more stuttering" + "\n") + + " How frequently should geometry be rebuilt and sent to the GPU? \n" + + " Faster settings may cause stuttering, but will prevent holes in the world \n") .defineEnum("rebuildFrequency", BufferRebuildTimes.NORMAL); builder.pop();