Can't build distribution because of large data sets
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This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
Can't build distribution because of large data sets
My game contains some extremely large data sets (dozens of arrays containing over 500,000 characters each) and it causes renpy to crash when attempting to build a distribution during the scanning phase (I have tried across multiple machines). Is there any way to manually build out distributions so I can try to avoid this?
Re: Can't build distribution because of large data sets
What about moving the data out of rpy files and over into pure Python files (.py)? That might eliminate the need for Ren’py to try to swallow all that data.
Re: Can't build distribution because of large data sets
Bummer. Well, I guess you could PM PyTom and see if there’s a setting somewhere that is constraining how much memory the packager can use, and whether it’s possible to tweak it. Past that, IDK...
Re: Can't build distribution because of large data sets
Ok, here’s one more thought. It’s ugly, but it might work. Suppose that you put the data sets into non-executable files and loaded the data at runtime. (Delay in the launch process, I know.) Then build the game WITHOUT those files included. Unzip the result, add the files to the game directory, re-zip.
Or, if the files get handled ok when you’re running in development mode, exclude them from the packaging options, build the game, than manually add the .rpyc files the same way.
Grasping at straws here...
Last stupid question - are the files getting packaged into an rpa file? Maybe it’s that process that’s dying, and things would work if those files were not rpa’d?
Or, if the files get handled ok when you’re running in development mode, exclude them from the packaging options, build the game, than manually add the .rpyc files the same way.
Grasping at straws here...

Last stupid question - are the files getting packaged into an rpa file? Maybe it’s that process that’s dying, and things would work if those files were not rpa’d?
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