PC V1.0 b332 EXP (b333 Hotfix)

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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.
I use the standard brightness of the monitor and the system, and there are no problems in other games. In principle, the game looks normal indoors. Reducing the brightness to 30% makes the picture much better. But outdoors, the game is still brighter than we would like. For me personally, the ideal option is with this mod. The game becomes much less bright outdoors, and it gets even darker indoors, but at the same time the game does not turn into pitch darkness. Although the nights are still very bright. But this is easily evaporated by another mod that makes the nights dark. Maybe even darker than it should be, but it looks normal and much better.

If we talk about brightness, then I like A21 the most. The game was not so bright during the day and allowed us to make dark nights and indoors with the help of mods. Will it be possible to use this mod with the dark nights mod? Unlikely. So I'll have to walk at night like during the day, because I'd rather have less brightness during the day than the other way around. I also hope that Torch will be updated for 1.0. By the way, why don't TFP use the ideas of this mod? This allows you to increase performance well in some scenarios, while the impact on the graphics is minimal. The latest version even has SSRTGI.

 
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!


Players submit bug reports here on our forums.  I think that is how this issue was discovered.

 
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!
There was a change in the throw code to a line that compares if the item value was the same reference, which was changed to Equals. That compares all the values of an item, which did not match after lit, so it would cancel the throw as soon as you clicked. I changed it to a type compare to fix. That is old code and it may not even be needed anymore, but removing could cause some other bug. Fixing bugs can be dangerous as you often make new ones, which happened several times this week.

 
The brightness issue sounds like a change to benefit streamers.  They used to have to turn the brightness up so their viewers wouldn't complain.

I'm usually not too critical, but between this, streamer weekend and all the twitch integration it really feels like TFP is obsessed with their game looking better on Twitch to the detriment of the overall experience.  The game is considerably less scary at night and indoors.

Recommendation: put in a "Twitch Mode" toggle that enables current brightness levels and reverts to previous brightness settings when off.

 
The brightness issue sounds like a change to benefit streamers.  They used to have to turn the brightness up so their viewers wouldn't complain.

I'm usually not too critical, but between this, streamer weekend and all the twitch integration it really feels like TFP is obsessed with their game looking better on Twitch to the detriment of the overall experience.  The game is considerably less scary at night and indoors.

Recommendation: put in a "Twitch Mode" toggle that enables current brightness levels and reverts to previous brightness settings when off.
The brightness change had nothing to do with streamers. As you said, streamers could already turn up the brightness. It was changed because it was thought to be a more practical play experience. I actually like it dark and have thought we could have day and night brightness settings, but we shall see where the team opinions lands after more testing and feedback.

 
The brightness change had nothing to do with streamers. As you said, streamers could already turn up the brightness. It was changed because it was thought to be a more practical play experience. I actually like it dark and have thought we could have day and night brightness settings, but we shall see where the team opinions lands after more testing and feedback.
You can make a setting for this, and then both lovers of darkness and lovers of light will be satisfied.

 
So it sounds like adjustments were made but went too far

As it is, torches, flashlights, spotlights etc are completely unnecessary.


✓ 100%.

I'm sitting at 0% brightness right now. I shouldn't have to go that low, but if I could I'd go a bit lower.


 
I do agree that some places in the game were too dark during the daytime.  So it sounds like adjustments were made but went too far.  FWIW, I'd split the difference and try that. 

As it is, torches, flashlights, spotlights etc are completely unnecessary.


This isn't universal. I seem to play on a relatively dark screen and for me the current setting is just about right. I can't change it though I am not the only user of that screen

So an adjustable brightness would really be the best way forward

 
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Without changing the present lighting configuration, Could a set of LUTs be used similar to an earlier

version that had brilliant and a few others. They could be saved in the data folder, the main game need

not change, and the plus is it would be a non-intrusive moddable asset that can be customized by modders.

It could be a simple option choice, so each client can have their own view.     Win Win. Yes or No?

 
The above thought that I had isn't really because i totally dislike the brighter nights.

It's just really different. Here comes the big but, I may be wrong but it could have been

done partially for inclusion. I don't get to use the torch, I use to carry about ten and when Id

roam at night, when chased id set up a light ring to fight, then move on. But I have found myself

actually doing more at night now, stealthing with my bow and throwable spears.

Including a LUT would allow me to set darkness, and also I could try to set one for the colorblind.

I did that once before, but I had to edit the resource.assets to accomplish it.

 
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.
I wholeheartedly recommend this mod; lighting was great, and realistic, in A21 (apart from when it was tweaked at some point to the extent where going in and outdoors was extremely jarring; but TFP then fixed that).   however in v1.0 the lighting is way too bright, certainly at night. It's "pleasant" on the eyes but not immersive or anywhere near realistic. This mod (for me anyways) will do the trick until the default lighting model is (hopefully) put back how it should be. 

 
For me, the nights are too bright, and often the days are too dark. I have to look at the time to see if it's night or not.
Yeah, I've often not realized it was night time until I happened to look at the time.  If you miss the audio cue when it switched to night (or to day), you really can't tell the difference.  It's not good.

 
There was a change in the throw code to a line that compares if the item value was the same reference, which was changed to Equals. That compares all the values of an item, which did not match after lit, so it would cancel the throw as soon as you clicked. I changed it to a type compare to fix. That is old code and it may not even be needed anymore, but removing could cause some other bug. Fixing bugs can be dangerous as you often make new ones, which happened several times this week.


Crazy how something so small can have such a large impact on such an important aspect of the game lol. Thanks for the answer!

 
It feels bad though, because I feel as if lighting is a big part of the game, and your base should be well lit for your safety. Zombies lurk in the dark, players need light to survive.
Torches attract zombies, but now we don't need them because day or night everything is well lit. The nights especially are so lit up it just feels bizarre. And blood moon events were scary as @%$# when you couldn't see much, now they're all completely visible. 

 
faatal said:
There was a change in the throw code to a line that compares if the item value was the same reference, which was changed to Equals. That compares all the values of an item, which did not match after lit, so it would cancel the throw as soon as you clicked. I changed it to a type compare to fix. That is old code and it may not even be needed anymore, but removing could cause some other bug. Fixing bugs can be dangerous as you often make new ones, which happened several times this week.


Faatal, could this change lead to a slower throw motion? Last night was day 56 horde and I noticed a much slower throw (I'm rank 5 DE and I did notice this change due to my horde defense being an electrified pit so I just need explosives for horde night). Didn't have any problems about the "dragging explosives" (I believe because I'm very used to opt "shift + item"), but throwing explosives is definitely not like before.

 
I'm doing a fetch / clear quest in NDC Checkpoint Two but can't find the last zombie(s). Is that a known issue? Searched the whole POI, even with god mode, but no success. Command "killall", if that is even a thing, doesn't do anything either.

There is a yellow marker where there should be a Z but there is nothing.

 
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I'm doing a fetch / clear quest in NDC Checkpoint Two but can't find the last zombie(s). Is that a known issue? Searched the whole POI, even with god mode, but no success. Command "killall", if that is even a thing, doesn't do anything either.

There is a yellow marker where there should be a Z but there is nothing.
killall and god mode aren't useful when a volume hasn't yet spawned.  There is probably a button or key rack somewhere that you didn't use.  Some zombies don't spawn if you don't use a trigger even if you enter the room some other way.

 
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