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Echoes

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  1. Upvote
    Echoes reacted to Temtaime in New life for RO   
    Hello everybody !
    I'm working about two years on writing a complete new RO client. I hadn't so much time, as I'd wish, but now it's almost ready for a basic gameplay.
    So what are the advantages of having own RO client ?
    RO doesn't depend anymore on Koreans. It gives an ability for releasing of any new feature, whatever the players want: new 3D mobs, dynamically generated locations, everything you want.
    The client is cross-platform and can work on Windows, Linux, Mac OS X and Android natively.
    Thanks to using of new computer graphics features, the client works faster, consumes fewer resources, providing better graphics. For example, it loads a location instantly(to be more precise, it takes ~15 ms to load a map) - so no waiting anymore !
    What are the features we have today ?
    Dynamic shadows and per-pixel shading(no strange blur on the ground anymore!).
    Correct rendering of all the sprites and locations including all the animations on the locations.
    Rendering the best part of effects.
    The most part of UI.
    All the network communications with server.
    But there are some missing features: some part of UI(skill UI for example), and some in-game interactions are missed. But all these will be fixed soon.
    I would find those who are interested in that project, because it will be the only project, which will be used on the servers providing better game experience.
    Also, a development of the project requires some means and other help, so if you have a mind and in the position, you can write to me in PM or in these comments.
     
    Some screenshots:






  2. Upvote
    Echoes reacted to Neo-Mind in NEMO - Client Patcher   
    N.E.M.O. - Neo Exe Modification Organizer

    Why another client patcher? well
    1) WeeDiffGen - isn't working for 2013 clients + it depends on dlls (not that its a bad thing but i like scripting )
    2) xDiffGen - yes its scripted but we need to depend on xdiff files.

    so i made a new one based on xDiffGen and here it is. The patches are written in QtScript format.
    Details of making a patch have already been written in a seperate topic - although now it needs to be updated with more details.
    I have already converted most of the patches from xDiffGen.

    Why this name? - well I didn't want it to be called * Gen No offense  
    plus someone keeps calling me Nemo in IRC which gave me the idea

    Snapshot
    -----------------


    How to use?
    ---------------------
    1) First you need to specify your client file in Input Exe file box. If you browse to select the file name, Output Patched box gets updated with a _patched suffix filename automatically. Ofcourse you can select your own name for the output.
     
    2) Next we need to load both the client and the scripts (patches & addons). so click Load Client button.
     
    3) Select the patches you want . In case you patched once before (for whatever date) they will be saved in your local and you can use the Select Previous button to select them again. Also you can try using the Select Rcomnded button to select all the Recommended patches.
     
    4) So your patches are selected and client is loaded what next but to Apply Patches  which will generate the output file. In 2.0 version , NEMO also generates a .secure.txt file containing the MD5, SHA1 and CRC32 values of the output exe file which you can use in various tools.
     
    5) You can use the Save Profile and  Load Profile buttons for saving/reloading a set of patches & input values, that you have selected (even if they are not applied) for future use.
     
    6) Whenever you apply patches to a client, NEMO updates the patchlist.log file (along with Inputlist.db) in the folder where NEMO.exe is. This file will contain the list of patches you have applied along with their IDs (do not tamper with either of them).
     
    Changes in 2.0:
    ----------------------
    1) I have made some obvious modifications to the interface (you can definitely see the change in case you have seen v1.0).
         i) Buttons have come downwards and is no longer strippable (toolbar has been fixed in position)
     
         ii) New status Label has been added which shows your currently loaded client date and how many patches are selected.
     
         iii) NEMO now has support for Addons - scripts that are meant to retrieve data from the client and do its own thing (not patch the client).
              All the Extract xDiff patches has been added here already. 1 extra addon will be coming soon once i can fix it.
     
         iv) New Filter box has been added which does live search (i.e. filter as you type) for filtering out only the patches u want to see.
               For e.g. if you type color, it will only show patches that have the string color in either it's name or the description.
              You can also use regular expression . Also you can sort the columns now
     
        v) An upcoming feature - Test Patches. this one you can use for testing a newly added patch for a variety of clients that you select.
     
    2) NEMO is no longer there in SVN. I have shifted it to GitHub . The rar file uploaded has the .git file so you should be able to directly pull to get updates. But just in case I have also provided the repository link below.
     
    Remember to pull for updates before using NEMO and let me know if you are facing any bugs or issues or if i have missed out on anything. Enjoy .
     
    Repository: https://github.com/MStr3am/NEMO.git
     
    Download Link: NEMO zip file 
  3. Upvote
    Echoes reacted to Dastgir in Ragnarok Unpacked Clients Repository (RUCR)   
    RUCR
    Hello Hercules Community,
    I was working on RUCR this month and I am happy to announce that it's complete. The Site contains all Ragexe(upto 2016-07) and RagexeRE from 2014, fully unpacked.
    It would be great if there will be no mirrors, I would be keeping this web up and running, so mirrors won't be needed.
    Also, if you find any clients missing, you can post it here, and I will check if that can be uploaded.
     
     
    Repo Link: DISABLED
    Enjoy
     
  4. Upvote
    Echoes reacted to meko in Recent changes to the Hercules engine   
    It seems there's been no changelog since quite a while so here's one highlighting the most recent changes related to scripting. Sorry if that's not the right category, please move accordingly.     New script commands: chr ord gettimer getunits getvariableofpc can_use_command has_permission addchannelhandler removechannelhandler setunitdata getunitdata getunitname setunitname getequipisenableopt getequippedoptioninfo getequipoptioninfo setequipoption navigateto   Modified script commands (extra parameters): strcharinfo strnpcinfo addtimer deltimer addtimercount checkoption checkoption1 checkoption2 setoption warpparty warpguild classchange   New params: BankVault  
     
    Big projects currently in development:
    Implementation of the official Clan system Implementation of the official RoDEX system Implementation of the official Achievements system Complete rewrite of the map cache system
  5. Upvote
    Echoes got a reaction from bWolfie in Question about Client 'Releasers'   
    Hello all
    The question I have is not a problem, but a doubt.. related with the Client Releasers, how do they do their work?
    I will have some "free" time soon, so I want to learn all about the code part of Ragnarök Online, and the question above came up to my mind.. What if, by learning it's roots, I could help hercules community getting an awesome client release? I'm learning japanese at the moment, and may use this to extract stuff from the data from jRO. I know Hercules is based on kRO, but that is a start  
    So, where/how did the Client Releasers learned their stuff.. I'm really looking forward to learn how to work on this game, and I'm willing to learn new code and programs.
    I don't want to take the work of the people working on Realising Clients lightly, I do not take their work lightly, but I can't express myself better than this since english is not my first language  
     
    Any tip, or "guide" will be greatly appreciated  
  6. Upvote
    Echoes reacted to dota2jvin in I can't change the icon (Exe 2013-08-07aRagexe)   
    this is what your looking for http://www.swiftconverter.com/images
     
    use NEMO PATCHER to import your icon
  7. Upvote
    Echoes reacted to Mystery in Hercules, welcome to IPB4   
    Hey everyone,
     
    It has been long overdue to bridge over to IPB4... but we are finally here. We ran into a few issues with the transition but we got the forum running within an hour. The forum is now accessible for everyone (maintenance is over), but keep in mind that there are still batches being processed in the backend which may make your experiences in browsing / posting sluggish. Over the next few hours/days, I will be working on the forum; reorganizing a few things, fine tuning, etc.
     
     
    If you run into any issues, don't hesitate to bring them to my attention! 
  8. Upvote
    Echoes reacted to kisuka in Ragnarok Episode Timeline   
    This is a work in progress. Parts will be added as they are organized.
     
    This topic will list out the major episode releases of kRO and the updates under them. This is to keep track of what episodes had which updates. This will assist us in making sure we aren't missing anything in Hercules. The dates below are for Main server release, not RE/Sakray testing period.
     
    * Note: Official Hercules Developers and High Council members have permission to add or modify this list.
    2002.08.03: Episode 1.0 : Start of the Adventure
    2002.12.17: Episode 2.0 : Lutie
    2003.02.04: Episode 3.0 : Comodo
    2003.05.02: Episode 4.0 : War of Emperium
    2003.07.15: Episode 5.0 : Yuno
    2003.10.07: Episode 6.0 : Global Project
    2003.10.11 : Amatsu 2003.10.11 : Kunlun / Gonryun 2003.11.25 : Weddings/Marriage 2004.01.13 : Super Novice 2004.01.30: Episode 7.0 : Umbala ~ Village of the Utan Tribe
    2004.02.02 : 2-1 and 2-2 class in Sakray 2004.02.24: Episode 8.1.1 : Niflheim ~ City of the Dead
    2004.12.23: Episode 8.1.2 : Louyang & Jawaii
    2004.12.23: Episode 8.2 : Ayothaya
    2005.01.18: Episode 8.3 : Payon Remodelling
    2005.05.12: Episode 9.0 : Rebirth
    2005.09.21: Episode 10.1.1 : The Sign & Geffenia Dungeon
    2005.09.22: Episode 10.1.2 : Einbroch
    2006.02.24: Episode 10.2 : Lighthalzen
    2005.08.16: Episode 10.3 : Noghalt
    2006.12.28: Episode 10.4 : Hugel
    2007.04.20: Episode 11.1 : Rachel
    2007.09.10: Episode 11.2 : Veins
    2007.04.10: Episode 11.3 : Nameless Island
    2007.04.10 : Mercenary System 2007.10.17: Episode 12 : Satan Morroc
    2007.10.17 : Moscovia 2007.11.21 : WoE: SE (Schwaltzvald) 2007.11.21 : WoE: SE (Arunafeltz) 2007.12.05 : World Map System 2007.12.10 : Battlegrounds 2007.12.12 : Endless Tower & Sealed Shrine 2008.06.25 : Episode 13.1 : Ash Vacuum
    2008.08.25 : Poring Wars 2008.11.19 : Improved Pet System 2008.12.17 : Episode 13.2 : Encounter
    2008.12.23 : New Pets 2009.02.25 : Hidden Slot Enchantment 2009.03.11 : Endless Tower Fixes 2009.04.08 : New Hairstyles 2009.06.17 : Renewal Release (3-1 Jobs) 2009.08.19 : Brasilis 2009.10.14 : 3-2 Jobs 2009.12.23 : Episode 13.3 : El Dicastes
    2010.03.17 : Party Recruiting System 2010.03.31 : Baby 3rd Jobs 2010.05.12 : Purchasing Shops. Sorcerer Spirit System 2010.06.30 : Episode 14.1 : Bifrost
    Memorial Dungeon, Misty Labyrinth Forest. 2010.07.28 : Equipment Synthesis, Costume System. 2010.08.18 : Search Vending Shops 2010.09.29 : Indonesia Localized Map, Dewata 2010.11.24 : Cat Hand HQ / Malangdo Island Item Mall Icon Level 86~99 Eden Group Quests on 2nd Floor Floor 6 added to Izlude Dungeon (Only available to Gold Netcafe Users) Grave Markers (MVP or major monster dies, it leaves a grave marker that shows the time of death and who killed it. The gravestone will remain until the monster respawns.) New Mounts
      2010.12.29 : Super Novice Expansion 2011.03.09 : Replay System 2011.03.30 : Biolabs 4th Floor 2011.05.25 : Thanatos Tower Changes. 2011.06.29 : (WoE1 Renewal) Number of forts reduced from 5 to 4 in WoE1 castles. Guild Investment System (Hall of Abyss). New Guild Dungeon
      2011.08.17 : 7x7 Padding around NPCs. 2011.08.31 : (Class Balance + Homunculus S) Large number of class balancing improvements. Homunculus S
      2011.09.28 : Philippines localized map, Port Malaya. [1] [2] 2011.11.02 : Kagero and Oboro Job Classes [1] [2] 2011.11.16 : New Alberta. 2011.11.30 : Eden Quests for levels 100~110. 2011.12.07 : Nightmare mode for Pyramid Dungeon. 2011.12.14 : Party System improvements. 2011.12.21 : Episode 14.2 : Eclage
    2011.12.27 : Battlegrounds Queue System 2012.02.08 : New Carts for Mechanics & Genetics. 2012.02.08 : Guild Creation system to no longer allow blank space(s) in the name. 2012.03.21 : Eden Quests for Level 111 ~ 120. 2012.03.21 : Falcon Flute 2012.03.28 : Navigation System. 2012.03.28 : New Izlude + Novice Training Academy + New Character Creation Method (5 copies of Izlude) 2012.04.04 : HP Bars added to Monsters. 2012.04.18 : Changes to Enchanting on Malangdo 2012.04.25 : WoE: Training Edition 2012.04.25 : Transcendent quest to waive the cost of transcending. 2012.05.30 : Old Glastheim memorial dungeon 2012.06.13 : Monster Shadow Size 2012.07.11 : Headgear Synthesis Quests 2012.07.25 : WoE:TE Mini God Item quest + guild and daily quests in siege areas. 2012.08.14 : Job EXP increased from Monsters with lvl 100+. 2012.08.22 : Heroes' Trails (Part 1) Faceworm Nest, Memorial Dungeon. Sarah's Memory, Memorial Dungeon.
      2012.08.22 : Memorial Dungeon, Wave. Added new Eden quests for level 121 ~ 130 range Max base level changed from 150 to 160/50. Skill Timers
      2012.09.19 : Champion Mobs. 2012.10.10 : Ranger Falcon changed to Owl. 2012.10.17 : Heroes' Trails (Part 2) Devil's Tower Memorial Dungeon Cursed Knight Memorial Dungeon Geffen Magic Tournament Memorial Dungeon
      2012.10.31 : Eden Quests for levels 131~140. 2012.12.18 : Horror Toy Factory Memorial Dungeon 2012.12.18 : Shadow System 2012.12.28 : Episode 14.3 : Decisive Battle (Part 1)
    2013.02.20 : Equipment Comparison System 2013.03.13 : 'Clock Tower Dungeon' Nightmare Mode. 2013.03.20 : Episode 14.3 : Decisive Battle (Part 2)
    2013.03.20 : Level Increased to 175 / 60. 2013.03.20 : New Third Class Skills 2013.05.22 : Max Zeny Vending Price = 1 Billion Zeny. 2013.06.12 : Bank System 2013.06.26 : Clan System (Golden mace Guild, Sword Guild, Crossbow Guild and Rod Guild) 2013.07.03 : Episode 15.1 : Fantasmagorica
    Lots of NPC placement changes. 5 New Quests Memorial Dungeon, Charleston Factory New Items 2013.07.31 : Rebellion Class 2013.08.02 : Rebellion Weapons 2013.08.14 : New Clothing Dyes for Kagerou & Oboro classes. 2013.08.21 : Max HP Limits (lvl 99 = 330k, 150 = 660k, 175 = 1.1m) 2013.09.25 : Heroes' Trail Part (Part 3) Fenrir and Airship Assault Memorial Dungeons.
      2013.12.17 : Nightmare Biolabs 2013.12.23 : Episode 15.2 : Memory Record
    2014.01.08 : New World Map. 2014.01.22 : Shop History (Buy/Sell Log) 2014.03.12 : Eden Group Market Hall 2014.04.16 : Summons & Homunculus S Update 2014.08.06 : Monster EXP Increased (Base 75% & Job 100%) 2014.08.06 : Monster HP/ATK Adjustment 2014.09.16 : WoE TE Items 2014.10.07 : Lucky Roulette 2014.10.07 : Pet Evolution 2014.10.28 : Infinite Space 2014.11.05 : Clan System 2014.11.11 : RoDex (Revamped Mail System) 2015.02.25 : Episode 16.1 : Banquet of Heroes
    2015.02.25 : Achievement and Title System Added 2015.02.25 : Banquet Preparation 2015.02.25 : New Dungeon 2015.02.25 : Honor Tokens and New Enchant Item 2015.07.01 : Infinite Space Dungeon Improvements 2015.10.07 : Item Link System (show your items via PM) 2015.10.07 : Eden Group Revamp (missions changed) 2015.10.14 : Reputation System 2016.01.26 : Styling Shop Interface 2016.03.09 : Episode 16.2 : Terra Gloria
    2016.05.10 : Rebellion Class Changes 2016.08.30 : Card Removal System Update 2016.09.06 : Eden Group Changes (100-140) 2016.12.07 : Rock Ridge 2016.12.13 : Marriage System Update (Doram x Human) 2016.12.27 : New Dungeon : Illusion of Moonlight 2017.01.03 : Glastheim Changes 2017.01.25 : New Dungeon : Illusion of Vampire 2017.02.21 : New Dungeon : Illusion of Frozen 2017.04.18 : New Dungeon : Illusion of Abyss 2017.05.23 : Party System UI Update 2017.06.07 : Autotrading / Vending Overhaul 2017.06.21 : Equipment Replace System 2017.06.21 : Orc Memory Changes 2017.06.27 : Monster Racing Revamp 2017.09.26 : Moscovia Card Updates 2018.03.09 : New Dungeon : Illusion of Teddy Bear 2018.05.04 : New Dungeon : Illusion of Luanda 2018.06.27 : World Map Improvements 2018.07.18 : Episode 17.1 : Illusion
    2018.08.09 : Max Level Increased to 185
  9. Upvote
    Echoes reacted to GmOcean in Is there a way to make a character move like using a skill?   
    Okay, well this is all you need to do:
    1. Open up script.c & Find: BUILDIN(mes
    2. Above that add in:
    // PickUp Item Effect// pickupitem();BUILDIN(pickupitem) { struct block_list tbl; TBL_PC* sd = script->rid2sd(st); if( sd == NULL ) return true; tbl.id = 0; clif->takeitem(&sd->bl,&tbl); return true;} 3. Find: BUILDIN_DEF(mes
    4. Above that add:
    BUILDIN_DEF(pickupitem,""), Save & Recompile.
     
    Then make a script that tells the player to use it. *Note - Player must be attached to the script for it to work (talking to it or otherwise).*
     
    Example NPC:
    prontera,150,170,4 script npc_name 123,{mes "I command you to pick up an item !!";pickupitem;close;} In that example as soon as they click the NPC, a MES window will pop up and they will bend over to pick up an item (wont get an item though just the animation).
  10. Upvote
    Echoes reacted to GmOcean in Is there a way to make a character move like using a skill?   
    What your looking for is the animation of looting items off of the floor. It's a standard animation each character has and needs, you just almost never see it anymore because everyone uses @autoloot.
    clif->takeitem(&sd->bl,&tbl); You just need a command to send that clif packet and it'll do the animation.
  11. Upvote
    Echoes got a reaction from Ridley in [Request] Kagerou / Oboro Official shop   
    Edit and add this in npcmerchantsshops.txt, at those NPCs.
    que_ng,72,31,2 trader Boonji#nin 4_M_01,{OnInit: sellitem Explosive_Kunai; sellitem Makibishi;}que_ng,73,26,5 trader Boonray#nin 4_M_01,{ sellitem Fox_Armguard; sellitem Special_Ninja_Suit; sellitem Charm_Fire; sellitem Charm_Ice; sellitem Charm_Wind; sellitem Charm_Earth;}  
    "Official" script lines display:
    // Ninja Shopsque_ng,72,31,2 trader Boonji#nin 4_M_01,{OnInit: sellitem Shuriken; sellitem Nimbus_Shuriken; sellitem Flash_Shuriken; sellitem Sharp_Leaf_Shuriken; sellitem Thorn_Needle_Shuriken; sellitem Explosive_Kunai; sellitem Makibishi;}que_ng,73,26,5 trader Boonray#nin 4_M_01,{OnInit: sellitem Arm_Guard; sellitem Fox_Armguard; sellitem Special_Ninja_Suit; sellitem Flame_Stone; sellitem Ice_Stone; sellitem Wind_Stone; sellitem Shadow_Orb; sellitem Charm_Fire; sellitem Charm_Ice; sellitem Charm_Wind; sellitem Charm_Earth;}  
  12. Upvote
    Echoes got a reaction from el.foreverro in [Request] Kagerou / Oboro Official shop   
    Edit and add this in npcmerchantsshops.txt, at those NPCs.
    que_ng,72,31,2 trader Boonji#nin 4_M_01,{OnInit: sellitem Explosive_Kunai; sellitem Makibishi;}que_ng,73,26,5 trader Boonray#nin 4_M_01,{ sellitem Fox_Armguard; sellitem Special_Ninja_Suit; sellitem Charm_Fire; sellitem Charm_Ice; sellitem Charm_Wind; sellitem Charm_Earth;}  
    "Official" script lines display:
    // Ninja Shopsque_ng,72,31,2 trader Boonji#nin 4_M_01,{OnInit: sellitem Shuriken; sellitem Nimbus_Shuriken; sellitem Flash_Shuriken; sellitem Sharp_Leaf_Shuriken; sellitem Thorn_Needle_Shuriken; sellitem Explosive_Kunai; sellitem Makibishi;}que_ng,73,26,5 trader Boonray#nin 4_M_01,{OnInit: sellitem Arm_Guard; sellitem Fox_Armguard; sellitem Special_Ninja_Suit; sellitem Flame_Stone; sellitem Ice_Stone; sellitem Wind_Stone; sellitem Shadow_Orb; sellitem Charm_Fire; sellitem Charm_Ice; sellitem Charm_Wind; sellitem Charm_Earth;}  
  13. Upvote
    Echoes reacted to Dastgir in Adding new own sprite error [npc_parseview]   
    npc values are hardcoded in server, so for using that high npc id, you need to edit npc.h and recompile the server. So that server recognizes it as an npc.
  14. Upvote
    Echoes reacted to Garr in Adding new own sprite error [npc_parseview]   
    I think you didn't do sprite assigning right. In jobname.lub you need to add name of sprite, in your case it'll be min_roca_n01.
    [jobtbl.JT_MIN_ROCA_N01] = "min_roca_n01" In npcidentity you need to assign same JT_ number, in this case 15000.
    JT_MIN_ROCA_N01 = 15000, Then in const.txt you need to assign 15000 to the constant you'll be naming NPC with in scripts, like:
    ROCA_NIVEL_01 15000 And then inside script you need to use the constant you set in const.txt:
    prt_fild08,224,128,4 duplicate(rocasuelta) Roca Suelta#01 ROCA_NIVEL_01  
    Or you can skip the constant setting and just use:
    prt_fild08,224,128,4 duplicate(rocasuelta) Roca Suelta#01 15000
  15. Upvote
    Echoes reacted to Uzieal in How to create an .act?   
    Very Welcome Echoes, Also to be noted;
     
    If you are going to do a custom mob, take the .act base file from an existing mob sprite 
    If you are going to do a custom npc, take the .act base file from an existing npc sprite 
    If you are going to do a custom headgear, take the .act base file from an existing headgear sprite etc.
  16. Upvote
    Echoes reacted to Olrox in Browedit 2.0 - a new revision by Borf   
    Revision 279 added. (2014-08-28_browedit_20_rev-279.rar)
    Full BrowEdit 2.0 SVN Log: http://svnlog.borf.info/browedit.log
    Download Link: https://www.dropbox.com/sh/uy06b3ds5r80gcb/AAAUNcW0YltlirAdan00EZvPa
    Edit: config.borf.json with your current RO directories. Input with your keyboard your config name once you open browedit.exe and asks for it. Your graphic card must support OpenGL 2.0+~ to run this software.
     
    Whats new:
    [*]Major Update: Mirror or Simmetry at object edit mode: allows to mirror complete maps at the RSW file. Useful for simmetry maps. Experimental for now. (press M to simmetry)
    [*]Major Update: Bug reporting: Extension, once you have a crash, a crashlog can be send to borf by mail.
    [*]Major Update: Height edit mode: Initial work at this mode. Left click to select an amount of tiles, right click and drag to add height or decrease it. Look for the radial menu (spacebar) to find the "height edit tools option" and disable the smoothness at heights.
    [*]General bugs fixed and clean ups.

    Introduction:
     
    We all know how great and useful is browedit these days, that it has become the unique choice at Ragnarok Mapping. We will always be thankful to @Borf, who has created this tool years ago, and now, since the past year, he has been working with a new version of it.
     
    This project replaces the old one [link] that was the previous and Old Java version of Browedit 2.0 *which is no longer used*. This thread will have regular updates about the project. Any kind of feedbacks and suggestions are always welcome.
     
     
    Video:
     
    (Video pretty says all of how browedit has improved greatly)
     
    Screenshots:
     
     
     
    Features already working:
    [*]Faster and more efficient, even at complex camera distances.
    [*]Real-Time Rendering of Changes Made
    [*]Multi Core support (before, past browedits were only for 1 core)
    [*]RSM Animation
    [*]Texture Edit mode *partially*
    [*]Texture window list (which is optimized and loads fast)
    [*]Object Edit Mode *partially* (which now, replaces object group edit mode of past brows)
    [*]Rotate, Position, Resizing and multi selection are supported.
    [*]Sounds
    [*]Effects

    Some TODO:
    [*]Water rendering
    [*]Add Undo Structure (probably Redo aswell)
    [*]Config Window
    [*]Start Working on More Edit Modes.
    [*]Saving.
    [*]Add Skybox (a fancy feature that will add sky to maps. Probably it can be linked to fogparametertable.txt)

    Possible New Features:
    [*]New Lightmaps
    [*]Proper Lightmap calculations across models
    [*]3D RSM Models editor inside Browedit probably with animation support (/me hopes)
    [*]Multi-User Share Mapping (multiple mappers could work on a same map in real time)

    We have to be thankful with @Borf that has been working on this project for a long time. If you have programming skills, you can be part of this project, please  don't hesitate to contact me by PM. Please support the project by giving us feedback and nice or useful ideas that would make browedit 2.0 improve. Also, please avoid to report constantly bugs or glitches, one time is enough. Keep in mind this is under progress and not a release version. 
     
    Motivation is always welcome. Share this project and show us your support to make it possible.
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