SamandClaude Fable 5 1d65531ef8 knockback is a jump the server aims, and tabards wear their guild crest
- knockback is a jump whose seed came off the wire, not a server spline: SMSG_MOVE_KNOCK_BACK's four floats are exactly the MovementInfo jump tail in a different order (speedZ down-positive — a rising launch carries a negative value, the sign vmangos's own source marvels at), flown at the same take-off site as the keyboard jump and acked with the post-launch pose, which the server matches float-for-float within 0.01 before relaying to anyone; it is the one take-off that seeds BOTH axes, absolute in world XY, so it skips the arm that would hand the momentum back to a held key and reduce the whole knockback to a hop; root refuses it silently, a seated player stands up first, no MSG_MOVE_JUMP goes out — that packet is the keyboard's, and vmangos logs a jump at knockback speed as an overspeed cheat — and MSG_MOVE_KNOCK_BACK turns out not to be dead: an observed knockback replays as the arc it is
- your guild crest reaches your tabard: the three GuildEmblems layers — background, border, emblem, on both torso tiles — belong to no equipment slot, so the body composite never wrote those cells and every guild wore the Guild Tabard's own default art; the install is gated on a display flag only seven of 29,604 rows set, of which exactly one is worn by any item — which is why every battleground and Argent Dawn tabard keeps its own art; the five wire indices are signed, because an undesigned guild carries −1 in all five and the client refuses to paint on the first −1 (unguarded, the commonest guild state on a young realm would have worn a blank tabard); the emblem keys the skin cache, so two guilds in the same tabard display cannot lend each other crests; and a guild tabard's background hides the bra where a plain tabard does not — it is a cutout, 79.5% opaque off the shipped art, and what shows at the sides is bare skin
- a fly-by is framed by the world camera, not the M2 camera record's fov: a census of every reader shows the record's fov and clip planes reach only the portrait and Model-frame paths — nothing on the cinematic path reads any of the three — so fifteen of the sixteen shipped shots were rendering at HALF their intended vertical FOV, visibly over-zoomed on every race intro but the Undead; the fix is a deletion, and it dissolves a standing puzzle: the authored 0.22 and 27.8-yard "clips", which would render the dwarf intro's mountains as empty sky, are not clips at all on this path — two floats nobody consumes look exactly like that
- 104 of Onyxia's lava traps stood on an interior floor classified as outdoors, taking the day/night sun inside a windowless lair: a GameObject's light node anchors at its model's AUTHORED bounding-box centre, and the trap's box reaches 98.42 yd past its bind pose — the anchor sits ~40 yd under the chamber floor, where a downward ray finds nothing above it to claim; the reference recovers with a 1000-yd upward retry at the claim itself, which benilla had only at the colour sample, so the verdict was decided before any colour was read; all 104 now classify interior, beside the 26 rocks and 119 eggs that always did — and the drowned-corpse pose came back from its cross-check confirmed at the bytes (a strict liquid-depth test at exactly two-thirds of a yard, Dead or Drowned), with the two reference-side notes it contradicted corrected over there

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-31 19:50:50 +07:00
2026-07-24 14:27:01 +07:00
2026-07-24 14:27:01 +07:00
2026-07-24 14:27:01 +07:00

benilla

A from-scratch World of Warcraft 1.12.1 client in Rust and Bevy

Discord YouTube devlog License

Important

Issues and pull requests are closed here. benilla is a solo project developed in a private tree; this repo is its export, published as squashed snapshots, so a PR here has nothing to land on. The best way to contribute is to join the Discord and report the bugs you find. Questions and ideas are welcome in the same place.

benilla speaks the original 1.12.1 protocol, so it connects to any server the real client could, and reads its game data at runtime from your own 1.12.1 install. Every file format and the network protocol are implemented from scratch, with no original client code, no third-party WoW crates, and no bundled game assets.

What works

  • Formats: readers for the full asset stack (MPQ patch chain, BLP, DBC, ADT/WDT/WDL, M2, WMO), wired into Bevy as an asset source.
  • World: streamed terrain out to the horizon, portal-culled WMOs with interior lighting, doodads and ground clutter, swimmable liquids, sky and weather, and the client's own day/night lighting, fog and gamma passes.
  • Models: GPU-skinned M2s with the full animation controller, a near feature-complete particle system, ribbons, and animated gameobjects from doors to lifts.
  • Characters: customization end to end, the armor texture composite, weapons with sheathing and enchant glows, shapeshift forms, stealth and mounts.
  • Movement: a WoW-feel controller, networked movement in both directions, the server-granted modes from slow fall to roots, a follow camera with collision, boats, zeppelins and taxi flights.
  • Networking: SRP6 auth through world-session crypto, the object mirror into the ECS, and live wire coverage from movement and chat through spells, party, quests, mail, trade, vendors, bank, loot, the auction house and PvP honor.
  • UI: a from-scratch FrameXML + Lua engine driving the built-in interface, from the login and character screens through the full HUD, the classic windows (guild, macros and key bindings included), chat, nameplates, floating combat text and tooltips; third-party addons load from a benilla-config/AddOns/ folder beside the executable (partial: AtlasLoot and Bagnon run, see below).
  • Combat: melee on the faithful swing law, ranged and Auto Shot, casting with GCD and cooldowns, combo points, crowd control that really holds you, and the spell visual pipeline.
  • Audio: music, ambience and SFX under the client's own selection and crossfade rules, with interior and underwater transitions and zone reverb.

Where it's going

benilla is done when a 1.12.1 player can do everything here that they could in the original client, it looks and feels the same, and it runs from a download on Windows, Linux and macOS. No dates; the order is what is likely, not a promise.

  • The rest of the basics: battlegrounds, guild charters, the stable master, meeting stones, GM tickets, master loot, cinematics and whatever else turns up.
  • Addons, options and performance, ongoing.
  • The no-brainer fixes from VanillaFixes, SuperWoW and the like.
  • Playable downloads for Windows, Linux and macOS. Linux first.

Not planned: other expansions or client versions, Warden (anticheat).

Running it

You need a 1.12.1 (build 5875) client install for game data, a vanilla server to connect to, and stable Rust. Any 1.12.1 core works; vmangos is what development runs against, and cMaNGOS and the rest speak the same protocol.

WOW_DATA=/path/to/WoW/Data cargo run --release -p benilla

The server defaults to localhost:3724, the stock realmd auth port. Point WOW_HOST at any IP or hostname, appending the auth port if yours is remapped (WOW_HOST=play.example.com:5000). Credentials go in at the login screen, or set WOW_USER / WOW_PASS to skip it.


Early inspiration and file format guidance came from the wowemulation-dev community, and warcraft-rs in particular.

benilla is an independent fan project, not affiliated with or endorsed by Blizzard Entertainment. It ships no Blizzard content — no art, models, sounds, maps, MPQ contents or FrameXML; you provide your own legally obtained 1.12.1 client. The interface code under crates/benilla-app/assets/ui/ is ours, written to the client's own layout and API names so that the windows look right and 1.12.1 addons find the names they expect.

World of Warcraft is a trademark of Blizzard Entertainment, Inc. Our own code is licensed under MIT or Apache 2.0, at your option.

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