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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
| Area | Status | Evidence |
|---|---|---|
Injecting the client into GRW.exe from %USERPROFILE%\WildM\client\ (game folder untouched) | verified | Repeated 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 world | verified | Launcher 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) | verified | Seen in real joins; files served by the game server and cached by the launcher |
Data folder outside AppData (%USERPROFILE%\WildM, or WILDM_HOME) | verified | Fixed 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 spawns | verified | Real sessions |
Shared world (same world for everybody, whatever their campaign save)
| Area | Status | Evidence |
|---|---|---|
No NPCs (world.npc = 0, sent by the server in welcome) | verified | Client census: 21 NPCs and 3 teammates → 0 within 6 s of spawning (2026-11-14 19:38) |
| Campaign narration and radio silenced | verified | A campaign narration was cut before its sound started (19:39:17); confirmed by ear |
| Real campaign save never written during a WildM session | verified | Client log: every save write skipped, the real save stays intact |
| Campaign objective (HUD reminder, 3D marker, guidance arrow) | in progress | Hidden 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 music | in progress | Still audible; music will become a server setting |
| World vehicles while NPCs are off | known issue | The 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
| Area | Status | Evidence |
|---|---|---|
Other players visible in the world (wildm_sync plugin + game-server/sync/) | built, not verified in game | Server 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 permissions | in 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 chat | in progress | |
| WFramework: characters, money, jobs, groups, ox_inventory-style inventory, SQLite persistence; players spawn with no weapons and a basic outfit | in progress | |
| In-game F8 console and WildM pause menu (server branding, key bindings, campaign entries removed) | in progress | Today 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 progress | Goal: a resource developer never needs to reverse-engineer the game |
Vehicle spawning from the dev console (vehs, `veh <name | 0xid>, fork API ShSpawnVehicle`) | verified (local only) |
Services
| Area | Status | Evidence |
|---|---|---|
| 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: true | verified (live) | announce accepted, server visible in the WFX.re list |
| Client and launcher updates downloaded from the WFX.re servers | not implemented | Planned once the domain is live |
| Code signing of the client binaries | in progress | wildm_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 published | The development launcher still runs as electron.exe |
| Launcher UI in English | not yet | The 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 19:50 | Status 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 11:50 | The 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. |
| 2026-11-14 | First 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. |