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A patch for reducing CPU usage by the Ultima Online Client
21 posts
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<Derrick> RunUO AI is kind of a functional prototype, which i have hacked into something resembling OSI behavior, but only by complitcating everything
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Could the speed of 16 bit color artificially be made to match 32 bit color along with CPU speeds made to artificially made to match the average stock clocked high end CPU speeds of a given UO era? Ideally handling the situation the same way MAME handles emulating arcade games where the speed of the modern computer doesn't matter and the speed of the game is 99.99% accurate to the authentic to the arcade it's trying to emulate assuming naturally the MAME game in mind can be emulated at full speeds of course.
I'm not sure UO:R onward players would care about having it or want that type attention to detail and era accuracy so badly, but I can see where players looking to achieve better pre expansion UO and T2A UO era accuracies would find it important. UO on a T2A today feels akin to comparing the speed difference between the Quake II and Quake III game engine it's a night and day disparity it's drastically quicker paced then it was upon game release with the CPU's of that time. |
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Last edited by xenoglyph on Mon Apr 09, 2012 12:07 pm, edited 1 time in total.
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Nice thanks!!
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And why do not use smth like "Hook getmessage with wait for message with timeout 1sec"? This will reduce CPU usage and will work in any client version because it's not bounded to client binary.
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Your question is framed in an argumentative fashion. By starting it out with 'why not' you imply that somebody's against it for some reason. A universal API hook would definitely be useful.
I haven't actually done a manual IAT hook before, though I'm familiar with the PE format and the theory behind it. I'm sure some people here would love it if you made a hardcoded IAT hook that didn't require a loader. |
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<Derrick> RunUO AI is kind of a functional prototype, which i have hacked into something resembling OSI behavior, but only by complitcating everything
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21 posts
• Page 2 of 3 • 1, 2, 3
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