Crippling bug with new Humanoid changes

(UPDATE: Just saw the previous post talking about this. My bug is actually happening with Players as well and not just NPCs. No idea why)

I haven’t exactly pinpointed what exactly causes this bug as it seems to occur randomly, but it broke my game Murder and some of The Stalker’s servers. The behavior only seems to occur online.

I was able to replicate the behavior in this video. It shows me inserting various character models in a server:

It makes the player unable to move, their legs sink into the ground, and it appears they have no balance (as seen near the end of the video)

Please get this fixed soon! Thanks.

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ROBLOX need to fix this, it’s literally game-breaking.

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You can find my post here where I was also having troubles with the Humanoid’s MoveTo method.

UPDATE:
This bug has extremely weird behaviors.
I tried to show it off in this video from the server’s perspective of me getting within certain ranges of the NPCs.

It seems to only effect Humanoids within a certain radius of the player, and this radius continues to grow overtime.
According to my friend Wes, it might be a problem with the physics getting routed to the client when a player is near an object, and how its trying to replicate stuff at a higher distance overtime as it figures out that it can handle it.

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Just a heads up, I’m actively debugging this, I’ll let you know when I find the issue.

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We are aware of this issue and can reproduce it. We are working on a solution.

Ok this should be fixed.

If anyone is curious - this was caused by a change to have your local humanoid try to simulate at 60hz (right now it does 30). This has proved to be harder than I originally thought, eventually we will get there.

Sorry for the brokeness.

Thanks! I owe ya one.

[quote] Ok this should be fixed.

If anyone is curious - this was caused by a change to have your local humanoid try to simulate at 60hz (right now it does 30). This has proved to be harder than I originally thought, eventually we will get there.

Sorry for the brokeness. [/quote]

Ha! I knew my computer didn’t randomly get a ton faster, nice job on the animation update and thanks for fixing the bug I was about to post on issues on this since I had just gotten them.

Can I ask if Murder is doing any sort of finagling of the humanoid? trying to track down the reason why this happens.

[quote] Ok this should be fixed.

If anyone is curious - this was caused by a change to have your local humanoid try to simulate at 60hz (right now it does 30). This has proved to be harder than I originally thought, eventually we will get there.

Sorry for the brokeness. [/quote]

There’s still this glitch with the :MoveTo method. I’m using a loop to constantly move the humanoid, but sometimes it stops. I’m not sure why though. Could you possibly look into it?

The only change I made was naming the Humanoid “humanoid” so the Reset button wouldn’t work.
it was still happening regardless of the name though.

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The only change I made was naming the Humanoid “humanoid” so the Reset button wouldn’t work.
it was still happening regardless of the name though.[/quote]

I believe the reset button uses character:BreakJoints() to kill you.

The only change I made was naming the Humanoid “humanoid” so the Reset button wouldn’t work.
it was still happening regardless of the name though.[/quote]

I believe the reset button uses character:BreakJoints() to kill you.[/quote]
Nope. It searches for a “Humanoid” and kills it if possible
If you try to reset in Murder, it won’t let you.

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The only change I made was naming the Humanoid “humanoid” so the Reset button wouldn’t work.
it was still happening regardless of the name though.[/quote]

I believe the reset button uses character:BreakJoints() to kill you.[/quote]
Nope. It searches for a “Humanoid” and kills it if possible
If you try to reset in Murder, it won’t let you.[/quote]

Hmm, thanks for the advice. I thought you needed a custom character model to keep that button from working.

This problem has been for a long time, my NPCs keep falling down to the baseplate.