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Ingame Overlay of RealTimePPDisplayer(Compatible mode is supported)

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Topic Starter
KedamaOvO

oSumAtrIX wrote:

Alright, I found out that live status panel handels it with mmf://pp for example, but I cannot see the pp with {pp:100.00%}pp fa. Anyways I guess this should be a problem with live panel so I shouldn't bother you with that :> thanks for responding btw
RealtimePPDisplay thread updated a compressed file containing RealtimePPDisplayer, OsuLiveStatusPanle and Ingame. There are pre-configured OsuLiveStatusPanle and Ingame. You can download and see how the overlay reads the output of OsuLiveStatusPanle.
I hope it is useful to you.

edit: I will also try to make a gif or video to demonstrate how to use the output of OsuLiveStatusPanle.
oSumAtrIX

KedamaOvO wrote:

oSumAtrIX wrote:

Alright, I found out that live status panel handels it with mmf://pp for example, but I cannot see the pp with {pp:100.00%}pp fa. Anyways I guess this should be a problem with live panel so I shouldn't bother you with that :> thanks for responding btw
RealtimePPDisplay thread updated a compressed file containing RealtimePPDisplayer, OsuLiveStatusPanle and Ingame. There are pre-configured OsuLiveStatusPanle and Ingame. You can download and see how the overlay reads the output of OsuLiveStatusPanle.
I hope it is useful to you.

edit: I will also try to make a gif or video to demonstrate how to use the output of OsuLiveStatusPanle.
Thought I already found out how live panel works, {pp:100.00%}pp looks in osu like this -> pp
the content of the brackets is not beeing shown, but anyways this is a problem with live panel so I shouldn't bother you with that :)
Topic Starter
KedamaOvO

oSumAtrIX wrote:

KedamaOvO wrote:

oSumAtrIX wrote:

Alright, I found out that live status panel handels it with mmf://pp for example, but I cannot see the pp with {pp:100.00%}pp fa. Anyways I guess this should be a problem with live panel so I shouldn't bother you with that :> thanks for responding btw
RealtimePPDisplay thread updated a compressed file containing RealtimePPDisplayer, OsuLiveStatusPanle and Ingame. There are pre-configured OsuLiveStatusPanle and Ingame. You can download and see how the overlay reads the output of OsuLiveStatusPanle.
I hope it is useful to you.

edit: I will also try to make a gif or video to demonstrate how to use the output of OsuLiveStatusPanle.
Thought I already found out how live panel works, {pp:100.00%}pp looks in osu like this -> pp
the content of the brackets is not beeing shown, but anyways this is a problem with live panel so I shouldn't bother you with that :)
This is an OLSP bug, you need to restart sync.
oSumAtrIX
Doesn't work, will try to find the bug later :) Thanks again for helping
- Zuramaru -
This is the only in game fullscreen PP display that I could get to work. Thanks for this! :D
Kyesu

KedamaOvO wrote:

Pizz4lpha wrote:

it crashes when i click "open editor" :'(
Can you send me your Sync?
or try this(Sync with RealtimePPPlugin + OsuLiveStatusPanelPlugin + IngameDisplayerPlugin)
i downloaded from this link, i redownloaded it but it still crashes
Topic Starter
KedamaOvO

Pizz4lpha wrote:

KedamaOvO wrote:

Pizz4lpha wrote:

it crashes when i click "open editor" :'(
Can you send me your Sync?
or try this(Sync with RealtimePPPlugin + OsuLiveStatusPanelPlugin + IngameDisplayerPlugin)
i downloaded from this link, i redownloaded it but it still crashes
Can you give me the console screenshots and log files when Sync crashes?
-ShadyDesu-
What? The game also shows these questions.
Topic Starter
KedamaOvO

-ShadyDesu- wrote:

What? The game also shows these questions.
Try changing "," to "."
-ShadyDesu-

KedamaOvO wrote:

-ShadyDesu- wrote:

What? The game also shows these questions.
Try changing "," to "."
No, it not working :(
Topic Starter
KedamaOvO

-ShadyDesu- wrote:

KedamaOvO wrote:

-ShadyDesu- wrote:

What? The game also shows these questions.
Try changing "," to "."
No, it not working :(
try this. https://puu.sh/AZPsz/cdae42dec9.7z
If it still doesn't work, can you tell us your region and language?
We have to try to reproduce the problem.
-ShadyDesu-


No, that doesn't work either.
BUT.
For some reason, the program shows me the numbers (in the example) only when I add acc-pp again, but change there", " to ".(you can see it in the screenshot). But in the game it's all the same questions. "p p" is the one that should have appeared with numbers, and" P P " is the question as in the sample. But still, and the first and second,"???" in the game.
country Russia
Region: Moscow
Language: Russian
DarkProjector

-ShadyDesu- wrote:



No, that doesn't work either.
BUT.
For some reason, the program shows me the numbers (in the example) only when I add acc-pp again, but change there", " to ".(you can see it in the screenshot). But in the game it's all the same questions. "p p" is the one that should have appeared with numbers, and" P P " is the question as in the sample. But still, and the first and second,"???" in the game.
country Russia
Region: Moscow
Language: Russian
Plz try this updated OLSP plugin: OLSP2.1.0 just download it and then extract to Sync folder directly.
Or you can try this I packed: Sync
-ShadyDesu-

DarkProjector wrote:

-ShadyDesu- wrote:



No, that doesn't work either.
BUT.
For some reason, the program shows me the numbers (in the example) only when I add acc-pp again, but change there", " to ".(you can see it in the screenshot). But in the game it's all the same questions. "p p" is the one that should have appeared with numbers, and" P P " is the question as in the sample. But still, and the first and second,"???" in the game.
country Russia
Region: Moscow
Language: Russian
Plz try this updated OLSP plugin: OLSP2.1.0 just download it and then extract to Sync folder directly.
Or you can try this I packed: Sync
Now work. Thanks so much. Although I thought to abandon this idea and not concerned about you this problem. I'm sorry to have tormented you with this problem. :D
DarkProjector

-ShadyDesu- wrote:

Now work. Thanks so much. Although I thought to abandon this idea and not concerned about you this problem. I'm sorry to have tormented you with this problem. :D
Because this plugins doesnt completely support gobalization for other region.
in your region(ru-RU) , decimal separator is "," like "12,64"
but in our region(zh-CN) , separator is "." like "12.64"
So plugin cant parse float because of confused value format。

If you still found some problems and tell me immediatly. :D
YourSandwich
thanks KedamaOvO i got this finally to run i took his Sync folder and modded them a little bit and its startet to work but i dont get it to run on the compatibility mode becouse of the api and this is sad becouse i lose like 400FPS on my laptop thanks nvidia optimus. The problem was that the nvidia laptops have two graphiccards and they runing useing the nvidia optimus technology whats work like a simulator and put the program what runs on the nvidia card in a seperated system becouse that Sync cant inject properly i hope it will work for you guys too i put my configuration here GL and dont forget to disable compatibility mode in osu
https://mega.nz/#!TQQ2FIqT!MelS5pT5-JVml1sURhWLGzJWak1QmSRFa2yW0UKAyEo

is there a way to run it in compatibility mode KedamaOvO? cosue my laptop have 60fps cap without them.
Kyesu

KedamaOvO wrote:

Pizz4lpha wrote:

KedamaOvO wrote:

Pizz4lpha wrote:

it crashes when i click "open editor" :'(
Can you send me your Sync?
or try this(Sync with RealtimePPPlugin + OsuLiveStatusPanelPlugin + IngameDisplayerPlugin)
i downloaded from this link, i redownloaded it but it still crashes
Can you give me the console screenshots and log files when Sync crashes?
There you go :
Exception non gérée : System.TypeInitializationException: Une exception a été levée par l'initialiseur de type pour 'SelectFontCommand'. ---> System.ArgumentException: Un élément avec la même clé a déjà été ajouté.
à System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
à System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
à System.Collections.Generic.Dictionary`2.Add(TKey key, TValue value)
à RealTimePPIngameOverlay.Gui.OverlayEditor.ConfigItemProxy.SelectFontCommand..cctor()
--- Fin de la trace de la pile d'exception interne ---
à RealTimePPIngameOverlay.Gui.OverlayEditor.ConfigItemProxy.SelectFontCommand..ctor()
à RealTimePPIngameOverlay.Gui.OverlayEditor.ConfigItemProxy..ctor(OverlayConfigItem obj, OverlayEditor win)
à RealTimePPIngameOverlay.Gui.OverlayEditor.<.ctor>b__5_0(OverlayConfigItem c)
à System.Linq.Enumerable.WhereSelectListIterator`2.MoveNext()
à System.Collections.ObjectModel.ObservableCollection`1.CopyFrom(IEnumerable`1 collection)
à System.Collections.ObjectModel.ObservableCollection`1..ctor(IEnumerable`1 collection)
à RealTimePPIngameOverlay.Gui.OverlayEditor..ctor()
à RealTimePPIngameOverlay.Gui.OverlayConfigurationItemCreator.<CreateControl>b__1_0(Object s, RoutedEventArgs e)
à System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
à System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
à System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
à System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
à System.Windows.Controls.Primitives.ButtonBase.OnClick()
à System.Windows.Controls.Button.OnClick()
à System.Windows.Controls.Primitives.ButtonBase.OnMouseLeftButtonUp(MouseButtonEventArgs e)
à System.Windows.UIElement.OnMouseLeftButtonUpThunk(Object sender, MouseButtonEventArgs e)
à System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
à System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
à System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
à System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
à System.Windows.UIElement.ReRaiseEventAs(DependencyObject sender, RoutedEventArgs args, RoutedEvent newEvent)
à System.Windows.UIElement.OnMouseUpThunk(Object sender, MouseButtonEventArgs e)
à System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
à System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
à System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
à System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
à System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
à System.Windows.UIElement.RaiseTrustedEvent(RoutedEventArgs args)
à System.Windows.UIElement.RaiseEvent(RoutedEventArgs args, Boolean trusted)
à System.Windows.Input.InputManager.ProcessStagingArea()
à System.Windows.Input.InputManager.ProcessInput(InputEventArgs input)
à System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport)
à System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)
à System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, WindowMessage msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
à System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
à MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
à MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
à System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
à System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
à System.Windows.Threading.Dispatcher.LegacyInvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs)
à MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam)
à MS.Win32.UnsafeNativeMethods.DispatchMessage(MSG& msg)
à System.Windows.Threading.Dispatcher.PushFrameImpl(DispatcherFrame frame)
à System.Windows.Threading.Dispatcher.PushFrame(DispatcherFrame frame)
à System.Windows.Application.RunDispatcher(Object ignore)
à System.Windows.Application.RunInternal(Window window)
à System.Windows.Application.Run(Window window)
à ConfigGUI.ConfigGuiPlugin.<>c.<.ctor>b__6_0()
à System.Threading.ThreadHelper.ThreadStart_Context(Object state)
à System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
à System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
à System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
à System.Threading.ThreadHelper.ThreadStart()
Topic Starter
KedamaOvO

Srayer wrote:

thanks KedamaOvO i got this finally to run i took his Sync folder and modded them a little bit and its startet to work but i dont get it to run on the compatibility mode becouse of the api and this is sad becouse i lose like 400FPS on my laptop thanks nvidia optimus. The problem was that the nvidia laptops have two graphiccards and they runing useing the nvidia optimus technology whats work like a simulator and put the program what runs on the nvidia card in a seperated system becouse that Sync cant inject properly i hope it will work for you guys too i put my configuration here GL and dont forget to disable compatibility mode in osu
https://mega.nz/#!TQQ2FIqT!MelS5pT5-JVml1sURhWLGzJWak1QmSRFa2yW0UKAyEo

is there a way to run it in compatibility mode KedamaOvO? cosue my laptop have 60fps cap without them.
I have not used DirectX, so it takes a while to support compatibility mode.
YourSandwich

KedamaOvO wrote:

Srayer wrote:

thanks KedamaOvO i got this finally to run i took his Sync folder and modded them a little bit and its startet to work but i dont get it to run on the compatibility mode becouse of the api and this is sad becouse i lose like 400FPS on my laptop thanks nvidia optimus. The problem was that the nvidia laptops have two graphiccards and they runing useing the nvidia optimus technology whats work like a simulator and put the program what runs on the nvidia card in a seperated system becouse that Sync cant inject properly i hope it will work for you guys too i put my configuration here GL and dont forget to disable compatibility mode in osu
https://mega.nz/#!TQQ2FIqT!MelS5pT5-JVml1sURhWLGzJWak1QmSRFa2yW0UKAyEo

is there a way to run it in compatibility mode KedamaOvO? cosue my laptop have 60fps cap without them.
I have not used DirectX, so it takes a while to support compatibility mode.
ok thanks i will wait ;)
Topic Starter
KedamaOvO

Pizz4lpha wrote:

KedamaOvO wrote:

Pizz4lpha wrote:

KedamaOvO wrote:

Pizz4lpha wrote:

it crashes when i click "open editor" :'(
Can you send me your Sync?
or try this(Sync with RealtimePPPlugin + OsuLiveStatusPanelPlugin + IngameDisplayerPlugin)
i downloaded from this link, i redownloaded it but it still crashes
Can you give me the console screenshots and log files when Sync crashes?
There you go :
Exception non gérée : System.TypeInitializationException: Une exception a été levée par l'initialiseur de type pour 'SelectFontCommand'. ---> System.ArgumentException: Un élément avec la même clé a déjà été ajouté.
à System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
à System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
à System.Collections.Generic.Dictionary`2.Add(TKey key, TValue value)
à RealTimePPIngameOverlay.Gui.OverlayEditor.ConfigItemProxy.SelectFontCommand..cctor()
--- Fin de la trace de la pile d'exception interne ---
à RealTimePPIngameOverlay.Gui.OverlayEditor.ConfigItemProxy.SelectFontCommand..ctor()
à RealTimePPIngameOverlay.Gui.OverlayEditor.ConfigItemProxy..ctor(OverlayConfigItem obj, OverlayEditor win)
à RealTimePPIngameOverlay.Gui.OverlayEditor.<.ctor>b__5_0(OverlayConfigItem c)
à System.Linq.Enumerable.WhereSelectListIterator`2.MoveNext()
à System.Collections.ObjectModel.ObservableCollection`1.CopyFrom(IEnumerable`1 collection)
à System.Collections.ObjectModel.ObservableCollection`1..ctor(IEnumerable`1 collection)
à RealTimePPIngameOverlay.Gui.OverlayEditor..ctor()
à RealTimePPIngameOverlay.Gui.OverlayConfigurationItemCreator.<CreateControl>b__1_0(Object s, RoutedEventArgs e)
à System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
à System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
à System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
à System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
à System.Windows.Controls.Primitives.ButtonBase.OnClick()
à System.Windows.Controls.Button.OnClick()
à System.Windows.Controls.Primitives.ButtonBase.OnMouseLeftButtonUp(MouseButtonEventArgs e)
à System.Windows.UIElement.OnMouseLeftButtonUpThunk(Object sender, MouseButtonEventArgs e)
à System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
à System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
à System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
à System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
à System.Windows.UIElement.ReRaiseEventAs(DependencyObject sender, RoutedEventArgs args, RoutedEvent newEvent)
à System.Windows.UIElement.OnMouseUpThunk(Object sender, MouseButtonEventArgs e)
à System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
à System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
à System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
à System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
à System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
à System.Windows.UIElement.RaiseTrustedEvent(RoutedEventArgs args)
à System.Windows.UIElement.RaiseEvent(RoutedEventArgs args, Boolean trusted)
à System.Windows.Input.InputManager.ProcessStagingArea()
à System.Windows.Input.InputManager.ProcessInput(InputEventArgs input)
à System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport)
à System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)
à System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, WindowMessage msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
à System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
à MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
à MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
à System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
à System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
à System.Windows.Threading.Dispatcher.LegacyInvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs)
à MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam)
à MS.Win32.UnsafeNativeMethods.DispatchMessage(MSG& msg)
à System.Windows.Threading.Dispatcher.PushFrameImpl(DispatcherFrame frame)
à System.Windows.Threading.Dispatcher.PushFrame(DispatcherFrame frame)
à System.Windows.Application.RunDispatcher(Object ignore)
à System.Windows.Application.RunInternal(Window window)
à System.Windows.Application.Run(Window window)
à ConfigGUI.ConfigGuiPlugin.<>c.<.ctor>b__6_0()
à System.Threading.ThreadHelper.ThreadStart_Context(Object state)
à System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
à System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
à System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
à System.Threading.ThreadHelper.ThreadStart()
Try this:
https://github.com/OsuSync/IngameOverlay/releases/download/v0.2.2/IngameOverlay-0.2.2.zip
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