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 Can't test new markings without completely adding new ones

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Cloud
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PostSubject: Can't test new markings without completely adding new ones   Sun Sep 20, 2015 12:49 am

First topic message reminder :

I want to add in a new marking, but before I make a code change I wanted to quickly replace it with an existing marking so I can test and then reverse back. But obviously I can't do that, because it gives me this error:



If you can't read it, it says 'Index out of bounds'.

I tried placing the original marking back in and I still get errored. I don't want to have to start over after all this progress has been made (code wise, not physical content wise) so is there any way to fix this? Thanks!
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Nakti
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PostSubject: Re: Can't test new markings without completely adding new ones   Fri Sep 25, 2015 10:51 am

This code can be anywhere in the source. Visual studio supports searching of someone in the "current project" or "entire solution", this will look for that text in all files.
What to do depends on what should it do in that part of code.

Does your game crash with any errors? What did you change since game last worked?
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Cloud
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PostSubject: Re: Can't test new markings without completely adding new ones   Sat Sep 26, 2015 12:09 am

The error came up when I added a marking with filters. I remade the marking without them.
When I replaced head1 with head2 it worked.
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PostSubject: Re: Can't test new markings without completely adding new ones   Sat Sep 26, 2015 3:19 am

Didn't you use this fix? If you did, undo it.

Did you find anywhere "getsubentity(3)" text?
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PostSubject: Re: Can't test new markings without completely adding new ones   Sat Sep 26, 2015 11:57 am

Yes, I used that fix. I still wish to use it because I myself use presets that need the bottom teeth removed, so I'm wondering if there's a way to set that fix for every head excluding head1 and head5.
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PostSubject: Re: Can't test new markings without completely adding new ones   Sat Sep 26, 2015 1:10 pm

the simplest I could imagine

Try using this instead of that fix line:
Code:
   String head = mHeadEnt->getMesh()->getName();
   if (head != "Head1.mesh" && head != "Head5.mesh")
      mHeadEnt->getSubEntity(3)->setMaterialName(tTeethMat);

Innto the "if" statement add all heads that don't have additional teeth.
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PostSubject: Re: Can't test new markings without completely adding new ones   Sun Sep 27, 2015 1:05 am

One quick question before I add the code in - do I revert the old code from Hyper's fix or do I just add this in to the code?
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PostSubject: Re: Can't test new markings without completely adding new ones   Sun Sep 27, 2015 2:15 am

I added a fix to my original code for what you're trying to do

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Cloud
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PostSubject: Re: Can't test new markings without completely adding new ones   Sun Sep 27, 2015 12:09 pm

Ooh yes, thank you Hyper! And thank you Nakti!
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