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CipSoft binary sector converter tool - Tibia 7.5 real map

I'm making an origmap of the .sec files converted from version 7.50. I noticed many curious things, one of them being this one. For some reason, cipsoft inverted the tiles here in the games area under Thais back then

View attachment 98125
View attachment 98126

Oh, yeah isn't like the board of chess always starting with a black top left corner? Anyone plays chess and can confirm this, googled some images but might be false.
 
Another interesting thing I saw. Was it a mapper's error at the time?

Captura de tela 2026-02-14 203349.webp

edit: Oh, now that I've seen it, part of the house ended up over there.

Captura de tela 2026-02-14 205439.webp
 
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Another interesting thing I saw. Was it a mapper's error at the time?

View attachment 98284

edit: Oh, now that I've seen it, part of the house ended up over there.

View attachment 98286

There is a bug on the converter, it is related to the skip bytes logic! I have seen it happens in some ghostland sector and now on this one!
I will try to fix it, but I got no time for a couple of weeks

Would be awesome if you find another samples and report it with the sector file name, it would help me to debug and identify the logic that I missed

As far as I know, it is happening on floor Z = 6
 
There is a bug on the converter, it is related to the skip bytes logic! I have seen it happens in some ghostland sector and now on this one!
I will try to fix it, but I got no time for a couple of weeks

Would be awesome if you find another samples and report it with the sector file name, it would help me to debug and identify the logic that I missed

As far as I know, it is happening on floor Z = 6
it was in the 1019-0989-05.sec . for now I only found this one like that

Edit: more .sec
1027-1004-03.sec
1027-1004-04.sec
1027-1004-05.sec
 
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This is amazing, keep up the good work! Has anyone the full 7.5 in OTBM without bugs?
 
1775486355276.webp
Ghost ship faced opposite ways in 7.55, I didnt know that!

Edit:
Another thing i always wondered about (not related to 7.55 map, same on 7.7) is that in a hole north east of the drawf bridge trolls here:
1775492792024.webp
a major part of the dirt are disguise tiles:
1775492847143.webp
Never found anything connected to them. Might be remnants of something old or maybe the mapper used the wrong tiles in the map editor

Bonus:
Tibia players always so polite (label content)
1775493219921.webp
 
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Jfyi, the link for the 7.55 interactive map on tibiantis doesnt work. It shows you the 7.7 map. You have to fiddle in dev console for it to work. it has bugs so i guess thats why they removed/fixed it. If you cant see the old sprites or the fishing rod as shown on the first post on GM island its not the 7.55 map!
 
Sharing some stuff for those interested!

Dreamer's Challenge quest was still in development back in 7.55, including Pits of Inferno.

View attachment 97927

GM island has a fishing rod

View attachment 97928

And yeah, little scammers were abusing the poison field bug even back then (?).

View attachment 97929

Banuta did not exist.

View attachment 97930

Liberty Bay was also being planned and it did not have the few walls that were found in the 7.7 leak.

View attachment 97931

You mean that food in kazo prison? That's regular daily spawn there.
 
There is a bug on the converter, it is related to the skip bytes logic! I have seen it happens in some ghostland sector and now on this one!
I will try to fix it, but I got no time for a couple of weeks

Would be awesome if you find another samples and report it with the sector file name, it would help me to debug and identify the logic that I missed

As far as I know, it is happening on floor Z = 6

I found the issue, sent a PR with fix.
 
Im pretty sure I encountered more ghost sectors and other issues after that fix as I was doing this myself yesterday. Its a partial fix if I dont mis-remember. Eventually I had the full 1:1 map accurate throughout all the floors. Im still working on the logistics of cleaning it now to create an origmap. Its alot of variables to take into account but slowly getting there 😅
I had fixed the skip issue a while ago. I also created the 7.50 origmap basing it slightly on the 7.70 origmap and some TibiaCam videos; I did all the cleaning manually and fixed the doors opened by keys, bridges, resetting levers, etc.

In the Ankrahmun tombs, you will find many walls without pillars, and in some lava caves, you’ll see they were being created for implementation in the update—the caves are there, but the correct hole to open in the sand hadn't been added yet.

Currently, the only thing left for me to fix on the map are the crates and barrels on the boats, since players used to drag them around—especially the Edron boat. I believe the others are nearly 100%, but I stopped working on the map months ago out of laziness.

What other sectors did you find that had problems? The only .sec files I found back then were the ones with the skip issue. Did you find any others?

1019-0989-05.sec
1006-0993-06.sec
1008-1003-06.sec
1027-1004-03.sec
1027-1004-04.sec
1027-1004-05.sec
1037-1016-05.sec
 
I noticed in my conversion of the 7.5 map the edges of the sails look like this.
uBcbH6B.png


While in 7.4 youtube videos they look more like this
1777985922782.webp

I've been trying to find this ID for some time now in the 7.4 tibia client, but I cant seem to do so. It's not the same clientID which was expected, but does anyone know which clientID 7.4 used for the edges of the sails?
 
I noticed in my conversion of the 7.5 map the edges of the sails look like this.
uBcbH6B.png


While in 7.4 youtube videos they look more like this
View attachment 100143

I've been trying to find this ID for some time now in the 7.4 tibia client, but I cant seem to do so. It's not the same clientID which was expected, but does anyone know which clientID 7.4 used for the edges of the sails?
Looks like a fence - 1533 in 7.4. Those are also used in Amazon Camp, creating skull on a pike
 
Looks like a fence - 1533 in 7.4. Those are also used in Amazon Camp, creating skull on a pike
I was thinking so too, but looking closely in objectbuilder, it had pixelated black lines while ingame it looked smooth. But Ill try and see, maybe it is the way you say
 
Sprites may look differently when viewed in object builder (where they are displayed as exactly 32x32 pixels images) and in-game, where they are stretched to required size. Newer Tibia clients have a graphics option called "Scale Using Only Integral Multiples" to avoid that problem. If there is antialiasing enabled in the client, that might also contribute.
 
Sprites may look differently when viewed in object builder (where they are displayed as exactly 32x32 pixels images) and in-game, where they are stretched to required size. Newer Tibia clients have a graphics option called "Scale Using Only Integral Multiples" to avoid that problem. If there is antialiasing enabled in the client, that might also contribute.
No, it was a fence, but not the specific one you mentioned. But it was in the same "fence family" if that makes sense. In terms of IDs it was next to that ID basically.
 
I noticed in my conversion of the 7.5 map the edges of the sails look like this.
uBcbH6B.png


While in 7.4 youtube videos they look more like this
View attachment 100143

I've been trying to find this ID for some time now in the 7.4 tibia client, but I cant seem to do so. It's not the same clientID which was expected, but does anyone know which clientID 7.4 used for the edges of the sails?
It’s interesting when information like this is shared. I personally had never noticed it. I went to take a look and in the SPR of version 7.40, MAST wasn't there yet. It was introduced in version 7.50.

Captura de tela 2026-05-05 115822.webp
 
It’s interesting when information like this is shared. I personally had never noticed it. I went to take a look and in the SPR of version 7.40, MAST wasn't there yet. It was introduced in version 7.50.

View attachment 100145
Its normal. Im very picky with details so it helps me when im working. Anyway the solution was not 2171.

Use 2172 and 2174

Using 2171 will look very weird ingame
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Another fun fact is, depending on how you decide to "fix" this map. It will alter your quests and how moveuse interacts with the map. In other terms, functionality can/will break. I spent a full day ensuring everything was fine and had to fix stuff manually back to its place aswell. So its a whole lot of work from the get go. Getting it cleaned, ensuring the moveuse and quests haven't affected negatively and then manual work to check for any inconsistencies and so on. Im bad at remembering what I've done, but im on day 5 of fixing this.
Post automatically merged:

Reverted the PoH map to 7.4 so it doesnt have DC anymore either. This is supposedly from a cam recording so I assume its accurate. On 7.5 there's buildings and trails to buildings that dont exist here, DC is removed aswell and if I dont remember incorrectly, instead of wild warriors/bandits/smugglers. There's supposed to be Orcs around this area of the map on the left side
1778006032151.webp
 
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