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JoinUO Forums • View topic - Locating the main loop in an Ultima Online client
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Locating the main loop in an Ultima Online client

PostPosted: Tue Feb 08, 2011 4:11 pm
by Batlin

Re: Locating the main loop in an Ultima Online client

PostPosted: Wed May 16, 2012 10:09 pm
by Warstone
I might to use it in a LowCPU plug-in for my UOExt :P
Rather than Packet table.

Thanks for greate work, anyway!

Re: Locating the main loop in an Ultima Online client

PostPosted: Thu May 17, 2012 5:27 am
by xenoglyph
That's actually exactly how Batlin himself did it:
viewtopic.php?f=28&t=175

I think the patch can be useful, but should only be used if it's really needed. On Win7 x64 I haven't found it to be necessary in any of the AOS or newer clients on my system. We should try to track down the root of the problem. Maybe a good topic for another thread. I'd be interested if anyone knows a way to reproduce the high CPU usage....and any similar characteristics of affected environments. (operating system, etc.)

Something to keep in mind re: CPU usage, it can be very important to make sure UO installation folder data files match up with the client version. Outright crashes or sneaky hangs can occur when they're mismatched. This can even occur in the space of 1 patch. Sometimes version changes look small but they're not.

Re: Locating the main loop in an Ultima Online client

PostPosted: Thu May 17, 2012 12:07 pm
by Warstone
High CPU usage is still in 7-th clients. In the main screen, before you log in to server.