PC V1.0 b332 EXP (b333 Hotfix)

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Hated

QA Lead
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Good evening Survivors!
Another round of fixes before you.

b333 Hotfix:

Changed

  • Next throw starts charging after the cooldown instead of being ignored
  • Made the throw charging bar more opaque

Fixed

  • ItemClass collide with entity NRE if itemClass or MadeOfMaterial is null
  • Unable to throw explosives if drag dropped into the selected toolbelt slot
  • Clients in a p2p game are immune to zombie attacks

b332 Changelog:

Added

  • Chimney Cap Large Smoke Ambient Sound
  • Inventory UI Audio - Plant Fibers & Crops
  • Inventory UI Audio - Various Resources Batch 1

Changed

  • Moved player, chest and trader spawn point in playtest 20m closer to POI
  • Updated several Simplified Chinese strings based on community feedback
  • Initialize Harmony mod code first

Fixed

  • Wrong animations slotted into the '3P' layer of the bow controller causing 'missing listener' error
  • Trader in playtest spawning 1m above ground
  • Bow animation delay
     
 
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Yeah! I like the idea of them taking great care to launch the stable version. Some people may complain now, but later many will stop complaining about the polish they gave before launching.

 
Yeah! I like the idea of them taking great care to launch the stable version. Some people may complain now, but later many will stop complaining about the polish they gave before launching.
Let's hope so. I know this is the reason for all the scrambling. In preparation for stable and console release. 

I'm loving every minute of it. Great job Pimps!

 
Initialize Harmony mod code first
I saw this in the mods folder when I was making and updating my own mods, but the info file just refers to HarmonyX which I'm not familiar with.  Is it essentially a pre-mod to make other mods work better?

 
So nice that the bow animation was fixed so quickly!

I guess it won't make it for the actual 1.0 release tomorrow but I feel like the lighting this time was just overtuned. Nights are a bit too bright and it makes torches, flashlights, and night vision unneeded. It also effectively makes stealth gameplay stronger as you won't have to use lights at night that increase your visibility meter.

Someone made a mod for the interior/exterior lighting for both day and night: https://www.nexusmods.com/7daystodie/mods/5422
 

Exterior Day - Tuned
5422-1721769893-87087174.png


Exterior Day - Original

5422-1721769889-1396050327.png


Interior Day - Tuned

5422-1721769877-695159091.png


Interior Day - Original

5422-1721769877-1115815483.png


I think the devs should revisit the lighting post-1.0 and make different ambient lighting for night/day. I'll admit some of the screenshots on that mod are too dark (but still brighter pre-1.0) so maybe somewhere in the middle? On some screenshots, the game look beautiful, makes it look cinematic even.

 
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Wondering if TFP know about an issue of what I guess is called, reverse input delay?
Basically, quite often, my character will continue to move in the direction I was pressing for half a second after I release.
And sometimes I will start pressing the reverse direction, and my character will just stand still for half a second like as if the game thinks I'm pressing both W and S at the same time.

Additionally, the sprint toggle is still turned on regardless of the on/off setting.

I haven't played b332 yet, but b330

 
reverse input delay?
Basically, quite often, my character will continue to move in the direction I was pressing for half a second after I release.
And sometimes I will start pressing the reverse direction, and my character will just stand still for half a second like as if the game thinks I'm pressing both W and S at the same time.
That would be more considered input inertia. Reverse delay would mean the action starts before the input which would be impossible. 

Continuing to move after releasing W also happens in Conan Exiles. The only fix I've found for that is capping my frame rate at 60fps.

 
Additionally, the sprint toggle is still turned on regardless of the on/off setting.
Regarding this, the option is not to enable or disable sprint locking.  You will always be able to sprint lock regardless of the setting.  Instead, the setting (when enabled) makes it so that if you have sprint lock on when you stop moving, then when you start moving again, you'll be sprinting without needing to enable sprint lock again.  Disabled just means you have to re-enable sprint lock to start sprinting again after stopping.

If you are still sprinting after stopping when that setting is disabled, then there's a bug.  But I'm guessing you might just misunderstand the setting?

* For clarification, you can also just hold the sprint key instead of enabling sprint lock to sprint.  I am just referring to the sprint lock function here.

 
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That would be more considered input inertia. Reverse delay would mean the action starts before the input which would be impossible. 

Continuing to move after releasing W also happens in Conan Exiles. The only fix I've found for that is capping my frame rate at 60fps.
my frames are already locked at 60

 
So nice that the bow animation was fixed so quickly!

I guess it won't make it for the actual 1.0 release tomorrow but I feel like the lighting this time was just overtuned. Nights are a bit too bright and it makes torches, flashlights, and night vision unneeded. It also effectively makes stealth gameplay stronger as you won't have to use lights at night that increase your visibility meter.

Someone made a mod for the interior/exterior lighting for both day and night: https://www.nexusmods.com/7daystodie/mods/5422
 

Exterior Day - Tuned


Exterior Day - Original



Interior Day - Tuned



Interior Day - Original



I think the devs should revisit the lighting post-1.0 and make different ambient lighting for night/day. I'll admit some of the screenshots on that mod are too dark (but still brighter pre-1.0) so maybe somewhere in the middle? On some screenshots, the game look beautiful, makes it look cinematic even.
THANK YOU, this is exactly what was needed. 1.0 looks much better than A21, but the game has become too bright and it ruins everything. I really hope TFP do something like this in the future. @faatal?

 
Thanks for all your work on this game.  I host a game for a group of my friends and we all enjoy our time playing.  We have no problems with the lighting values as they are now.  Personally I dislike it when things become too dark.

 
THANK YOU, this is exactly what was needed. 1.0 looks much better than A21, but the game has become too bright and it ruins everything. I really hope TFP do something like this in the future. @faatal?
Lowering the in-game brightness does pretty much the same thing. The bright areas stay bright while the dark areas get darker. 

With the in-game brightness you can make it so dark that at night you could barely see anything that isn't up in your face.

 
Lowering the in-game brightness does pretty much the same thing. The bright areas stay bright while the dark areas get darker. 

With the in-game brightness you can make it so dark that at night you could barely see anything that isn't up in your face.
I tried reducing the brightness to 0% and that didn't solve the problem. But the game became horrible as the bright areas remained as bright and the dark areas became very dark. I tested this during the day and it looked bad. I ended up playing at 30% brightness, but the game is still too bright.

 
I tried reducing the brightness to 0% and that didn't solve the problem. But the game became horrible as the bright areas remained as bright and the dark areas became very dark. I tested this during the day and it looked bad. I ended up playing at 30% brightness, but the game is still too bright.


Did you check the brightness setting of your monitor? And the setting of the operating system?

I use default brightness and I still need lights or night vision googles in POIs, in the burned biome even in the daytime it can become too dark inside. I play on a TV screen though which probably is tuned differently than most PC monitors.

 
Unable to throw explosives if drag dropped into the selected toolbelt slot


Repeating that I love changelogs and hope that game studios and developers never stop publishing them. How does one even find this happens and also find out what was causing the issue? I can imagine some random player dragging explosives to their toolbelt in preparation of a horde or something and realizing with dawning horror that they can't throw them no matter how hard they try. 😭

What was causing this issue, if you're allowed to say or simply feel like explaining? I am forever curious!

 
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