Sunsetting LinkedSource Scripts

I avoided using LinkedSource scripts to avoid cluttering my asset inventory, so I donā€™t mind it being removed. The concept was cool, but it makes sense to remove an obsolete and underused feature.

If developers who depend on it want to replicate the behavior, they can either make another script that uses InsertService to update the scripts, or use packages.

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LinkedSources should stay alongside Packages.

LinkedSources, unlike Packages, actually update without having to open up each place that has them and updating them, which is an extremely tedious process when you have an upwards of 30+ maps in your game.

Packages still lack a core functionality that makes LinkedSources superior to them.

After mass updating a package, that is in both places within my game:

Place that wasnā€™t opened:

Place where the package was updated and ā€œmass updated:ā€

So yes, Packages, while they are a powerful tool, are kinda redundant due to the simple fact you have to open a place that contains said package, just to update it.

So overall, LinkedSources should stay and be able to be Created / Updated / Removed on the fly.

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If the script is embedded, it means its not a linked source, correct?

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Yes. [Embedded] means the source is in Script.Source, not pulled.

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Is this why when I first tried to make a package it didnā€™t work? I tried to make packages out of some folders and guis and it didnā€™t work, and then i tried making a package out of a model with a PrimaryPart and it worked perfectly fine.

edit: Just tried creating a package out of a script, and it worked.

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The classic sword does not use LinkedSources anymore. There is a version of it that is up to current platform standards that is being used in place of LinkedSwords.

LinkedSwords in the first place are just models uploaded to the Roblox account. It wouldnā€™t matter what happens to them.

Okie Dokie. I doesnā€™t really matter to me, I made my own weapons anyways. Though I should know for my friends and other new devs. Thanks dude.

You donā€™t have to open that place to access the packages. Find ā€œmy packagesā€ in your inventory in studio.

Also, LinkedScripts are terrible when it comes to efficiency. They are unreliable in the way that they have the chance to error when loading (depends on how many there are, how long the linked code is, etc.)

The last point is either a lie or a misconception.

I have 60+ linked sources in my game and the game hasnā€™t failed to load once.

Also, in order for updates to take place, you have to open up each place individually and publish EACH place. If this is somehow better than linked sources, please tell me how.

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Is it just me or are lots of new things being released and old things being sunset? Never even knew what LinkedSource did.

I havenā€™t properly used studio for a project in 2 years now and I feel like if I donā€™t start soon, I wonā€™t be able to. :joy:

Whilst I havenā€™t fiddled with packages yet, if what TheRings0fSaturn says about

and LinkedSource scripts auto-updating without the need for that, then I agree that either Packages should be given this feature or LinkedSource should stay as something still usable but possibly no longer updated? (By usable I mean also allowing new LinkedSources to be set or however its used)

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Alr, it seems you manage linked scripts well :slight_smile: .
Errors might have been just my crappy old code every time :joy:.

Anyways, that is a valid point about publishing. However, I donā€™t think LinkedSources have been worked on lately by Roblox, meaning that might eventually break. The reason I say that is because Roblox often updates their code and their framework, and things often become bugged, even if temporarily.

You can work around this by making Modules saved to the cloud by using the MainModule method. That way, you can keep certain data updated without having to publish. To get the new data, just require() it.

Hope that can help you with future projects :slight_smile:

EDIT: I didnā€™t mean anything personal by debating you my guy. If Iā€™m wrong, then that means I learn something!

Sup dude,

LinkedSources havenā€™t been updated in a while. See my reply for @TheRings0fSaturn to see what I am talking about :slight_smile:

That is not entirely true. Indeed some updates do have bugs, but they are usually minor and get fixed quickly (devconsole drag). More serious bugs are usually fixed as fast as possible, and that would also apply to LinkedSources ever breaking before they have been sunset.

The fact that roblox isnā€™t actively updating a specific feature doesnā€™t mean itā€™s going to break. Why would you ever think it works like that?

Sorry, I wasnā€™t that clear 'bout that.

When something is being sunsetted, they will fix it if it breaks before they are done sunsetting it. After the ā€œsunsetā€, it will no longer be worked on, fixed, etc.

You may have had this brought to your attention: why not save only the scripts as packages in themselves? That way, you can store multiple sub-modules without having to copy them to the other linked scripts.

Iā€™m going to be completely honest, I never had a need to use this but for some reason I had a use for packages betaā€¦ ok

It takes about five minutes for me to update a packaged script across my entire game, and it forcefully shuts down all my studio windows in the process. LinkedScripts update instantly and do not cause any interruption.

Packaged scripts are a objectively and painfully inferior service than Linked scripts, so Iā€™ve been very upset that Linked scripts have been thrown out the door.

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Not to mention things like this can still happen, making the place unable to publish or even save at all :confused:
Iā€™ve also found that itā€™s actually faster to just manually open each place and run a command line script to select all packages and then use the right click submenu to update them all

Iā€™m sorry thatā€™s got to happen! Someone (perhaps me) could devise a plugin to reimplement the functionalities of linker scripts.

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