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Nalore will be built on the Arios engine, originally used for Entrana (View Entrana Here) converted to 667. Nalore intends to use varying revision data such as 650 maps, inter-changable game frames (667, OSRS), and incorporate multiple data that makes reasonable sense while attempting to keep the game as clean as possible. While we intend to inject new idea's and enhancements that are necessary for a RuneScape private server to survive, our core focus will be on providing a near-emulated version of the 667 era at its root. Throughout the projects development leading up to production, we intend to shed away the mystery of this era in attempts to be one of the leaders in the high-revision sector.
We will do our best to keep this thread up to date with fresh media first and archived media behind a spoiler for your convenience.
Without further ado, check out our most recent media below!
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https://cdn.discordapp.com/attachmen...000/image0.png
https://cdn.discordapp.com/attachmen...63/unknown.png
https://cdn.discordapp.com/attachmen...64/unknown.png
https://cdn.discordapp.com/attachmen...85/unknown.png
https://cdn.discordapp.com/attachmen...87/unknown.png
Spoiler for Archived Images:
As always, credits for the development of Nalore are extended to:
The team behind Arios - for use of their base code
RSPSi - for use of his map editor (RSPSi 3D Map Editor)
Vincent - for his work on CS2 (CS2 Compiler(/decompiler))
Displee - for his work on Vincent's CS2 release, enabling use of his GUI tool (CS2 Editor GUI)
Stugger - for helping out with some map related issues not plausible on RSPSi (667 Map Editor)
And countless others who have provided resources, knowledge, and invaluable support throughout the years that will contribute to this project.