For that reason self extracting archives exist since forever for those that worry about decompression on vanilla systems. Plus one doesn't need 7zip to extract 7z archives either, any decent file manager can extract all common archive formats, so can most archivers extract other formats (WinRAR extract 7z).
It's a suggestion, there is no need to keep using old inefficient archiver and format.
7zip format is not the best but the most common with a decent speed/size.
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p128+1.2: Opponent cars don't cast headlights into track walls, at least not much or as much as player's car. Didn't check tail lights (only work sometimes anyway, brake lights only, etc.).
1st image player headlights off yet opponent cars do not light up the wall in front. 2nd image player headlights on and they light up the wall in front fine. Only/mostly ground is getting lit up by opponent cars, headlights range doesn't seem to affect opponent cars (same vehicle).
Didn't this used to work OK before? Although I can't get it to work anymore on p49+1.1b6. Configs are all defaulted on install except what shader patch keeps after it's removal and decides to reload some values, SOL ini loading disabled.
Is it some config issue in Shader patch? In SOL? Or a missing feature?
Deleting and disabling VAO doesn't seem to make a difference.
Is there a hidden setting in shader patch to get opponent car headlights to cast light on walls in front and not only/mostly track surface?
Hidden shader setting in lighting_fx.ini is the only having any impact by making low beams brighter (at least opponent car low beams, hard to notice on player's car that overshines those with high beams anyway, I think it's for all low beams on all cars):
HEADLIGHTS_NEARBY_MULT
These seem to have no effect:
LIGHT_FROM_BEHIND_MULT
HEADLIGHTS_RANGE_MULT
HEADLIGHTS_DISTANT_RANGE_MULT
RANGE_FIRSTPERSON
RANGE_CARS_NEARBY
RANGE_CARS_DISTANT
Of course the blow out on interior is still unreal and even setting interior light_from_behind to 0 does nothing.