The screenies go from top left oldest to bottom right newest. The page literally sorts everything in the screenies dir by date and displays em like that.
Right now, AC2D doesn't load lightmaps or do terrain blending, so it's fairly ghetto looking. Not to say real AC isn't ghetto looking either, but AC2D looks even more ghetto right now. I'm working on it.

The next step is to try to get some decent-looking lighting in. With any luck, if I decode the particle system, I could actually have it calculate colored lighting from the various particle effects - flames actually casting orange light. With more work, stuff could even cast shadows.
What you couldn't tell by looking at it is that I could go out and hunt with it if I wanted to (as a mage only, melee isn't working right yet). My priorities in the beginning of the project centered more around getting the netcode working well, so up until recently, the netcode was far more advanced than the graphics would lead one to believe.
The graphics are now up to about the same place the netcode is. The client loads everything important and parses it properly, it just doesn't load the pretty things like lightmaps, so it still looks fairly ugly.
In other words, no, it's nowhere near usable by the public, and will likely be a long time, if ever, before it IS working to a capacity that I'd feel safe releasing it to the public. I'll keep posting updates to the page as I get more working, along with updated screenies. I'll also keep releasing terrain viewers as I get more features built in, like lighting/shadows/blending/etc. Turbine, so far, has been far more supportive than I could ever hope for, and I try to repay that by being as respectful as I can of their servers/game. Releasing a client that's anything less than PERFECT is just not something I'm going to do.
Until that time comes, enjoy AC2D for what I release it as - a terrain viewer. I've personally spent hours just flying around the world and the dungeons checking stuff out. I may even build in one of the public world databases to it to add portals/names/etc. at some point. It's an open project, have fun with it. It's stupidly fun just flying around and playing with the hundreds of dungeons and all the locations in the world. At this point, AFAIK, the client is capable of displaying every single object in the world. If you find something missing from somewhere you know to exist, lemme know and I'll try to fix it.
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And, what about the original idea of a non-grahical interface for bots? Now THAT would be very cool to have, so that you could run a buffbot/tradebot on an old below-spec second computer. It would have to support Decal of course.
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If I can get the netcode working fully stably, it's easy to tear out the graphical interface portion and just leave a non-memory-hog client for use. The project will eventually have a plugin system, not decal, but a completely new one, and it'd be pretty simple to turn the graphics on and off to allow for its use as a thin client.