graphical killfeedFIX
this is a direct repost of Kit's "DayZ Graphical Killfeed" which should now work correctly as the meta.cpp is fixed in this version, all credit goes to Kit as this is 100% just his work, uploaded correctly to function on a custom dayz server. https://steamcommunity.com/sharedfiles/filedetails/?id=2487700861 Please feel free to repack!!!
No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.
Every server-visible override preserves its chain.
No server-side script overrides. Counts hook dispatch and timers only, not what the hooks do inside. Methodology.
Which vanilla methods the mod hooks, which of them drop the chain, how often each hook fires, and which risky calls sit inside hot hooks.
How long hook bodies take, network cost, or engine-side load. Measured across live fleets, most server lag comes from the engine and world state, not mod script chains — a light footprint does not clear a mod of lag, and a heavy one does not convict it. Methodology.
Everything else
census 1.1 · findings 1.1 · hash 666f8c151632ea04