efroemling / ballistica Goto Github PK
View Code? Open in Web Editor NEWThe BombSquad Game Engine
License: Other
The BombSquad Game Engine
License: Other
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
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.
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.
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.
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:
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.
can it run on termux the problem i found was the bs_headless saying exec formart error
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'
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.
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.
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
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
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.
As you can see👆 even its just 3 notifications it covers most of the screen.
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.
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
@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:
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:
Even a single line statement (which I wrote in a new py file) :
import ba
was not getting compiled
Can we get hooks for kick-vote (start, new vote) like filter_chat_message()
?
Hi efroemling,
how to compile the ballistica for android apk in mac computer? thanks.
br
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🤯
Movements not working (wasd) on 1.5 builds hosted server if playing from old version 1.4.150 and below).
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.
After the game ends scores are not being displayed. They are blank.
Screenshot
[https://drive.google.com/open?id=142xS_1Xnj4xl1CSXOCzBPrCSfCrdNfkw]
Well the title is self explanatory. Looks like the mods folder is not properly wired up.
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`
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>
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 :)
# 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
@efroemling I am playing BombSquad 1.5.11 on my Android 5.1.1
When I complete Onslaught Training ,the screen appears like this:
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.
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
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.
I think we should have in-game console for Android which we can use to activate/deactivate in Advanced settings of BombSquad.
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.
b r u h
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.
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
(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.
Hooks from ba/_hooks.py
works only in debug builds.
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
Hmm this repository contains ba
and bastd
modules, but we have wiki only for ba
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.
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😞
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