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I don’t see a reason to keep an outdated version of a system when all of its features are transferred to the new one that is probably (1) more secure (2) more efficient (3) more updated.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