[RMMV] WHY DID THEY HIDE HALF THE RTP...

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"...in the bottom of a locked filing cabinet stuck in a disused lavatory with a sign on the door saying ‘Beware of the Leopard.”" - Douglas Adams, Hitchiker's Guide To The Galaxy

So during my recent ORDEAL with MV, one of the many delightful problems I encountered was a fatal crash error on a pre-loaded sample map. Failed to load background SF_Concrete. But...this is a sample map, thought I. Anything that it has selected as a battleback must be in the RTP. But it was not. And there was further evidence that MORE things were missing. And then I gradually found out just how much of the RTP was left out, and just how deeply they had buried it.

C:\Program Files (x86)\Steam\steamapps\common\RPG Maker MV\dlc


is a pretty long file path. What is the funny story about why this stuff didn't come pre-imported into the engine? Particularly considering that it's a rather HUGE amount of content.
pianotm
The TM is for Totally Magical.
32388
Stupid, I'm sure, since it barely even affects the overbloated memory this piggish software eats up.
It's an extra pack that was added for free. Not the full RTP, thus separation.
author=Liberty
It's an extra pack that was added for free. Not the full RTP, thus separation.


But the sample maps use it? Thus crash errors. I mean, admittedly only to we filthy plebs that deign to use sample maps lol but still. Sample maps with crash errors. Not good. If it came with every copy then it's in a stupid place, if it's DLC, then core content (Sample Maps) should not expect or require DLC to be installed.

I was thinking there was an entertaining story of some kind behind it because it's such an obvious fuckup.
Well, those sample maps are extra sample maps.

The biggest reason is because people were bitching about file sizes being too big if you include all the files, so putting the non-pure RTP aside was seen as a size compromise instead of just throwing it into the project too.
SunflowerGames
The most beautiful user on RMN!
13323

Visual Novel Maker has things that are auto included in the DLC folder, but not in game. You need to import them to use. So it's not just an MV problem.
Not sure what it's like now, but upon launch, MV's RTP was so bloated that a game would be well over 1.5GB if you included all of it. So most of it was put into a separate folder.
author=Liberty
Well, those sample maps are extra sample maps.

The biggest reason is because people were bitching about file sizes being too big if you include all the files, so putting the non-pure RTP aside was seen as a size compromise instead of just throwing it into the project too.

People are still bitching about the gigantic file sizes so I'm not sure it was a great compromise. Considering that I always checked the "Do not include unused files" (is it a mistake to trust that checkbox?) I was astonished at the sheer size of my "Distribution Packages" or w/e I case. Anyway, I'm glad I found the hidden resources (even if I would only use MV again if someone put a gun to my head) and it might be cool to sticky a thread explaining where they are? I imagine that MV probably has a lot of newbs using it.
There's a plug-in out there that weeds out unused files. I'm not sure if it takes into account stuff used for plug-ins though.
> "Do not include unused files" (is it a mistake to trust that checkbox?)

It will remove assets that are only used by plugin scripts, e.g. animations used by battle system scripts.
As a workaround, you can make a common event in the database that references all the animations you need to keep.
There's another official way putting comments in the script which the packager will pay attention to, but most plugins have the animations as a configurable.

Conversely, if you don't delete tilesets and skills you're not using from the database, those graphics and sounds won't be removed from your distribution package.

If you use the editor's resource manager, there's a DLC button that takes you directly to that folder to import resources.
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