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Locating the main loop in an Ultima Online client | JoinUO Forums

Locating the main loop in an Ultima Online client


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Posts: 372
Joined: Wed Apr 08, 2009 6:35 am
PostPosted: Tue Feb 08, 2011 4:11 pm
<Derrick> RunUO AI is kind of a functional prototype, which i have hacked into something resembling OSI behavior, but only by complitcating everything

Posts: 17
Joined: Wed May 16, 2012 10:07 pm
PostPosted: Wed May 16, 2012 10:09 pm
I might to use it in a LowCPU plug-in for my UOExt :P
Rather than Packet table.

Thanks for greate work, anyway!

Posts: 36
Joined: Thu Apr 05, 2012 2:46 am
PostPosted: Thu May 17, 2012 5:27 am
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.

Posts: 17
Joined: Wed May 16, 2012 10:07 pm
PostPosted: Thu May 17, 2012 12:07 pm
High CPU usage is still in 7-th clients. In the main screen, before you log in to server.

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