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Version 1.0 (Alpha 22) Dev Diary


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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.

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On 10/27/2024 at 4:39 PM, DocRussel said:

but let's pump the brakes about demanding or expecting it to be immediately changed.

Why? Pumping the brakes and only occasionally trickling out desired features sounds like a good way to have those things never register on the devs radar. 

And it's not like we're asking for a major game mechanic overhaul.

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2 hours ago, beerfly said:

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.

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@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.

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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.

Edited by Chaton Noir (see edit history)
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