Lothar
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- Joined
- Nov 9, 2025
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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?
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?
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?

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.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.
Sorry for the inconvience. Please set extended to "false".I tried to open an 8.6 map and had this error. Quite sure I did it right ;p
@Glaszcz Koldre
View attachment 98851

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.This is my suggestion to how you could make the house identification, this is what I came up with my Creator
Please send the GitHub repository of your free project for us to use, created 99% manually, please.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.
Wow Nice Job i‘ll try it out for sure. Keep the good work.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:
Note: Since I’ve changed so much at once, I have inevitably introduced some new bugs!
- 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.
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:
- This project is largely "vibe-coded." About 90% of the code was generated by various coding agents following SOLID principles.
- 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.
- 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:
- 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.
- 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
hi bro how is going in 1820s?Vibe coded? Disgusting attribution to the community. Not sure if RME is dead but he would certainly turn around in his grave.
Release Test-Lua · karolak6612/remeres-map-editor-redux (https://github.com/karolak6612/remeres-map-editor-redux/releases/tag/Lua) here is compiled versionView attachment 99183
I managed to migrate the latest RME OTA Lua scripting integration ( thanks @Michy ) into Redux. It will soon be available in the main branch.
This is the way. Keep goingRelease Test-Lua · karolak6612/remeres-map-editor-redux (https://github.com/karolak6612/remeres-map-editor-redux/releases/tag/Lua) here is compiled version
remeres-map-editor-redux/scripts at master · karolak6612/remeres-map-editor-redux (https://github.com/karolak6612/remeres-map-editor-redux/tree/master/scripts) here are scripts ported from OTA RME
Haven't had much time to play with it, but here is some demo with dungeon generator:
I took inspiration from @Acedb OT Map Generator OpenTibia - OT map generator (https://otland.net/threads/ot-map-generator.291045/)
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?Release Test-Lua · karolak6612/remeres-map-editor-redux (https://github.com/karolak6612/remeres-map-editor-redux/releases/tag/Lua) here is compiled version
remeres-map-editor-redux/scripts at master · karolak6612/remeres-map-editor-redux (https://github.com/karolak6612/remeres-map-editor-redux/tree/master/scripts) here are scripts ported from OTA RME
Haven't had much time to play with it, but here is some demo with dungeon generator:
I took inspiration from @Acedb OT Map Generator OpenTibia - OT map generator (https://otland.net/threads/ot-map-generator.291045/)
Thank you!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?




"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)"
}
Hi, thank you for reporting this. I totally forgot about it. I reworked it, so brush tools change based on the brush type/context.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.




