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OpenTibia Realots RME (SEC support)

Source

Veteran OT User
Joined
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source61
Hey everyone.

I decided about 3 days ago to use Claude to modify RME to add full SEC support with house editing, spawns/editing, monster editor, and item editor, and it's now complete.

The repository can be found here: GitHub - Source61/realots-rme: Remere's Map Editor (https://github.com/Source61/realots-rme)

Some of the features:
  • Full list (editable) of houses with names, description, rent offset, etc
  • Can right click house tiles and edit house from there or paint house tiles
  • Should be able to add new spawns (didn't test tbh), but can certainly edit spawns using the monster.db file format, saves when map saves
  • Full monster editor with fixed spell parameters options based on Shape and Impact types with parameter names, monster outfit sprite, loot with sprite etc, fully editable, etc etc
  • Full objects.srv Item Editor which is customizable, so you can add new Flags and Attribute Keys, but supports a complete list used in objects.srv by default, with item sprite next to each item etc

On my cheap laptop (I have a laptop that's more than twice as fast, but I'm on my cheap laptop right now) it loads all files in approx 6 seconds and saves all in approx 4.

Pictures will be available (cba reuploading or inserting links manually 1 by 1) on Source's Tiny Technology Blog (http://taoengine.net/) in a few minutes once I've started and finished writing an update about this tool on my blog, and if I'm able to edit the post afterwards I'll manually insert maybe a few images from the blog afterwards.

Bug reports are welcome, please make them on github if you can, but posting here is also alright if you cba posting on github or create an account or whatever.

Notes:
  • Saving does not open a dialog, because it slowed down saving significantly according to Claude (took more like 10 minutes to save earlier, I tried suggesting ways to make it work, but it didn't, according to valgrind and Claude it was something to do with internal sorting being done when rendering the progress bar somehow...???)
  • I haven't done any diffs on any files other than SEC files to ensure the SEC files are correct, but the other files also looks right at a quick glance
  • I don't know if it compiles on Windows, I use Linux only, but it should - hopefully?
  • When you use Monster Editor or Item Editor, make sure you press the Save button in those windows to save, they don't save on map save
  • Supports saving to and loading OTBM still
  • Also has full Disguise support, highlighting tiles with disguise items as purple, shows the disguise sprite on map, in editor, in Item Editor, in Monster Editor (I think), etc

Feature requests and bug reports welcome once again.

Cheers.

Edit: Here's the 3 screenshots I made before that's now on the blog, so I can paste the links directly:

rme1.webp

rme2.webp

rme3.webp
 

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Great feature and congratz on contributing.

The only downside I see is that you forked off habsburgos rme. The last commit was 2 years ago, its very outdated RME and not worth working/forking from. Fork the forks.
 
Inappropriate Language
Great feature and congratz on contributing.

The only downside I see is that you forked off habsburgos rme. The last commit was 2 years ago, its very outdated RME and not worth working/forking from. Fork the forks.
I decided not to fork OTA since Mr Bipolar there (genuinely don't remember his name) banned me for disagreeing with him over something and Izibizu or whatever is just as bad ("chess player"), so I just forked the original.
I prefer original software anyways, my client is based on edubart OTC, not OTCv8 for example.
You can always use one repo for one thing and another repo for another thing, it's possible.
But yes, and I wasn't sure of OTBR's RME, maybe it's customized for newest version only or something, so yeah.
But thanks for the heads up and the, well, congratulation of sorts. I'm glad it was well received.

Cheers.
 
First of all, huge thank you for this editor. It was honestly a lifesaver for my project.

I used Source61/realots-rme to open and edit an old 8.60 Evolutions/TFS 0.4 map, and it worked well after a bit of setup. I was able to save the map, spawn file, and house file, then run it locally on TFS without map load errors.

My setup was macOS.

What I did:

  • Cloned the repo:
    Code:
    git clone https://github.com/Source61/realots-rme.git
    cd realots-rme
  • Installed dependencies with Homebrew:
    Code:
    brew install boost wxwidgets fmt nlohmann-json freeglut zlib asio
  • Built it with CMake:
    Code:
    cmake -S . -B build
    cmake --build build

There were a few small issues I had to fix locally to get it building/running on my machine:

  • The CMake file still referenced Boost::system, but modern Boost/Homebrew did not need/provide it the same way anymore. Removing that target fixed the build.
  • Some Asio code needed updating from older io_service style to newer io_context / resolver result handling.
  • My 8.60 client assets had a custom DAT/SPR signature, so I had to add the DAT/SPR signatures to data/clients.xml for the editor to accept my Tibia.dat and Tibia.spr.
  • The editor looked for creature definitions, so I generated a full creatures.xml for RME from my server's monster and NPC XML files. After that, the editor could show/import the creatures properly.

For client assets, I pointed it to my 8.60 asset folder containing:

Code:
Tibia.dat
Tibia.spr

Once that was done, the editor opened the map correctly.
So overall: after a few modern macOS build fixes and client signature setup, it worked very well. Thank you for maintaining this. For old 8.60/TFS maps, this was genuinely useful and saved me a ton of time.
 
First of all, huge thank you for this editor. It was honestly a lifesaver for my project.

I used Source61/realots-rme to open and edit an old 8.60 Evolutions/TFS 0.4 map, and it worked well after a bit of setup. I was able to save the map, spawn file, and house file, then run it locally on TFS without map load errors.

My setup was macOS.

What I did:

  • Cloned the repo:
    Code:
    git clone https://github.com/Source61/realots-rme.git
    cd realots-rme
  • Installed dependencies with Homebrew:
    Code:
    brew install boost wxwidgets fmt nlohmann-json freeglut zlib asio
  • Built it with CMake:
    Code:
    cmake -S . -B build
    cmake --build build

There were a few small issues I had to fix locally to get it building/running on my machine:

  • The CMake file still referenced Boost::system, but modern Boost/Homebrew did not need/provide it the same way anymore. Removing that target fixed the build.
  • Some Asio code needed updating from older io_service style to newer io_context / resolver result handling.
  • My 8.60 client assets had a custom DAT/SPR signature, so I had to add the DAT/SPR signatures to data/clients.xml for the editor to accept my Tibia.dat and Tibia.spr.
  • The editor looked for creature definitions, so I generated a full creatures.xml for RME from my server's monster and NPC XML files. After that, the editor could show/import the creatures properly.

For client assets, I pointed it to my 8.60 asset folder containing:

Code:
Tibia.dat
Tibia.spr

Once that was done, the editor opened the map correctly.
So overall: after a few modern macOS build fixes and client signature setup, it worked very well. Thank you for maintaining this. For old 8.60/TFS maps, this was genuinely useful and saved me a ton of time.
I'm glad it worked, but I think regular RME would've worked for you, this is for the Realots leaked files.
 

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