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[Remere's Map Editor: Redux] - Introducing RME overhaul project, because someone had to do it.

I'm curious, what's the purpose for the multi colored houses? The color code mainly to show they are different houses, or is it for priority?
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The primary purpose is strictly visual for the map editor. It makes distinguishing adjacent houses much easier and prevents overlapping zones. By assigning different colors, you get a clear overview of which tile belongs to which specific house. Without this feature, every house tile shares the same default color, making it very difficult to track the boundaries between house 1, 2, 3, etc.
 
View attachment 98830

The primary purpose is strictly visual for the map editor. It makes distinguishing adjacent houses much easier and prevents overlapping zones. By assigning different colors, you get a clear overview of which tile belongs to which specific house. Without this feature, every house tile shares the same default color, making it very difficult to track the boundaries between house 1, 2, 3, etc.
A better approach imo would be what I did for my Creator tool, make other houses identification more transparent than the current house you're at.
 
This is my suggestion to how you could make the house identification, this is what I came up with my Creator
 

Attachments

This is my suggestion to how you could make the house identification, this is what I came up with my Creator
Jajajaja good job. I was also thinking on ideas of what to do about that. Making the square have that H is really a good and logic solution. I even thought, at the first sight, that the tile was an smaller square (which can be another good solution aswell). However that looks really good.
 
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I managed to migrate the latest RME OTA Lua scripting integration ( thanks @Michy ) into Redux. It will soon be available in the main branch.
 
No, AI programmer bad. It's different. You dont have to vibe code 90%+ to leverage AI. But people that never learned how to actually write code dont undertstand the difference on creating 90% code base from thin air as to leveraging it to optimize the code base.


Brother you don't need to convince me on how the sector abuses AI. I don't care about your gatekeep argument. You may call me a bully for calling your rebased vibecode RME a low-effort AI project. That's on you.


Yes, lets create more "curated" trash. Also, arent you a well known scammer?


When are people going to put in effort again?

Edit; I don't ever see anyone rewriting a project based on skill and real technical effort. Making a model code for you is not the same.
Please send the GitHub repository of your free project for us to use, created 99% manually, please.
 
Havent tried it yet, but i just felt the urge to say; GOOD JOB!! And I really don’t understand why people are complaining about AI. If this turns into a more complete version, with all the listed features enabled and bug free I will definitely change to your version!
 
This is WIP. No stable release yet.

Introducing Remere's Map Editor: Redux!

Hi everyone,

Building a Tibia map editor from scratch gave me a massive boost in knowledge regarding tile-based system optimization and using agentic workflows to upgrade legacy code in a slow, precise, and verifiable manner.

I decided to apply this knowledge to the "gold standard" of the OT community - Remere's Map Editor (RME) - using a modern approach. I am proud to announce RME: Redux, a project aimed at rewriting the RME backend with modern technologies.

After ~900 commits, here is a brief summary of what has been achieved:

  • Decoupled the monolithic codebase into smaller, single-responsibility modules for better maintainability.
  • Organized the code into a cleaner, more logical folder hierarchy.
  • Upgraded OpenGL from 1.x to 4.x and WxWidgets from 2.9.x to 3.3.x.
  • Introduced new rendering for GUI and overlay passes using NanoVG.
  • Completely rewrote the map renderer to support async sprite loading, sprite batching, ring buffers, and more. You can now run RME at 160+ FPS.
  • Rewrote the light renderer into a pure GPU-based system.
  • New Features:
    • New tooltip system (NanoVG).
    • In-game preview with player walking simulation.
    • Autoborder preview.
    • New tile replacement with a custom similarity-finder algorithm.
    • Shader system (Anti-aliasing, Retro-CRT, 4xBRZ).
    • SVG support.
    • and more :)
  • Refactored a significant portion of the code into C++20.
  • Removed extensive dead code, raw pointers, "hacks," and poor memory management. I’ve fixed more bugs than I can count.
  • Numerous Quality-of-Life changes to both the code and the UI.
Note: Since I’ve changed so much at once, I have inevitably introduced some new bugs! :)

Known Issues:

  • Zone brushes are currently non-functional.
  • Tool options buttons (changing doors, arches, etc.) are not working.
  • Changing clients/map versions requires an app restart.
  • The fog system and minimap export are currently disabled.
  • There are likely more bugs I haven't caught yet

The Roadmap:

  • Unified properties and browser field window.
  • Tileset Overhaul: No more hardcoded tilesets.
  • Integrated Palette/Tileset/Brush/Border editor with a WYSIWYG right-click interface.
  • Enhanced autoborder with custom rules.
  • Native Tibia assets/Protobuf loading.
  • CipSoft format support (items.srv, map.sec, etc.).

Why did I start this?

As a casual map maker, many things bothered me about the original RME for years. AI technology finally allowed me to implement the changes I wanted to see. Building a map editor with ImGui (which is not abandoned) taught me a lot, and I wanted to bring that level of modernization to RME.

The project is 100% open-source and available here:

GitHub: Remere's Map Editor - Redux

Latest compiled binary is here:

Release Performance Test 0.0.1d · karolak6612/remeres-map-editor-redux (https://github.com/karolak6612/remeres-map-editor-redux/releases/tag/Test)

Keep in mind - this is not release build. Its buggy.


Disclaimers:

  1. This project is largely "vibe-coded." About 90% of the code was generated by various coding agents following SOLID principles.
  2. This project does not aim for 1:1 RME compatibility. Some features are completely reinvented and may introduce breaking changes. However, loading and editing OTBM maps should work in both the original RME and this version.
  3. Bug Reports: Please use the GitHub Issues page for bug reports.

Support the Project:

I develop this project for free as a hobby in my spare time. Many people on the OTA Discord have asked how they can support the project, and now you can.

The terms are simple:
  1. If you need a specific feature, consider a donation. We can discuss if it’s feasible and fits the project’s vision. I do not make private edits. I am firmly against gatekeeping; all funded features will be merged into the public repo for everyone.
  2. All donations go toward funding AI licenses (Cursor, Claude Code, Google Pro/Ultra) to keep this hobby free.

Links:

[PL] Suppi by Patronite - zarabiaj na swojej pasji. (https://suppi.pl/karolak6612)
[World] https://ko-fi.com/karolak6612



Some media:

Autoborder preview:

UI preview:
Performance comparison vs RME OTA:
Player walking:

Some screenshots:
View attachment 98315

View attachment 98316

View attachment 98317

View attachment 98318
Wow Nice Job i‘ll try it out for sure. Keep the good work.💪

Maybe Next project Object builder 👀😂
 
This is the way. Keep going ;) If there could be anything that links up data folder (from server) to the software would be a nice implementation. Having some kind of menu where you see "data: (placeholder with data folder)" and get automatically set-up once is loaded.

Is pretty selfexplainatory what use this could have. Better information and organizacion of some scripts, action ids, unique id; the simply fact of quickly opening associated scripts according to action ids or unique ids could be valuable.

Also asked AI for flaws on remere software, Here some ideas if you wish to take any:

Autoborder / terrain authoring is still weaker than modern rule-based tile systems (this should become an OT-specific rule editor for grounds, caves, coastlines, walls, cliffs, mountain edges, and city transitions).

The asset pipeline is too coupled to client/version details
(RME would benefit from a data-driven version adapter layer that cleanly separates editor logic from Tibia client/version quirks).

It lacks a strong automation/extensibility surface.
(RME should support brush macros or plugins for recurring OT patterns such as mountain carving, hunting grounds, dungeon kits, town blocks, quest-room templates, spawn clusters, and house packages.)

Validation and simulation are still too shallow for a server-driven game. (the big missing feature is a server-aware validation layer: detect broken teleports, house/door mismatches, impossible pathing, unreachable spawns, inconsistent action/unique IDs, client/server ID mismatches, and zone logic errors before export)

Collaboration and review workflows are behind current editor standards. (map diffs by chunk/floor/brush, plus Git-friendly review exports and optional co-editing with locking instead of true live editing)

There is still visible UX and distribution friction. (RME would benefit from simpler packaging, profile-based project setup, portable client detection, and cleaner onboarding)

This being said, just pick any of those points and give a try. The priority is up to you (you're the developer). Hope this could help in some way, vibecode can do way more than me (in coding terms) but if there's anything where we could help just throw a reply. Regards!
 
Congratulations on your work, the RME is amazing! I would like to know if it's possible for this map generator to create a castle room. I'd also like to know: is it only caves, like the ones you posted in the GIF, or can it generate anything I want?
 
New Search Tool is coming soon:

  • More filters
  • List / Grid view
  • Fuzzy search by name/ cid/ sid
  • creature search. :)

Post automatically merged:

Congratulations on your work, the RME is amazing! I would like to know if it's possible for this map generator to create a castle room. I'd also like to know: is it only caves, like the ones you posted in the GIF, or can it generate anything I want?
Thank you!
Regading the lua - I did not include the demo generator, because its terribly written ai slop. As for the castle generation - all the tools are there i think. You can write lua to define yoour "puzzles" from which castle can be constructed. I tink you can pre-define rooms, corridors, walls, etc. and program a script that will arrange those puzzles into a castle.
Post automatically merged:

Also: no more 500 results limit.

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Post automatically merged:

I also added experimental MCP support so your AI can take control of your RME.
Sources are here:
GitHub - karolak6612/remeres-map-editor-redux at MCP-SERVER (https://github.com/karolak6612/remeres-map-editor-redux/tree/MCP-SERVER)
And PR if anyone want to develop this (doubt):
feat(Lua): Mcp server by karolak6612 · Pull Request #1000 · karolak6612/remeres-map-editor-redux (https://github.com/karolak6612/remeres-map-editor-redux/pull/1000/changes)

I am not going to support this branch ATM or provide compiled files.

As the example below, Claude Opus made this funny maze with very limited tools.

1774737522530.webp

The idea is that MCP server is created as a LUA file, which also defines each MCP Tool. This way you can create complex tool using only Lua language.

Here are some sample tools registered by Lua code. I asked AI to create them and tested couple of them, so I cannot assure that all of them work.1774737825225.webp
1774737813096.webp


You need to start RME -> Script Manager -> Launch MCP server. It will broadcast on 127.0.0.1:8080

You also need to add this MCP config into your AI agent.
JSON:
"rme-editor": {
      "command": "node",
      "args": [
        "C:\\Users\\[USERNAME]\\Documents\\GitHub\\remeres-map-editor-redux\\mcp_bridge.js"
      ],
      "env": {
        "NODE_ENV": "production"
      },
      "description": "Remere's Map Editor MCP Server (Stdio-to-HTTP bridge)"
    }

And then you can just vibe your tools and test them with your AI, untill you are satisfied.

This is just a Proof-of-concept.
 
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Started using this because of the performance boost. Love the QoL features aswell. One issue I have noticed, is when brush size is raised and you want to go back to brush size 1, its 3x3 as the smallest brush.
 
Started using this because of the performance boost. Love the QoL features aswell. One issue I have noticed, is when brush size is raised and you want to go back to brush size 1, its 3x3 as the smallest brush.
Hi, thank you for reporting this. I totally forgot about it. I reworked it, so brush tools change based on the brush type/context. :)

You can also now change brush size however you want. Its possible to make 2x2 brush or even 3x7 because why not.

Click icons next to the sliders to change the modes.




.1775231359023.webp1775231091011.webp

1775231062136.webp1775231041749.webp1775231018305.webp

Link: Release Test-6 - new brush controll and search tool · karolak6612/remeres-map-editor-redux (https://github.com/karolak6612/remeres-map-editor-redux/releases/tag/Test-6)

I also want to say a big thank you to @riderovsky for a donation! ❤️
 
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