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ballistica's Issues

Error in BombSquad 1.5 in linux

When I try to start the BombSquad application, that does nothing, and, when I try to start the BombSquad application via terminal, this error appears.

/bombsquad: error while loading shared libraries: libpython3.7m.so.1.0: cannot open shared object file: No such file or directory

Server List Spam Mitigation

Spam Again! :v
image

The server list is being spammed with tens of similar servers. I'm making this issue because it pretty much is a well known problem.

Filtering out servers with 0 player limits would be an easy fix or the Master Server could also blacklist IP's with more servers than a certain threshold.

Currently servers can easily be hosted by anyone, I suggest linking servers to the host's account would be a nice way to trace these spam attacks. The host account must be at-least a month old to be eligible to host servers.

ba.emitfx doesn't work with smoke

Code like

ba.emitfx(
    position=position,
    velocity=velocity,
    count=100,  # even if 1000, 10000, etc
    emit_type='tendrils',
    tendril_type='smoke'  # or thin_smoke
)

doesn't anything visible.

Suggestion: Use a default config separately

I was looking in this code and I noticed that you are using a similar approach in the server.py as in the existing version of the game i.e there is a function that sets the default config values.

But I would suggest that we decide a specific format may be JSON or yaml for having a config file and then write a config parser which would be responsible for using values from the custom config file and will use existing default config for all the values which are not present in the custom file.

Currently, this is done in .py files but if we go down my suggested path then it would be better since the code in the server.py would be much cleaner and other users will be able to modify the config without having to touch the code files.

Let me know what are your thoughts on this, if you'll be okay with this change then I'll be happy to make PR for it.

Main Menu Screen Bug

Occasionally this happens, When I press the play button on Main Menu the Play screen appears but when I click on back arrow, the Main Menu screen gets replaced by Play Screen as you can see below:

IMG-20200627-WA0001

I think we should force the Main Menu UI Screen to come again irrespective of anything when the back arrow is pressed on Play Screen. In this condition, Buttons of Main Menu work perfectly fine.

Note: @efroemling This Bug is since when BombSquad had its Hard Mode for Free.

Server on Termux

can it run on termux the problem i found was the bs_headless saying exec formart error

Controller key mapping under Windows

For quite some time (before 1.5) i had to redefine the key bindings of the controller after each start.
CrontollerMapping1

Since 1.5 I also have to define the race buttons.
CrontollerMapping2
Have I possibly got a "legacy problem" in my directory?: C:\Users\myName\AppData\Roaming\BombSquad

Problem with locales

Locales don't work. Build on the Windows 10. I did everything according to the instructions from the wiki.

Resorting to fallback language (English)
ERROR: error setting language to english fallback
  root call: <unavailable>
  context: <empty context>
  real-time: 8016
  sim-time: <unavailable>
  base-time: <unavailable>
PRINTED-FROM:
  File "\\wsl$\Ubuntu-18.04\home\nullwizard\ballistica\build\prefab\windows\release\ba_data\python\ba\_lang.py", line 35
0, in get_resource
    'error setting language to english fallback')
  File "\\wsl$\Ubuntu-18.04\home\nullwizard\ballistica\build\prefab\windows\release\ba_data\python\ba\_error.py", line 1
68, in print_exception
    stackstr = ''.join(traceback.format_stack())
EXCEPTION:
  Traceback (most recent call last):
    File "\\wsl$\Ubuntu-18.04\home\nullwizard\ballistica\build\prefab\windows\release\ba_data\python\ba\_lang.py", line
335, in get_resource
      store_to_config=False)
    File "\\wsl$\Ubuntu-18.04\home\nullwizard\ballistica\build\prefab\windows\release\ba_data\python\ba\_lang.py", line
223, in setlanguage
      lenglishvalues = json.loads(infile.read())
    File "\\wsl$\Ubuntu-18.04\home\nullwizard\ballistica\build\prefab\windows\release\Lib\encodings\cp1251.py", line 23,
 in decode
      return codecs.charmap_decode(input,self.errors,decoding_table)[0]
  UnicodeDecodeError: 'charmap' codec can't decode byte 0x98 in position 69200: character maps to <undefined>

  During handling of the above exception, another exception occurred:

  Traceback (most recent call last):
    File "\\wsl$\Ubuntu-18.04\home\nullwizard\ballistica\build\prefab\windows\release\ba_data\python\ba\_lang.py", line
347, in get_resource
      store_to_config=False)
    File "\\wsl$\Ubuntu-18.04\home\nullwizard\ballistica\build\prefab\windows\release\ba_data\python\ba\_lang.py", line
223, in setlanguage
      lenglishvalues = json.loads(infile.read())
    File "\\wsl$\Ubuntu-18.04\home\nullwizard\ballistica\build\prefab\windows\release\Lib\encodings\cp1251.py", line 23,
 in decode
      return codecs.charmap_decode(input,self.errors,decoding_table)[0]
  UnicodeDecodeError: 'charmap' codec can't decode byte 0x98 in position 69200: character maps to <undefined>
GetResource failed for 'watchWindow.titleText'

ImportError: cannot import name 'Player' from _ba (unknown location) - Windows

Error of startup BallisticaCore 1.5 (build 20060) on OS Windows. I have not encountered this error in previous builds

BallisticaCore 1.5.0 build 20060.
Traceback (most recent call last):
  File "<string>", line 98, in <module>
  File "<string>", line 90, in _ballistica_bootstrap
  File "ba_data\python\ba\__init__.py", line 31, in <module>
    from _ba import (CollideModel, Context, ContextCall, Data, InputDevice,
ImportError: cannot import name 'Player' from '_ba' (unknown location)
Error in ba Python bootstrapping.

Linux keyboard layout

On Linux, if you choose control in the English layout, you can write in chat only in the English keyboard layout. And to make management in another language, then in chat you can write in the language in which it is selected in management.

And you can’t change the keyboard layout for character control back.

Missing DLL errors on windows debug build through WSL

I get three missing DLL errors every time when I try to run the windows debug builds from WSL (including server builds) However, there are no errors when I try to run the 1.5.x builds downloaded from the files.balistica.net or run release builds from WSL on my laptop

I also have the Microsoft Visual Studio Redistributable latest installed

image: my debug builds not work

image: downloaded builds work

image: release builds from wsl also work

Error BombSquad 1.5

This is the error that I have.

joseang3l@ubuntu:~/ballistica$ make prefab-debug make[1]: Entering directory '/home/joseang3l/ballistica' make[2]: Entering directory '/home/joseang3l/ballistica/assets' Downloading asset starter-cache... /bin/sh: 1: curl: not found Traceback (most recent call last): File "../tools/snippets", line 874, in <module> snippets_main(globals()) File "/home/joseang3l/ballistica/tools/efrotools/snippets.py", line 82, in snippets_main funcs[sys.argv[1]]() File "../tools/snippets", line 661, in warm_start_asset_build warm_start_cache() File "/home/joseang3l/ballistica/tools/efrotools/efrocache.py", line 344, in warm_start_cache run(f'curl {BASE_URL}startercache.tar.xz > startercache.tar.xz') File "/home/joseang3l/ballistica/tools/efrotools/__init__.py", line 146, in run subprocess.run(cmd, shell=True, check=True) File "/usr/lib/python3.7/subprocess.py", line 512, in run output=stdout, stderr=stderr) subprocess.CalledProcessError: Command 'curl https://files.ballistica.net/cache/ba1/startercache.tar.xz > startercache.tar.xz' returned non-zero exit status 127. Makefile:51: recipe for target 'cmake' failed make[2]: *** [cmake] Error 1 make[2]: Leaving directory '/home/joseang3l/ballistica/assets' Makefile:59: recipe for target 'assets-cmake' failed make[1]: *** [assets-cmake] Error 2 make[1]: Leaving directory '/home/joseang3l/ballistica' Traceback (most recent call last): File "tools/snippets", line 874, in <module> snippets_main(globals()) File "/home/joseang3l/ballistica/tools/efrotools/snippets.py", line 82, in snippets_main funcs[sys.argv[1]]() File "tools/snippets", line 845, in make_prefab run(f'make {target}') File "/home/joseang3l/ballistica/tools/efrotools/__init__.py", line 146, in run subprocess.run(cmd, shell=True, check=True) File "/usr/lib/python3.7/subprocess.py", line 512, in run output=stdout, stderr=stderr) subprocess.CalledProcessError: Command 'make prefab-linux-debug' returned non-zero exit status 2. Makefile:118: recipe for target 'prefab-debug' failed make: *** [prefab-debug] Error 1

Startup error BombSquad 1.5.9 on Windows

I have a 32-bit windows system. And when I start the system gives me an error:
(version this file don't incompatible with using version Windows. Use the system information to determine the version of the program (32-bit or 64-bit) and contact the publisher of the Software.)
unknown

Making Text Pop-Up Messages/Notification Small and Compact

Hi Eric,
Am playing online and I found out that not only on the PC, but the android version of bombsquad is really hard to play when people send the text messages and they just pop-up from the bottom of the screen and stacks up to the middle of the screen, making it really hard to see and play and interact. I know you've provided an option for MUTE CHAT but interacting with other players really work well but it also covers the whole screen.

I am suggesting chat messages and various other notifications to be small and compact.
More importantly not blocking the view🙏. Its a humble request if you bring this change in 1.5 update as some players really do get annoyed by some really other nasty players who just want to ruin others game by just spamming with empty messages. I tried but couldn't find the source.

Screenshot_20200620-092732
As you can see👆 even its just 3 notifications it covers most of the screen.

images (3)
This is an example, you can make it small and also aside the center of the screen...please dont get offended that am comparing your game or something.

Broken buildsystem

Last commit broke buildsystem (target prefab-* doesn't work):

$ make prefab-debug

make[1]: *** No rule to make target 'PrefabTarget.DEBUG'.  Stop.
make[1]: Entering directory '/home/roman/trash/build/fixes/ballistica'
make[1]: Leaving directory '/home/roman/trash/build/fixes/ballistica'
Traceback (most recent call last):
  File "tools/snippets", line 565, in <module>
    snippets_main(globals())
  File "/home/roman/trash/build/fixes/ballistica/tools/efrotools/snippets.py", line 82, in snippets_main
    funcs[sys.argv[1]]()
  File "tools/snippets", line 537, in make_prefab
    batools.build.make_prefab(target)
  File "/home/roman/trash/build/fixes/ballistica/tools/batools/build.py", line 469, in make_prefab
    run(f'make {target}')
  File "/home/roman/trash/build/fixes/ballistica/tools/efrotools/__init__.py", line 149, in run
    subprocess.run(cmd, shell=True, check=True)
  File "/usr/lib/python3.7/subprocess.py", line 512, in run
    output=stdout, stderr=stderr)
subprocess.CalledProcessError: Command 'make PrefabTarget.DEBUG' returned non-zero exit status 2.
make: *** [Makefile:118: prefab-debug] Error 1

Mods compiler Issue (Android)

@efroemling I was trying to write mods so I copied and pasted the meteorshower.py into the BombSquad folder and changed the class name as you can see below:

IMG-20200625-WA0009

I opened BombSquad and then closed it to check if the file was compiled to .pyc. I found out that the file was not compiled as you can see:

IMG-20200626-WA0001

Even a single line statement (which I wrote in a new py file) :

import ba

was not getting compiled

Kick-vote control

Can we get hooks for kick-vote (start, new vote) like filter_chat_message()?

Texture editing

I know it's still VERY MUCH EARLY but ..hey Eric, is it possible that offline editing of the textures can be edited for online servers too so that it makes the gameplay or whoever hosting the server UNIQUE?
I've been playing this game for almost 5yrs now and I personally feel it really is lacking some MORE colors😃.... just please make the editing available for 1.6update as I dont want you to delay it further😁

Imagine each server having their own unique Design, but playing on new freshly designed textured server. This will really bring a whole new level of attention for BOMBSQUAD COMMUNITY🤯

lost my identity

After the change from Windows Version BombSquad_Windows_1.5.3 to BombSquad_Windows_1.5.4 i lost my identity. So i made a new character. Username chelikol is no problem. But i lost my loved Grumbledore.

Leaderboard issue

Hey Eric, was playing Infinite Onslaught, got 7th place, but score didn't post to leaderboard?? Thanks, great job on the updates!!

IMG_20200623_220202

ba.animate giving error

The ba.animate gives RuntimeError when trying to animate the text node's scale property inside handlemessage function.

image

image

Error BombSquad - Windows

By following all the steps, this is the error:

`Downloading: build/prefab/windows/debug/BallisticaCore.exe
Extracting: build/prefab/windows/debug/BallisticaCore.exe
build/prefab/windows/debug/BallisticaCore.exe
BallisticaCore 1.5.0 build 20001.
Fatal Python error: initfsencoding: unable to load the file system codec
ModuleNotFoundError: No module named 'encodings'

Current thread 0x000007bc (most recent call first):
Makefile:177: recipe for target 'prefab-windows-debug' failed
make[1]: *** [prefab-windows-debug] Error 9
make[1]: Leaving directory '/home/angel/ballistica'
Traceback (most recent call last):
File "tools/snippets", line 880, in
snippets_main(globals())
File "/home/angel/ballistica/tools/efrotools/snippets.py", line 82, in snippets_main
funcssys.argv[1]
File "tools/snippets", line 851, in make_prefab
run(f'make {target}')
File "/home/angel/ballistica/tools/efrotools/init.py", line 146, in run
subprocess.run(cmd, shell=True, check=True)
File "/usr/lib/python3.7/subprocess.py", line 512, in run
output=stdout, stderr=stderr)
subprocess.CalledProcessError: Command 'make prefab-windows-debug' returned non-zero exit status 2.
Error in sys.excepthook:
Traceback (most recent call last):
File "/usr/lib/python3/dist-packages/apport_python_hook.py", line 63, in apport_excepthook
from apport.fileutils import likely_packaged, get_recent_crashes
File "/usr/lib/python3/dist-packages/apport/init.py", line 5, in
from apport.report import Report
File "/usr/lib/python3/dist-packages/apport/report.py", line 30, in
import apport.fileutils
File "/usr/lib/python3/dist-packages/apport/fileutils.py", line 23, in
from apport.packaging_impl import impl as packaging
File "/usr/lib/python3/dist-packages/apport/packaging_impl.py", line 24, in
import apt
File "/usr/lib/python3/dist-packages/apt/init.py", line 23, in
import apt_pkg
ModuleNotFoundError: No module named 'apt_pkg'

Original exception was:
Traceback (most recent call last):
File "tools/snippets", line 880, in
snippets_main(globals())
File "/home/angel/ballistica/tools/efrotools/snippets.py", line 82, in snippets_main
funcssys.argv[1]
File "tools/snippets", line 851, in make_prefab
run(f'make {target}')
File "/home/angel/ballistica/tools/efrotools/init.py", line 146, in run
subprocess.run(cmd, shell=True, check=True)
File "/usr/lib/python3.7/subprocess.py", line 512, in run
output=stdout, stderr=stderr)
subprocess.CalledProcessError: Command 'make prefab-windows-debug' returned non-zero exit status 2.
Makefile:118: recipe for target 'prefab-debug' failed
make: *** [prefab-debug] Error 1`

Can we get 'Targeted Chat Messages?'

Currently only screen_message can be target towards specific clients, it works great but they don't get logged anywhere.

It would specially be useful for servers as we would be able to privately message others which would then get logged in their chat box and reduce spam for other players.

Also, another alternative is to log the message in everyone's chatbox but the popup is limited to specific players.

This would also allow the implementation of personal messages for example by using @name <message>

Date data

i know this may be a weird idea but still ,
i am actually assuming that if you have any kind of data of an account by which you can identify ones account connected to bombsquad at which date ,
in short that would be great if you can just add a time stamp for every player's id that on which date that guy i'd was made or connected to bombsquad .....
and this kind of data can even be useful in some scenarios where many windows / linux players just deletes there bs i'd ( linux**** , PC******* ... like that ) and just joins with some new i'Ds and some times it gets super annoying , that even when you kick somebody
just comes back like nothing happened
btw if that cloning thing is not possible , but a request just to make that date of joining a real thing .. that would be great to know for how long i have been playing bombsquad :)

Vec3.length works bad

# In SpazBot.update_ai()
dist_raw = (target_pt_raw - our_pos).length()

On my computer it always returns 1.2300000190734863, so bots' ai works bad.
I made function, based on Pythagorean theorem:

def distance(vec1: Tuple[float, float, float], 
             vec2: Tuple[float, float, float]) -> float:
    xlen = vec1[0] - vec2[0]
    ylen = vec1[1] - vec2[1]
    zlen = vec1[2] - vec2[2]
    xylen = math.sqrt(xlen**2 + ylen**2)
    return math.sqrt(xylen**2 + zlen**2)
...
# and in SpazBot.update_ai()
dist = _my_vec3_dist((target_pt.x, target_pt.y, target_pt.z), (our_pos.x, our_pos.y, our_pos.z))
# Returns normal distance to target

And now ai works better, but i think it's wrong way to fix it

strange pylint empty messages

Pylint is giving strange empty messages on the console when doing make check, no error no detail provided in the message.
Image below.

image

Gameplay and Ticket Bug

@efroemling I am playing BombSquad 1.5.11 on my Android 5.1.1

When I complete Onslaught Training ,the screen appears like this:
IMG-20200625-WA0006
And then the BombSquad app suddenly closes. The next level Rookie Onslaught remains closed.

But when I played BombSquad on other device which is of higher Android version, it worked perfectly fine.

Error in BombSquad 1.5 Windows

When I try to start the BombSquad application, the command line appears and disappears and writes an error:
BombSquad 1.5.2 build 20065.
Fatal Python error: initfsencoding: unable to load the file system codec
ModuleNotFoundError: No module named 'encodings'

Current thread 0x00002444 (most recent call first):

init was in encondings and encodings was in lib but for some reason it gives me this error
Снимок534657

Language remaining unchanged after language is changed

The dafault language of BombSquad is English. When I change the language to any other, go to Main Menu, tap on play button, tap on Team, and then again change the language to English and go to Teams Section/FFA section, the language of the second and third playlist remain unchanged as you can see:

IMG-20200626-WA0010
IMG-20200626-WA0011

Client movement in network play

When I play from 1.5 client on any server (1.4.150 or 1.5), any client movement lasts minimum for a second (i.e I cant just turn myself). No reaction to very short movements at all.

e.g. I standing here
изображение

After just a click on "A" button.
изображение

This did not happen in 1.4 (I checked it now, from 1.4.150)

Can bombsquad PC display stylish font and emojis correctly?

First of all it isn't a big concern; still something to consider. PC players are facing this problem because now most of players use stylish fonts in their profiles and use emojis before or after their names which isn't display correctly on PC and creates difficulty to read players name for PC players. Hopefully, this issue will get fixed.

In-Game Console For Android

I think we should have in-game console for Android which we can use to activate/deactivate in Advanced settings of BombSquad.

Make failed due to subprocess.CalledProcessError

I am trying to run it in debug but I am getting the following error.

Exception thrown in BallisticaMain(): SDL_Init failed: No available video device
Thrown from unknown (sys-name="ballisticacore") thread:
./ballisticacore(+0x1fa553) [0x55fe83bff553]
./ballisticacore(+0xa4824) [0x55fe83aa9824]
./ballisticacore(+0x2055ba) [0x55fe83c0a5ba]
./ballisticacore(+0x20567b) [0x55fe83c0a67b]
./ballisticacore(+0x20314c) [0x55fe83c0814c]
./ballisticacore(+0xa2383) [0x55fe83aa7383]
/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xe7) [0x7f80ecc11b97]
./ballisticacore(+0x79cea) [0x55fe83a7ecea]
Warning: log message before g_game exists; will not appear on in-game console.
FIXME: this platform has no fallback log upload functionality so this message is getting lost.
terminate called after throwing an instance of 'ballistica::Exception'
  what():  SDL_Init failed: No available video device
Thrown from unknown (sys-name="ballisticacore") thread:
./ballisticacore(+0x1fa553) [0x55fe83bff553]
./ballisticacore(+0xa4824) [0x55fe83aa9824]
./ballisticacore(+0x2055ba) [0x55fe83c0a5ba]
./ballisticacore(+0x20567b) [0x55fe83c0a67b]
./ballisticacore(+0x20314c) [0x55fe83c0814c]
./ballisticacore(+0xa2383) [0x55fe83aa7383]
/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xe7) [0x7f80ecc11b97]
./ballisticacore(+0x79cea) [0x55fe83a7ecea]
Aborted (core dumped)
Makefile:194: recipe for target 'prefab-linux-release' failed
make[1]: *** [prefab-linux-release] Error 134
make[1]: Leaving directory '/root/ballistica'
Traceback (most recent call last):
  File "tools/snippets", line 949, in <module>
    snippets_main(globals())
  File "/root/ballistica/tools/efrotools/snippets.py", line 82, in snippets_main
    funcs[sys.argv[1]]()
  File "tools/snippets", line 851, in make_prefab
    run(f'make {target}')
  File "/root/ballistica/tools/efrotools/__init__.py", line 149, in run
    subprocess.run(cmd, shell=True, check=True)
  File "/usr/lib/python3.7/subprocess.py", line 512, in run
    output=stdout, stderr=stderr)
subprocess.CalledProcessError: Command 'make prefab-linux-release' returned non-zero exit status 2.
Error in sys.excepthook:
Traceback (most recent call last):
  File "/usr/lib/python3/dist-packages/apport_python_hook.py", line 63, in apport_excepthook
    from apport.fileutils import likely_packaged, get_recent_crashes
  File "/usr/lib/python3/dist-packages/apport/__init__.py", line 5, in <module>
    from apport.report import Report
  File "/usr/lib/python3/dist-packages/apport/report.py", line 30, in <module>
    import apport.fileutils
  File "/usr/lib/python3/dist-packages/apport/fileutils.py", line 23, in <module>
    from apport.packaging_impl import impl as packaging
  File "/usr/lib/python3/dist-packages/apport/packaging_impl.py", line 24, in <module>
    import apt
  File "/usr/lib/python3/dist-packages/apt/__init__.py", line 23, in <module>
    import apt_pkg
ModuleNotFoundError: No module named 'apt_pkg'

Original exception was:
Traceback (most recent call last):
  File "tools/snippets", line 949, in <module>
    snippets_main(globals())
  File "/root/ballistica/tools/efrotools/snippets.py", line 82, in snippets_main
    funcs[sys.argv[1]]()
  File "tools/snippets", line 851, in make_prefab
    run(f'make {target}')
  File "/root/ballistica/tools/efrotools/__init__.py", line 149, in run
    subprocess.run(cmd, shell=True, check=True)
  File "/usr/lib/python3.7/subprocess.py", line 512, in run
    output=stdout, stderr=stderr)
subprocess.CalledProcessError: Command 'make prefab-linux-release' returned non-zero exit status 2.
Makefile:151: recipe for target 'prefab-release' failed
make: *** [prefab-release] Error 1

I followed the Getting started steps for Linux and I am trying this on Ubuntu 18.04.3.

Segfault in "Local Network" tab

Recently I ran into following problem: when I open the local network tab in the Gather window, I always get segfault in ballistica::Platform::GetBroadcastAddrs() (bombsquad::Platform::GetBroadcastAddrs() in 1.4) at platform.cc:1182. I don't know what I changed at my system, but everything worked before.

Make failed due to "ModuleNotFoundError" when run ./ballisticacore_server

If I just execute make prefab-linux-server-release-build or make prefab-linux-server-debug-build, this problem will not occur. This means that this error only appears when I run ./ballisticacore_server. Is it caused by this module not in the current directory or the path not in my environment variables?

user@LapTop:~/ballistica$ make prefab-linux-server-debug
make[1]: Entering directory '/home/user/ballistica/assets'
make[2]: Entering directory '/home/user/ballistica/assets'
make[2]: Nothing to be done for 'assets-cmake'.
make[2]: Leaving directory '/home/user/ballistica/assets'
make[1]: Leaving directory '/home/user/ballistica/assets'
Traceback (most recent call last):
  File "./ballisticacore_server", line 34, in <module>
    from bacommon.servermanager import ServerConfig, StartServerModeCommand
ModuleNotFoundError: No module named 'bacommon'
Makefile:268: recipe for target 'prefab-linux-server-debug' failed
make: *** [prefab-linux-server-debug] Error 1

user@LapTop:~/ballistica$ make prefab-linux-server-release
make[1]: Entering directory '/home/user/ballistica/assets'
make[2]: Entering directory '/home/user/ballistica/assets'
make[2]: Nothing to be done for 'assets-cmake'.
make[2]: Leaving directory '/home/user/ballistica/assets'
make[1]: Leaving directory '/home/user/ballistica/assets'
Traceback (most recent call last):
  File "./ballisticacore_server", line 34, in <module>
    from bacommon.servermanager import ServerConfig, StartServerModeCommand
ModuleNotFoundError: No module named 'bacommon'
Makefile:299: recipe for target 'prefab-linux-server-release' failed
make: *** [prefab-linux-server-release] Error 1

Tournament UI remains on top after transferring to the store

(pasting from an email)
I found a problem with the tournament menu. It is nothing very serious, just something that is not working properly. When I click to use tickets in the tournament and I don't have enough, the game automatically warns me that I don't have tickets and a button to go to the store appears. If I click on the button, I am directed to the store, but the entry interface for the tournament remains on top.

Makefile:477: recipe for target 'format' failed

The make format seems to have some error with workers.

root@ip-172-31-32-36:~/Server/ballistica# make format make[1]: Entering directory '/root/Server/ballistica' Traceback (most recent call last): File "tools/snippets", line 582, in <module> snippets_main(globals()) File "/root/Server/ballistica/tools/efrotools/snippets.py", line 73, in snippets_main funcs[sys.argv[1]]() File "/root/Server/ballistica/tools/efrotools/snippets.py", line 199, in formatcode code.formatcode(PROJROOT, full) File "/root/Server/ballistica/tools/efrotools/code.py", line 75, in formatcode 2) as executor: File "/usr/lib/python3.7/concurrent/futures/thread.py", line 129, in __init__ raise ValueError("max_workers must be greater than 0") ValueError: max_workers must be greater than 0 Makefile:487: recipe for target 'format-code' failed make[1]: *** [format-code] Error 1 make[1]: *** Waiting for unfinished jobs.... Traceback (most recent call last): File "tools/snippets", line 582, in <module> snippets_main(globals()) File "/root/Server/ballistica/tools/efrotools/snippets.py", line 73, in snippets_main funcs[sys.argv[1]]() File "/root/Server/ballistica/tools/efrotools/snippets.py", line 206, in formatscripts code.formatscripts(PROJROOT, full) File "/root/Server/ballistica/tools/efrotools/code.py", line 186, in formatscripts with ThreadPoolExecutor(max_workers=cpu_count() // 2) as executor: File "/usr/lib/python3.7/concurrent/futures/thread.py", line 129, in __init__ raise ValueError("max_workers must be greater than 0") ValueError: max_workers must be greater than 0 Makefile:495: recipe for target 'format-scripts' failed make[1]: *** [format-scripts] Error 1 make[1]: Leaving directory '/root/Server/ballistica' Makefile:477: recipe for target 'format' failed make: *** [format] Error 2

Device id not stored (Android)

By default the BombSquad should store the device id and data in the device itself. So I played BombSquad 1.5.11 and my previous device id was lost and BombSquad created new id. When I tapped on 'Clear data' in settings for BombSquad, My new device id also got lost and a new device id again got created.

Map Spawn set problem

Hey Eric,
I play offline quite a while when am not online.... so suppose am playing the Last Stand, when I select the Leave option, the UI takes me back to the Main Screen..... whereas it used to show the list of offline games and the tournament menu.... so please look into it if you have time.... (not important but still)

so about the map respawn problem, my family is huge and we typically make 4teams to play so the old BS is of 1.4 update and it was pretty straight-forward to make the new spawn points for all individual 4 teams...no problems there thanx to you... but in ur 1.5 update it doesnt seem to work, even if I render the spawn region and mesh file of the map together it shows my preferred set locations but still the game manages to set the spawn point to default when playing the game. My edited one doesnt seem to work at all... though it works perfectly fine on the older version... Help😞

Startup Error Of BombSquad 1.5.11 on Android

I separated this issue since it didn't have any connection with the mentioned bug in Android BombSquad Bug

Sometimes when I open BombSquad app, it shows error:
IMG-20200625-WA0007
and when I restart the app, it works fine.

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