-
Notifications
You must be signed in to change notification settings - Fork 20
Killer damage HUD (replacing menu) #1190
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Killer damage HUD (replacing menu) #1190
Conversation
4433060 to
7ef1c68
Compare
7ef1c68 to
061b787
Compare
f7a2719 to
ff5114c
Compare
ff5114c to
ad87bd2
Compare
7cb7edb to
61cccfe
Compare
f3db16c to
0203e34
Compare
0203e34 to
73d1ccf
Compare
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
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>
73d1ccf to
ae36d43
Compare
|
@Rainyan I've decided to just move it to the left, don't have to deal with killfeed overlap at least. Also changed wording |
A few extra pixels of space between each player in the report would be nice |
ae36d43 to
6fcb2b6
Compare
|
@AdamTadeusz Added some extra spacing |
* 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
6fcb2b6 to
f7598f6
Compare
|
Any chance we could include damage from the environment and neo_npc_targetdummy (Jeff)? |
sunzenshen
left a comment
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
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.
|
@AdamTadeusz @sunzenshen Will look at it separately: #1275 |


Description
cl_neo_kdinfo_toggletype)Toolchain
Linked Issues