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Old 04-06-2007, 06:18 PM   #1 (permalink)
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I finally have the server how I want it to be which is a very basic server with 1 facet and the standard OSI spawns, but there is one problem left. I have to use the same computer I'm hosting with in order to play on my server because I don't have a second machine, and here is whats happening. I can get in the server and everything just fine, but when I run around with my character and start attacking a monster, the game starts to really slow down *alot*. but when I pull up the black console of the actual server with UO still in the background with my character attacking, the game is running as smooth as possible, but the instant I click back in the actual game window and the server console goes to the back, it slows down again, any suggestions?

**edit** It seems anytime that the UO gameplay window is not active, the game runs as smooth as possible, but when it is active and my character is fighting something or has a queue of actions (mining for example) it runs extremely slow. I've never had this problem when playing on another server.

Last edited by killsom3thing; 04-06-2007 at 06:42 PM. Reason: Correction on problem
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Old 04-06-2007, 08:08 PM   #2 (permalink)
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that is because your game and the server are sharing cpu slices

couple of things to help - server side anyways, not your player

1) if you are using a pentium - ugrade to the svn's - fixies a bug where the server uses 100% cpu

2) if less than 1 gig of ram - get more

3) hit ctrl-alt-del and go to the task manager, then the processes tab
right click on runuo and set priority to high (do not use real time)
this way it gets it cpu it needs, even if other stuff is running

UO is a memory - do not go into the log in screen, or be disconected, etc, then it sucks up cpu power (like 4x as much as when playing lol)
when minamized in game, it is not to bad unless a lot of npc/crittewrs are around you
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Old 04-06-2007, 09:13 PM   #3 (permalink)
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Thanks for the info

I've been toying around with the actual player option settings and for some reason playing in full screen mode fixes it, but I'm not complaining

Hope this info helps anyone else who encounters the same problem down the road
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