ScriptUO
Scripting Resources & Utilities => UO Client Modifications/Tools => Topic started by: hankscorpio1 on September 14, 2014, 12:37:45 AM
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Back in the day I remember having my uo2d client run smoothly at maybe 30fps or more rather than the standard 15fps. Does anyone know of an updated mod for the 2d client to run smoothly?
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Isn't that funny too? With all this computer horsepower, and UO seems to still slog along.
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There is a program called FPS Patch that does this. Written by the guys over at yoku. The last patch broke the program, unfortunately. I got them to update it once before but they've been somewhat unresponsive this time around. The link to the forum post is here if you'd like to go request an update there as well.
http://forum.yoko.com.ua/viewtopic.php?f=12&t=17367
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There is a program called FPS Patch that does this. Written by the guys over at yoku. The last patch broke the program, unfortunately. I got them to update it once before but they've been somewhat unresponsive this time around. The link to the forum post is here if you'd like to go request an update there as well.
http://forum.yoko.com.ua/viewtopic.php?f=12&t=17367
Just as note, this Patch can be detected very easy. Once the Checksum is different, its pretty easy to detect that its a modded client.
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this patch work on EA shard?
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Hm this is pretty neat.
Tested it on an older client. 5.0.8.3
Feels weird, like your character sprite moves faster than the actual momentum forward lol
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Hm this is pretty neat.
Tested it on an older client. 5.0.8.3
Feels weird, like your character sprite moves faster than the actual momentum forward lol
You could try using latest working version for Patch on EA and emulate a new client. Also hope you wont get banned because of this ;)
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Hm this is pretty neat.
Tested it on an older client. 5.0.8.3
Feels weird, like your character sprite moves faster than the actual momentum forward lol
You could try using latest working version for Patch on EA and emulate a new client. Also hope you wont get banned because of this ;)
*shrugs* I highly doubt Broadsword will ban anyone for it's use. Banning is something they avoid doing now.
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*shrugs* I highly doubt Broadsword will ban anyone for it's use. Banning is something they avoid doing now.
Especially if you are a paying customer. Those are probably starting to become as scarce as a wooly mammoth!
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*shrugs* I highly doubt Broadsword will ban anyone for it's use. Banning is something they avoid doing now.
Especially if you are a paying customer. Those are probably starting to become as scarce as a wooly mammoth!
You may have to find something more scarce for future analogy's -
http://www.huffingtonpost.com/2014/11/24/clone-woolly-mammoth-buttercup_n_6211388.html
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You may have to find something more scarce for future analogy's -
http://www.huffingtonpost.com/2014/11/24/clone-woolly-mammoth-buttercup_n_6211388.html
SHOTGUN!! First mammoth ride for TM!
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There is a program called FPS Patch that does this. Written by the guys over at yoku. The last patch broke the program, unfortunately. I got them to update it once before but they've been somewhat unresponsive this time around. The link to the forum post is here if you'd like to go request an update there as well.
http://forum.yoko.com.ua/viewtopic.php?f=12&t=17367
Just as note, this Patch can be detected very easy. Once the Checksum is different, its pretty easy to detect that its a modded client.
After testing this with older clients on freeservers (and unpacking and sifting through the whatever stream on execution with a sandboxed winxp) I don't know if this is correct now.. It's injection and that shouldn't modify the executable's checksum... However what I suspected, and verified through about 5 minutes of research on yoko forums, is that the packet stream will become awkward in regards to mounted vs unmounted players from the client to the server, this was an issue posted back in like 2011 or something though, before this individual fps patch was produced and it was more of a work in progress feature for the yoko injection application as a whole.
I could be wrong though, it's just what I think make sense. Injection as I understand is something that bypasses hardcoded client modifications and such checksum detections via live manipulation of the client's memory resources.
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Hate to be a necromancer here, but just figured I'd let you guys know it works on OSI. It's weird as all hell but it works.