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Warning [2] Undefined array key "previewpost" - Line: 164 - File: inc/plugins/htmlposts.php PHP 8.3.14 (Linux)
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Warning [2] Undefined array key "previewpost" - Line: 164 - File: inc/plugins/htmlposts.php PHP 8.3.14 (Linux)
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Warning [2] Undefined array key "previewpost" - Line: 164 - File: inc/plugins/htmlposts.php PHP 8.3.14 (Linux)
File Line Function
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/inc/plugins/htmlposts.php 164 errorHandler->error_callback
/inc/class_plugins.php 142 htmlposts_parse
/inc/class_parser.php 153 pluginSystem->run_hooks
/inc/functions_post.php 829 postParser->parse_message
/showthread.php 1121 build_postbit
Warning [2] Undefined array key "previewpost" - Line: 164 - File: inc/plugins/htmlposts.php PHP 8.3.14 (Linux)
File Line Function
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Infinity Blade 2
#1
I have added support for Infinity Blade 2, if you find any issues, let me know!
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#2
How can you even tell the script files apart from the regular packages? They are all .xxx.
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#3
(04-12-2012, 05:59 AM)qount Wrote: How can you even tell the script files apart from the regular packages? They are all .xxx.

By names like Core, Engine and Game etc.
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#4
(04-12-2012, 05:59 AM)qount Wrote: How can you even tell the script files apart from the regular packages? They are all .xxx.

The basic UE3 ones are easy to tell (GameFramework, Core for example). When it comes to the others, the script packages are usually either the codename of the game followed by "game" and there is usually a secondary script package with stuff that is not required to be loaded into memory all the time. For example Infinity Blade 2's code name is "Sword", so SwordGame.xxx would be it's main script package Smile
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#5
Also, some games have the game's code within "Startup.upk".
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#6
Batman 2 has a lot of code in separate character packages - for example, Playable_Catwoman_SF.upk. So, scripts could be places everywhere, UE3 is very flexible in such decision.
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#7
(04-20-2012, 02:23 PM)gildor Wrote: Batman 2 has a lot of code in separate character packages - for example, Playable_Catwoman_SF.upk. So, scripts could be places everywhere, UE3 is very flexible in such decision.

Yes it seems 2011 onwards UE3 console and PCConsole cooks have individual stream files for separate characters. Within this file is the character's Pawn code, this is probably done to save loading a bunch of unneeded characters into memory and it only loads needed characters into the memory. An example would be something like MPCH_COGOnyxGuardMP_SF.xxx, which contains his pawn class too.
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