I came here for The Dark Mod. Interested in Web Development and Scalable Vector Graphics.
Video is a little shaky.
Keep up the great work Bentraxx.
The ride never ends. Long live TDM!
This one looks a bit cartoonish?
How about changing the wrench logo to the project/game/engine/user/group's icon?
To get buttons:
Take a URL like these:
Replace "mods" with "games" for Indies. Maybe also with "groups", "users" or other types. The number at the end is the ID of the project. You can find it by going to a project page and viewing the URL for the image header or something like that. It should have the number in the URL.
wh... where da buttons at??!!
The Dark Mod only gets better folks. See what we're all about:
Do you have any reaction to the various Thief-related releases around this time? Namely:
1. The Dark Mod project, Doom 3 / id Tech 4 source code release by the end of this year.
2. Thief 2: The Metal Age partial source code.
3. Thief IV which is at some early/mid stage of development.
You mention gadgets. Do you consider the setting to be closer to the spooky/undead feel of TDP or perhaps the more steampunk TMA?
What's next after Thieves Guild? A full campaign using it perhaps?
Median XL duh
FAIL. What does a virtual marketplace have to do with mods? They'll already have to either validate installations to prevent cheating or host items on Blizzard servers, so how do mods make that job any harder?
This has a lot less trees and water than the AoM version. Might not be a bad thing.
Looks kind of like D2/Torchlight from this angle.
It gets smaller ;)
Good piece, nb. Really captures the momentousness of this update.
I was pleasantly surprised that the bow sight got included with this one as an official option.
I've beta-tested Alberic's Curse and Rake Off and I'm looking forward to play the rest of the Seasons Contest missions. Anyone who feels like voting on the missions or getting hints should head over to the Forums: Modetwo.net
Neato. How many tracks are there?
Lol @ mask.
Lol, I just wanted to know the information and if anything would be drastically different compared to AoE series, it's all good.
Yeah I recognized the style from the river/egypt map out of AoM. So is 0 A.D. also including various random map types? It's been a couple alphas since I actually ran the game, back when there was no AI, and I've forgotten.
You got your Ghost Lake, Yucatan, River(s), Oasis, Islands (Small and Large), Team Islands, Volcanic (making stuff up now, something like small chain islands and mountainous calderas), Gold Rush, Continental, New World (AoM start on small island, migrate to continent), Steppes, Fortress, Nomad, Acropolis, Savannah, blah bletc.
Also in terms of the maximum size capabilities of the engine, will there be a super-gigantic option? Something like 64x the area of the Giant map from AoK? Maybe some 32 players on 16 separate teams?
Can someone remind me where the steambot screenshot came from? It reminds me of T2's Kidnap and TDP in general.
Maybe just have a bazillion styles of lighting like what I recall were in the Age of Mythology editor?
So the additions are on the left, correct?
Well I was just going off of:
"* A large number of new NPC's and some new creatures."
And the Seyda Neen screens which seemed to have more NPCs and background "crowd" noises.
So about how many NPCs are in Morrowind/Trib/Blood compared with this mod?
I was skeptical on earlier versions but it kind of makes sense to have an updated main theme to match the mood/refresh of the mod. The song sounds a little "fast" to me. Also, do you have other songs to replace/augment the in-game soundtrack?
Whoever you have working on this is no Jeremy Soule, but it still sounds great.
Rune - Unreal Engine 1
Is there a more specific changelog for this / 1.F9d, listing the new items and such?
Looks like an attic?
Looks reminiscent of Thief 2. Can't wait to see the lantern bot in action.