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Project status & changelog ​

This page is deliberately strict. A feature is marked verified only when there is concrete evidence: a test that runs, a log of a real run, or a live check. Everything else is built, not verified, in progress or not implemented.

Last reviewed: 2026-11-14 (evening).

Overview ​

Getting into the world ​

AreaStatusEvidence
Injecting the client into GRW.exe from %USERPROFILE%\WildM\client\ (game folder untouched)verifiedRepeated real sessions on 2026-11-14 with the fork-based client (wildm_inject.exe, dinput8.dll, plugins)
Joining with no clicks: the engine's own menu path takes the player from the title screen to the open worldverifiedLauncher log 2026-11-14 19:14 → 19:15: game started, client loaded, in game and connected, no user input
Launcher connect sequence end to end (resources, checks, launch, world wait on wildm_status.json)verified%USERPROFILE%\WildM\launcher.log: every step logged ok up to In game · connected to the server
Server loading screen (resource loadscreen, full screen, progress, its own music)verifiedSeen in real joins; files served by the game server and cached by the launcher
Data folder outside AppData (%USERPROFILE%\WildM, or WILDM_HOME)verifiedFixed the "stuck at 55 %" connect bug: under a packaged (MSIX) parent, AppData is redirected per process, so the launcher and the game read different files. Launcher tests run against a temporary WILDM_HOME
Game taskbar entry and game audio hidden until the player spawnsverifiedReal sessions

Shared world (same world for everybody, whatever their campaign save) ​

AreaStatusEvidence
No NPCs (world.npc = 0, sent by the server in welcome)verifiedClient census: 21 NPCs and 3 teammates → 0 within 6 s of spawning (2026-11-14 19:38)
Campaign narration and radio silencedverifiedA campaign narration was cut before its sound started (19:39:17); confirmed by ear
Real campaign save never written during a WildM sessionverifiedClient log: every save write skipped, the real save stays intact
Campaign objective (HUD reminder, 3D marker, guidance arrow)in progressHidden on screen when the server disables missions; the mission itself is still active in the engine. Disabling missions outright currently shows COOP LOCKED
Squad / ambient voice lines, exploration musicin progressStill audible; music will become a server setting
World vehicles while NPCs are offknown issueThe current no-NPC switch is too broad: parked and moving vehicles are not placed, and a spawned vehicle cannot be entered. Confirmed by a differential test (NPCs on → vehicles appear and are usable). A humans-only filter is being written

Multiplayer and scripting core ​

AreaStatusEvidence
Other players visible in the world (wildm_sync plugin + game-server/sync/)built, not verified in gameServer tests pass; waiting for an in-game test with tools/bots.js
Network entities (script-spawned vehicles, peds, objects seen by everybody), state bags, identifiers, kick/ban, ACE-style permissionsin progress
Lua scripting runtime (server + client), FiveM-style API (RegisterNetEvent, TriggerServerEvent, RegisterCommand, exports, natives)in progress
lib UI library in the spirit of ox_lib (menus, context menus, dialogs, notifications, progress bars) and chatin progress
WFramework: characters, money, jobs, groups, ox_inventory-style inventory, SQLite persistence; players spawn with no weapons and a basic outfitin progress
In-game F8 console and WildM pause menu (server branding, key bindings, campaign entries removed)in progressToday the dev console is file-based (wildm_cmd.txt)
WildM HUD (Rust-style status bars, rectangular minimap, configured by the server)in progress
Resource developer kit: guide, AGENTS.md, LuaLS definitions, Lua-only examples (giveweapon, admin menu with spectate, job, shop)in progressGoal: a resource developer never needs to reverse-engineer the game
Vehicle spawning from the dev console (vehs, `veh <name0xid>, fork API ShSpawnVehicle`)verified (local only)

Services ​

AreaStatusEvidence
WFX.re master server hosted (container behind a reverse proxy, HTTPS)verified (live)Site, Portal, docs and /servers answer over HTTPS; the official test server announces itself to it and is listed
wfx.re domain pointing at the hosted master (behind Cloudflare, www redirects to the apex)verified (live)https://wfx.re/, /docs/ and /servers answer 200 through Cloudflare; certificates issued for wfx.re and www.wfx.re (2026-11-14 19:52). Roles have their own subdomains, like Cfx.re: servers.wfx.re (server list, announces, stats — the launcher's default master), auth.wfx.re (account linking page), portal.wfx.re, docs.wfx.re, cdn.wfx.re (downloads and updates, static)
Game server /info + heartbeat with sv_key → listed as verified: trueverified (live)announce accepted, server visible in the WFX.re list
Client and launcher updates downloaded from the WFX.re serversnot implementedPlanned once the domain is live
Code signing of the client binariesin progresswildm_inject.exe was quarantined once by Microsoft Defender as a machine-learning false positive (Behavior:Win32/DefenseEvasion.A!ml), as happens to most DLL loaders. tools/sign.js and injector/build.ps1 sign through a signing service once the publisher account is verified
Launcher installer (WildM-Setup.exe, packaged WildM.exe)not publishedThe development launcher still runs as electron.exe
Launcher UI in Englishnot yetThe launcher UI is French; the docs give the French labels in italics

Component notes ​

Launcher (launcher/) ​

Splash with boot checks, browser-code account linking, server browser with server icons and banners, connect sequence with resource download (4 parallel, sha256-verified, speed/ETA), the server's loading screen in full screen (served through the wildm-res:// protocol, like nui://), installation of the client into %USERPROFILE%\WildM\client, injection via wildm_inject.exe --url, world wait on wildm_status.json. Single instance, one WildM taskbar button, menu music (low, can be turned off), keyboard-style UI sounds, no reload/zoom/devtools shortcuts.

Client (forks/gamexueren/, injector/) ​

GameXueRen fork of GRW ScriptHook (1.0-beta7-wildm1) with WildM plugins: wildm_net (network, status file, shared-world rules, dev console), wildm_sync (other players), more plugins in progress (scripting, UI library, HUD, F8 console and pause menu).

Master & game server (master-server/, game-server/) ​

Server keys (sv_key) are required for listing; the Portal manages servers, keys, icons and banners. The game server sends its world rules (world.npc, world.missions) to every client in welcome. The master runs in a container behind a reverse proxy; its data stays out of git.

Changelog of this documentation ​

Date (UTC+1)Change
2026-11-14 19:50Status rewritten after the day's real sessions: joining, shared-world rules, hosted master, data folder move, Defender false positive; the multiplayer and scripting core workstreams listed as in progress.
2026-11-14 11:50The master server now publishes these docs at <master>/docs/ (landing page link Documentation); documented in Master API (website routes, DOCS_DIST), References, Server manual and Support. Checked live: http://127.0.0.1:7777/docs/ renders with search, dark theme and fonts, no console errors.
2026-11-14First full version: getting started, client and server manuals, guides, references (master API, game server protocol, contract, injector, wildm_net), generated ScriptHook API reference (443 exports, 36 groups, SH_VERSION 1.0-beta7-wildm1), architecture diagram, this status page.

WildM is an independent community project. It is not affiliated with or endorsed by Ubisoft. Ghost Recon Wildlands is a trademark of Ubisoft Entertainment.