Future Lighting weird red lighting cylinder bug? I don't even know if this is scripting or art design

Okay so, this bug is so weird I can’t tell if it’s a problem with code or with lighting. I am trying to use future lighting but… It’s weird. I have these red lights that make weird bright neon red cylinders on the floor whenever turned on with scripts, but if I do the same steps in studio itself it’s perfectly fine.

This is how it normally looks in-game AND in studio, without the redlights on:

And this is how it looks in-game with redlights on:

???
(Let it be known that I have tried recreating it outside of the gane and nothing. I’ve done everything the code changes and nothing.

I am using future lighting, if it helps. Here’s my code, if that helps.

game:GetService("ReplicatedStorage"):WaitForChild("PowerOutageSub").OnServerEvent:Connect(function()
	game:GetService("SoundService").submarinepoweroutage:Play()
	game:GetService("ReplicatedStorage"):WaitForChild("PowerOutageSub"):FireAllClients()
	local lights = game:GetService("Workspace"):WaitForChild("lights"):GetChildren()
	for i=1, #lights do
		lights[i].actuallight.SpotLight.Enabled = false
		lights[i].brightpart.Material = Enum.Material.SmoothPlastic
	end
	game:GetService("SoundService"):WaitForChild("music"):Stop()
	game.Workspace.lightwall.SurfaceLight.Enabled = false
	game.Workspace.lightwall1.SurfaceLight.Enabled = false
	game.Workspace.TV.SurfaceGui.Enabled = false
	game.Workspace.TV.BrickColor = BrickColor.new("Really black")
	game.Workspace.TV1.SurfaceGui.Enabled = false
	game.Workspace.TV1.BrickColor = BrickColor.new("Really black")
	game.Lighting.ColorCorrection.Enabled = true
	wait(5)
	game:GetService("SoundService"):WaitForChild("outagebeep"):Play()
	wait(2)
	game:GetService("SoundService"):WaitForChild("outagebeep"):Play()
	wait(2)
	game:GetService("SoundService"):WaitForChild("outagebeep"):Play()
	wait(2)
	game:GetService("SoundService"):WaitForChild("powerrestored"):Play()
	for i=1, #lights do
		lights[i].actuallight.SpotLight.Enabled = true
		lights[i].actuallight.SpotLight.Color = Color3.new(255, 0, 0)
		lights[i].brightpart.Material = Enum.Material.Neon
		lights[i].brightpart.BrickColor = BrickColor.new("Really red")
		lights[i].actuallight.SpotLight.Brightness = 5
	end
	game.Lighting.ColorCorrection.Enabled = false
end)

It is not a bloom issue, It does the same thing with or without bloom. It is not a brightness issue, all the spotlights are at 5. It is not an ambient lighting issue, that’s turned off. It only happens when graphics are above 5 (For future lighting) and only if future lighting is turned on. Help.

1 Like

Select the lights in Studio and note thier Properties.
Select them when testing in Studio and see if the Properites have changed. It may happen because one of your scripts has some code that is changing the properties, or it may be some script injected by a free model or plugin that’s got some nasty code in it.

Is it this line that’s creating the problem: game.Lighting.ColorCorrection.Enabled = true? Try disabling that line to see what happens.

Just a note for your further scripting, you can replace game:GetService("Workspace") with just workspace.
Light brightness of 5 is pretty darn bright. I don’t know if I’ve ever set it that high.

1 Like

Didn’t work. Also light brightness is 20. But that shouldn’t change anything. It would change something if it was ALWAYS like that, it’d probably be light brightness. But it’s not.

Could you make a repo file?
Because your script looks like it’d work fine

Things you can test:

  • Does this happen only on the client? Or is it on the server aswell
  • Playing with the lights’ settings while the bug is happening
  • Literally just looking at all the properties of anything related while it happens
local SoundService = game:GetService("SoundService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local outagebeep = SoundService:WaitForChild("outagebeep")
local powerrestored = SoundService:WaitForChild("powerrestored")
local music = SoundService:WaitForChild("music")

game:GetService("ReplicatedStorage"):WaitForChild("PowerOutageSub").OnServerEvent:Connect(function()
	SoundService.submarinepoweroutage:Play()
	ReplicatedStorage:WaitForChild("PowerOutageSub"):FireAllClients() -- whatever happens here could be the cause
	local lights = workspace:WaitForChild("lights"):GetChildren()
	
	for i,v in lights do
		v.actuallight.SpotLight.Enabled = false
		v.brightpart.Material = Enum.Material.Glass
	end
	
	music:Stop()
	game.Workspace.lightwall.SurfaceLight.Enabled = false
	game.Workspace.lightwall1.SurfaceLight.Enabled = false
	game.Workspace.TV.SurfaceGui.Enabled = false
	game.Workspace.TV.BrickColor = BrickColor.new("Really black")
	game.Workspace.TV1.SurfaceGui.Enabled = false
	game.Workspace.TV1.BrickColor = BrickColor.new("Really black")
	game.Lighting.ColorCorrection.Enabled = true
	
	wait(5)
	
	local count = 3
	while count > 0 do
		outagebeep:Play()
		task.wait(2)
count -= 1
	end
	count = 3
	powerrestored:Play()
	
	for i,v in lights do
		v.actuallight.SpotLight.Color = Color3.new(255, 0, 0)
		v.brightpart.Material = Enum.Material.Neon
		v.brightpart.BrickColor = BrickColor.new("Really red")
		v.actuallight.SpotLight.Brightness = 5
		v.actuallight.SpotLight.Enabled = true -- make it visible after you set the settings!
	end
	
	game.Lighting.ColorCorrection.Enabled = false
end)

This is unnecessarily high, just make the environment colours a bit brighter
Because anything thats white (players avatars) would glow like the sun next to that light

2 Likes

Please take a screenshot of all your Lighting settings for us.

v.actuallight.SpotLight.Brightness = 5
Something’s really strange if you need to set SpotLights to 20 normally then to 5 to have the lights ‘dimmed’ for the power outage.

1 Like

That’s an accidental remnant of when I was trying to figure out if the brightness WAS in fact too high.

  • Server too
  • All the same
  • All the same
1 Like