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Zip-Zips_Killfeed-1.2.1 icon

Zips Killfeed

High quality killfeed with custom icons and death purpose reasoning + [Tab] scoreboard with game stats, upgrade stats and a class assigned based on upgrades. Both can be toggled on/off separately.

By Zip
Date uploaded a day ago
Version 1.2.1
Download link Zip-Zips_Killfeed-1.2.1.zip
Downloads 186
Dependency string Zip-Zips_Killfeed-1.2.1

This mod requires the following mods to function

willis81808-MMHook-1.0.0 icon
willis81808-MMHook

MonoMod Runtime Hooks generated for ROUNDS

Preferred version: 1.0.0
BepInEx-BepInExPack_ROUNDS-5.4.1901 icon
BepInEx-BepInExPack_ROUNDS

BepInEx pack for ROUNDS. Preconfigured and ready to use.

Preferred version: 5.4.1901
willis81808-UnboundLib-3.2.14 icon
willis81808-UnboundLib

This is a helpful utility for ROUNDS modders aimed at simplifying common tasks.

Preferred version: 3.2.14

README

zip's killfeed

An Overwatch-inspired final-blow feed and hold-Tab scoreboard for the modding branch of ROUNDS (Unity 2018.4, BepInEx 5).

Controls and settings

  • Final blows appear at the top left, newest first, with animated entry, stacking and exit. Blue means your team made the final blow; other final blows are red.
  • Hold Tab for the scoreboard. Click a player to inspect their character, build class, final blows, solo kills and ten current combat stats. Large lobbies can scroll.
  • Open Mods → zip's killfeed from the main or pause menu to disable the scoreboard independently, toggle the feed, or change notification lifetime, count, scale and opacity.
  • Advanced config: BepInEx/config/robin.zipskillfeed.cfg. The scoreboard hold key can be changed here.

Environmental kills

Three additional icons distinguish hazards (a saw blade), physics objects (a crate impact), and chain reactions (falling objects). Void deaths keep their separate icon.

  • Hazard deaths credit the player who caused the dangerous object to move, or who damaged/knocked the victim into danger within the last three gameplay seconds.
  • Shots, native pushes and explosions record the responsible player on affected physics objects. A crushing prop credits that player instead of appearing as a void death.
  • Destroying a breakable support transfers its cause to released and supported bodies. Collisions between moving objects carry the original initiator through a domino sequence and use the chain-reaction icon.
  • Causal ownership lasts at most twelve gameplay seconds from the original action, clears after an object rests for 1.5 seconds, and cannot refresh itself through a collision loop. A newer direct intervention replaces an older cause. Match/map changes clear the graph.

Card classes

Each picked card is scored individually using its native modifier components, with numeric stat-row fallback for custom cards. Live player stats are used for the inspection panel, not classification. Each completed positive or negative threshold gives a point; each card's score per class is capped at ±3. Independent contributions in a class are added, then capped. Class totals add across cards; the highest positive total wins. Equal totals use the stable order below; no positive score shows Unclassified.

Class Point thresholds Glyph
Damage ±30% damage Impact
Health ±50% maximum health Plus
Sharpshooter ±100% bullet speed; ±40% damage Scope
Vampire ±30% lifesteal; ±4 HP/s regeneration on the native 100 HP reference Fangs
Ricochet ±2 bounces Bouncing bullet
Gunner ±3 ammo; ∓50% reload time; ∓0.5s additive reload time Machine gun
Guardian Block effects: 2; extra blocks or reduced block cooldown: 3 Shield

Optional zip's ults integration

zip's ults is not required. When available, its native ultimate symbol and current charge appear in the scoreboard. Damage carrying its UltimateDamageOrigin marker replaces the projectile with the appropriate ultimate icon in the feed. The reflection adapter supports the current seven abilities and seven upgrades without a DLL reference to that mod.

CHANGELOG

1.2.1

  • Fixed severe Sandbox stutters caused by rerasterizing and color grading every unchanged player portrait every 0.6 seconds.
  • Cache portraits until their equipped slots, skin or native palette change; spread new Sandbox character preparation across frames.
  • Reuse a bounded set of projectile appearance textures instead of rebuilding on every shot, bounce and impact.
  • Preserve immutable final-blow snapshots when cached artwork is evicted.
  • Skip hidden artwork and notification allocation when their features are disabled, and skip unnecessary IMGUI layout/empty-feed work.
  • Added native cache invalidation, texture lifetime, disabled-feature and main-thread performance checks.

1.2.0

  • Replaced live mirrored portraits with canonical equipped-face artwork and saved offsets; health loss, movement and rotation no longer distort the HUD character.
  • Applied the native stage color LUT so HUD faces retain the game's vivid colors and dark facial features.
  • Rebuilt projectile visuals from native trails, caliber and attached card artwork; excluded collider helpers and preserved readable horizontal shots.
  • Added fifteen distinct native-card damage glyphs and effect-specific attribution, including Saw, Toxic Cloud, Timed Detonation, explosions, Poison and Parasite.
  • Preserved damage source and owner across spawned effects, secondary guns and delayed damage coroutines without changing gameplay.
  • Fixed void notification snapshots losing their icon pixels.
  • Removed the scoreboard slogan, redundant top elimination/final counters and player counts.

1.1.0

  • Fixed blank projectile snapshots by rasterizing native sprite layers face-on, including the native bullet body, with an immutable texture per notification.
  • Replaced cropped ultimate HUD captures with native symbol geometry and a separate circular charge indicator.
  • Redesigned the scoreboard with a restrained team palette, improved typography, role/avatar badges and two-column inspection stats.
  • Added separate saw/hazard, crate/physics and domino/chain-reaction icons and causal attribution through pushes, shots, explosions, broken supports and physical collisions.
  • Added owner-validated environmental metadata, expiry, settled-object cleanup and loop prevention.

1.0.0

  • Added animated final-blow feed with native character and projectile visuals, team-relative colors and void attribution.
  • Added optional hold-Tab team/FFA scoreboard, player inspection and ten calculated combat stats.
  • Added shared eliminations, final blows, solo kills, deaths, card count, damage, actual healing and damage received.
  • Added seven original card-based class glyphs with bounded per-card scoring.
  • Added reflection-only zip's ults artwork, charge and final-blow integration.
  • Added local settings and mouse guards for scoreboard inspection.