That error is not related to TopbarPlus. Are you sure you’re using the most updated version of SocialChat?
yes and when I was using the old version the topbars were fused.
Im not really sure about what you’re saying here.
If anything, please ensure that you are using the most recent version of SocialChat.
Hi, just a suggestion! Maybe instead of using game.ReplicatedStorage or game.Players use game:GetService() instead, thanks!
This is more of a coding preference. I believe they are interchangable without much or any of a difference but feel free to correct me if im wrong! I appreciate the feedback
There sadly is a difference, which is the fact that you can rename the services in Studio (tho unlikely someone will actually do it)
Doing this will prevent using game[Service], so it’s better to use game:GetService() for that kind of edge-cases which CAN happen and I can assure you have already happened in some games I developed in before.
yeah… fun times…
This surely is some nightmare fuel
I never realized you could actually change service names, I’ll definitely apply a :GetService
change into SocialChat from now on as well as any future open sourced resources I make in the foreseeable future!
Does Social Chat support different channels? If not, is it planned or under consideration?
This was not previously planned due to the fact that you can always use the /w {player}
command. I can definitely consider adding this in the foreseeable future although!
Have you ever considered adding support for modding the chat client without having to fork the whole module? For example, adding a module to add new highlighting options, or even adding more slash commands to the chat (other than /console and /w)?
I have planned this but I haven’t implemented it into the chat system as of yet due to the fact that this is SocialChat’s first time getting a version that automatically updates itself.
What usage cases would this serve? Just curious
This can already be done with the module’s given API SocialChat.PlayerChatted:Connect(function(player, message, chatMeta)...
Issue is, I can’t find anywhere in the code a method to hide messages that are sent using chatMeta for example, as the commands (/mute, /unmute, /w and /e) are hard-coded keywords that do not show up in the chat; .PlayerChatted() simply sends the event after already being handled.
There are many use cases, but for myself I’d like a way to replicate what Cmdr does with it’s own highlighting options for it’s commands.
Ah gotcha! I’ll definitely add some API support for handling messages then!
I’ll add some API support for this as well!
This is a super useful tool!
Great job
Does support channel bar like this?
I stole it from google
Social Chat currently does not support seperate chat channels.
(Using detail menus for this because I don’t want it to be a super long scroll.)
This has some pretty cool features but I wouldn’t use it over BetterChat V3/Vanilla Chat for some reasons:
2
No native emoji support (Twemoji) and they aren’t cropped correctly when used. Also, you can’t chain custom emojis without a space inbetween them.
3
Lack of parity. I might not have looked into the API enough so I might be wrong on this, but I don’t see any way to resize the chat window like how you can do WindowResizable = true
in the default Roblox Chat settings.
4
There are some problems with the Rich Text. In these messages I typed *__a__*
and __*a*__
respectively, but only one format is applied to these and not both underlining and italicizing.
There’s also… this.
Smaller Details
The FPS Counter seems to have some hiccups at very high values, occasionally reading inf FPS
.
The window is also, really, really big on large monitors.
It doesn’t make much sense to show the About menu for SocialChat if the user has their “Who can chat with me?” setting set to no one.
also prevents errors, if the service isn’t found it’ll create it