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    Removal of the Blinking lights

    Scheduled Pinned Locked Moved Suggestions
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    • Anachronism_A Offline
      Anachronism_ @Jip
      last edited by

      @jip
      Wouldn't it be relatively low-cost to do something like have a loop that runs once every X seconds, and then for each player, gets the player's relevant eco data, determines the blinking light status, and then if the status is different from what it was the previous cycle, sets the blinking light status for that player's blinking light units? I imagine this could be done in a way that does not conflict with what you want to do to improve intel/shield processing.

      Alternatively, if that wouldn't be relatively low cost, perhaps we should just do blinking lights by player color.

      pfp credit to gieb

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      • GiebmasseG Offline
        Giebmasse Team Lead
        last edited by

        The simulation is already run for each client, where the info is grabbed from currently afaik for the lights. That loop sounds like just another layer on top or replacement of current control system, just added complexity and not really resolving the need for the mentioned bookkeeping? If the loop would process each factory you'd have to bookkeep the factories to be included and run them in a batch or start a separate loop for each factory and kill it once not needed anymore.

        I'm not familiar with all the technical bits regarding the lights, but in general triggers that rely on game engine functions are usually way more optimized than manual loops done on the scripting side.

        And all that complexity for lights that most don't even know about πŸ™‚

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        • DeribusD Offline
          Deribus Global Moderator
          last edited by

          Are the lights all or nothing, could we get rid of ones some units but not others?

          I think the blinking lights when storages are near empty are kinda cool

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          • S Offline
            Sprouto
            last edited by

            LOUD removed those lights pretty much at the first release - they were never missed. No one even noticed until it was pointed out. Just saying......it's a great deal of code execution for a whole lot of almost nothing.

            1 Reply Last reply Reply Quote 2
            • UvesoU Offline
              Uveso
              last edited by Uveso

              Well i know those lights and saw them from the beginning.
              But i am colorblind (red/green) and i never see to what color those lights change.

              So my personal opinion;
              I like the lights, it makes the game more "colorful", but they don't need to change
              or show something special with their color, i can't see it anyway.

              I'm still mourning the removal of SACU wrecks
              They looked good and were removed as a balance decision due to mass on reclaim. A crime in my eyes!
              (Setting the mass inside the wreck to 0 would have the same balance change without removing grafics from the game.)

              Please try to hold as much effects / grafics as possible in the game.

              My suggstion:
              Create those lights when a unit gets created and let them shine in a fixed color.
              So we still have nice grafic, and less CPU power used for unessisary colorchange checks on many events.

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              • JipJ Offline
                Jip
                last edited by

                SACU wrecks are still part of the game.

                A work of art is never finished, merely abandoned

                UvesoU 1 Reply Last reply Reply Quote 1
                • TheWeakieT Offline
                  TheWeakie Balance Team
                  last edited by

                  If they wouldnt be you'd have me crying about it all day

                  1 Reply Last reply Reply Quote 0
                  • A Offline
                    Aulex
                    last edited by

                    Sleep tight blinking lights, jip is gonna flip the switch off.

                    1 Reply Last reply Reply Quote 0
                    • UvesoU Offline
                      Uveso @Jip
                      last edited by

                      @jip said in Removal of the Blinking lights:

                      SACU wrecks are still part of the game.

                      well, they were removed on 25 May 2020
                      https://github.com/FAForever/fa/commit/dbaf939f45671a9f77d9cabe099e25068729d452

                      But it looks like those changes were reverted half a year later (25 Nov 2020).

                      Ok, the SACU wreck question is solved, lets get back to the blinking lights.

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                      • JipJ Offline
                        Jip
                        last edited by

                        I'm fine with having some form of lights, made once when the unit is finished and then 'forgotten'. But I'd like to stress: if only a few individuals actually knew about the lights, then why do we bother πŸ™‚ .

                        A work of art is never finished, merely abandoned

                        BlackYpsB 1 Reply Last reply Reply Quote 0
                        • Eternal-E Offline
                          Eternal-
                          last edited by

                          What the lights? Player with low graphics settings

                          Profile | Eternal MOD pack | Check new client

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                          • BlackYpsB Offline
                            BlackYps @Jip
                            last edited by

                            @jip said in Removal of the Blinking lights:

                            But I'd like to stress: if only a few individuals actually knew about the lights, then why do we bother

                            Because we try to preserve the game SC:FA here. If there is no pressing reason to remove nice details then why should we do that?

                            If we remove the color changes that are a performance hog, then what do we actually improve if we completely remove the lights? At that point we are just taking stuff away for no good reason.

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                            • JipJ Offline
                              Jip
                              last edited by

                              Fair enough - I'll add them back in but without the color changing. Suggestions for a color?

                              A work of art is never finished, merely abandoned

                              UvesoU 1 Reply Last reply Reply Quote 0
                              • UvesoU Offline
                                Uveso @Jip
                                last edited by

                                @jip said in Removal of the Blinking lights:

                                Suggestions for a color?

                                Well i can see yellow and blue best.

                                1. I would obviously vote for yellow or blue.

                                2. Also nice; light in faction color

                                3. Or just white light (in this case yellow white like an old light bulb)

                                4. Increase the size of the light.
                                  (maybe people will see a "new" feature in the game - "ambient lights" πŸ˜„ )

                                And thanks for keeping the lights!

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                                • QuietJoyQ Offline
                                  QuietJoy
                                  last edited by

                                  Could we not do some sort of vote? I see no point in the lights if they have a performance cost.

                                  1 Reply Last reply Reply Quote 0
                                  • MazorNoobM Offline
                                    MazorNoob
                                    last edited by

                                    There was some discussion on preserving current behaviour without the performance penalty. Maybe that's the best option?

                                    1 Reply Last reply Reply Quote 1
                                    • JipJ Offline
                                      Jip
                                      last edited by

                                      The performance cost is in having the lights change. If they remain the same, then they're essentially free of charge.

                                      A work of art is never finished, merely abandoned

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                                      • R Offline
                                        relentless
                                        last edited by

                                        The details person in me wants the blinking lights to match the faction colour if they are static. But I couldn't see a blue blinky light.

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                                        • JipJ Offline
                                          Jip
                                          last edited by

                                          We can make them match the faction colors. Fine by me too πŸ™‚ .

                                          A work of art is never finished, merely abandoned

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                                          • ZeldafanboyZ Offline
                                            Zeldafanboy
                                            last edited by

                                            I think the blinking lights should contrast the faction colorβ€” i.e. Cybran should have yellow blinking lights and Seraphim blue blinking lights. Aeon should have red lights and UEF green lights.

                                            put the xbox units in the game pls u_u

                                            UvesoU 1 Reply Last reply Reply Quote 0
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