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MWNet 1.0.0-alpha.2

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@dev-zetta dev-zetta released this 30 Sep 02:12

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.sh for 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 consult runtime-dependencies.txt inside 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. Run openmw-launcher.exe to configure your game data and launch the client. Run mwnet-server.exe from that folder for a local dedicated server. Configure [Content] in mwnet-server-default.cfg with your game data directory and matching content list before playing.
  • macOS: use the disk image for your architecture and copy MWNet.app to Applications. For a dedicated server, copy MWNet.app/Contents/Resources/server into a writable working directory, change to the parent directory containing that copied server folder, and run /Applications/MWNet.app/Contents/MacOS/mwnet-server. Set MWNET_CONTENT_DATA_DIR and MWNET_CONTENT_FILES to 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.