gromandClaude Opus 5 e58ddc10ab formats: re-record the sound and visual goldens, and a tool to say what moved
Six modules' data goldens against the realm's own files, plus the thing that
made the last three honest rather than guessed: `examples/dbc_diff.rs`.

The tool reads the copy of a DBC the chain *wins* and the copy it shadows and
diffs them row by row. `Chain::copies` is ascending priority and several
`patch-*` archives are mounted, so 1.12's own file is usually still underneath
the realm's; the baseline is the highest copy in a stock archive (`dbc.MPQ`,
`patch.MPQ`, `patch-2`) so the diff reads "what OctoWoW changed about 1.12".
Schema-free — field 0 is the id, a row is its raw 4-byte slots — so an
undecoded column still shows up as "id N differs at slot K". `--row=N` dumps a
row with its text slots as text, which is how three ids below got names.

Two findings, both the shape of a reference into a table that has no such row:

- **The glow band.** The realm rewrote `ItemDisplayInfo.dbc` (patch-5) and left
  `ItemVisuals.dbc` as 1.12's out of base `patch.MPQ` — 34 rows, ids `1..=134`.
  22 ids its new displays name run past that end, where a later expansion's
  table continues, so 61 items wear no glow. The reference drops them exactly
  as we do (`0x479700` skips a visual id past the max id), so this is the
  realm's data, not our decode. Pinned by id with the displays behind each.

- **The silent kits.** `SoundEntries.dbc` grew 4623 -> 8805 rows and 4764 of
  its 16537 variation cells name a file the chain has not got: 236 directories
  hold no file at all (LesserManaFiend, ChineseDragon, ZoneMusic\BloodElf), and
  the ones that exist miss the TBC boss voices — Illidan, Akama, Lady Vashj,
  Kael'thas — plus 552 of `Sound\Doodad`. What makes that an observation about
  the data and not about our path join is *where* the misses fall: of the 2834
  kits with a dead variation, 2832 have an id past 4623, the last row 5875
  shipped. A faulty separator would miss evenly across old rows and new. Only
  395 OgreFidget and 3792 WaterFallLarge predate the realm, and only 3792 is
  wholly silent, so nothing that used to make a sound has gone quiet.

The rest are censuses re-recorded with their 5875 figures beside them. Every
one is safe to re-record for a mechanical reason: `benilla-dbc` fails the load
outright when a schema's expanded field count differs from the header's
(`lib.rs:215`), so a test that *reaches* a count assertion has already proved
its layout unchanged.

- SoundEntries 4623 -> 8805 rows, EAXDef census (2072,2,2549) -> (6241,4,2560),
  type-17 NPC voices 275 -> 529 (still every one authored dry), variation cells
  8961 -> 16537. Kit 8940's ten ASH_SPEAK misses stay, and now assert *why*:
  the asset ships and it is the authored leading `\` that cannot reach it.
- VocalUISounds 533 -> 688 rows, live normal kits 785 -> 1085.
- ItemSounds nonzero field-11 20513 -> 32728.
- CreatureSoundData 406 -> 525 rows. A fifth row carries pet barks, and
  `dbc_diff` settles what it is: row 348 is 1.12's own and columns 27-29 are
  the only thing patch-4 changed about it, filled with the Imp's own kits — so
  an imp barks whichever of its three models is in play, `Creature\Imp\Imp.mdx`
  and TBC's `Impoutland` and `Moargminion`. Row 348 says nothing else at all.
- SpellVisual 2165 -> 2313, SpellVisualKit 1772 -> 1969, SpellChainEffects
  18 -> 21, chain CharProc census (68,48,20) -> (110,51,59). The three new
  beams are HarvestBeam, SpiritLinkBeam and Beam_ChainIron_NoAlpha, and unlike
  the sound rows the art ships with them; 23 zeroes every parameter the others
  animate. All three keep 1.12's segment length.
- ItemVisuals: enchants carrying a glow 102 -> 109, and 108 of 109 resolve —
  still exactly the one -1, so every new glowing enchant names a row that
  exists. Only the display side dangles.

benilla-formats: 38 -> 25 failures, no regressions.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SgstFWtn1RxEJ5kVrpgYwn
2026-10-31 19:10:27 -06:00
2026-07-24 14:27:01 +07:00
2026-07-24 14:27:01 +07:00
2026-10-16 14:26:06 +00:00
2026-09-27 15:10:12 +07:00

benilla — Everwood graphics

A graphics fork of benilla, the from-scratch World of Warcraft 1.12.1 client in Rust and Bevy by samwhosung. This repository adds an optional modern look on top of it. Every feature has its own switch under Options → Advanced Graphics, and the Classic preset keeps the original 1.12 image.

The goal of this particular fork is baking in certain dlls like Superwow and nampower into Rust to allow the use of common addons on Octowow.

This repository is maintained and will stay open source. Contributions are welcome: open an issue or a pull request.

Graphics features

Lighting and shadows

  • Realtime sun shadows for characters and the world, including foliage; moon shadows at night
  • Moonlight: at night the moon lights the world (cool, dim, from the moon's place in the sky) on top of the original night colours
  • Dynamic building interiors lit by their own fixtures
  • Torches, braziers and lamps emit flickering light and cast cube-map shadows; terrain blocks torch light
  • Daylight through doors and windows (including Stormwind's rooms and cathedral windows)
  • Spell and ground-effect lights, lava glow
  • Screen-space ambient occlusion (soft contact shadows)

Sky

  • Smooth sky gradient with dithering, soft sun glow
  • Procedural star field with a Milky Way
  • Sun-lit, detailed clouds
  • Zone skyboxes (Burning Steppes, Blasted Lands, Mount Hyjal) and the 1.12 LightSkybox clear-weather slot

Fog and atmosphere

  • Modern fog model: the world fades into the horizon, sun-coloured toward the sun
  • Volumetric fog (distance haze)
  • Volumetric light: sun and moon shafts marched through the shadow map (god rays through canopies and between buildings, faint moon shafts at night)
  • Lamps glowing through fog at night
  • Screen-space sun shafts
  • Render distance up to 1497 yards

Post-processing

  • HDR bloom for fire, lava, spells and lit windows
  • Per-zone colour grading (day/night LUTs)

Water

  • Enhanced water: refraction, caustics, depth colour, screen-space reflections
  • Enhanced city and building water (Stormwind canals)
  • Gerstner waves with whitecaps, finer mesh up close

Weather and nature

  • Rain: wet ground, puddles, glossy stone, rings on water, shelter under roofs and bridges
  • Wind: grass and tree sway with gusts, grass parts around characters

Settings

  • One Graphics Preset: Classic / Low / Medium / High / Ultra / Custom (default High)
  • Every feature individually switchable on the Advanced Graphics page

Details: LIGHTING.md, WATER.md. Third-party credits, including code ported from WarcraftXL by iThorgrim: THIRD-PARTY.md. Licence: same as upstream benilla, MIT OR Apache-2.0.


The upstream benilla README follows.

benilla

A complete World of Warcraft 1.12.1 client, written from scratch in Rust and Bevy

Discord YouTube devlog License

benilla plays the whole game: character creation, questing and professions, dungeons and raids, battlegrounds and honor, groups, guilds, trade, mail and the auction house, on the stock 1.12 interface and with your addons. It connects to a 1.12.1 server over the original protocol and reads the game's data from your own 1.12.1 install. Every file format, the network protocol and the interface engine are written from scratch, with no original client code, no third-party WoW crates and no bundled game assets.

What's inside

  • Formats: readers for the whole asset stack (the MPQ patch chain, BLP, DBC, ADT, WDT, WDL, M2 and WMO), wired into Bevy as an asset source.
  • World: terrain streamed out to the horizon, portal-culled buildings with interior lighting, doodads and ground clutter, swimmable water, sky and weather, and the client's own day/night lighting, fog and gamma.
  • Models: GPU-skinned M2s with the full animation controller, particles, ribbons and the spell visuals, and characters end to end: customization, the armor composite, weapons with their enchant glows, forms, stealth and mounts.
  • Movement: 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 and the object mirror into the ECS, covering the game from movement and chat through combat, spells, groups and raids, quests, trade, mail, the auction house and battlegrounds.
  • Interface: a FrameXML and Lua engine that runs the stock 1.12 interface off your install's patch chain, and third-party 1.12 addons: Questie, pfUI, Bagnon, Bartender2 and most others run. By choice, the options window and the ESC menu follow the Classic Era client's rather than 1.12's.
  • Audio: music, ambience and effects under the client's own selection and crossfade rules, with interior and underwater transitions and zone reverb.

The format readers and the UI engine core are plain Rust with no Bevy in them, and the world renderer runs with no game attached. docs/MAP.md maps every crate and subsystem, generated from the code.

Status

Complete and fully playable. What is left:

  • The long tail of small features that separates a working client from a finished one, tracked as issues.
  • Addons, options and performance, ongoing.

benilla is a faithful 1.12.1 client and the foundation people build on. There are no prebuilt downloads: a packaged build, a particular server's changes or anything 1.12.1 never had belongs in a fork, and forks are welcome. GitHub lists every public fork.

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

Running it

benilla builds and runs on macOS, Linux and Windows. You need:

  • An English 1.12.1 client (build 5875) for the game data. benilla only reads it.
  • A 1.12.1 server with Warden off. vmangos is what development runs against, and it ships with Warden off; cMaNGOS and the other 1.12.1 cores speak the same protocol.
  • Stable Rust and a C compiler, because the client's Lua is built from source: on macOS the Xcode command line tools, on Linux the ALSA and udev development packages and pkg-config, on Windows the MSVC build tools that the Rust installer sets up.
WOW_DATA=/path/to/WoW/Data cargo run --release -p benilla

On Windows, in PowerShell:

$env:WOW_DATA="C:\path\to\WoW\Data"; cargo run --release -p benilla

Each release is a tag on the Releases page: git checkout <tag> first runs that release, and main is the development tip.

WOW_DATA names the install's Data folder; a link to the install named WoW at the repo root does the same (ln -s /path/to/WoW WoW, or on Windows a junction, which needs no admin rights: New-Item -ItemType Junction -Path WoW -Target C:\path\to\WoW). The server defaults to localhost:3724, the stock auth port. Point WOW_HOST at another (WOW_HOST=play.example.com, or play.example.com:5000 for a remapped port), or set it from the Realmlist button on the login screen, which remembers it. Credentials go in at the login screen, or set WOW_USER and WOW_PASS to skip it.

Settings, screenshots and addons live in benilla-config/ at the repo root: a 1.12 addon goes in benilla-config/AddOns/. docs/CONTRIBUTING.md has the rest, from the player build to the tests.

Optional, locally built skybox and colour-grading data: Optional/sky-and-grading/.

Contributing

Issues and pull requests are open. docs/CONTRIBUTING.md says where to start, what gets in, how a change is judged and what happens to a pull request once it is open. Bugs, questions and ideas are welcome on the Discord too.


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, and the stock interface runs off its FrameXML at runtime. The few files under crates/benilla-app/assets/ui/ are our own, not copies of it: adapters over stock files, and the settings windows and script error log benilla draws itself.

World of Warcraft is a trademark of Blizzard Entertainment, Inc. Our own code is licensed under MIT or Apache 2.0, at your option. The three vendored components under third_party/, the kira audio engine, a Lua 5.1 patched to the 1.12 client's dialect and the mlua FFI layer with its traceback's global-table search removed, keep their own upstream licenses, alongside each. Code and techniques ported from other projects (WarcraftXL, by iThorgrim) are credited file by file in THIRD-PARTY.md.

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