Is legacy chat broken now?

Is legacy chat broken now? Or is is just me. Or hopefully is it just an intermittent Roblox issue?

I’m getting these ‘________________________________’ instead of my server messages. Also seems players can’t chat with each other unless they use private chat.

ChatService throws this error message:

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I’m getting this too. It is indeed broken as of very very recently.

I have uploaded a patch: https://create.roblox.com/marketplace/asset/13877555794/Patched-Legacy-Chat-Scripts-fix-for-localeid
In your game, click the model tab, then click “Service”. Insert “Chat”, and then put these files inside of it. it will stop Roblox from downloading the currently bugged legacy chat runner, and use this one with my patch instead.

I’m not sure what Roblox was trying to do with localeid or why its breaking stuff, so I just changed the error from a script stopper into “just assume english locale in case of emergency”. (ChatChannel was the only script I changed)

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I am getting this issue, over 4000 logged errors today of this nonsense. Can someone submit a bug report for this?
ChatError

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image
I am using the latest ChatServiceRunner. Is there something I am missing?

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Its because your using it in studio I suppose OP means its broken in game and not in studio.

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It’s working in-game.
image

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Hit F9, are there any server errors? My messages too appear fine but they throw an error and I cannot see anyone else’s

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I checked the log. I am the only one in the server but there are no errors in the server and client log.

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Yes its in game only. Studio seems to work fine still.

Do you have any code that is trying to create a chat speaker and generate messages from the server?

Also, in my game chat appears to work but I don’t think players can see my chats and their responses end up being:
“_____________________”

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It seems like what is causing this to break is adding a speaker to the ‘All’ channel via script. I removed all of my :JoinChannel(“All”) references and this seems to have fixed general chat function, but now I can’t send system messages.

It seems that when it tries to do a LocaleID on a non-player, chat breaks for that channel. (which is ‘All’ in my case)

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Thanks but your patch didn’t fix my game. It makes the system messages work but players still can’t chat without using private chat.

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Out of curiosity, why do you still want the legacy chat system when there is an updated one?

I don’t see a reason to keep an outdated version of a system when all of its features are transferred to the new one that is probably (1) more secure (2) more efficient (3) more updated.

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I don’t want it, I just have it, I’ll have to redo my scripts to use the new one. But many legacy games will not be updated(not mine). I hope Roblox will fix this.

The new chat is still a Beta add-on feature of studio. Any games created last year won’t have it.

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If only roblox made it so you COULD report bug reports :man_facepalming:

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Yes they would find problems much faster if they opened that ability for us.

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The patch doesn’t seem to be working. It’s pretty much DDOSing my games due to all the errors happening

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I ‘fixed’ it like this, ChatChannel line 511 replace that area with this.

		if speaker then
			-- If the sender is not the same as the receiver and chat translation is turned on, translate the message before sending
			--[[if userIsChatTranslationEnabled and translations and (fromSpeaker:GetPlayer().LocaleId ~= speaker:GetPlayer().LocaleId) then
				speaker:InternalSendFilteredMessageWithTranslatedFilterResult(messageObj, self.Name, translations)
			else--]]
				speaker:InternalSendFilteredMessageWithFilterResult(messageObj, self.Name)
			--end
		end
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Thanks, I’ll try this one and see if it works for me.

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Because the new chat system is EVEN LESS documented than legacy was. Try as I may, I haven’t even been able to get system messages working with the new chat system. Roblox needs to do something about this or just keep legacy working.

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Ok I fixed my patch. There were TWO areas where localeId was used and I only fixed one of them previously.

Now any time localeId fails (because it always does as of right now) the script just keeps going past that point and will not try to translate messages on the fly (which is what localeId was meant for, it seems).

It’s a little quick and dirty, but should localeId ever get fixed in the future, my patch shouldn’t disable any code it was used for.

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