Admin ADMIN
2026.08.14
Thanks John — you were right, and you were right about the second half too: it had to be one of those two behaviours, decided by the source rather than by preference. A fix went out for this a day ago but it was never tested in-world and you were never told, so first: sorry for the silence.
What was originally wrong: sitting down only changed your pose. Nothing ever touched which way you were facing, and the chair picture was always drawn unflipped, so walking in from the right left you sitting backwards on it.
That first fix chose "always force the player to face left". Checking it against the real game data, that turns out to be wrong for almost every chair. In the original client each chair can optionally carry a "pin the sitter this way" instruction, and in our era exactly three chairs out of sixty-three have it — the Amorian Loveseat, the Half-Heart Chocolate Cake Chair and the Chocolate Fondue Chair. Those are the two-person chairs, where both people have to line up. Every other chair has no such instruction, and the original game's network messages plainly do carry a seated player's direction, so seated characters genuinely face both ways.
So it now does the other option you offered: you keep your facing and the chair flips to match — except on those three two-seaters, which snap you to face left and never flip. Two related bugs found on the way are fixed too: standing up no longer strands you facing left, and getting warped or dying while seated no longer leaves the game thinking you're still sitting (which was quietly blocking attacking and portals).
To re-test: sit facing right and facing left on a few chairs; stand up and check you still face the way you sat; tap left or right while seated and confirm you turn and walk immediately rather than a beat later; check the Fishing Chair's rod points the way you face; and try a two-seater if you can get one — that's the only case where you should snap to face left.
One thing deliberately not fixed: The Spirit of Rock chair has readable lettering painted into its artwork, so when it mirrors that lettering reads backwards. The original game has no way to exempt a single chair from mirroring, so we're leaving it rather than inventing one.
Follow-up: the two loose ends from the last reply are now closed. Other players can see your chair — the chair you are sitting on is sent along with your position, so everyone else sees you on it instead of sitting on thin air, and it appears for anyone who walks in on you later too. It mirrors the same way yours does, flips with you, and disappears the moment you stand, warp or die. This is how the original game behaved: sitting on a chair was announced to everyone on the map. Separately, twelve chairs in this era are drawn in two pieces — the seat plus a second piece such as the amp stack, the parasol or the guitar — and we were only drawing the first. Both pieces now render, each at the depth the original data asks for, so a couple of them are drawn in front of you rather than behind. Worth a look in a two-player test.
What was originally wrong: sitting down only changed your pose. Nothing ever touched which way you were facing, and the chair picture was always drawn unflipped, so walking in from the right left you sitting backwards on it.
That first fix chose "always force the player to face left". Checking it against the real game data, that turns out to be wrong for almost every chair. In the original client each chair can optionally carry a "pin the sitter this way" instruction, and in our era exactly three chairs out of sixty-three have it — the Amorian Loveseat, the Half-Heart Chocolate Cake Chair and the Chocolate Fondue Chair. Those are the two-person chairs, where both people have to line up. Every other chair has no such instruction, and the original game's network messages plainly do carry a seated player's direction, so seated characters genuinely face both ways.
So it now does the other option you offered: you keep your facing and the chair flips to match — except on those three two-seaters, which snap you to face left and never flip. Two related bugs found on the way are fixed too: standing up no longer strands you facing left, and getting warped or dying while seated no longer leaves the game thinking you're still sitting (which was quietly blocking attacking and portals).
To re-test: sit facing right and facing left on a few chairs; stand up and check you still face the way you sat; tap left or right while seated and confirm you turn and walk immediately rather than a beat later; check the Fishing Chair's rod points the way you face; and try a two-seater if you can get one — that's the only case where you should snap to face left.
One thing deliberately not fixed: The Spirit of Rock chair has readable lettering painted into its artwork, so when it mirrors that lettering reads backwards. The original game has no way to exempt a single chair from mirroring, so we're leaving it rather than inventing one.
Follow-up: the two loose ends from the last reply are now closed. Other players can see your chair — the chair you are sitting on is sent along with your position, so everyone else sees you on it instead of sitting on thin air, and it appears for anyone who walks in on you later too. It mirrors the same way yours does, flips with you, and disappears the moment you stand, warp or die. This is how the original game behaved: sitting on a chair was announced to everyone on the map. Separately, twelve chairs in this era are drawn in two pieces — the seat plus a second piece such as the amp stack, the parasol or the guitar — and we were only drawing the first. Both pieces now render, each at the depth the original data asks for, so a couple of them are drawn in front of you rather than behind. Worth a look in a two-player test.











