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The mod is based on the adventures of Drizzt Do'Urden. puts in Drizzt and his companions as playable NPC's and you'll be able to play with him through the old and new quests. The mod contains several new big quests and adds in four new cities/villages/towns.

Home Page: http://www.shsforums.net/forum/168-region-of-terror/

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baldurs-gate-ii bgt eet quest-mod

region_of_terror's Introduction

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Region of Terror

A Spellhold Studios mod for Baldur's Gate II:ToB, Baldur's Gate Trilogy, BG2:EE and EET


Author: Gilgamesh (Pekka Syrjänen)
Mod Website: Spellhold Studios
Mod Forum: Region of Terror

Read the mod's readme.

Download the mod at Spellhold Studios.

 


Overview

The mod is based on the adventures of Drizzt Do'Urden. I've taken some liberties and the main story is pulled out from a hat. The mod puts in Drizzt and his companions as playable NPC's and you'll be able to play with him through the old and new quests. The mod contains several new big quests and adds in four new cities/villages/towns. There are many smaller quests and some of the quests have different possibilities for endings, including the main story.

More information can be found on the website (link is at the bottom of the file). (Please note, that some parts of the website are very old, including the screenshots which were taken in 2002).

Key features:

  • Big main story involving Drizzt and the main character.
  • 30-40 hours of additional gameplay.
  • More than 35 new quests.
  • More than 160 new areas.
  • 10 new NPCs.
  • More than 400 new creatures.
  • Hundreds of new items.
  • 20+ new kits.
  • New spells (mostly kit-specific).
  • Special features (check the website).
  • Mod maker's house (Use codes and enter area "RA4400").
  • SECRETS!!!!

 

History: original readme from from Gilgamesh (v1.0A)

I began working on this mod in Spring 2002. It is almost completely done by me and the work took 2,5 years. It was a hobby for me and I worked when I felt like it.
TDD and EE were the only mods out when I began working and I have been using mostly the same methods as in those mods (which are nowadays old-fashioned). However hopefully some people will be able to enjoy the mod.
The mod was sheltered by TEAMBG for a long time but after they shut down I moved to FORGOTTEN WARS. I received most of the help I needed from the TEAMBG forums.
I don't speak English as my first language and I've grown a lot during the creation of the mod so you may be able to notice some differences in style here and there. I've tried to use as good English as possible but it is not too great. I hope it won't bother anyone much.
Everything you'll find from the mod is just improvisation. Ideas that have sprung up from my mind that I have then created in the game. The Final Fantasies have had some influence for example.
Unfortunately I didn't like modding and finished only because I refused to quit. The ToB compatibility and NPC dialogs (banters) were never done.
If they are to be done, I won't be the one who does them.

Gilgamesh


History: a note from King Diamond (v2.0)

As a big lover of all that is really BIG 😜 I've decided to give this mod another chance to survive in the modern environments (you know - "generation Pepsi", "Greece - European Champions" and stuff...). So, here is another humble attempt not to screw anything that is supposed to work properly.

Some installation notes:

  • If you want to install RoT along with TDD you can't use Kit Packs from both mods unless you have TobEx. Plz choose which one you want to install or install TobEx first. In any case, install RoT AFTER TDD v1.10 (or later).
  • Don't forget to install the latest Worldmap mod from Yacomo/Weigo (v13 or later). Local RoT's WMP just doesn't know about any other mod existence.

Cheers,
and stay heavy,
KD



Compatibility

This mod is designed to work on the following Infinity Engine games: the original Baldur's Gate II (BG2 or just SoA) with the Throne of Bhaal (ToB) expansion, Baldur's Gate II: Enhanced Edition (BG2:EE), the conversion projects Baldur's Gate Trilogy (BGT) and Enhanced Edition Trilogy (EET).

Region of Terror is a WeiDU mod, and therefore should be compatible with all WeiDU mods. However, we cannot test every single one. If you encounter any bugs, please report them on the forum!

To keep compatibility with the worldmap, it is recomended to install Region of Terror mod after IWD-EET mods.

Classical game players are strongly recommended to download and install the latest version of the BG2 Fixpack before proceeding with the installation of this mod.


Installation

Notes

If you've previously installed the mod, remove it before extracting the new version. To do this, run setup-rot.exe, un-install all previously installed components and delete the 📁 rot folder.

When installing or un-installing, do not close the DOS window by clicking on the X button! Instead, press the Enter key whenever instructed to do so.

Disable any antivirus or other memory-resident software before installing this or any other mod. Some (particularly avast and Norton!) have a tendency to report false positives with mod activity, resulting in failed installs.

Enhanced Editions Note

The Enhanced Editions are actively supported games. Please note that every patch update will wipe your current mod setup! If in the middle of a modded game you might want to delay the patch update (if possible) as even after reinstalling the mods, you might not be able to continue with your old savegames. Alternatively, copy the whole game's folder into a new one that can be modded and will stay untouched by game patches. It is important that you install the mod to the language version you are playing the game in. Otherwise, the dialogues of the mod will not show but give error messages.

Windows

Region of Terror for Windows is distributed as an extractable compressed archive and includes a WeiDU installer.

Extract the contents of the mod archive into the folder of the game you wish to modify (the folder which contains the "CHITIN.KEY" file), using 7zip, WinRAR, or another file compression utility that handles .zip files. On successful extraction, there should be a 📁 rot folder and a setup-rot.exe file in your game folder. To install, simply double-click setup-rot.exe and follow the instructions on screen.

Run setup-rot.exe in your game folder to reinstall, un-install or otherwise change the components settings.

Mac OS X

Region of Terror for Mac OS X is distributed is distributed in the same compressed archive and includes a WeiDU installer.

First, extract the files from the archive into your game directory. On successful extraction, there should be a 📁 rot folder, setup-rot and setup-rot.command files in your game folder. To install, simply double-click setup-rot.command and follow the instructions on screen.

Run setup-rot.command in your game folder to reinstall, un-install or otherwise change the components settings.

Linux

Region of Terror for Linux is distributed as a compressed tarball and does not include a WeiDU installer.

Extract the contents of the mod to the folder of the game you wish to modify.

Download the latest version of WeiDU for Linux from WeiDU.org and copy WeiDU and WeInstall to /usr/bin. Following that, open a terminal, cd to your game installation directory, run tolower and answer 'Y' to both queries. You can avoid running the second option (linux.ini) if you've already ran it once in the same directory. To save time, the archive is already tolowered, so there's no need to run the first option (lowercasing file names) either if you've extracted only this mod since the last time you lowercased file names. If you're unsure, running tolower and choosing both options is the safe bet.

To install, run WeInstall setup-rot in your game folder. Then run wine BGMain.exe and start playing.

Note for Complete Un-installation

In addition to the methods above for removing individual components, you can completely un-install the mod using setup-rot --uninstall at the command line to remove all components without wading through prompts.


Components

The installer includes the following components. The number of each is the component DESIGNATED number which gives it a fixed install position, lets other components and mods detect it and allows automated installers to specify component choices.

0. Main component

This component installs the mod itself.

1. Biffing

This component requires the main component to be installed. Compress files for better game performance. Only valid for classic (BG2:ToB or BGT) game.

2. Region of Terror Kit Pack

This component requires the main component to be installed. It installs the following kits in the game:

  • Holy Swordsman (Paladin)
  • Lancer (Fighter)
  • Shadow Walker (Thief)
  • Elemental Warrior (Fighter)
  • Forest protector (Ranger)
  • Singer (Bard)
  • Priest of Auril (Priest)
  • Priest of Deneir (Priest)
  • Priest of Loviatar (Priest)
  • Doombringer (Fighter)
  • Wilderness Samurai (Ranger)
  • Trail Tracker (Ranger)
  • Silent Hunter (Thief)
  • Snare Master (Thief)
  • Harpist (Bard)
  • Drifter (Bard)
  • Knight (Paladin)
  • Planar Druid (Druid)
  • Wisher (Druid)
  • Aerial Druid (Druid)

⚠️ WARNING! It is only valid for non-EE games and can't be installed with TDD Kit Packs without TobEx. Please choose which one you want to install or install TobEx first.


Credits and Acknowledgements

Original author: Gilgamesh
Coders: Wiskas (original installer), King Diamond (WeiDU version) and Ikky & Weigo (EE revision)

Special Acknowledgements to:

  • Spellhold Studios team for hosting the mod (Forums).
  • FORGOTTEN WARS (for taking the mod after TeamBG's death).
  • TEAM BG (for hosting both our site and forum, and for providing the best IE editing tools in the world!).
  • The creators of the Baldur's Gate series: Bioware and Black Isle Studios.
  • Original installer: Wiskas.
  • Voice Actors:
    • Clinton Wolf: Drizzt Do'Urden
    • Bruno Bernardi: Artemis Entreri
    • Steven Andrews: Wulfgar
    • Gregg Kincaid: Bruenor and Randall
    • Valeska Scholl: Catti-Brie and Alissa
    • Robert Dupuis: Regis, Mordragon and Jarlaxle
  • Portrait art: Jeromia Phair (aka Deity) and various artists around the web; if you want special credit, please contact me (instructions at the end of this file).
  • Max Schnur (for scripting help in the early stages of the mod creating).
  • Tapio Perkiömäki (for doing nothing).
  • Gregg Kincaid (for voice acting in several roles of the mod and writing the smith's apprentice's dialogs).
  • Jon Olav Hauglid (for trying to help me with an area problem).
  • Lorne Ledger (for the area art of the Spirit Soaring [outside] and the area north from Bremen).
  • Bruno Bernardi (for the original idea of the Apprentice, thanks to him I invented a big new feature, the quest for the Eye of a God).
  • Robert Dupuis (for voice acting in several roles in the mod).
  • Valeska Scholl (for giving the much needed voice's for the two female NPCs).
  • MindFlayer (for creating two areas for the mod).
  • Nullsoft Inc (for providing the installer maker).
  • Andrés Bernardi ("Cuervo_br"): website designer.
  • Version 2.0:
    • Badgert and Serdrick from A.E.R.I.E team: additional help.
    • King Diamond: WeiDU conversion, bug fixing...
  • German translation: Gerri, Telperion, Leonardo Watson.
  • Russian translation: aerie-ru.info team (Alex, Alina, Badgert, Mercuzium, Serkos and Sviatozar).
  • Everyone else from the The Gibberlings Three, Spellhold Studios forums, and the other Infinity Engine gaming and modding communities who offered their help and support.

Programs/tools used in creation:

Copyright Information

Region of Terror is not developed, supported, or endorsed by BioWare™ or Interplay/BlackIsle, Overhaul, Beamdog or the Wizards of the Coast. It was developed by Gilgamesh, based on material from the game Baldur's Gate II and its expansion.
All mod content is ©Gilgamesh.
Baldur's Gate II: Shadows of Amn and Baldur's Gate II: Throne of Bhaal © TSR, Inc. The BioWare Infinity Engine is © BioWare Corp. All other trademarks and copyrights are property of their respective owners.
This mod was created to be freely enjoyed by all Baldur's Gate II players, and its content is free of rights. However, it should not be sold, published, compiled or redistributed in any form without the consent of the author.
Please note that any and all redistribution and/or hosting of this mod is prohibited without permission from the author.
If there are any copyright issues or this statement needs revision, then please contact me and advise me what to do about it. Most notably, if you see any artwork in this mod that might conflict with Copyright rules, please let me know as soon as possible, and I will remove the conflicting content immediately.
The modding community for the Infinity Engine has been going strong for more than 10 years now, and is the culmination of thousands of unpaid modding hours by fellow fans of the game. Modders produce their best work and players get the best, well-supported mods when we all work together.
There are two big ways to upset this harmony. One is to claim someone else's work as your own. The second is to host and redistribute a mod without permission from the author(s).
Be kind to your fellow players and modders. Don't do either.


Version History

Version 5.0 (April 16, 2024)

By Roberciiik:

  • Alternative Maribur area from the "World of Baldur's Gate" modification - designed and modeled by Cuttooth, and integrated into the mod by Roberciiik (big thanks to Acifer and Argent77 for helping with water overlay issue!).
  • Biffing is now an optional installation component.
  • Region of Terror Kits can be installed along with TDD kits now.
  • Added Icewind Dale areas to the BP-BGT-Worldmap (v13 required!) & compatibility with IWD-EET (thanks to JohnBob).
  • Fixed CTDs for oBG2 areas: RA3750, RA4305, RR0044, RR3101, RR3105, RR3403, RR3700.
  • Fixed hung issue when mage (other than PC) is selected for battle area.
  • Fixed Bremen exit.
  • Fixed missing figther Arena duels between 2,250,000 and 2,259,999 XP.
  • Fixed incorrect dialog condition of Mednor in "Clob's son missing" quest.
  • Fixed incorrect actor name of Rodger in "Clob's son missing" quest.
  • Fixed missing script evaluation for AR0509 in "Clob's son missing" quest.
  • Fixed infinitely Cut Scene mode in "Cult of the Beast" quest.
  • Fixed Brundor's Cyclone forging requirements.
  • Fixed effects probability ranges of Garrax's Semitar
  • Allowed Shadow Dragon Scales item to be used to forge Dragon Armor as well.
  • Aligned and fixed Brundor/Brundor2 dialog files.
  • Opened three permanently locked doors from RA5602 area in "Wulfgar's Wife" quest.
  • Animation compatibility with DrizztSaga (Red Harpy animation slot) (thanks to TotoR).
  • Restored small size of NPC portraits for oBG2.
  • Reduced waiting time to 8 hours (single rest) in the Spirit Soarning.
  • Changed incorrect Ice Salamander type from UNDEAD to MONSTER
  • Traified Cadderly's name and missing string-refs.
  • Restored translated oBG2 GUI titles.
  • Fixed incorrect voice index of Spell seller NPC.
  • Adjusted and extended cutscenes' text timing.
  • Used mod version of the spells' names for classic engine.
  • Moved area-related sounds to non-localized directory.
  • Journal system for EE games (based on Roxanne's version).
  • Renamed variable name conflicted with variable from Umar Hills (based on Roxanne's version).
  • Fixed player coordinates after first cutscene (based on Roxanne's version).
  • Updated Cadderly script to handle health points better (based on Roxanne's version).
  • Corrected Egidus dialog to not mention Artemis & Jarlaxle after final battle (based on Roxanne's version).
  • Fixed stringrefs of Westchar store's drinks (based on Roxanne's version).
  • Fixed Bremen Villager conversation logic (based on Roxanne's version).
  • Reduced wait time to 2 hours for Tresham in "Escaped Prisoner" quest (based on Roxanne's version).
  • Extended looting time of Ultima Master (based on Roxanne's version).
  • Restored missing rest movies for RR3117 (based on Roxanne's version).
  • Added Continue statement to the patched Drizzt Encouter area AR2601 (based on Roxanne's version).
  • Removed RoT abbreviation from Worldmap tooltip (based on Roxanne's version).

By Paladin84:

  • Updated Russian translation.
  • Fixed issue with reloading scripts.tra and journal.tra files during HANDLE_CHARSET conversion.

By Lzw104522773:

  • Added Simplified Chinese translation made by Youye.

By AL|EN:

  • Updated Infinity Auto Packager.

Version 4.0 (February 21, 2020)

  • Added rot.ini metadata file to support AL|EN's "Project Infinity".
  • Added DESIGNATED numbers and "region_of_terror" and "rot_kits" component LABELS.
  • Worldmap transition should work as intended.
  • Various bugfixes, as listed in the GitHub commits. 😉
  • Corrected tra files.
  • Added README command in tp2.
  • Wrote a new rot-readme-english.html readme file and moved all readme files into new readme folder.
  • Integrated Russian translation fixes from the BWP Russian Textpack: journal.tra, MARTWYN1.tra and MYSHDW01.tra.
  • Renamed folder to RoT and moved tp2 inside mod folder.
  • Included Linux and Mac Os X versions in the same package (thanks AL|EN's Infinity Auto Packager tool!).
  • Uploaded mod to official SpellHold Studios GitHub mirror account.

Version 3.1 (April 13, 2018)

  • Compatibility with EE/EET and SOA/TOB/BGT, by Weigo.
  • So many fixes to be described. 😉
  • Updated WeiDU installer to v246.

Version 3.0 (July, 2017)

  • Baseline RoT 2.1.
  • Compatibility with EE/EET.
  • Files patched with BWFixpack corrections (except tp2, see point below).
  • Files patched and amended by Ikki's patch.
  • tp2 from Ikki's patch.
  • Gui folder removed (not used anymore).
  • Added folder PVRZ for new Tis files for EE games.
  • Amended tp2 to use Handle Tileset for old game but copy new PVRZ folder contents for EE.
  • Moved tp2 into folder.
  • Cleaned package from some unused files.
  • Cleaned tp2 from unused (commented out) code for better readability.

Version 2.1 (June, 2008)

  • Spanish translation. Spanish translator prefers to be anonymous.

Version 2.1 (2008)

  • German translation by Gerri, Telperion, Leonardo Watson.

Version 2.1

  1. More flexible AR2601.BCS patching.
  2. Strong requirement for having no more than 5 members in party for RoT's cutscenes removed. ENTAR1.BAF, ENTERJ.BAF - cutscene rebuilt (without JoinParty()). 17 cutscene CREs fixed (ClearFogOfWar effect added).
  3. NPC's soundsets fixed (error was caused by incorrect TP2 traification): Bruenor, Catti-Brie, Drizzt, Entreri, Jarlaxle, Mordragon, Randall, Regis, Tapio, Wulfgar.
  4. Town crier (AR0700) is being spawned in an easy way to find him.
  5. It's enough for MakeUnselectable() for various cutscenes and scripts to cover Player1-6, not a list of all known NPCs: ENDSNE, ENDISN, RA4300, RA4301, RA4302, RR4005.
  6. Full ToB PDIALOG.2DA patching.
  7. Broken Dead() triggers fixed: bBALDUR, GODAVA1, RA4300.
  8. RR4002.BAF. Items destruction sequence optimized.
  9. "weidu --out ROT-TIS1 --biff-get-rest AR0334.tis" added to .bat to extract that TIS from the compressed BIF.
  10. Translation fixed for all scripts in \SNIP\BAF\ (SCRIPT.TRA)
  11. ALENNA.D - fixed several dialogue flows (from Sandman).
  12. NEWPO01.ITM - can be used by Wizardslayers (Healing potion).
  13. SPCL379.SPL - Planar Druid fire resistance bonus should be 50%, not 25 as it was.
  14. SINGER bard kit Bard Songs fixed.
  15. CLOUDBA.BAM fixed - caused CTD in ra5003.bcs cutscene.
  16. Worldmap entries and links revised to introduce more reasonable travel times. Cross-link table for SoS, TDD and CtB added.
  17. Russian translation by www.aerie-ru.info: Alex, Alina, Badgert, Mercuzium, Serkos and Sviatozar.
  18. Now Worldmap v6 > is a mandatory component to access RoT areas in any configuration of mods.

Version 2.0

  • The size of the mod was dramatically reduced from >600Mb to near 328Mb without loosing anything.
  • All technical compatibility issues with many large mods are solved. You may expect flawless functionality together with BGT-WeiDU 1.00, CtB v1.7, TDD v1.10, SOS v1.10, TS-BP v6.04.01. There could be some minor plot inconsistencies here and there, but plz don't rely on that too much. 😉
  • RoT now requires full ToB installation (sorry, no SoA-only support - we're delivering only the best! 😁
  • People who played the original or were involved into its development will be really surprised by some audible aspects of the mod (do you?...)
  • This version includes all original patches.

Version 1.0

  • Initial release.

*[oBG2]: Classic Baldur's Gate II

region_of_terror's People

Contributors

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region_of_terror's Issues

BUG: Characters can't learn most new spells from this mod.

Greetings, @Roberciiik!

I tested the latest master branch today and found what seemed to me like bugs. I chose the newest master branch since it seemed like it would have fewer bugs than the latest release. (If you were already amidst fixing these, that's even better!)

I was fairly certain a generalist Wizard was intended to be able to learn all the new spells from scrolls except hero, but these were the only ones I was able to learn from scrolls.

-Ice Exploder

-Improved Invisibility 10' Radius

-Poison Shield

-Wake of the Inferno

As a Sor, these were the only spells I was able to learn at character creation or level time. I also started a new Wizard in _Throne of Bhaal_and could only learn these at character creation.
-Eagle's Splendor

-Monster Summoning IV

-Monster Summoning V

Thankee!

Slight bug in the arena: the main guy is confused about the day

So the arena is a bit buggy.

First bug: I had Edwin. Edwin was teleported into the area where the mage has to fight.
But the camera never switched to him, except for the intro. So Edwin got killed and I
never had a chance to have Edwin go through because I could not focus + select
Edwin.

Second bug: the main guy where you register yourself for the arena, is confused
about the day. I had Korgan fight for the first day. Then upon entering the main
building, the guy there said "the third day has finished, wait for the fourth day".
So he skipped one day. Also the code is not very elegant there; and even after
sleeping, he still says the same. So the timer is off somehow. Or a check is
missing.

Third bug: after I defeated all opponents, Korgan went to get his reward but
nothing happened after I clicked on it. I propose to change this: rather than
require of the char to go there (and then even after clicking on it nothing
happens), simply auto-drop the reward before the corresponding drop-area.
You can use a message to notify "e. g. something appears before the
first statue", "something appears before the second statue" and so forth.
This would also skip an unnecessary click action by the way.

The mod is quite cool, but it really needs a re-vamp effort by someone who
knows how to write code logic in that strange language the engine requires
you to use.

I think I encountered a small display bug: Jan when becoming a lich, loses his main portrait / image

I am in Brynnlaw or what's the name, and after Bodhi hunts me, I decided that Jan may go as well ahead and use that scroll of Vecna, and become a lich. That worked, reputation dropped, but suddenly his main image is gone (that is when you look at the character overview where normally in the middle there is the image of the character displayed).

I am not sure why the portrait is gone; perhaps another mod is causing issues too (I see a generic item on the ground in corpses, but can not pick up certain items - just an empty slot it shown. This may be unrelated to the missing-portrait issue here.)

Anyway, just reporting here in event someone else runs into this, or someone else know whether it is a bug and whether it can be fixed.

CtD's with german texts

This only seems to happen for journal entries and cutscene texts while the rest of German texts is correct when using my #4 iconv proposal.
I worked around by fixing the German umlauts to ae, oe, ue respectively, but this is just interim.

Tra-files.zip

Iconv

The RoTerror
/bin/win32/iconv folder
needs to be replaced with the one contained here
iconv.zip

BUG: Characters can't learn most new spells from Region of Terror.

(I made this a new, separate issue because GitHub, by default, had that selected.)

I tested the latest master branch today and found what seemed to me like bugs. I chose the newest master branch since it seemed like it would have fewer bugs than the latest release. (If you were already amidst fixing these, that's even better!)

I was fairly certain a generalist Wizard was intended to be able to learn all the new spells from scrolls except hero, but these were the only ones I was able to learn from scrolls.

-Ice Exploder

-Improved Invisibility 10' Radius

-Poison Shield

-Wake of the Inferno

As a Sor, these were the only spells I was able to learn at character creation or level time. I also started a new Wizard in _Throne of Bhaal_and could only learn these at character creation.
-Eagle's Splendor

-Monster Summoning IV

-Monster Summoning V

Thankee!

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