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Releases: dev-zetta/MWNet
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MWNet 1.0.0-alpha.3
MWNet 1.0.0-alpha.3 is a development prerelease using gameplay protocol 13.
This release fixes fresh-client actor-authority sequencing, canonical new-character statistics and persistence, player/NPC resource capacities, spell-stat extraction, invalid outbound actor/container models, and temporary-effect/dialogue cleanup across respawn. Permanent racial, birthsign and equipment effects retain their source ownership through multiplayer death. Existing saves keep their recorded progression.
The repository now includes an unattended procedure that drives the real rendered client and encrypted dedicated server with isolated accounts, bounded resources, structured verdicts and optional video. It checks creation against an independent native stat oracle, persistence/reconnect, movement and doors, incoming NPC damage, fists/knockout, active and queued effect cleanup, respawn input and live two-client inventory replication. Rejected keys, content and unsafe test inputs are covered. No manual gameplay actions are required.
Release validation and SHA256 checksums accompany the downloads. Linux gameplay evidence identifies the exact extracted package bytes and source revision. Native Windows and Intel/Apple Silicon macOS packages are checked for startup, included CoreScripts and graceful server shutdown; those checks do not certify graphical gameplay on those platforms.
Linux binaries target the Ubuntu 24.04 shared-library ABI; see the package's runtime-dependencies.txt. macOS applications are ad-hoc signed and are not notarized. No Morrowind game content is included; matching legally obtained content is required. Modded starting abilities with unsupported stat-changing effects are explicitly rejected rather than accepting incorrect canonical stats.
This is a prerelease. Independent security/legal review, cross-platform graphical gameplay, the public beta and exact-candidate long soak/fuzz gates remain requirements for stable 1.0. The two-client replication test does not establish sixteen-player capacity or remote-avatar animation acceptance, and the silent capture does not certify a physical audio device.
Runtime source: d871d54894. The separately versioned automated test procedure was validated at e2bd37b139; its revision and file hashes are recorded separately from the unchanged release binaries.
The final Linux download passed ten rendered scenarios, 130 native command checks and fourteen control-boundary cases with 459 manifest files verified. Its short recording workload peaked at about 1.08 GiB; this is not a populated-server capacity or long-soak estimate. Separate native/sanitizer and 100-cycle headless results are included in test-evidence.json.
MWNet 1.0.0-alpha.2
MWNet is an independent multiplayer fork of TES3MP and OpenMW. This is the MWNet cross-platform alpha, based on OpenMW 0.52 with network protocol 13.
Clients and servers must use matching MWNet versions, scripts, game content, and load order. Earlier upstream clients and servers cannot connect. You must own Morrowind; no game data is included.
This is a development alpha for local and explicitly opt-in private testing. It is not a stable release or approval for untrusted public hosting. See the security policy, release gates, and migration guide.
All four packages are built from commit 4a92d877b45a937686e38b8c3b55aab4964c9584, with matching client/server version 1.0.0-alpha.2 and protocol 13. SHA-256 checksums accompany each download.
Downloads
| Platform | Package | Validation environment |
|---|---|---|
| Linux x86_64 | Client/server .tar.gz |
Ubuntu 24.04 |
| Windows x64 | Portable .zip |
Windows Server 2022 CI |
| macOS Apple Silicon | macOS-arm64.dmg |
macOS 15 ARM64 |
| macOS Intel | macOS-x86_64.dmg |
macOS 15 Intel |
Validation
All six native CTest suites passed on every platform: headless encrypted-session integration, unit tests, actor packets, magic content, persistence fault injection, and discovery. Build logs: Linux and Windows / both macOS architectures.
Every package passed client/server version, protocol and source identity checks, CoreScripts initialization, and clean server shutdown. Final packages were checked again on fresh runners: Windows, macOS Apple Silicon, and macOS Intel. Both disk images passed image and ad-hoc signature verification. Windows also passed UTF-8 filename and JSON-reading regressions with the release's LuaJIT runtime.
The Linux archive's 459 manifest file hashes were verified. Individual checksum files, SHA256SUMS, and release-validation.json record the downloadable packages and their build evidence.
Running the packages
- Linux: extract the client/server archive and run
./run-mwnet-local.shfor an isolated local session. It asks for your Morrowind data directory. Shared libraries are not bundled: use Ubuntu 24.04 or a compatible runtime and consultruntime-dependencies.txtinside the archive. - Windows: extract the portable ZIP into a writable folder. If the Microsoft C++ runtime is missing, install the bundled
redist/vc_redist.x64.exe. Runopenmw-launcher.exeto configure your game data and launch the client. Runmwnet-server.exefrom that folder for a local dedicated server. Configure[Content]inmwnet-server-default.cfgwith your game data directory and matching content list before playing. - macOS: use the disk image for your architecture and copy
MWNet.appto Applications. For a dedicated server, copyMWNet.app/Contents/Resources/serverinto a writable working directory, change to the parent directory containing that copiedserverfolder, and run/Applications/MWNet.app/Contents/MacOS/mwnet-server. SetMWNET_CONTENT_DATA_DIRandMWNET_CONTENT_FILESto your owned game data directory and comma-separated content list. The apps are ad-hoc signed, not notarized.
Keep server state between sessions, and match the client/server content order. Automated tests and startup checks do not establish interactive gameplay acceptance on every platform.