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@nullsystem nullsystem commented Jun 21, 2025

Description

  • Replace the menu-based killer/damage info with HUD
  • Right-side, generally gives slight more killer/damage info than menu
  • Keybind toggle
  • Pagination
  • Convar+settings on how it pops up/interacts (cl_neo_kdinfo_toggletype)

Toolchain

  • Linux GCC Distro Native Gentoo/GCC 14.3.0

Linked Issues

@nullsystem nullsystem added the Current WIP Currently working on it label Jun 21, 2025
@nullsystem nullsystem force-pushed the GH-667_KillerDmgInfo branch 2 times, most recently from 4433060 to 7ef1c68 Compare June 29, 2025 17:12
@nullsystem nullsystem force-pushed the GH-667_KillerDmgInfo branch from 7ef1c68 to 061b787 Compare July 5, 2025 11:30
@nullsystem nullsystem force-pushed the GH-667_KillerDmgInfo branch 8 times, most recently from f7a2719 to ff5114c Compare July 27, 2025 16:42
@nullsystem nullsystem force-pushed the GH-667_KillerDmgInfo branch from ff5114c to ad87bd2 Compare July 29, 2025 19:20
@sunzenshen sunzenshen requested a review from a team July 31, 2025 04:34
@nullsystem nullsystem force-pushed the GH-667_KillerDmgInfo branch 4 times, most recently from 7cb7edb to 61cccfe Compare August 2, 2025 13:14
@nullsystem nullsystem changed the title [TODO WIP] Killer damage HUD (replacing menu) Killer damage HUD (replacing menu) Aug 2, 2025
@nullsystem nullsystem marked this pull request as ready for review August 2, 2025 13:14
@nullsystem nullsystem requested a review from sunzenshen August 2, 2025 13:14
@nullsystem nullsystem force-pushed the GH-667_KillerDmgInfo branch 2 times, most recently from f3db16c to 0203e34 Compare August 2, 2025 14:38
sunzenshen
sunzenshen previously approved these changes Aug 2, 2025
@nullsystem nullsystem requested review from a team and Rainyan and removed request for Rainyan August 2, 2025 22:57
sunzenshen
sunzenshen previously approved these changes Aug 3, 2025
@Rainyan Rainyan requested review from a team and Rainyan and removed request for a team August 14, 2025 16:35
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Screenshot

Would it be possible for us to completely cut/not render the killfeed for the pixels overlapping the KID panel? Or if that's unreasonably much effort (not too familiar with the UI details), perhaps having the KID panel bg take full (or fuller) alpha opacity, and rendering the killfeed under it, so that it doesn't distract the reading as much at areas where the two overlap.

Another possible option would be to make it such that:

  • If the Killer Info panel is open
  • And if there's a killfeed item that would overlap with it
  • Expire any upper killfeed items for as long as it takes to resolve the overlap

in which case we could dodge this problem. But I'm not sure which is the best approach.

And I guess another option would be to simply move the panel way more to the left, such that it will not overlap no matter what carnage is happening in the killfeed. Maybe this would be cleaner actually?


It's also a bit complicated to understand since it's quite busy visually, and many elements/info is packed very close together, but that could maybe be a thing to improve in the future for some visual design/UX pass, instead of getting too fixated on it for this PR.


One thing I might like to see changed is the Killed by: <weapon> language, since we have two of them appearing at the same time:

  • Killed by <Player name>
  • Killed by: <Weapon name>

which makes it a bit hard to read, since they're so similar.

Maybe it'd be better to have:

  • Killed by <Player name>
  • Weapon: <weapon name>

@nullsystem
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@Rainyan I've decided to just move it to the left, don't have to deal with killfeed overlap at least. Also changed wording Killed by: <Weapon name> -> Weapon: <Weapon name>

@AdamTadeusz
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Screenshot

Would it be possible for us to completely cut/not render the killfeed for the pixels overlapping the KID panel? Or if that's unreasonably much effort (not too familiar with the UI details), perhaps having the KID panel bg take full (or fuller) alpha opacity, and rendering the killfeed under it, so that it doesn't distract the reading as much at areas where the two overlap.

Another possible option would be to make it such that:

* If the Killer Info panel is open

* And if there's a killfeed item that would overlap with it

* Expire any upper killfeed items for as long as it takes to resolve the overlap

in which case we could dodge this problem. But I'm not sure which is the best approach.

And I guess another option would be to simply move the panel way more to the left, such that it will not overlap no matter what carnage is happening in the killfeed. Maybe this would be cleaner actually?

It's also a bit complicated to understand since it's quite busy visually, and many elements/info is packed very close together, but that could maybe be a thing to improve in the future for some visual design/UX pass, instead of getting too fixated on it for this PR.

One thing I might like to see changed is the Killed by: <weapon> language, since we have two of them appearing at the same time:

* `Killed by <Player name>`

* `Killed by: <Weapon name>`

which makes it a bit hard to read, since they're so similar.

Maybe it'd be better to have:

* `Killed by <Player name>`

* `Weapon: <weapon name>`

A few extra pixels of space between each player in the report would be nice

@nullsystem nullsystem force-pushed the GH-667_KillerDmgInfo branch from ae36d43 to 6fcb2b6 Compare August 14, 2025 22:12
@nullsystem
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@AdamTadeusz Added some extra spacing

AdamTadeusz

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* Replaced menu-based with proper HUD
* Slight more info, more clearer to read
* Details killed by you vs you killed players
* Keybind toggle, keybind pagination
* New ConVar: cl_neo_kdinfo_toggletype
* New settings option to toggle behavior when automatically showing
* fixes NeotokyoRebuild#667
@nullsystem nullsystem force-pushed the GH-667_KillerDmgInfo branch from 6fcb2b6 to f7598f6 Compare August 15, 2025 17:32
@nullsystem nullsystem added the New Changes for Reviewers New changes has been made. This label is mostly to notify reviewers. label Aug 15, 2025
@AdamTadeusz
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Any chance we could include damage from the environment and neo_npc_targetdummy (Jeff)?

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LGTM. Damage from Jeff isn't counted (blank results if you only took damage from non-player entities), but I think that kind of detail is optional. Otherwise results look good.

@nullsystem nullsystem merged commit d61891c into NeotokyoRebuild:master Aug 16, 2025
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@AdamTadeusz @sunzenshen Will look at it separately: #1275

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[FEATURE] Replace killer/damage info menu with a proper UI

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