1-5 fps from last time it happened
Dang thats strange I never heard of that bug before lol
The chat would send incomplete messages by itself if you type fast and are experiencing low frame rates.
Oh, okay. I will try to get my frame rates that low and see if I can be able to reproduce it, if I do I will probably make a Bug Report for it.
Please allow team chat to work… PLEASE
For people still looking in this thread, I’ve ported LegacyChat to TextChatService some time ago
This is a full port, with every feature of the Lua chat system working (or hopefully working), and I’ve also added features and some bug fixes to the Lua chat sytem (unrelated to the port)
If guilded is the way to go for this new roblox era, how about make a guilded chat window inside studio as a replacement for team chat, then you could still discuss the scripts and whatnot inside studio but it’d use the new guilded stuff roblox is really pushing.
This will severly impact the social aspect of my single player game when cross-server communcation for global chats is no longer possible. There will be no reliable way I can communicate with players across servers safely without breaking TOS, since :FilterStringForBroadcast and :GetChatForUserAsync’s purposes will be deminished.
It should be possible to still do this using TextChatService:CanUserChatAsync()
. As what you’re building is a global chat, you only need to verify both users can chat before sending messages to other servers on the Broadcasting Server and before the Recipient Server can start replicating messages to a client when it connects.
If you were wanting Direct Chat, then you’d run into a problem where the users would need to be in the same server (though we will also have Platform Chat for that now, never thought it’d be useful for anything honestly).
CanUserChatAsync
only checks if the user is able to chat at all. All sent messages have to go through TextChannels, and there is no way to send cross-server messages through TextChannels.
You should be able to filter and use system messages, but you still have to verify the contents and whether both players can chat.
As long as:
- Both players can use a global chat through CanUserChatAsync
- Both players’ messages properly pass through a Text Channel on the respective servers of the players
- Both players’ strings have been filtered again on the recipient servers for the other players using TextService
Then I don’t see why we can’t get creative with System Messaging. We’re following the API Guidelines and heavily filtering all text being processed through a few layers on two servers.
why do you have to ruin things that aren’t an issue, roblox?
you’re reinventing the wheel but trying to make it a square.
so many things work fine with the original chat system, I personally have something that completely removes it since I don’t like having it in my game. but this doesn’t work with this new thing you guys are forcing onto people
roblox try not to make terrible decisions challenge (impossible)
it says “All
” not “AI
” just so u know
ok, but where is the option to remove the ugly ‘paper airplane’ sending icon?
the lag issue was fixed a long time ago. you can disable the emoji correction as well.
you’re very childish. how do you even have moderators in the first place?
Yeah, I think it’s fixed. I wasn’t able to reproduce it on any of my devices even on very low frame rates (5fps and lower). I also wasn’t able to reproduce it on the device that the issue consistently occurred on previously.
Not accepting symbols is STILL issue. But instead of how it used to be (cutting last letters), it’s now cutting first letters. (Not detecting that I typed them)
dissapointing of you people. thanks for that, roblox. my game’s main point is the classic text chat, and if that gets removed i’m just gonna switch to other games for good at this point (you should do that btw). i can’t handle roblox making butt updates. i hate this platform.