Keep the zcanary and zintegration channels semi-public (if they're about to be closed down?)

My only assumption is that the feature was developed to protect other channels which need to be private (I remember seeing quite a few videos on unreleased features, abusing channels to gain access) and Roblox saw it as an opportunity to protect these channels too.

Related: Roblox games load for about 3 seconds then instantly crash - #731 by WaviestBalloon

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This privating was probably influenced by the funny debug menu that people publicly blabbered about, which then spread to Bloxstrap’s Discord server, General channel got deleted because people wouldn’t just STFU and then they decided to show everyone else and the news spread like wildfire.
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People are not fun :frowning:

Thankfully we still have some channels, and even a channel (zavatarteam/zavatarteam2) we have to rely on currently to get stability for Roblox on Linux all because of the current situation with crashes, extreme performance issues, stuttering, etc.
:arrow_up_small: Issue not isolated to Linux either! It’s affecting all of Roblox’s userbase, as shown in:

:arrow_down_small: The mega thread

:arrow_down_small: Channel change fixed issue

Some people on the devforums have also confirmed the channel change fixed the crashing.

Changing deployment channels to zavatarteam2 fixed it for people who run Roblox under a compatability layer, and some report that it’s fixed it for Windows users as well! (although not many people are communicating that it is, please do :sad:)
Now imagine, a build that didn’t break was deployed but was locked away, keep in mind that no real solution has even been discovered yet for this wide spread issue!

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As they say, “it’s never one thing”; there are many reasons, some of which likely aren’t publicly brought to much attention now… (Very sorry about win64, to you know who)

Just to add, especially with a team/group like ours, one’s entire view on something can be changed soley by looking at different perspectives.

For me, it seems the more sources of different exposure I’m given, the more I seem to be able to logically process something from my own decision making, which is important in trying to form a personal response without soley impulse.

Additionally, we suppressed all usage of avatarteam for a reason, no idea why y’all started endorsing usage of alternative CI-purposed channels knowing the intent of auth being forced in the first place.

we were told to not talk about that debug menu but I think bloxstrap general chat actually got closed after a certain fella spammed a fflag (which got reported on the devforum and is gone now)

I think the flag you’re talking about was the funny goofy physics FPS flag that @matboff reported but the bug report was set to public and the flag was leaked and indexed by Google.

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Yes, and right before got closed I remember someone kept spamming them (which no mod was there at the time) I really think that was just the final straw lol

I think it would be great if Roblox provided us with a public endpoint to retrieve changes to the developer accessable classes, methods, and functions, so that projects like Rojo could still prepare to adjust things ahead of the releases.

I think perhaps we are asking for the wrong thing by asking that non-production channels be kept open. I’ve thought about it, and I think there’s a compromise to be reached but I’m fairly certain it will never be allowing us unrestricted access to development builds.

Instead, we should probably make feature requests for what we needed these channels for. There’s a very real chance that things could work out for a lot of the use cases provided they were disconnected from the concept of “give us access to development builds of Studio”.

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this was a big nothing burger of a response

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I know Roblox doesn’t support Linux officially, but like my other Linux friends said, this makes the future unpredictable for us and makes it extremely difficult to react before changes get pushed to LIVE. Please at least give us something to work with so we can prepare ahead of time.
Currently to fix Roblox crashing after 15 minutes, I (and many others including Non-Linux Users!) are forced to use zavatarteam2.
Please allow us some way to be able to help not only ourselves whenever there’s an issue, but also help the engineers by seeing what’s going on in the development build, and report any issues.
I (and most likely everyone else who’s participated in this thread) would like an actual explanation as to why this has happened other than “security”. We understand that there’s more going on behind the scenes. We would just want to know why you’ve actually done this.

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Late reply but this is a major issue for me too. If I run into a breaking bug with my client tracker I have to get it fixed before it hits production because a lot of tools depend on my files being up to date. This will force me to drop everything and immediately address it during the middle of a work week. I might be able to quickly work around it but otherwise I’d have to scrape out whatever thing is broken and mess up the GitHub diffs. This sucks.

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All channels are now locked apart from LIVE production.
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So if something like this happens again then, we’ll just be out of luck for a few weeks.

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