Here you go.. made a Damage Meter mod

Yay! @Pixelcave just did a showcase video on this!!! :slight_smile:

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Awesome job by @Pixelcave with the video.

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Thank you! :blush:

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I love this mod. Lets me do my own ā€œbalanced 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 ā€œcloackedā€ like to somewhat test weapons against each other.

Do you know if there’s 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.

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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 :stuck_out_tongue:

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I’ve been working on this mod for a week now :slight_smile: since we got the new devkit…
For Chapter 2 it’s going to have a major update. It’s not going to look or feel much different though, but the insides are completely new :stuck_out_tongue:

I know people like to ā€œseeā€ the change… soooo umm… here’s 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 won’t install it because it’s… let me quote this one…

I was always aware that it doesn’t have much impact, in fact it’s negligible… especially on the server…

However while working on it now I actually tried to benchmark it :smiley: I couldn’t… it literally runs in 0-1 ms… so… even if you have a thousand NPCs simultaneously being hit on the server… it’ll 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 pc… (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 line… it has virtually ZERO server impact, so nothing to be afraid of.

3 Likes

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 …

Hmm :thinking: 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, it’s not a problem for me if both windows are slightly enlarged, I’m 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.

image

Hmmmm :thinking: wonder how it looks like that :stuck_out_tongue:
(subtle hint that maybe the customization options have also changed)

1 Like

Okay, so the update has happened :slight_smile: We’re now above version 2 of The Damage Meter. It got a bit of a facelift as well as new QoL settings and tweaks.

image

Changelog (this update involved quite a bit of work):

  • Complete code cleanup and redesign (roughly 40 hours worth of cleanup work lol, but it’s pretty now!)

  • Created a color picker instead of the selection grid and redesigned the Settings window to implement it.

  • Added setting to show / hide timestamps in combatlog

  • Damage meter now remembers Current or Total encounter selected

  • Changed calculations for Steel Thewed in accordance with the new gameplay changes (max damage is now 33% of HP)

  • Tweaked the floating damage numbers so they now follow their targets and also move a bit faster to spread more

  • Tweaked how raw damage is intercepted and filtered (might allow for additional damage sources to be picked up)

  • Made the UI more responsive to controls regardless of the refresh interval set

  • When tracking another player who killed a target, you will now correctly see 0 XP awarded if you or your followers didn’t actually contribute to the kill

  • Made the damage meter text on in the header prettier (I hope)

  • Made the breakdown UI less transparent than the main one to make text more easily readable

  • When scaling the main window or combat log next to the screen edge, they will not expand off-screen

  • Added button to reset settings to defaults

  • 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)

  • Moved default position of windows to the top (for new users who didn’t have it saved yet, as it was overlapping the default position of proximity party)

  • Added opacity slider for the theme to allow for more customization

  • Fixed situational timing bug resulting in incorrect data saves being used and player not identified correctly

  • Fixed bug where color theme would not apply to damage break-down tooltip

  • Fixed bug that required pressing segments button twice if it was opened when minimizing

  • Fixed bug where Segments panel would shoot off into the distance if it was open while scaling the UI

  • Fixed various other minor bugs

Enjoy! :stuck_out_tongue:

1 Like