Dragon Nest source code

Link 1:
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Access code: 1111

Link 2:
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Access code: yacf



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This download URL may no longer active. If you have a functional mirror, please reply to the thread with an updated download link.

​
a
 
Would like to give it a try, thank you!
It is still under development due to a few bugs,
ranging from skill stacking issues such as with the Assassin's "Piercing Star" skill
to the Assassin's secondary weapon visual effect remaining constantly active.

1783389460469 - Dragon Nest source code - RaGEZONE Forums
1783389478787 - Dragon Nest source code - RaGEZONE Forums


And this is what I have fixed.

1783389516556 - Dragon Nest source code - RaGEZONE Forums
1783389526929 - Dragon Nest source code - RaGEZONE Forums
 
hopefully it's not a wasted wait.
we can help with testing.
I'm still in the local server testing phase; if we want to test it together, maybe we could rent a server for the trial run haha.
 
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Is anyone interested in continuing this project? I’ve updated it for Visual Studio Code 2022 using the v143 toolset.
If anyone wants to pick it up, I could upload it to this forum.

I’ve also separated the client and server source code.
I have an AI server; if you can upload data, I can perform in-depth analysis and share it with everyone.
 
Link 1:
[Hidden content]
Access code: 1111

Link 2:
[Hidden content]
Access code: yacf



Notice from dAI:
This download URL may no longer active. If you have a functional mirror, please reply to the thread with an updated download link.

​
thanka
 
It is still under development due to a few bugs,
ranging from skill stacking issues such as with the Assassin's "Piercing Star" skill
to the Assassin's secondary weapon visual effect remaining constantly active.

View attachment 304900View attachment 304901

And this is what I have fixed.

View attachment 304902View attachment 304903
Good work, friend! I am currently trying to properly run old Russian DN client that I luckily didn't delete when server was closed back in 2018. It's 80EX, Red Dragon and Dark Avenger with Lancea (without Machina tho). I found two server files that was close to that period (v283 and v300), one from TOM and other from RLKT. It never worked with any kind of private servers showing version mismatch and even changing it on server side never fixed it. For a really strange reason this client doesn't have version.cfg to change it.
I decided to give it a try with source code and far enough I got some positive results. I started with DNLogin since it was the main issue in my case. First of all was able to compile it on v141. Russian client used the OTP token system authorization and it was such a hell to bypass it, as I know EU server had something similar. Was able to bypass Version Check flag as well, and the most important thing I was lucky to bypass TEA packet encryption so I can trace and debug how server and client are speaking with each other.
Tom's server suddenly didn't help, but it was great starting point, the RLKT one was better at the end (on the VM). Tho there are many mentions of the RLKT in source code files as well, wonder who is this person is, lol.
Now I am a bit stuck, since the RLKT server is TW, my DNLogin.exe is RU (after being compiled) and there is definitely something strange happening with the client from now on that I can't quite figure out. Characters are not shown right, like something messing with the packets. I traced it and server sends packets PERFECTLY, byte by byte, but client response with one byte offset and it also probably switching places of things like Level, Job, Default body parts, nickname and e.t.c - everything is broken. I still can't figure out the client logic, since the offset reading always starts at one place and changing DNLogin by adding bytes offset makes it even worse by not showing character at all or crushing the client after selecting the server.
And even after all that chaos in character select screen I sometimes able to enter the world and THERE IS PURE CHAOS LMAO. Game breaks itself, monsters are flying, NPC's are in animations loop, nothing works as it should be. Debugger shows that client missing so many stuff while the client shouldn't load that stuff in the first place. So I am currently stuck with how RU client working with the packets. RLKT server (DNGame, DNVillage and DNMaster) are for TW region, but damn, game still should work fine in my opinion and I can't understand what part need to be fixed. I don't think compiling DNMaster/DNGame and Village will fix the issue since source code is like what, 2013? While my client is 2016 and it would probably break more than it will fix, but tho I will probably still give it a try.
Снимок экрана 2026-07-07 211847 - Dragon Nest source code - RaGEZONE Forums

Снимок экрана 2026-07-07 211901 - Dragon Nest source code - RaGEZONE Forums

Снимок экрана 2026-07-07 212224 - Dragon Nest source code - RaGEZONE Forums
 
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Good work, friend! I am currently trying to properly run old Russian DN client that I luckily didn't delete when server was closed back in 2018. It's 80EX, Red Dragon and Dark Avenger with Lancea (without Machina tho). I found two server files that was close to that period (v283 and v300), one from TOM and other from RLKT. It never worked with any kind of private servers showing version mismatch and even changing it on server side never fixed it. For a really strange reason this client doesn't have version.cfg to change it.
I decided to give it a try with source code and far enough I got some positive results. I started with DNLogin since it was the main issue in my case. First of all was able to compile it on v141. Russian client used the OTP token system authorization and it was such a hell to bypass it, as I know EU server had something similar. Was able to bypass Version Check flag as well, and the most important thing I was lucky to bypass TEA packet encryption so I can trace and debug how server and client are speaking with each other.
Tom's server suddenly didn't help, but it was great starting point, the RLKT one was better at the end (on the VM). Tho there are many mentions of the RLKT in source code files as well, wonder who is this person is, lol.
Now I am a bit stuck, since the RLKT server is TW, my DNLogin.exe is RU (after being compiled) and there is definitely something strange happening with the client from now on that I can't quite figure out. Characters are not shown right, like something messing with the packets. I traced it and server sends packets PERFECTLY, byte by byte, but client response with one byte offset and it also probably switching places of things like Level, Job, Default body parts, nickname and e.t.c - everything is broken. I still can't figure out the client logic, since the offset reading always starts at one place and changing DNLogin by adding bytes offset makes it even worse by not showing character at all or crushing the client after selecting the server.
And even after all that chaos in character select screen I sometimes able to enter the world and THERE IS PURE CHAOS LMAO. Game breaks itself, monsters are flying, NPC's are in animations loop, nothing works as it should be. Debugger shows that client missing so many stuff while the client shouldn't load that stuff in the first place. So I am currently stuck with how RU client working with the packets. RLKT server (DNGame, DNVillage and DNMaster) are for TW region, but damn, game still should work fine in my opinion and I can't understand what part need to be fixed. I don't think compiling DNMaster/DNGame and Village will fix the issue since source code is like what, 2013? While my client is 2016 and it would probably break more than it will fix, but tho I will probably still give it a try.
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I use the TW version because Aslay provided compatible server and client files in the source code; you just need to replace the executable version Aslay shared with the one from the source code.

It’s not that I don’t want to share the client I have; it’s just that there are so many customizations in it now, and I’ve lost track of which parts were original when I first got it.

Try rebuilding the client Aslay shared into a Resource00.pak file.

Good work, friend! I am currently trying to properly run old Russian DN client that I luckily didn't delete when server was closed back in 2018. It's 80EX, Red Dragon and Dark Avenger with Lancea (without Machina tho). I found two server files that was close to that period (v283 and v300), one from TOM and other from RLKT. It never worked with any kind of private servers showing version mismatch and even changing it on server side never fixed it. For a really strange reason this client doesn't have version.cfg to change it.
I decided to give it a try with source code and far enough I got some positive results. I started with DNLogin since it was the main issue in my case. First of all was able to compile it on v141. Russian client used the OTP token system authorization and it was such a hell to bypass it, as I know EU server had something similar. Was able to bypass Version Check flag as well, and the most important thing I was lucky to bypass TEA packet encryption so I can trace and debug how server and client are speaking with each other.
Tom's server suddenly didn't help, but it was great starting point, the RLKT one was better at the end (on the VM). Tho there are many mentions of the RLKT in source code files as well, wonder who is this person is, lol.
Now I am a bit stuck, since the RLKT server is TW, my DNLogin.exe is RU (after being compiled) and there is definitely something strange happening with the client from now on that I can't quite figure out. Characters are not shown right, like something messing with the packets. I traced it and server sends packets PERFECTLY, byte by byte, but client response with one byte offset and it also probably switching places of things like Level, Job, Default body parts, nickname and e.t.c - everything is broken. I still can't figure out the client logic, since the offset reading always starts at one place and changing DNLogin by adding bytes offset makes it even worse by not showing character at all or crushing the client after selecting the server.
And even after all that chaos in character select screen I sometimes able to enter the world and THERE IS PURE CHAOS LMAO. Game breaks itself, monsters are flying, NPC's are in animations loop, nothing works as it should be. Debugger shows that client missing so many stuff while the client shouldn't load that stuff in the first place. So I am currently stuck with how RU client working with the packets. RLKT server (DNGame, DNVillage and DNMaster) are for TW region, but damn, game still should work fine in my opinion and I can't understand what part need to be fixed. I don't think compiling DNMaster/DNGame and Village will fix the issue since source code is like what, 2013? While my client is 2016 and it would probably break more than it will fix, but tho I will probably still give it a try.
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This Discord server includes several developers who have been working with source code for a long time.

You can interact with others on the server, though I would advise against sending private messages; people have different personalities some enjoy helping beginners who are learning, while others may not respond.
 
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I use the TW version because Aslay provided compatible server and client files in the source code; you just need to replace the executable version Aslay shared with the one from the source code.

It’s not that I don’t want to share the client I have; it’s just that there are so many customizations in it now, and I’ve lost track of which parts were original when I first got it.

Try rebuilding the client Aslay shared into a Resource00.pak file.


This Discord server includes several developers who have been working with source code for a long time.

You can interact with others on the server, though I would advise against sending private messages; people have different personalities some enjoy helping beginners who are learning, while others may not respond.
Thank you for response. The files you mentioned were shared here on thread? Can't find it. Only the originals from dAI.
Sorry, found it, you meant Ashlay. Tbh it's probably what I used before, gonna look into it, thank you again, friend.
 
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For most broken or problematic client/server links, you can re-upload them to MediaFire or Google Drive; it doesn't have to be the exact same client—as long as the compatibility is close enough, you should be able to resolve the issue yourself.
 
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