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HawChow-KillFeed-1.1.4 icon

KillFeed

GTFO client kill cards, damage numbers, custom corpse-burst audio with coalescing, and customizable enemy names. BepInEx only.

Date uploaded 2 days ago
Version 1.1.4
Download link HawChow-KillFeed-1.1.4.zip
Downloads 36
Dependency string HawChow-KillFeed-1.1.4

This mod requires the following mods to function

BepInEx-BepInExPack_GTFO-3.2.3 icon
BepInEx-BepInExPack_GTFO

BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.

Preferred version: 3.2.3

README

KillFeed

Standalone GTFO client-side feedback, BepInEx only.

Screenshot

Real in-game capture from the author's session — not a mock-up. The default see-through card sits at the lower left (弱点击杀 weakspot kill, then distance / max HP / enemy name), the amber 60! is a weakspot damage number, and the debris is the native corpse burst:

KillFeed weakspot kill card, weakspot damage number and corpse gore in a real GTFO session

Kill cards

Two compact lines: kill confirmation, then distance / optional max health / enemy name. Health-based MINOR / ELITE / BOSS tiers have been removed. Up to 3 cards by default (MaxCards: 1–6, oldest removed when full). Normal and weakspot kills use the original first-release skull artwork, unchanged. The card draws no panel at all by default (Layout/BackgroundOpacity = 0; raise it up to 0.9 for a tint), and the icon plus both text lines keep a 1 px dark shadow so they stay readable over bright scenes. Cards are compact and sit below the centre of the screen.

Damage numbers

Armor [6.75], normal 24.35, weakspot 81.2!: a consistent outlined type family with distinct size, mark and restrained semantic color. Short pop, outward arc and fade, inspired by Brotato. Default lifetime 0.72 seconds; capped at 64 active numbers. Uses final damage settlement where observable; otherwise calls the game's own resistance and limb/back-hit modifiers, following DamageAnalyzer's approach. Values retain decimals and include overkill rather than rounding all hits to integers.

Corpse feedback

Confirmed local kills use a 0.65-second damage window to scale corpse feedback. There is no enemy-ID allowlist: every credited local kill is scheduled unless the documented active/hidden caps are reached. The launch budget uses Corpse/MinLaunchDistance (3.8 m) and Corpse/MaxLaunchDistance (8.5 m), interpolated by damage and scaled 0.925–1.35× by body size; launch speed remains 4.2–8.6 m/s. Ragdoll lookup retries until the burst deadline rather than giving up after 0.35 s, and its rigidbodies launch radially. Each corpse attempts 3–7 separated native burst effects, plays the embedded original 420 ms custom burst WAV, falling back to local ENEMYEXPLODE if custom audio is unavailable; overlapping requests coalesce while preserving the pending cue across the cooldown boundary, and tries 2–6 destructible body regions. Each successful region first applies the game's own local CD_CharacterDestruction.ApplyDestruction visual on this client, then attempts the CD_GibData prefabs from the allowed setup matching the returned destruction ID (capped at 24 activations per corpse); captured gibs launch at 5.5–12 m/s along outward directions. Per-enemy logs report setup matches/calls, ragdoll readiness, limb/gib counts, actual FX count and sound result.

Cosmetic only: no added explosion damage, no teammate synchronization, no network destruction packets. Native explosion FX follows Localia's MoreCorpseExplosions approach; blood/dismemberment presentation is informed by More Gore for 7 Days to Die. Game assets from other titles are not bundled.

Enemy names and custom rundowns

Hikaria DamageAnalyzer's existing 29 name groups are included as defaults. Custom names are loaded from BepInEx/config/HawChow.KillFeed.EnemyNames.json, reloaded after saving without restarting. User overrides take precedence. MOD enemies not matched by a rule keep their own game data-block names. See the shipped documentation/config example for precise raw-name and ID rules.

Controls and test status

F7 toggles HUD visibility; F9 previews both cards and all three hit-number kinds, without corpse effects. Configure Corpse/Enabled, ExplosionDelay, TravelScale and DamageNumbers/Enabled, FontSize, Lifetime in HawChow.GTFOKillFeed.cfg.

The 1.1.4 build was gameplay-tested on 2026-10-18. The Test profile log records nine completed corpse bursts using the custom audio path and one coalesced burst plus its pending merged cue; the author confirmed audible playback. See the changelog for the embedded audio and cooldown-boundary fix. Visual behavior can still vary by enemy model.

Credits and feedback

  • Card presentation: Battlefield V Kill Feed style in Deep Rock Galactic.
  • Native explosion reference: Localia / MoreCorpseExplosions.
  • Damage reference and default name data: Hikaria / DamageAnalyzer (Tuesday1028/GTFO_DamageAnalyzer).
  • Floating-number implementation reference: dakkhuza / DamageNumbers.
  • Typography/motion reference: Brotato; design discipline: Leonxlnx / taste-skill. Independent implementation, no runtime dependency on these mods.
  • Website and feedback: qingju.me
  • 小黑盒开黑语音频道: 小黑盒开黑频道

CHANGELOG

Changelog

1.1.4

  • Added an original embedded corpse-burst WAV (mono, 48 kHz, 16-bit, 420 ms); custom-audio load/play failure falls back to the game's local ENEMYEXPLODE event.
  • Fixed corpse-sound coalescing at the cooldown boundary: a pending cue is retained and flushed on the main-thread tick instead of being dropped by a boundary request.
  • Gameplay test on 2026-10-18 confirmed nine completed bursts on the custom-audio path and a coalesced burst with its pending cue.

1.1.3

  • Gib activation now scans every allowed setup sharing the returned destruction ID, skips empty GibData arrays instead of stopping at the first match, and aggregates entries under the 24-call per-corpse cap; the matching setup count is logged.
  • Every destroyed body region now also applies the game's own local CD_CharacterDestruction.ApplyDestruction visual on this client, so corpse damage no longer depends on the host; each region logs destruction=local with limb index, destruction ID, mesh result and allowed-setup count.
  • Kill cards now measure each visible text group and center its actual card width, rather than centering an invisible fixed-width region.
  • Ragdoll lookup now retries until the configured corpse burst deadline; it no longer abandons late/partially initialized ragdolls after 0.35 seconds.
  • Ragdoll rigidbodies receive outward radial launch vectors; captured gibs launch at 5.5–12 m/s along outward directions.
  • Every corpse attempts 3–7 separated native burst FX and posts the local ENEMYEXPLODE sound; fragment attempts are 2–6 destructible regions.
  • Added per-enemy schedule/skip reasons, size, ragdoll body count, limb/gib counts, actual FX count and sound-result logs.
  • No enemy-ID allowlist was added; only local credited kills are eligible, with explicit active/hidden queue caps.
  • Candidate gameplay visuals await author verification; the existing listing capture represents the published 1.1.2 baseline.

1.1.2

  • Launch distance is now driven by two configurable metre values: Corpse/MinLaunchDistance (default 3.8 m) and Corpse/MaxLaunchDistance (default 8.5 m), interpolated by the 0.65 s burst damage and then scaled 0.925-1.35x by body size and by Corpse/TravelScale.
  • Shortest launch raised to about 3.5 m (was about 2.0 m); farthest raised to about 11.5 m for a large enemy at full damage (was about 5.4 m).
  • Launch speed raised from 3.4-7.2 m/s to 4.2-8.6 m/s, so corpses actually reach the configured budget instead of falling short of it.
  • The old per-corpse ceiling is gone: it no longer overrides the distances you configure. Only a 40 m absolute safety bound remains.
  • Configured values are clamped to sane ranges (minimum 0.5-20 m; maximum at least the minimum, up to 30 m).
  • The listing now shows a real in-game capture from the author's session (weakspot kill card, weakspot damage number, corpse gore).

1.1.1

  • Kill cards are fully see-through by default: Layout/BackgroundOpacity defaults to 0 (icon and text only, with their dark shadow for contrast). Raise it up to 0.9 for a tinted panel.
  • Restored the original first-release (1.0.0) normal and weakspot skull artwork, byte-for-byte, instead of the re-derived pair.
  • Smaller cards: icon default 58 -> 46 px (clamp 26-76), reduced card height/width, title 15 -> 13 px and detail 13 -> 12 px, tighter card spacing.
  • Cards sit lower on screen: the default vertical anchor moved from 0.69 to 0.78 of screen height, keeping them clear of the centre of view.
  • Corpse feedback, damage numbers and enemy names are unchanged from 1.1.0.

1.1.0

  • Compact two-line kill cards: enemy name replaces the health tier; no extra name row.
  • Translucent kill-card panel that keeps gameplay visible: Layout/BackgroundOpacity defaults to 0.42 (0-0.9), accent rule dimmed, and both text lines carry a 1 px shadow for contrast.
  • Matched normal/weakspot icons derived from a single master silhouette.
  • Armor, normal and weakspot floating damage numbers with decimals and short outlined pop/arc/fade motion.
  • Bounded short-window damage-scaled corpse launch with a deliberately raised minimum distance (2.2-4.0 m before size scaling), native dismemberment, blood burst and cleanup.
  • Corpse launch distance, giblet scale, fragment scatter and native burst count all scale proportionally with the enemy's measured body size (0.7-2.4x); the per-corpse launch ceiling scales with it too.
  • Include Hikaria DamageAnalyzer name defaults and hot-reloaded custom name overrides for MOD rundowns.
  • Keep cosmetic effects local, queues bounded and pooled renderers/rigidbodies restorable.
  • Keep the plugin load log warning-free; the HUD error helper no longer exposes an Il2CppInterop-unsupported signature.
  • Gameplay remains unverified; only an isolated headless load check was performed for this candidate, no gameplay session.

1.0.0

  • Initial GTFO kill-card plugin.
  • Separate normal and weakpoint lethal-hit icons using the game's limb type.
  • Add enemy name, distance, max health, health tier, configurable layout, and preview key.
  • Monster names display the exact GTFO EnemyDataBlock.name; no aliases or custom translation.
  • Local-player only; no audio.