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OpenTibia Mios Map Editor - A Modern, Collaborative, Shader-Powered Successor to RME

Alkenyx

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Hi everyone,

After working on this behind the scenes, I’m excited to finally share Mios Map Editor (MME) with the community.

We all love the legacy of Remere's Map Editor, but it's time to bring mapping into the modern era. MME is an ambitious fork designed from the ground up for modern workflows, performance, and team collaboration.

Why MME? - Feel free to keep calling it RME or so. :D

The core goal was to replace aging legacy code with a high-performance engine that doesn't stutter, even on massive maps.
By moving to an ECS-based architecture and integrating modern rendering tech, MME aims to be the new standard for OpenTibia project development.

Key Features:​

  • 👥 Real-Time Collaboration: Stop passing files back and forth. MME features a built-in client/server architecture that allows your entire team to map the same project simultaneously.
  • 🎨 Next-Gen Rendering: We’ve moved beyond static sprites. MME supports deferred rendering, Global Illumination (GI) raytracing, and real-time post-processing effects like CRT-filters and blur.
  • ⚡ Modern Tech Stack:
    • EnTT (ECS): High-performance state management for fluid navigation.
    • Dear ImGui: A flexible, fully dockable UI that you can customize to your workflow.
    • Vector Graphics (NanoVG/NanoSVG): Crisp, scalable UI elements.
  • 🎲 Procedural Tools: Use built-in noise generation (FastNoiseLite) to create organic terrain and cave systems in seconds.
  • 📦 Easy Setup: Full VCPKG integration means hassle-free compilation on Windows, Linux, and macOS.
Check out the source code here: GitHub - Mioshiru/MME: Mio's Map Editor fork of OTAcademy repository. (https://github.com/Mioshiru/MME)

I am developing this project in Antigravity IDE, with roughly 70% of the code written in 'vibe-coding' mode, as a passion project alongside my full-time job to give back to the community I have enjoyed for decades.

This is a pure hobby project, and I’ll admit I was a bit nervous about releasing this, so please be gentle with me. ^^
I am looking for feedback, testers, and fellow developers who are excited to join me in pushing the boundaries of what is possible in OT map design.
Feel free to open issues, pull requests, or just drop your thoughts here.

I have focused my development on Windows. If anyone dares to test it on Linux or macOS, I would be very curious to hear about your experience.
I’m happy to create a corresponding build script for you and add it to the source directory, similar to the '.\build.bat' for Windows.

Huge inspirations:
GitHub - OTAcademy/RME: OTAcademy fork of Remere's Map Editor repository. (https://github.com/OTAcademy/RME)
@Glaszcz Koldre with his Map Editor Rework.

Best regards,
Mioshiru (old Nickname: Alkenyx)
 
Multiplayer and many other things now work 100% smooth. Right now you can work with 4 people on the same map while one is hosting it.
And if you like to share stuff simply in forums, then my Prefab-System is your way to go. :)

Check out the newest version 1.5 and tell me if you like it:
 
Hi everyone.
I’ve had a highly productive day of vibe-coding and I'm excited to share that my ongoing deep dive into token optimization, code validation, C++, Vulkan, GPU connectivity, and IT project modularization is really starting to pay off.
Because of this, I am happy to release Version 1.6 today!

I would love to hear your feedback. Please let me know if you encounter any bugs or if you have any specific feature requests.
Looking forward to hearing from you!
 
Last edited:
Does it work with 15.x assets?
13.30 ist the latest version I've tested the client with.
But feel free to test it with the .dat & .spr files: 15.10.2daede.zip

I am currently on vacation. As soon as I am back to working on the program, I will include it in my testing.
In Settings/General/Client_Assets, you can find the list that is currently 100% supported. You can check which files I have already integrated myself and which ones still need to be added by you.
 
As someone who has been mapping for many years, I like to follow news in the map editor scene. It's great to see people experimenting and trying to improve the tools. I spent a bit of time trying your editor, and I came away with both positive and negative impressions.

My first impression was the startup window asking me to choose one of three map slots. For my workflow, that's a bit limiting. i have a lot of different maps, so I'd rather be able to open and close them freely. I also tried importing one of my current RME projects, but unfortunately I only ran into errors. I'm guessing the .otbm isn't fully compatible yet.
While mapping, I noticed some shortcuts either behaved differently or weren't available. That interrupted my workflow quite a bit. For example, I instinctively use Ctrl to remove tiles, and when muscle memory doesn't work, its simply frustrating xD

On the positive side, I really like the overall look of the editor. It feels modern and clean, and panning with the middle mouse button is very smooth. Navigation around the map feels great.

My biggest piece of feedback would be that I don't think the goal should be to make something different from RME just for the sake of being different, because thats what it feels like for me at this point. Instead, I'd love to see RME being developed with genuinely useful improvements and new features. I'm sure some changes are necessary for performance reasons, but for experienced mappers, having to relearn years of muscle memory is probably one of the biggest barriers to switching.

Overall, I think it's an interesting project, and I'm looking forward to seeing how it develops.
 
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