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rvpacker's Issues

Automate pack/unpack workflow as much as possible

Remembering to pack/unpack doesn't seem like a big deal to developers who are used to following build processes, but for designers/artists/musicians, this might lead to tripping over shoelaces more often than we want. Let's figure out a way to automate the workflow.

Criteria for Success

  • Make changes in RPG Maker interface
    • Commit changes to version control, unpacking happens automatically
  • Make changes outside of RPG Maker interface, commit
    • Pull changes to YAML files, Data/ directory automatically gets repacked on checkout

"Missing Scripts.rvdata2 (RuntimeError)" when trying to use rvpacker on WSL (Ubuntu 18.04)

lunos@DESKTOP-L0QLBJC:/mnt/c/Users/Lunos/Desktop/RRW$ rvpacker --action unpack --project /mnt/c/Users/Lunos/Desktop/Rvpacked_RRW --project-type ace
[DEPRECATION] The trollop gem has been renamed to optimist and will no longer be supported. Please switch to optimist as soon as possible.
Traceback (most recent call last):
        4: from /usr/local/bin/rvpacker:23:in `<main>'
        3: from /usr/local/bin/rvpacker:23:in `load'
        2: from /var/lib/gems/2.5.0/gems/rvpacker-1.2.0/bin/rvpacker:27:in `<top (required)>'
        1: from /var/lib/gems/2.5.0/gems/rvpacker-1.2.0/lib/RGSS/serialize.rb:374:in `serialize'
/var/lib/gems/2.5.0/gems/rvpacker-1.2.0/lib/RGSS/serialize.rb:175:in `scripts_to_text': Missing Scripts.rvdata2 (RuntimeError)
lunos@DESKTOP-L0QLBJC:/mnt/c/Users/Lunos/Desktop/RRW$

If I'm not misunderstanding, the problem is that the scripts_to_text parser can't find the Scripts.rvdata2 file?
It's definitely present in the "Data" folder though.

Assign IDs to new objects automatically

Consider if I add a new script to the Scripts/ directory. I need to add it to YAML/Scripts.yaml so that the designer will have the script available to them the next time they repack & load the game in the editor. The current structure of the YAML makes this hard:

- - 70955878
  - ▼ Scenes
  -
- - 87906638
  - Scene_Base
  - Scene_Base.rb
- - 48831177
  - Scene_Title
  - Scene_Title.rb

Every object in the YAML has an ID that should be assigned when it is repacked into the database. This ID is pulled in from the initial unpack operation, so we have no way of saying "This is a new object, assign it an ID when you repack it". We need a mechanism for this.

Criteria for success

  • I can add a new entry in the .YAML files, and put in some placeholder value for the ID
  • 'rvpacker --action pack' will determine the next available ID and assign it to the object upon repacking
  • 'rvpacker --action unpack' will preserve the ID into the next unpack operation, so it is no longer marked as 'new'

GUI Version

Hi,
Your tool seems very useful for my project. Can you consider a simple GUI version, because I have no idea how to use it?
At least it will be nice if there is a complete binary although using command line, so we doesn't need to search every package needed.
Thanks

ubuntu install dependency

So yeah fiddled a bit to get this installed with the sudo gem install rvpacker command on Ubuntu.
Anyways, ruby-dev is a necessary package in order to install any version of rvpacker.
Ofcourse even then it didn't work and I had to use the bundle install with a specific version.
In my case bundle _1.17.3_ install.
Just FYI.

undefined class/module RPG::ItemMake::

Hello
I get this error undefined class/module RPG::ItemMake::
I managed to fix
library RGSS.rb
line 184
added here
[:RPG, :ItemMake],[:RPG,:ItemMake, :Book],[:RPG,:ItemMake, :Recipe],[:RPG,:ItemMake, :Item],

Unpacked map names and mapinfos entries will collide on merge

The original RGSS serialization code I ganked from SiCrane exports the Map YAML files to "YAML/MapXXX.yaml" where XXX is the map's index number (position in the map list, from top to bottom), which is also its index into the YAML/MapInfos.yaml file which contains map name information & such. It's a very safe way to generate the YAML files, since it will allow them to be ordered by the filesystem into the correct order, and it will prevent any unicode or other strange characters in a mapname from giving the filesystem fits. But it will lead to namespace collisions in the filesystem if (for example) the game has 10 maps, 2 developers both create a new map and try to merge back to trunk - they'll both be trying to send back "YAML/Map011.yaml", and this will create a merge conflict that someone will have to resolve (because the two filenames will collide).

This needs to be resolved. Unfortunately the way the serializer is written it's not going to be as fast of a fix as I thought.

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