Yes, it's a new ingame overlay.
oSumAtrIX wrote:Thank you very much <3 You're the best =]
KedamaOvO wrote:The WPF output is an early implementation, which has a high CPU usage when displaying fast changing text. And if you play in fullscreen, WPF will stop working(Unless you have two screens). but WPF is very easy to use.
oSumAtrIX wrote:Thanks again for an awesome plugin like this one =] If I am right, this doesn't work ingame? Also whats the difference between this and the standard WPF plugin?
Also can you update the source code section =]? Don't want to add the directive references by hand everytime ^^
Ingame pre-renders all the letters and numbers onto a texture. A lot of CPU time is not used when rendering text.
So, the recommended output method is mmf or mmf-split now. Both the obs plugin and ingame can get text from mmf.
The source code is on the new-overlay branch. The end of the test will be merged into the master branch.
Sorry, i didn't test out the new ingame overlay, i just missunderstood, that it works like wpf, anyways, now after testing it, is this update the new layout for the ingame overlay? As an output method I guess "ingame" doesn't work anymore and got replaced with the new one? Also, based on mmf and usable with OsuLiveStatusPanel, I should be able to show text from OsuLiveStatusPanel on the song selection menu, but I am not sure if I am doing everything the right way, since I cannot see anything from the live status panel. Do I have to add the live status panel to the ingame overlay in the config?
The "ingame" output method was removed. It does not now rely on RealtimePPDisplay.
You can let the overlay display any text via MMF.
So if you want the overlay to display the text of OsuLiveStatusPanel, you need to set the output of OsuLiveStatusPanel to MMF.
OsuLiveStatusPanel also has an editor, you may need to resize the configuration window to see the "open editor" button.