An assertion failure

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Dan
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Assertion failed!
Program: ...
File: ../../../trunk/Source_Files/GameWorld/map.cpp
Expression: new_polygon_index!=polygon_index

I assume it has to do with my geometry, but Weland shows all nice, solid, connected lines.
Where should I look around?
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Dan
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Says "polygon index #23768 is out of range", but I don't have a 23768th polygon. So, like, now what? (I've never really encountered errors like this before. :P)
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Dan
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Shoots. Is there a polygon limit in Marathon? I forgot if there is one or not.
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PerseusSpartacus
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There is in the original Marathon engine, but Aleph One removes this, as do the new tools such as Weland. It used to be that you could make up to 1024 polygons, but I've already exceeded that with no problems. Marathon Aeon actually uses thousands upon thousands of polygons, thus why it may bog down on some computers.
Dan
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PerseusSpartacus wrote:There is in the original Marathon engine, but Aleph One removes this, as do the new tools such as Weland. It used to be that you could make up to 1024 polygons, but I've already exceeded that with no problems. Marathon Aeon actually uses thousands upon thousands of polygons, thus why it may bog down on some computers.
Okay, so it's not the polygons, 'cause I only have ~550 polys.
Thanks for the info. My bro and I are trying to debug the map, and if we can't find any other leads, we'll just copy the thing line by line.
Thanks for the info :)
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Crater Creator
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Have you checked for zero-length lines under the Special menu in Weland?
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treellama
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Usually assertion failures carry a compiled-in line number. You would also have to include the version of Aleph One you are using for that to make sense.
Dan
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@Crater_Creator: Yup, did that.
@treellama: Sorry, forgot 'bout that. v1.1 (January first public release?), line #1396
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Dan
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Definitely not any zero-lengths or accidental 5D space; Sam redid the whole map for me just to see if the error would happen again.
Last edited by Dan on May 10th '14, 15:26, edited 1 time in total.
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Dan
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Looking back, this glitch happened after I finished the bottom half of the map.
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Dan
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Found the area which the bad polygon is in. Near the bottom teleport.
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Dan
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Ah ha. I found it. I did not connect a line to the sides of a polygon. Such a subtle error, always missing that.
Anyways, thanks for the info guys :)
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