If you are using the patch and the map is not coming up or you are stuck in a lower lighting mode, it means that an exception has been thrown. I need to know the resolution you are trying to run at.
I'll be spending time tomorrow working on any reported issues. Today I have to go finish my Christmas shopping and try to ignore the fact that today would have been my twenty-second wedding anniversary.
[Removed three weeks worth of outdated information]
Update 1/8/2016 12:03pm: I'm still getting reports of water and lava not properly rendering. If you have deleted your config file, reset your resolution, then restarted the game, and you are still having issues, look in your Documents/My Games/Terraria folder and look for a file called CrashInitTargets.txt and post the contents of that.
Update 1/9/2016 7:30am: I received a CrashInitTargets.txt that showed a NotSupportedException creating the waterTarget RenderTarget. That's really odd because that particular exception shouldn't be thrown by the RenderTarget2D constructor. Will research when I get home tonight.
Update 1/9/2016 6:45pm: Okay, I just made a change that should free up an extra 140-210MB of RAM. Water is working using the following values in config.rt.json (I game RomTerraria its own config file to help keep things simple:)
{
"SmartCursorToggle": true,
"MapEnabled": true,
"InvasionBarMode": 2,
"AutoSave": true,
"AutoPause": false,
"Language": 1,
"PlacementPreview": true,
"GoreVisualsAllowed": true,
"VolumeSound": 1.0,
"VolumeAmbient": 0.75,
"VolumeMusic": 0.75,
"UseExperimentalFeatures": false,
"Fullscreen": true,
"WindowMaximized": false,
"WindowBorderless": false,
"DisplayWidth": 3840,
"DisplayHeight": 2160,
"GraphicsQuality": 0,
"BackgroundEnabled": true,
"FrameSkipMode": 2,
"LightingMode": 0,
"LightingThreads": 0,
"Parallax": 0.88,
"ShowItemText": true,
"LastLaunchedVersion": 188,
"UseSmartCursorForCommonBlocks": false,
"UseSmartAxeAfterSmartPickaxe": false,
"UseSmartWallReplacement": true,
"DisableLeftShiftTrashCan": false,
"HighlightNewItems": true,
"HidePasswords": false,
"ReverseUpDownForArmorSetBonuses": false,
"MouseShowBuildingGrid": false,
"AllowUnfocusedInputOnGamepad": false,
"LockOnPriority": 2,
"InvisibleCursorForGamepad": true,
"GamepadDisableInstructionsDisplay": false,
"SettingsUnlock_WorldEvil": false,
"SettingsEnabled_MinersWobble": true,
"UseStormEffect": true,
"UseHeatDistortion": true,
"WaveQuality": 3,
"MouseColor": {
"R": 255,
"G": 50,
"B": 95
},
"MouseBorderColor": {
"R": 0,
"G": 0,
"B": 0,
"A": 0
},
"QuickLaunch": false,
"CloudSavingDefault": false,
"FilterLimit": 16,
"FilterPriorityThreshold": "VeryLow"
}
I'm packaging up the build now.
Update 1/9/2016, 6:54pm: Here is my update. The big change here is that I eliminated depth buffers for all of the render targets. Users of Terraria will see this result in ~210MB of RAM being saved. Users of RomTerraria will see this result in ~140MB of RAM being saved (I used to reduce the depth buffer to 16 bits instead of 24 bits). Again, this is an EXPERIMENTAL RELEASE. Have fun.

