Admin ADMIN
2026.08.06
Fixed. Your note "the bots are visible though but no players" is what cracked it — that detail did most of the work.
The players were never missing. They were being thrown hundreds to thousands of pixels off-screen, so they were on the map the whole time, just nowhere near the camera.
When an update arrives late, the game guesses where you went next: it takes your last two positions, works out a speed, and coasts. It limited how LONG it coasted but never how FAST, and those multiply. Updates are timestamped when the SERVER receives them, and the network layer batches messages, so two updates sent 100-200ms apart often arrive 1-5ms apart still carrying a real 10-25 pixel step. That reads as 25x running speed. Coasting it puts a walking character 700px away, a jumping one 3,600px. The play area is 800x600, so they are gone.
Bots gave it away: they run on your machine and send a position every frame, so they never arrive late and never get guessed at. That also proved drawing, depth and animation were fine.
Straight with you: I caused this two days ago. A change to stop reprocessing players who had not moved was right in itself, but the duplicate updates it removed had been holding that speed at zero and masking the bug. The fix limits the coast to the distance actually seen between the last two updates.
I also fixed a second, unrelated way players could vanish: opening and closing the Cash Shop permanently hid everyone whose clothing had not finished loading.
Both are on develop for the next build. To retest: two players in one map walking, one jumping while the other watches, then one opening and closing the Cash Shop. Section A of the checklist is untestable until this works.
The players were never missing. They were being thrown hundreds to thousands of pixels off-screen, so they were on the map the whole time, just nowhere near the camera.
When an update arrives late, the game guesses where you went next: it takes your last two positions, works out a speed, and coasts. It limited how LONG it coasted but never how FAST, and those multiply. Updates are timestamped when the SERVER receives them, and the network layer batches messages, so two updates sent 100-200ms apart often arrive 1-5ms apart still carrying a real 10-25 pixel step. That reads as 25x running speed. Coasting it puts a walking character 700px away, a jumping one 3,600px. The play area is 800x600, so they are gone.
Bots gave it away: they run on your machine and send a position every frame, so they never arrive late and never get guessed at. That also proved drawing, depth and animation were fine.
Straight with you: I caused this two days ago. A change to stop reprocessing players who had not moved was right in itself, but the duplicate updates it removed had been holding that speed at zero and masking the bug. The fix limits the coast to the distance actually seen between the last two updates.
I also fixed a second, unrelated way players could vanish: opening and closing the Cash Shop permanently hid everyone whose clothing had not finished loading.
Both are on develop for the next build. To retest: two players in one map walking, one jumping while the other watches, then one opening and closing the Cash Shop. Section A of the checklist is untestable until this works.








