@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:
- I would obviously vote for yellow or blue.
- Also nice; light in faction color
- 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 color— 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?