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    Removal of the Blinking lights

    Scheduled Pinned Locked Moved Suggestions
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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 ๐Ÿ™‚ .

                  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" ๐Ÿ˜„ )

                          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.

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                            • 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

                                1 Reply Last reply Reply Quote 0
                                • 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.

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

                                    We can make them match the faction colors. Fine by me too ๐Ÿ™‚ .

                                    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 colorโ€” 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
                                      • MazorNoobM Offline
                                        MazorNoob
                                        last edited by MazorNoob

                                        From what I understood of the explanation, it's possible to handle stalling/not stalling color change in a single loop instance, right? So that we pay a tiny fixed cost for the stalling/not stalling logic, and the rest is handled by some shader magic. All the other logic like building units and such could then be placed in appropriate functions instead of being polled every tick. Then we'd keep the old behaviour without polling everything all the time.

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

                                          @mazornoob said in Removal of the Blinking lights:

                                          From what I understood of the explanation, it's possible to handle stalling/not stalling color change in a single loop instance, right? So that we pay a tiny fixed cost for the stalling/not stalling logic,

                                          I've explained it in this post.

                                          and the rest is handled by some shader magic.

                                          Possible, but that doesn't remove all the issues as described in the post mentioned.

                                          All the other logic like building units and such could then be placed in appropriate functions instead of being polled every tick. Then we'd keep the old behaviour without polling everything all the time.

                                          If you don't poll enough then the results are not accurate enough to be reliable, and if they're not reliable then why are we having them change at all?

                                          I've decided to keep the lights, set to a fixed color. There will be no changes to the lights once they've spawned in. I'm fine with any color, they can be faction dependent. Uveso and Zelda made some suggestions:

                                          @uveso said in Removal of the Blinking lights:

                                          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)

                                          @zeldafanboy said in Removal of the Blinking lights:

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

                                          Any other opinions?

                                          A work of art is never finished, merely abandoned

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                                          • JipJ Jip referenced this topic on
                                          • T Offline
                                            thecore
                                            last edited by

                                            Another option is make the lights the player colour.

                                            Never Fear, A Geek is Here!

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