Yay! @Pixelcave just did a showcase video on this!!!
Awesome job by @Pixelcave with the video.
Thank you!
I love this mod. Lets me do my own ābalanced modsā thing in my own private server.
However, testing stuff is a pain since I made an enclosure where I spawn NPCs and go at them all ācloackedā like to somewhat test weapons against each other.
Do you know if thereās a way to spawn a zero XP, unresponsive but hostile (targettable and attackable) NPC? That would be an amazing addition to your DPS metre, if there is none.
Cheers for this amazing mod.
I replied to that in discord, but for others reading the thread:
There is a Funcom dummy you can spawn that has very little (I think 12 if I remember correctly?) armor and 150k health and is completely passive.
XX_Test_DoNothing_HealthBoost
I typically use that, or if I want a large hitbox fixed HP something to kill, I usually go for the giant croc
Iāve been working on this mod for a week now since we got the new devkitā¦
For Chapter 2 itās going to have a major update. Itās not going to look or feel much different though, but the insides are completely new
I know people like to āseeā the changeā¦ soooo ummā¦ hereās a sneaky preview of the new titlebar for example!
Also as a side-note regarding the performance of the mod as I got some concerns on the steam comments where people were told by their server admins that they wonāt install it because itāsā¦ let me quote this oneā¦
I was always aware that it doesnāt have much impact, in fact itās negligibleā¦ especially on the serverā¦
However while working on it now I actually tried to benchmark it I couldnātā¦ it literally runs in 0-1 msā¦ soā¦ even if you have a thousand NPCs simultaneously being hit on the serverā¦ itāll be just fine lol.
In fact all parts of it are that fast, even the client side. Even the bar generation loop runs under 1 ms on my average 3 year old gaming pcā¦ (the frequency of which btw can be adjusted in the settings)
The most noticeable client-side performance impact would be from the floating damage numbers in case you throw a grenade in a crowd, since the numbers have to be displayed / animated and all that jazz, ofc those can be simply turned off if someone is doing that a lot and their computer is noticing the difference.
Bottom lineā¦ it has virtually ZERO server impact, so nothing to be afraid of.
The mod is wonderful. I just have one question: is it possible to expand the font size scale (settings) in the direction of increasing it? This applies to the top right panel; the letters are difficult to read during the game. I would increase my font size by at least one and a half times ā¦
Hmm even at the maximum scale of the mod? Because I always had the opposite complaints which is why I added the scaling slider to the settings way back
And which do you mean? the combat log panel that lists the individual hits with a timestamp?
Yes. But, as far as I understand, the font size setting is the same for both windows, so this is not so important. Personally, itās not a problem for me if both windows are slightly enlarged, Iām already used to it))
I agree that for analysis after a battle a large font is not needed, but to notice numbers out of the corner of the eye during a battle requires a larger font.
Hmmmm wonder how it looks like that
(subtle hint that maybe the customization options have also changed)
Okay, so the update has happened Weāre now above version 2 of The Damage Meter. It got a bit of a facelift as well as new QoL settings and tweaks.
Changelog (this update involved quite a bit of work):
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Complete code cleanup and redesign (roughly 40 hours worth of cleanup work lol, but itās pretty now!)
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Created a color picker instead of the selection grid and redesigned the Settings window to implement it.
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Added setting to show / hide timestamps in combatlog
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Damage meter now remembers Current or Total encounter selected
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Changed calculations for Steel Thewed in accordance with the new gameplay changes (max damage is now 33% of HP)
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Tweaked the floating damage numbers so they now follow their targets and also move a bit faster to spread more
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Tweaked how raw damage is intercepted and filtered (might allow for additional damage sources to be picked up)
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Made the UI more responsive to controls regardless of the refresh interval set
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When tracking another player who killed a target, you will now correctly see 0 XP awarded if you or your followers didnāt actually contribute to the kill
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Made the damage meter text on in the header prettier (I hope)
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Made the breakdown UI less transparent than the main one to make text more easily readable
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When scaling the main window or combat log next to the screen edge, they will not expand off-screen
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Added button to reset settings to defaults
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Added option to set which corner of the screen the restore button goes to when minimized (for compatibility with other mods that add icons in the bottom left corner)
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Moved default position of windows to the top (for new users who didnāt have it saved yet, as it was overlapping the default position of proximity party)
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Added opacity slider for the theme to allow for more customization
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Fixed situational timing bug resulting in incorrect data saves being used and player not identified correctly
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Fixed bug where color theme would not apply to damage break-down tooltip
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Fixed bug that required pressing segments button twice if it was opened when minimizing
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Fixed bug where Segments panel would shoot off into the distance if it was open while scaling the UI
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Fixed various other minor bugs
Enjoy!