PC v1.x Developer Diary

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IRL, darkness occasionally freaks me out because I have an overactive imagination.  In games, it just annoys me because I can't see what the F I'm doing.  To me, it's not a real challenge, it's at best a test of your eyesight (and as someone who's blind as a bat without my glasses, that's not something I enjoy.)

That said, bears in the forest were kind of terrifying.
In many games, I would agree.  I often don't lower gamma as far as the recommended level (an image invisible or barely visible depending on what the game says) because I like seeing what I'm doing.  However, this game offers you options to make things visible that are easy to use and don't require constantly swapping to it.  The helmet light works great and made it easy to see in any darkness level.  So it was something to work towards rather than always be a pain to see.  I'm fine with that.  Add in other options - weapon lights, torches, flashlights.... there wasn't any reason not to be able to see if you needed to.  But it gave you that darkness to make things more interesting.

Besides, right now, I often don't even notice that it's night instead of day unless I notice the sound for night when it changes to night, or if zombies suddenly are moving faster.  It just isn't really all that much darker at night.  I mean, when it's darker in the middle of the day when it's raining than it is in the middle of the night when it's not raining, that's not good lighting.

 
This is not a complaint, but a personal observation regarding the darkness
or lack there of. The main culprit is a medium that is beyond the reach of most,
unless you have a third party piece of extraction software , the latest unity
installed and a third party archiver that focuses on  LZMA compression protocol.

It would be possible to have a compromise to allow the legacy darkness and the
new introductory darkness with a simple adjustment from the side of the devs.

The gradient for moon and night ambient can be painted closer to black, while
the slider can have a preliminary or default setting closer to 100, whereas 100 is
the present lighting scheme.

This way win/win for both sides and no intrusive changes. I use to do this alot
before to set up my own LUT combinations, to set different moods. The indoor fog

gradient would be painted closer to 0 0 0, making interior light change darker also.

The xml option, would be to make it at least 50% cloudy all of the time. An alternate
option could be to include "isnight" in the biomes weather manager, this way it would
separate different types of weather and lighting between day and night.

 
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This is not a complaint, but a personal observation regarding the darkness
or lack there of. The main culprit is a medium that is beyond the reach of most,
unless you have a third party piece of extraction software , the latest unity
installed and a third party archiver that focuses on  LZMA compression protocol.

It would be possible to have a compromise to allow the legacy darkness and the
new introductory darkness with a simple adjustment from the side of the devs.

The gradient for moon and night ambient can be painted closer to black, while
the slider can have a preliminary or default setting closer to 100, whereas 100 is
the present lighting scheme.

This way win/win for both sides and no intrusive changes. I use to do this alot
before to set up my own LUT combinations, to set different moods. The indoor fog

gradient would be painted closer to 0 0 0, making interior light change darker also.

The xml option, would be to make it at least 50% cloudy all of the time. An alternate
option could be to include "isnight" in the biomes weather manager, this way it would
separate different types of weather and lighting between day and night.
Hi @4sheetzngeegles, the way you format what you write is... peculiar!

Are you, by any chance, still using something like this?  :suspicious:

th

 
That was funny, No, I have never used any artificial medium to write. I have been doing it the same way since I

first joined 2017. Do you mean it sounds robotic, or is it because I box format? I'm trying not to make a wall of

text, and I also figured a lot more people are reading on their 5 inch phone screen. I type it out on notepad++,

then copy and paste it. The other reason is I separate each thought so a persons can copy a quote to respond.

Still laughing when i look at the image. My style has also been likened to R'lyehian. 🤣

 
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I think this light issue is more personal preference.  I need a flash in alot of areas because for me i can barely see. im on xbox. I have read a lot of the comment an a few of you that are PC users and like the versions before 1.0. Alpha. the great thing about steam is just go back to A.20 Or A.21. Play that version. That you like best. Problem solved. Anyway camping in the woods at night. Well it can get very dark. But thats if you have heavy cloud cover or if your in dense forest or wooded area. I been open fields with no clouds in the sky, away from smog and city pollution. Even with a quarter moon still see everything around me. Honestly their are so many factors that can play a part in how bright or dark it is at night. Their fog, half moons, full moons, clouds, tree density, tree high and thickness. The game has a lot of this. Here the thing graphics card and game engines cannot  a account for all of these different scenarios. Game developers. try and do their best to do a middle ground for all of it. That looks good on most condition. So that new and old player will like and accept.what they done If new player think its to hard, they wont play and will not recommended. The game to other new players. New player is revenue.new money keeps the game going and we get new updates and content because of this. To get my point across games and video cards and game engines can not make ultra realistic lighting and environments as of yet. To many things. The technology not quite their yet. But every year we get closer. Example ray tracing. My two cents lol

 
just go back to A.20 Or A.21. Play that version. That you like best. Problem solved.
That doesn't solve the problem. Just because you think it is fine doesn't mean it is. Odd hill to die on. There have been nonstop complaints about it since 1.0 dropped. Maybe if there were only a few nights with a full moon that were kind of bright, but not every single night other than BMs. It's too much.

 
yeah this is nothing to do with adjusting gamma, for example (what's this, the 1980's again) ?), or anything else; lighting in A20/A21 was realistic; full stop; since 1.0 dropped that has ceased to be the case ; exaggeration by me but it just might as well be daylight the entire time;  but hopefully the devs will fix it soon ; and as i keep saying, i , for now, use the "7D2D World Lighting Tuned (v1.0 b333) mod. of course that's only for single player, when i play on friend's server we can't use mods........ and lighting........... is well, unrealistic (no need for helmet light mod most of the time)

 
I think this light issue is more personal preference.  I need a flash in alot of areas because for me i can barely see. im on xbox. I have read a lot of the comment an a few of you that are PC users and like the versions before 1.0. Alpha. the great thing about steam is just go back to A.20 Or A.21. Play that version. That you like best. Problem solved.
Considering there are a LOT of improvements to the game since A20/A21 and lighting is hardly a reason to deny yourself those updates, that's not a real choice.  It's different if people just like an older version better.  In that case, they can play that version.  But when people like the current version except for lighting, that's not a reason to play an older version.  They had lighting really good before 1.0, so it's obviously clear that they can make good lighting in the current version as well by just reverting to what was in older versions or making a setting that lets you use that older lighting.  *That* is the solution; not going back to older versions.

And you continue to ignore that this isn't just about outside lighting.  It also affects lighting inside, so even if you can't accept that outside lighting in real life can actually be very dark at night, you can't tell me that a fully enclosed (no windows) room or basement should be perfectly visible at night.

 
Just baffles me the devs didn't make this a real setting instead of forcing one or the other.

Would it really have been impossible to have both lighting schemes in the game so players could choose?

In some ways the real story here is that the in-game lighting setting option just doesn't really work.

 
Well, 7 days to die is going through its final big updates, and small, and smaller ones, balance is still a thing and I really hope brightness thing is fixed in a proper way to feel that this is not just a survival, but a horror survival game. Or it isn`t anymore ? ;)

 
Well, 7 days to die is going through its final big updates, and small, and smaller ones, balance is still a thing and I really hope brightness thing is fixed in a proper way to feel that this is not just a survival, but a horror survival game. Or it isn`t anymore ? ;)
There are still about 2-3 years of updates ahead. So these are not final updates.

 
@DocRussel@bluewizard

It isn't about IRl, or being hardcore, or even just a personal preference.
It was and has been a progressive change for more than 6 years. It was voiced
then but mainly because of the Gamma overlay that would washout the color as
well as make the night too bright.

The main difference is that the medium used, which is a gradient bar was still
at a dark enough tint to allow adjustment from 50 to 0 to remove gamma effect. With

that light intensity  setting.

During that time also there were a few LUTs that were included but combined with
the gamma it couldn't be appreciated then. Now they are not needed.

Prior to what is being discussed now, the gradient bars for bloodmoon, ambient, sun,
moon, fog, fogfade, and sky, were dark enough to allow the ingame slider to adjust from
what you see today ingame to the dark hue. The latest change no longer allows that.

Once I joined discord and was told that the game was made to be customized to the Nth
factor, I began to look at everything, read everything and dissect everything, to both
understand how the components worked together, and make my own environment. That's the
personal part. But it also taught me what was changed per version to make certain things happen.

Some were because of Unity changes, or unity asset limitations, but this is a core part of
the assets.resources which is now in data.unity3d bundle.

The light intensity of the moon has 5 phases, the 5th being the darkest. If it started at the
fourth phase through 5th and looped there it would allow for the present slider to satisfy
bright and darkness. The other is to do a  colorburn on the gradient.

If you go to tutorials, go to the last one. Look at the date. It shows that it has been progressive
just that there is no longer an adjustment to compensate. That is what is being asked for. It's
not a nostalgic return to a former version, just a return of the ability to compensate.

 
In A20 and A21 I used this mod ( https://7daystodiemods.com/dark-nights ). The A21 had perfect lighting brightness during the day and good at night along with this mod. Now the game is always bright, and this cannot be changed. We need a choice. Is it possible to adapt or convert this mod for 1.1? The same author made a mod that makes it darker inside. The same author made a mod that makes it darker indoors.

 
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Is anyone else having problems with multiple land claim blocks not working in peer-to-peer? On a dedi it seems to work fine, but it doesn't seem to work for us in peer-to-peer.

 
Well, 7 days to die is going through its final big updates, and small, and smaller ones, balance is still a thing and I really hope brightness thing is fixed in a proper way to feel that this is not just a survival, but a horror survival game. Or it isn`t anymore ? ;)
I would argue that the Bandit update would be the biggest one 1.0 wasn't that big it was just a big name it had a lot of big features come in like the new armor system new characters but realistically there wasn't really much else

 
Is anyone else having problems with multiple land claim blocks not working in peer-to-peer? On a dedi it seems to work fine, but it doesn't seem to work for us in peer-to-peer.
They work fine for me.  Make sure the host has the max land claims set to 3 (or whatever) per person and not to 1.

 
New bloodmoons stuff. I like that they are going for cell shaded but still would rather have some of this being added in the base 7dtd..like the scrap weapons and grandma zombie 

Screenshot_20241101_152941_Chrome.jpg

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And looks like there's a new pistol kind of looks like a 1911

 
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