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If you have 0.8.4.1 and the same interface as the last video, then you have the correct version.
Could it be possible that you are confusing ruleset and module ? Because the documentation has been written for modules, and you are mentionning a ruleset.
A module contains one or more rulesets, and the SimpleModule contains the SimpleRuleset already installed and ready for use.
Can you be more precise about what you are doing, what doesn't match and what doesn't work ?
What happens when you unzip the "Documentation/exampleModule/SimpleModule.zip" in the "Modules" directory ?
Thanks
Cedric
A Ruleset is a set of organized LUA scripts used to automate things (dice rolls, characters sheets...)
A module is the bag where you put everything needed for the game: rulesets, but also custom dice, saves, and so on.
Lots of vocabulary and it certainly can be confusing when you're not familiar with it.
Please let me know if you find any problem in the game or the documentation, or have any question.
Thanks
Cedric
I'm dying to do it :-)
I'd love to see SF, WW1 and 2, Lovecraftian 20's and so on in Yag. And there are some very nice assets on the UE4 marketplace.
The problem is that Yag is already 20 Go, i can't add 10 Go of each new universe, I'm not sure people would appreciate Yag to take 60+Go on their disk (although i'd like to run a survey about that if i had enough users and feedbacks, but it's currently not the case).
Then there is the UI problem. I'm already running out of place for buttons in the pawns panel.
The only good solution is modular content, allowing for a small (<1Go) Yag engine, and then adding the content you need.
This bring other problems of course as part of the UI would have to be built automatically depending on the content loaded.
So all in all, given how much i want it and how much it is requested, it will arrive at a point in the future, but this can't be done fast, and there are many other essential things to do to bring Yag to a quality VTT, like character sheets and campaign management.
The current CS and modules tools are a step in the right direction i hope, but are far from a final and satisfying "consumer-one-click" solution. Yag is still on the nerdy side atm, which is bad.
Finally, a very important step forward would also be the developement of ready-to-use modules (rulesets and scenarios/campaigns).
Currently you can do a lot with Yag but you have to do it, and RPG players righfully don't want to spend their time coding LUA, they want to play.
The community around Yag is now much too thin to develop such rulesets/modules, so at a point i'm going to have to spend some time preparing a few ready-to-wear adventures.
As you see, there is so much to do and it's all a matter of priorities.
At the moment, everything seems the most important thing to do :-)
Cheers
Cedric