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Open Letter To The 3D Tibia guys (the indi devs behind 3DDragons)

adare

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Guys! you are Hero's! Tibia's the BEST MMORPG and you have bought it to life in a sleek gorgeous 3D way!

But now that you've put yourself in the spotlight.. It's time to get hit you with the really hard questions..

(Context)
You guys likely have the best graphics of any Tibia project ever. period. (I don't think there is much argument there)
But,
You guys are uncompetitive coding wise eg. game mechanics (some rare OT devs add mechanics at ~1000x your rate)

It feels like your project has an (almost) overload of ART skill at this point!.. but the coders / devs seem to be somewhat less up to the task.
The videos show that server mechanics appear very janky and unpolished with lots of random stutter delays common to old YurOTs servers,
E.g. The sticky tile / floor code mechanics your getting is a known old common bug; You guys do not know how to make an OT server purr.
Also the recent game mechanics update about mobs looking at players - tho very cool! shows just how slow your code changes vs your art.

(Questions)

1. Who is the current coding dev ? are you happy with their current energy/effort? do you have any plans to expand the coding power/potential of your team?
- I have multiple (5+) highly productive C++ OT devs, and most of them have been frothing at the idea of working on an OT with high quality visual assets.

2. How do you guys feel about different kinds of competition? Would you feel upset/used if other OT-Dev teams started stealing / using your 3D artwork ?
- You guys obviously make also make use of other peoples / cipsofts game engine code / assets and presumably feel little to no moral reservations about it.

3. How do you guys feel about others (e.g. me) who really aren't 3D asset artists but who really know how to code and who want to work on a 3D Tibia style game!
- Open honesty: I managed to extract your Dragons 3D game client codes (including all assets animation, textures etc) I've re-associated them with the tibia sprite IDs etc and have a basic login / walk around the map in 3D working, currently working on a simple custom radiosity based lighting engine. (I'd be happy to reference/link to you guys - mention you guys as the asset authors/artists, even agree to share any future revenue etc)

Really appreciate the work!, definitely want to hear about it if there's anything I can offer (eg code/knowledge/tools)

We've gonna keep following and supporting you guys no matter what - Keep it up!
 
You should update the pics on the homepage. Seems like there are the old pics from 2021 there and seems like since 2024 there are new pics.
 
You should update the pics on the homepage. Seems like there are the old pics from 2021 there and seems like since 2024 there are new pics.
Agreed, If those guys are reading this then now they know ;D
 
Guys! you are Hero's! Tibia's the BEST MMORPG and you have bought it to life in a sleek gorgeous 3D way!

But now that you've put yourself in the spotlight.. It's time to get hit you with the really hard questions..

(Context)
You guys likely have the best graphics of any Tibia project ever. period. (I don't think there is much argument there)
But,
You guys are uncompetitive coding wise eg. game mechanics (some rare OT devs add mechanics at ~1000x your rate)

It feels like your project has an (almost) overload of ART skill at this point!.. but the coders / devs seem to be somewhat less up to the task.
The videos show that server mechanics appear very janky and unpolished with lots of random stutter delays common to old YurOTs servers,
E.g. The sticky tile / floor code mechanics your getting is a known old common bug; You guys do not know how to make an OT server purr.
Also the recent game mechanics update about mobs looking at players - tho very cool! shows just how slow your code changes vs your art.

(Questions)

1. Who is the current coding dev ? are you happy with their current energy/effort? do you have any plans to expand the coding power/potential of your team?
- I have multiple (5+) highly productive C++ OT devs, and most of them have been frothing at the idea of working on an OT with high quality visual assets.

2. How do you guys feel about different kinds of competition? Would you feel upset/used if other OT-Dev teams started stealing / using your 3D artwork ?
- You guys obviously make also make use of other peoples / cipsofts game engine code / assets and presumably feel little to no moral reservations about it.

3. How do you guys feel about others (e.g. me) who really aren't 3D asset artists but who really know how to code and who want to work on a 3D Tibia style game!
- Open honesty: I managed to extract your Dragons 3D game client codes (including all assets animation, textures etc) I've re-associated them with the tibia sprite IDs etc and have a basic login / walk around the map in 3D working, currently working on a simple custom radiosity based lighting engine. (I'd be happy to reference/link to you guys - mention you guys as the asset authors/artists, even agree to share any future revenue etc)

Really appreciate the work!, definitely want to hear about it if there's anything I can offer (eg code/knowledge/tools)

We've gonna keep following and supporting you guys no matter what - Keep it up!
I don't know who you are, but I hope you will make good use of the content, your description correctly presents the situation with a lack of programmers for the project. Apart from visual changes, not much has changed.
It's hard to find a programmer who knows both Tibia and Unity
 
I don't know who you are, but I hope you will make good use of the content, your description correctly presents the situation with a lack of programmers for the project. Apart from visual changes, not much has changed.
It's hard to find a programmer who knows both Tibia and Unity
Then they aren't actually programmers, sounds like another faker, this community tends to have a lot of them. Anyone who is actually any good at all with C++ would have zero problem using a language like C# (what unity uses), but would likely not care to use unity at all (not unless highly incentivized).

Unity was a great choice for building a new client when slavidodo was making it happen, but with today's options.. its not as good.


The real question here tho, is why does the programmer need to know anything at all about tibia? The content creator (the guy writing scripts) sure... but the programmer? The one handling the code, they just need to know the requirements/parameters of the job... any additional information they need they can ask you or learn within a couple minutes of using google search.
 
I don't know who you are, but I hope you will make good use of the content, your description correctly presents the situation with a lack of programmers for the project. Apart from visual changes, not much has changed.
It's hard to find a programmer who knows both Tibia and Unity
Hey 👑Hagality! 👑

Thanks for the quick reply! you are a god among men 🤴

So glad to learn that your a really nice guy (super talented people sometimes can be mean)

I'll send you a Private message for details on who I am, but rest assured I'm just a guy who wants to play and work on a cool new 3D Tibia game :D !

Your art skills blew me away btw (and you captured certain aspects Tibia Vibe really well❤️)

Anything I do make which includes your art is ofcoarse getting sent straight to you ;D to play try review, enjoy etc. if there's any sense in which you don't like the look of something your views will be given the top most priority (every time).

We're much more interested in the mechanics and gameplay aspect, I'm only writing a 3D client becase some of our girlfriends prefer WOW's style of wasd+mouse control.

Totally understand what you mean about Tibia and Unity being a hard to find combo! (most unity devs are likely 20 or younger and that would mean Tibia was popular back when they were like 2yo! haha :D)

Again Really amazing stuff!, you have made a whole ton of fans over here!! :D (we're from Australia btw!)

I'll let you get back to work! you and I'll send you a demo featuring with your awesome models as soon as it's working :D

ta!
 
Hey 👑Hagality! 👑

Thanks for the quick reply! you are a god among men 🤴

So glad to learn that your a really nice guy (super talented people sometimes can be mean)

I'll send you a Private message for details on who I am, but rest assured I'm just a guy who wants to play and work on a cool new 3D Tibia game :D !

Your art skills blew me away btw (and you captured certain aspects Tibia Vibe really well❤️)

Anything I do make which includes your art is ofcoarse getting sent straight to you ;D to play try review, enjoy etc. if there's any sense in which you don't like the look of something your views will be given the top most priority (every time).

We're much more interested in the mechanics and gameplay aspect, I'm only writing a 3D client becase some of our girlfriends prefer WOW's style of wasd+mouse control.

Totally understand what you mean about Tibia and Unity being a hard to find combo! (most unity devs are likely 20 or younger and that would mean Tibia was popular back when they were like 2yo! haha :D)

Again Really amazing stuff!, you have made a whole ton of fans over here!! :D (we're from Australia btw!)

I'll let you get back to work! you and I'll send you a demo featuring with your awesome models as soon as it's working :D

ta!
You do realize hagalty online and 3 dragons are two very separate projects, and developers, right? You seem to be confusing the author of hagalty as the author of 3 dragons...
 
You do realize hagalty online and 3 dragons are two very separate projects, and developers, right? You seem to be confusing the author of hagalty as the author of 3 dragons...
No, it is the same thing. The project is being developed by Fedor and Pikus.
 
No, it is the same thing. The project is being developed by Fedor and Pikus.
I'm pretty certain its not... it appears as tho both are two separate projects, with completely different facebooks, youtube channels, dev teams, and websites.


1738826607490.webp



3Dragons.games (https://www.facebook.com/3dragongames) << 3Dragons post as recent as January this year...

If it is the same devs/team... then IMO the name change was uber dumb... and they should also stop lying about the game, making claims saying the game is "from scratch" when its not, its a OT server and a modified version of slavidodo's client....

1738826866018.webp


If it is same team, then I'm glad they haven't stopped working on the project, but they need to get rid of that "hagalty" nonsense, or at the very least, announce that the project 3Dragons has changed names (still prefer 3Dragons over hagalty)... and if they really need another programmer, then I also believe the artist should just move forward with the project on his own, as this project has been ongoing for years with a working client already, and unity is damned easy to write code with, the artist should just learn himself or get a partner who will actually get some work done... probably the OP who started this thread would be better suited for the task, he seems quite eager and is already "taking" the assets anyways.... 🤣

In all honesty, from what I see, it appears as tho hagalty was started quite some time ago and absolutely never went anywhere or did anything, and didn't pick back up again until recently... but if hagalty was started quite some time ago AND its the same project, then how come there are posts for both names that overlap? Like I said, if you check the 3Dragons facebook, a post as recent as this january was made, but hagalty was started some years ago, was it not?
Post automatically merged:

Update:

I have confirmation from the 3Dragons discord... Hagality Online is not the same project as 3Dragons. The person who is the owner of Hagality Online recently left the 3Dragons team and reopened/restarted the Hagality Online project.
 
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idk what you expect, the only server ronots ppl made good was RonOts itself years ago, after that they abadoned every single server they worked on, including this 3d tibia, pokemon server etc.
This unity project is fun to look at screens/videos but thats all.
 
A quick story of Tibia 3D aka Hagality and then 3Dragons:

In 2021, me (Ron), my brother (Nakeib) and czarnowidz after years of absence in OT world, decided to go back and do something we always thought about -> Tibia 3D. We did a quick research, posted few posts about the idea itself and on the way met Pikus (who was already engaged in Hagality effort). Hagality was non-functional at a time and the client itself was far away from being "working". We decided that: 1. we're going to fork from slavidodo codebase and are going to start from "scratch", 2. we're going to reuse RonOTS server codebase (as it was already stable, although not very performant, but in the end we knew that codebase really well) and we're going to launch 3Dragons. If it's going to go well, we're going to migrate to TFS at some point. We did it. The problem was: it was more time consuming than we thought. When we initially launched first Beta server, we had more than 7000 players registered within first 30 days. It was going well, but we were not monetizing this traffic and soon enough we stumbled upon another issue: no one could dedicate enough time for this project to roll, having families. real jobs we had to "preserve" and no money from this project. We started Beta2 and Beta3 and started to finally collect some money, but it was just enough to pay the bills for assets and other resources. In late 2023 we put it on hold. We winded back in 2024 with the idea of finally moving to TFS and launching RealMap project. I got sick on the way and everything was postponed again.

At the beginning of 2025 Pikus decided to leave and since he he did awesome work and put a lot of effort into it, we allowed him to make use of the client to create, yet, another fork of 3Dragons. Me, Nakeib and czarnowidz are still holding rights to 3Dragons and Shattered Kingdoms (Steam version, not yet released) and are planning to move to TFS engine.

I hope that clarifies the things up a little bit.

Post automatically merged:

Guys! you are Hero's! Tibia's the BEST MMORPG and you have bought it to life in a sleek gorgeous 3D way!

But now that you've put yourself in the spotlight.. It's time to get hit you with the really hard questions..

(Context)
You guys likely have the best graphics of any Tibia project ever. period. (I don't think there is much argument there)
But,
You guys are uncompetitive coding wise eg. game mechanics (some rare OT devs add mechanics at ~1000x your rate)

It feels like your project has an (almost) overload of ART skill at this point!.. but the coders / devs seem to be somewhat less up to the task.
The videos show that server mechanics appear very janky and unpolished with lots of random stutter delays common to old YurOTs servers,
E.g. The sticky tile / floor code mechanics your getting is a known old common bug; You guys do not know how to make an OT server purr.
Also the recent game mechanics update about mobs looking at players - tho very cool! shows just how slow your code changes vs your art.

(Questions)

1. Who is the current coding dev ? are you happy with their current energy/effort? do you have any plans to expand the coding power/potential of your team?
- I have multiple (5+) highly productive C++ OT devs, and most of them have been frothing at the idea of working on an OT with high quality visual assets.

2. How do you guys feel about different kinds of competition? Would you feel upset/used if other OT-Dev teams started stealing / using your 3D artwork ?
- You guys obviously make also make use of other peoples / cipsofts game engine code / assets and presumably feel little to no moral reservations about it.

3. How do you guys feel about others (e.g. me) who really aren't 3D asset artists but who really know how to code and who want to work on a 3D Tibia style game!
- Open honesty: I managed to extract your Dragons 3D game client codes (including all assets animation, textures etc) I've re-associated them with the tibia sprite IDs etc and have a basic login / walk around the map in 3D working, currently working on a simple custom radiosity based lighting engine. (I'd be happy to reference/link to you guys - mention you guys as the asset authors/artists, even agree to share any future revenue etc)

Really appreciate the work!, definitely want to hear about it if there's anything I can offer (eg code/knowledge/tools)

We've gonna keep following and supporting you guys no matter what - Keep it up!

It's nice to read you appreciate the work we did (although more on the art side of things than the dev side and I get it, but believe me, there were quite a few technical difficulties for us to overcome too).

Let's talk over DC (#ron1431) / Messenger / WhatsApp, but in short: you can reuse assets, however, there are copyrights for most of them (we bought the vast majority from Unity Asset Store) - so we're not going to be the ones filing a lawsuit. Moreover, if you have a reliable and well-tested server, we could potentially ally :)
 
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I also have experience in both tfs engine and unity. In case want some more hands to help. Not much hours a week left but still
 
A quick story of Tibia 3D aka Hagality and then 3Dragons:

In 2021, me (Ron), my brother (Nakeib) and czarnowidz after years of absence in OT world, decided to go back and do something we always thought about -> Tibia 3D. We did a quick research, posted few posts about the idea itself and on the way met Pikus (who was already engaged in Hagality effort). Hagality was non-functional at a time and the client itself was far away from being "working". We decided that: 1. we're going to fork from slavidodo codebase and are going to start from "scratch", 2. we're going to reuse RonOTS server codebase (as it was already stable, although not very performant, but in the end we knew that codebase really well) and we're going to launch 3Dragons. If it's going to go well, we're going to migrate to TFS at some point. We did it. The problem was: it was more time consuming than we thought. When we initially launched first Beta server, we had more than 7000 players registered within first 30 days. It was going well, but we were not monetizing this traffic and soon enough we stumbled upon another issue: no one could dedicate enough time for this project to roll, having families. real jobs we had to "preserve" and no money from this project. We started Beta2 and Beta3 and started to finally collect some money, but it was just enough to pay the bills for assets and other resources. In late 2023 we put it on hold. We winded back in 2024 with the idea of finally moving to TFS and launching RealMap project. I got sick on the way and everything was postponed again.

At the beginning of 2025 Pikus decided to leave and since he he did awesome work and put a lot of effort into it, we allowed him to make use of the client to create, yet, another fork of 3Dragons. Me, Nakeib and czarnowidz are still holding rights to 3Dragons and Shattered Kingdoms (Steam version, not yet released) and are planning to move to TFS engine.

I hope that clarifies the things up a little bit.

Post automatically merged:



It's nice to read you appreciate the work we did (although more on the art side of things than the dev side and I get it, but believe me, there were quite a few technical difficulties for us to overcome too).

Let's talk over DC (#ron1431) / Messenger / WhatsApp, but in short: you can reuse assets, however, there are copyrights for most of them (we bought the vast majority from Unity Asset Store) - so we're not going to be the ones filing a lawsuit. Moreover, if you have a reliable and well-tested server, we could potentially ally :)
Just curious, but which TFS version were you guys trying to utilize? I only ask, because if it's 10.98, then I would suggest using BlackTek Server as it's a much more updated version with a TON of bugs I have fixed already and it's like 97 percent backwards compatible with TFS 1.4.2, literally the only thing that BlackTek changed that "breaks backwards compatibility" is the removal of "absorb" properties in the items.xml, in favor of my "augments" instead (having both would just have bogged down the combat code even more excessively than TFS already has it).

BlackTek Server also offers a variety of performance enhancing commits as well, and if you decided to use it and keep up to date with the releases, then there are even more great things coming, including more performance enhancements and custom features, I'm actually wrapping up the conversion to shared pointers from raw pointers for the thing class and all its derived classes right now.
 
Just curious, but which TFS version were you guys trying to utilize? I only ask, because if it's 10.98, then I would suggest using BlackTek Server as it's a much more updated version with a TON of bugs I have fixed already and it's like 97 percent backwards compatible with TFS 1.4.2, literally the only thing that BlackTek changed that "breaks backwards compatibility" is the removal of "absorb" properties in the items.xml, in favor of my "augments" instead (having both would just have bogged down the combat code even more excessively than TFS already has it).

BlackTek Server also offers a variety of performance enhancing commits as well, and if you decided to use it and keep up to date with the releases, then there are even more great things coming, including more performance enhancements and custom features, I'm actually wrapping up the conversion to shared pointers from raw pointers for the thing class and all its derived classes right now.
We were actually working in TFS 1.4.2. Recently got similar suggestion to use BlackTek, so if we continue working on engine switch - it's something we'll need to reassess.
 
We were actually working in TFS 1.4.2. Recently got similar suggestion to use BlackTek, so if we continue working on engine switch - it's something we'll need to reassess.

The good thing is that there is really nothing needing changed in the datapack if you do, just the removal of the absorbs from the items.xml and your own implementation for their replacements (you have lua and augments at your disposal, so should be a quick and easy to do)... there was at least two people who said they would put in a PR for such a replacement if they ever get around to doing it themselves.
 
The good thing is that there is really nothing needing changed in the datapack if you do, just the removal of the absorbs from the items.xml and your own implementation for their replacements (you have lua and augments at your disposal, so should be a quick and easy to do)... there was at least two people who said they would put in a PR for such a replacement if they ever get around to doing it themselves.
We have some custom code as extended protocol, higher sight view, or database changes to allow having multiple game worlds for one project.

Anyway - if that's something more reliable, we'll definitely think about that when the time comes.
 
BTW I contacted Ron in discord in 2023 but no answer. I did contact again but still no answer :P
 
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