[Release] Combat Arms - Full Server + Client - Voice Chat, Ladder, Clan War, Bots, One-Click Installer

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Combat Arms - Full Release
Server + Client + Database + Website (INSTALLER Server with just ONE CLICK !)​



Hi,

Most Combat Arms repacks boot, let you shoot, and that is about it. Everything
that ran through Nexon's external services - friends, notes, clan chat, voice,
coupons - is dead on arrival, because those services no longer exist.

I spent a few months fixing that instead of accepting it. This release re-routes
those systems through LobbyServer with new opcodes, revives the game modes
that were disabled, and ships a voice chat server I wrote from scratch
because there was nothing left to connect to.

Everything below marked LIVE was played end to end, not just checked in a
log file. The things that are still broken are listed too - see Known Issues. I
would rather you know up front than find out at 2am.

No source files. Compiled binaries, configs, database backups and full
documentation.


What is fixed / new

Systems that were dead, now working
  • Friends - list, requests, categories, presence, invites. Re-routed
    through LobbyServer (CL_FRIEND_*) instead of the dead Nexon Messenger. LIVE
  • Whisper - /w <nick> <message> to any online player. LIVE
  • Clan chat (F3) - was completely dead. Re-routed via CL_CLAN_CHAT into
    CClanHQ::Broadcast. LIVE
  • Notes / in-game mail - CL_NOTE_* through LobbyServer + a new
    CBT_ModdedNote table. Two BR kill-switches removed. The receive popup's OK
    button now opens the messenger on the Note tab (it was a bare message box with
    no callback - it closed and did nothing). Text only: no item/GP attachments.
  • Coupon redemption - code -> items. Three separate kill switches removed
    (server routing, hidden client button, commented-out client send). Done WITHOUT
    the _CouponExchange flag, which is the RU discount system and changes packet
    layout. The entry box also showed two dead "ABCDE" placeholder fields, because
    the screen ships six parts and this build wires only four - they are hidden now.
    LIVE
  • Gift rate limit - anti-abuse cap on gifting, enforced in the web
    backend (visms.php). Over the limit the client gets its real, native error
    popup - no client change needed. Ships at a test value of 3/day; see Known
    issues.
  • Voice chat - see below, this one is the big one.

Voice chat - a SIP/RTP server written from scratch
The client's Vivox SDK froze the game to a white screen because nothing answered
on SIP 5060. Instead of dragging in FreeSWITCH, this release includes a
pure-Python SIP + RTP conference server with real mix-minus audio mixing
and its own G.711 codec (Python 3.13 removed audioop). 16/16 unit tests pass,
including a real audio-mix test. A PHP shim answers the Vivox auth calls.
Room creation mints three voice channels.
The client had to be rebuilt for this: voice is behind a compile flag that the
BR build shipped switched off.
Synthetically verified and wired into StartAll.bat. A two-person ear test is
still pending - I am not going to claim otherwise.


Game modes
  • Quarantine Regen - Single Play vs bots (MODE_SQRT = 20). Play
    Quarantine solo against bots. Playtested. LIVE
    It runs on five maps, not just the one that used to work -
    the others failed because their mode files were NUL-padded at the end and mixed
    CRLF with LF, which stopped the map loading at all. Making it actually playable
    took seven separate in-game fixes: the round counter showed "(Default)", the
    room split you into Alpha and Bravo in a mode with no teams, bots showed 999 on
    the scoreboard, the infected claw killed human bots instead of turning
    them
    , and ESC would not return you to the lobby.
    The bots were upgraded too: every one of them now carries and throws
    grenades, plus an RPG-7 and an M32, and they use flee and take-cover behaviour.
    Taking cover used to crash - the AttackFromCover goal is commented out in the
    engine's goal table, so asking for it took the server down. Worked around.
    GhostTown was added to the mode as well, through a pipeline that can add any
    Quarantine map.

    OVERDOSE plays with bots too. It shipped with zero AI navigation baked
    into its world - genuinely a bot-less map - so the navigation was authored and
    compiled into it. That is why it is in the list.​
  • Ladder / ranked - dedicated LadderLobby / LadderLaunchServer /
    LadderDServer tree. Match formation, battle entry, exit-penalty MMR writes all
    confirmed. Season open 24/7 (no more error 266). LIVE
  • Clan war / Find Match - full matchmaking -> war room -> battle, on its
    own ClanLobby / ClanLaunchServer / ClanDServer tree. Writes CBT_ClanGameLog.
    LIVE
    Five game modes were switched on for clan war - Deathmatch, Elimination,
    Capture the Flag, Spy Hunt and One Man Army. The whole system was already built
    into the binaries; it shipped switched off.​

Gameplay fixes
  • Spawn protection restored - the feature existed but a previous author
    had zeroed the default. Back to 3 seconds.
  • Rooms no longer die during the countdown - there were THREE stacked
    15-second timeouts racing a 5-25 second DServer cold boot. All three fixed.
    LIVE
  • Clan leave re-sync + an atomic fix for the guild-recreate half-create
    bug. LIVE
  • Ladder and clan-war battles can actually be joined - every lobby was
    missing its GameRoomPort key (the port handed to the client for the battle), so
    players could form a match and then never reach it. Added to all three.
  • StartAll.bat starts all sixteen processes - the original only started
    the main tree, so AuthServer and SessionServer retried the ladder and clan
    lobbies forever. It now brings up all three trees, in order, with the right
    delays.
  • Gachapon empty-box inbox freeze fixed server-side, and 205 of 206
    gacha pools filled
    - 163 restored from authentic US patch data, 42
    reconstructed from live working pools (nothing invented). That brings back:
    • the event boxes - Supply Case X-mas (32 items), Ghost HiSec Case Halloween
      (34), three Fan Appreciation boxes, GP-Extreme, MYST-2015, three MYST-Christmas
    • the named-weapon boxes - Hawk's Dragunov, Hana's MAC-10, Raven's G36C,
      Leviathan, Blizzard, Firestorm (shorter durations likelier, permanent rarest)
    • 88+ rank-up reward boxes, and the New User Jackpot
  • Rank-up LV14 reward fixed - the box handed out three copies of the
    same item. That was Nexon's own workaround for two missing reward parts; it now
    gives all three (AS Val + Brazilian Recon Vest restored), matching LV15.
  • HiSec case drops revived, plus nine expired event systems
    date-shifted back to life (Hottime, FreeItemRotation, Roulette, Bingo, Marble,
    Seed, EventEXPGP, DT_Event, Recommend). Two needed more than a date: Bingo
    was repaired properly, against the client source, and WeaponQuest had 108
    quests fully defined but switched off - the 24 that the BR patch actually
    shipped are now enabled.

Anti-cheat
A working Tier-1 layer, SQL only, no rebuild needed: a wallet-forgery clamp on
cbp_character_info_update (it clamps rather than rejects, so legitimate saves
never break), operator ban/unban/abuse-report procs, and the built-in OPK
detector live and kicking. Bans are enforced at login, by account status
and by MAC address - banning someone is one database row, no rebuild.

On top of that the shipped DServer carries a Tier-2 speed guard. It
measures horizontal speed every frame and, by default, does nothing but write
anything over 600 u/s to DServer\Log\SpeedHack.log - zero gameplay
effect, so you can gather real per-map data first. To make it kick, add
[SpeedHack] Mode=2 to HackLog.ini - config only, no rebuild. Like spawn
protection it is in the main DServer only, not the ladder and clan trees.

Also included: an honest written map of what is and is not blockable on this
engine. Short version - speed/teleport/fly and stat forgery are fully blockable
server-side; aimbot is detect-only; wallhack can only be crudely reduced because
the engine broadcasts every position; XignCode and HackShield are dead, do not
rely on them.

Launcher and website
  • CombatArms.exe hex-patched three ways: registry-free install check
    (self-locating), NGM bypass, promo image removed. No registry, no admin, works
    from any folder.
  • The old Nexon website rebuilt 1:1 from a web.archive.org mirror, on a live
    Laravel backend against the real database:
    • a homepage - the archive had none, so it is built from scratch, with live
      Top-5 player and clan widgets
    • player rankings and a full player profile - exp, grade, K/D, GP, headshots,
      multi-kills, bombs planted and defused, flags, plus your live ranking position
    • clan rankings, clan profiles with W/L and notice, and clan match history
    • the shop, and the support page the in-game HELP button opens
    • a notice board - notices, updates, events and GM notes, editable in the
      database


What is in the download

  • INSTALL.bat - the only thing you run
  • CombatArms_Setup.zip - the installer scripts it unpacks (1.6 MB)
  • SHA256SUMS.txt - checksums the installer verifies everything against
  • CombatArms_Server.7z - full server tree (1.36 GB packed, 5.3 GB on disk)
  • CombatArms_Client.7z - full playable client (1.60 GB packed, 5.7 GB on disk)
  • CombatArms_Website.7z - Laravel backend + restored Nexon site (52 MB)
  • CombatArms_Database.7z - six SQL Server backups + restore script (2.3 MB)
  • CombatArms_Tools_Docs.7z - cacrypt, anti-cheat SQL, gacha scripts, research notes

Total download: about 3 GB. Docs are inside every archive.

Why the server pack is only 1.36 GB: ClanDServer and LadderDServer are
byte-identical to DServer except for about eight files each. Shipping all three
in full would have added 11 GB to this download, so the release has one full
DServer plus a small overlay per flavour, rebuilt locally in a couple of minutes.
The installer does that for you; if you install by hand, run
CA_Server\_SETUP_FirstRun.bat once after extracting.


Requirements

Windows 10 / 11 x64 and an internet connection. That is all you need to have.
The installer checks for everything below and installs only what is missing:

  • SQL Server Express 2025 or newer, instance SQLEXPRESS, Mixed Mode
    The database backups are SQL Server 2025 (17.0) and SQL Server restores
    backups forwards only - 2019 and 2022 reject them with Msg 3169. The installer
    fetches the right version for you.​
  • XAMPP with PHP 8.0 or 8.1 and the sqlsrv / pdo_sqlsrv extensions (both driver
    pairs are bundled; any other PHP version gets its pair downloaded)
  • Python 3.8+ (voice server only, standard library, no pip packages)
  • Visual C++ Redistributables 2008 / 2013 / 2015-2022, x86

You do not need VC++ 2005 or 2010, and you do not need the DirectX 9
redistributable - the client ships its own d3dx9 DLLs.

Paths are hardcoded: C:\CA_Server, C:\CombatArms, C:\xampp.


Install - one click

You do not have to set any of this up by hand.

Extract the download into one folder and double-click INSTALL.bat.
That is the whole procedure - it unpacks its own setup tools and every archive
itself, so there is nothing else to extract by hand.

There is no .exe in this release. INSTALL.bat and everything it runs are
plain scripts - open them and read them before you run anything.

Code:
D:\CA\
   CombatArms_Server.7z.001   + .002
   CombatArms_Client.7z.001   + .002
   CombatArms_Database.7z
   CombatArms_Website.7z
   CombatArms_Tools_Docs.7z
   CombatArms_Setup.zip
   SHA256SUMS.txt
   INSTALL.bat                      <-- double-click

The installer does all of this for you:

  1. Verifies your downloads against SHA256SUMS.txt, so a bad download fails in
    30 seconds instead of after an hour
  2. Installs the Visual C++ 2008 / 2013 / 2015-2022 x86 runtimes
  3. Installs SQL Server 2025 Express, switches it to mixed-mode auth, enables
    TCP/IP on 1433 and sets the sa password
  4. Installs XAMPP
  5. Installs the matching PHP sqlsrv drivers and edits php.ini
  6. Unpacks server, client, website and tools to the right paths
  7. Rebuilds ClanDServer and LadderDServer from DServer
  8. Restores all six databases with the correct file permissions
  9. Creates the game-log ODBC data source and the combatadmin SQL login,
    then proves the connection works from 32-bit code. Skip this and LaunchSvrd
    dies the moment it starts and no match can ever begin - with nothing in
    the event log to tell you why. See the note below.
  10. Rewrites httpd.conf - DocumentRoot, the /casite alias, mod_rewrite
  11. Opens the firewall for the client-facing ports only, and pre-authorises the
    server binaries so Windows never interrupts you with "allow this app?" popups
  12. Verifies the result and tells you exactly what is wrong, if anything
  13. Starts the server and waits until the main lobby is actually listening

It runs unattended: double-click, approve the UAC prompt, walk away.
It configures the server for 127.0.0.1 - to let other people connect, run
CONFIGURE_IP.bat afterwards and give it your address. Want to be asked about
each change instead? Run INSTALL.bat -Interactive.

First run is 20-60 minutes, mostly downloading SQL Server and XAMPP.
Everything goes to install\install.log.

Installing by hand? Do not skip the ODBC step. LaunchSvrd.exe carries a
hardcoded connection string, DSN=COMBATARMS_LOG;UID=combatadmin;PWD=Admin123456,
and traps with a breakpoint if it cannot connect - leaving a 90 MB .dmp file and
a server that looks perfectly healthy but can never start a battle. The exact
SQL and registry commands are in Docs/05_TROUBLESHOOTING.md. That password is
baked into the binary and cannot be changed, so never expose port 1433.

If it fails, just run it again. Every step is idempotent - a second run
skips what already worked and retries only what did not.

Afterwards there are three more buttons:

Code:
TEST_EVERYTHING.bat   starts the stack and tests every layer
CONFIGURE_IP.bat      switch between local-only and hosted-at-an-IP
HEALTH_CHECK.bat      fast check of an already-running server

CONFIGURE_IP.bat - hosting for other players

The release ships on 127.0.0.1 so a fresh install is playable immediately. When
you want other people in, this handles it - and it is not a find-and-replace,
because there are three different kinds of address in these configs:

  • Internal server-to-server links (AuthServer to DBDaemon, lobby to
    BillServer, DServer to LaunchServer...) - these must STAY 127.0.0.1. Changing
    them exposes internal ports and breaks the links.
  • Client-facing listen sockets - [AUTH USER], [UPDATE USER],
    [LOBBY USER]. These ship as 127.0.0.1, which binds to loopback only. The
    server starts, netstat looks fine, and no remote player can connect. They must
    become 0.0.0.0. This is the classic reason a CA server "works" for the host and
    for nobody else.
  • Addresses handed to the client - UserListenPublicIP, the voice URIs,
    DServer HostName, Connect.cfg and so on. Leave these at 127.0.0.1 and every
    player's game tries to connect to itself.

The tool sets ~22 settings across server, client and website, backs up every
file it touches and writes a Revert.bat. Full breakdown in
Docs/08_HOSTING_AND_IP.md.

TEST_EVERYTHING.bat

Starts the stack, waits for it, then checks processes, sockets, databases and
the website. The part that matters: it dials your configured address, not
127.0.0.1. A service bound to loopback passes every localhost test ever written
and still fails for real players - this catches it:

Code:
[PASS] 10002 (AuthServer)     reachable
[FAIL] 12001 (Lobby main)     NOT reachable - bound to loopback, or blocked

One honest caveat - CombatArms.exe has its launch command baked into the
binary as a 45-byte buffer with one byte of padding, so addresses longer than 9
characters do not fit. The tool tells you instead of silently truncating. Ship
the client with start.bat as the shortcut (always written correctly), or
pass -AllowFullscreen to drop --windowed and free 11 bytes.

Prefer to do it manually, or need to deviate? The full step-by-step with every
gotcha is still in Docs/01_INSTALL.md.


Tips for server owners

  • Tuning match rewards needs no rebuild. The REWARD_REBALANCE flag you will
    find in the source is a dead fossil - it compiles to nothing. The real knob is
    RewardCalculateParameter.cfg in each DServer folder: plain text, re-read
    at the start of every match. Set WriteLog=1 to see the maths.
  • MVP bonuses are tuned in ATTRIBUTES\MVPREWARD.TXT - an encrypted bute
    file. cacrypt.exe, in the Tools pack, decrypts and re-encrypts it.
  • Banning a player is one database row - see the anti-cheat section above.


Downloads

Code:
There are two links here so that if one gets blocked, the other remains available.
CombatArms_Release.zip  (3.02 GB)  : 
Link : https://fileport.io/2qLS5DXBfzy9 (Updated link)
OR
Link : https://u.pcloud.link/publink/show?code=XZGGN4JZgcCEhUm6Cjzmv7KxNMk5t7GVsNuy

One file. Extract it into a folder and double-click INSTALL.bat.

Inside you will see .7z.001 / .7z.002 files - those are 7-Zip volumes. Leave
them exactly where they are and do not extract them yourself; the installer
verifies and unpacks every one of them.


Credits

  • Nexon / Doobic - the original game
  • The RaGEZONE Combat Arms community for the base files and years of notes

If you use this as a base, a line of credit costs you nothing.




Enjoy.
 
Last edited:
Does it include the Special Infected like Striker & Crusher?
Yes, the Mutagen system is in. Striker Mutagen and Crusher Mutagen are in the
item table and in the shop (five durations each, 900 to 18,500), and the item
data matches exactly what the server checks for. The selection is compiled into
both the shipped client and the shipped server.

How it works: buy a mutagen and EQUIP it before the match - owning it is not
enough. Then, once you get infected in Quarantine, a window opens and you press
1 or 2 to turn into a Striker or a Crusher.

Honest caveat: I have not played a Quarantine match through that selection
myself, so treat it as present but untested. If you try it, post what happens
and I will add it to the notes.
 
Combat Arms - Full Release
Server + Client + Database + Website (INSTALLER Server with just ONE CLICK !)​



Hi,

Most Combat Arms repacks boot, let you shoot, and that is about it. Everything
that ran through Nexon's external services - friends, notes, clan chat, voice,
coupons - is dead on arrival, because those services no longer exist.

I spent a few months fixing that instead of accepting it. This release re-routes
those systems through LobbyServer with new opcodes, revives the game modes
that were disabled, and ships a voice chat server I wrote from scratch
because there was nothing left to connect to.

Everything below marked LIVE was played end to end, not just checked in a
log file. The things that are still broken are listed too - see Known Issues. I
would rather you know up front than find out at 2am.

No source files. Compiled binaries, configs, database backups and full
documentation.


What is fixed / new

Systems that were dead, now working
  • Friends - list, requests, categories, presence, invites. Re-routed
    through LobbyServer (CL_FRIEND_*) instead of the dead Nexon Messenger. LIVE
  • Whisper - /w <nick> <message> to any online player. LIVE
  • Clan chat (F3) - was completely dead. Re-routed via CL_CLAN_CHAT into
    CClanHQ::Broadcast. LIVE
  • Notes / in-game mail - CL_NOTE_* through LobbyServer + a new
    CBT_ModdedNote table. Two BR kill-switches removed. The receive popup's OK
    button now opens the messenger on the Note tab (it was a bare message box with
    no callback - it closed and did nothing). Text only: no item/GP attachments.
  • Coupon redemption - code -> items. Three separate kill switches removed
    (server routing, hidden client button, commented-out client send). Done WITHOUT
    the _CouponExchange flag, which is the RU discount system and changes packet
    layout. The entry box also showed two dead "ABCDE" placeholder fields, because
    the screen ships six parts and this build wires only four - they are hidden now.
    LIVE
  • Gift rate limit - anti-abuse cap on gifting, enforced in the web
    backend (visms.php). Over the limit the client gets its real, native error
    popup - no client change needed. Ships at a test value of 3/day; see Known
    issues.
  • Voice chat - see below, this one is the big one.

Voice chat - a SIP/RTP server written from scratch
The client's Vivox SDK froze the game to a white screen because nothing answered
on SIP 5060. Instead of dragging in FreeSWITCH, this release includes a
pure-Python SIP + RTP conference server with real mix-minus audio mixing
and its own G.711 codec (Python 3.13 removed audioop). 16/16 unit tests pass,
including a real audio-mix test. A PHP shim answers the Vivox auth calls.
Room creation mints three voice channels.
The client had to be rebuilt for this: voice is behind a compile flag that the
BR build shipped switched off.
Synthetically verified and wired into StartAll.bat. A two-person ear test is
still pending - I am not going to claim otherwise.


Game modes
  • Quarantine Regen - Single Play vs bots (MODE_SQRT = 20). Play
    Quarantine solo against bots. Playtested. LIVE
    It runs on five maps, not just the one that used to work -
    the others failed because their mode files were NUL-padded at the end and mixed
    CRLF with LF, which stopped the map loading at all. Making it actually playable
    took seven separate in-game fixes: the round counter showed "(Default)", the
    room split you into Alpha and Bravo in a mode with no teams, bots showed 999 on
    the scoreboard, the infected claw killed human bots instead of turning
    them
    , and ESC would not return you to the lobby.
    The bots were upgraded too: every one of them now carries and throws
    grenades, plus an RPG-7 and an M32, and they use flee and take-cover behaviour.
    Taking cover used to crash - the AttackFromCover goal is commented out in the
    engine's goal table, so asking for it took the server down. Worked around.
    GhostTown was added to the mode as well, through a pipeline that can add any
    Quarantine map.

    OVERDOSE plays with bots too. It shipped with zero AI navigation baked
    into its world - genuinely a bot-less map - so the navigation was authored and
    compiled into it. That is why it is in the list.​
  • Ladder / ranked - dedicated LadderLobby / LadderLaunchServer /
    LadderDServer tree. Match formation, battle entry, exit-penalty MMR writes all
    confirmed. Season open 24/7 (no more error 266). LIVE
  • Clan war / Find Match - full matchmaking -> war room -> battle, on its
    own ClanLobby / ClanLaunchServer / ClanDServer tree. Writes CBT_ClanGameLog.
    LIVE
    Five game modes were switched on for clan war - Deathmatch, Elimination,
    Capture the Flag, Spy Hunt and One Man Army. The whole system was already built
    into the binaries; it shipped switched off.​

Gameplay fixes
  • Spawn protection restored - the feature existed but a previous author
    had zeroed the default. Back to 3 seconds.
  • Rooms no longer die during the countdown - there were THREE stacked
    15-second timeouts racing a 5-25 second DServer cold boot. All three fixed.
    LIVE
  • Clan leave re-sync + an atomic fix for the guild-recreate half-create
    bug. LIVE
  • Ladder and clan-war battles can actually be joined - every lobby was
    missing its GameRoomPort key (the port handed to the client for the battle), so
    players could form a match and then never reach it. Added to all three.
  • StartAll.bat starts all sixteen processes - the original only started
    the main tree, so AuthServer and SessionServer retried the ladder and clan
    lobbies forever. It now brings up all three trees, in order, with the right
    delays.
  • Gachapon empty-box inbox freeze fixed server-side, and 205 of 206
    gacha pools filled
    - 163 restored from authentic US patch data, 42
    reconstructed from live working pools (nothing invented). That brings back:
    • the event boxes - Supply Case X-mas (32 items), Ghost HiSec Case Halloween
      (34), three Fan Appreciation boxes, GP-Extreme, MYST-2015, three MYST-Christmas
    • the named-weapon boxes - Hawk's Dragunov, Hana's MAC-10, Raven's G36C,
      Leviathan, Blizzard, Firestorm (shorter durations likelier, permanent rarest)
    • 88+ rank-up reward boxes, and the New User Jackpot
  • Rank-up LV14 reward fixed - the box handed out three copies of the
    same item. That was Nexon's own workaround for two missing reward parts; it now
    gives all three (AS Val + Brazilian Recon Vest restored), matching LV15.
  • HiSec case drops revived, plus nine expired event systems
    date-shifted back to life (Hottime, FreeItemRotation, Roulette, Bingo, Marble,
    Seed, EventEXPGP, DT_Event, Recommend). Two needed more than a date: Bingo
    was repaired properly, against the client source, and WeaponQuest had 108
    quests fully defined but switched off - the 24 that the BR patch actually
    shipped are now enabled.

Anti-cheat
A working Tier-1 layer, SQL only, no rebuild needed: a wallet-forgery clamp on
cbp_character_info_update (it clamps rather than rejects, so legitimate saves
never break), operator ban/unban/abuse-report procs, and the built-in OPK
detector live and kicking. Bans are enforced at login, by account status
and by MAC address - banning someone is one database row, no rebuild.

On top of that the shipped DServer carries a Tier-2 speed guard. It
measures horizontal speed every frame and, by default, does nothing but write
anything over 600 u/s to DServer\Log\SpeedHack.log - zero gameplay
effect, so you can gather real per-map data first. To make it kick, add
[SpeedHack] Mode=2 to HackLog.ini - config only, no rebuild. Like spawn
protection it is in the main DServer only, not the ladder and clan trees.

Also included: an honest written map of what is and is not blockable on this
engine. Short version - speed/teleport/fly and stat forgery are fully blockable
server-side; aimbot is detect-only; wallhack can only be crudely reduced because
the engine broadcasts every position; XignCode and HackShield are dead, do not
rely on them.

Launcher and website
  • CombatArms.exe hex-patched three ways: registry-free install check
    (self-locating), NGM bypass, promo image removed. No registry, no admin, works
    from any folder.
  • The old Nexon website rebuilt 1:1 from a web.archive.org mirror, on a live
    Laravel backend against the real database:
    • a homepage - the archive had none, so it is built from scratch, with live
      Top-5 player and clan widgets
    • player rankings and a full player profile - exp, grade, K/D, GP, headshots,
      multi-kills, bombs planted and defused, flags, plus your live ranking position
    • clan rankings, clan profiles with W/L and notice, and clan match history
    • the shop, and the support page the in-game HELP button opens
    • a notice board - notices, updates, events and GM notes, editable in the
      database


What is in the download

  • INSTALL.bat - the only thing you run
  • CombatArms_Setup.zip - the installer scripts it unpacks (1.6 MB)
  • SHA256SUMS.txt - checksums the installer verifies everything against
  • CombatArms_Server.7z - full server tree (1.36 GB packed, 5.3 GB on disk)
  • CombatArms_Client.7z - full playable client (1.60 GB packed, 5.7 GB on disk)
  • CombatArms_Website.7z - Laravel backend + restored Nexon site (52 MB)
  • CombatArms_Database.7z - six SQL Server backups + restore script (2.3 MB)
  • CombatArms_Tools_Docs.7z - cacrypt, anti-cheat SQL, gacha scripts, research notes

Total download: about 3 GB. Docs are inside every archive.

Why the server pack is only 1.36 GB: ClanDServer and LadderDServer are
byte-identical to DServer except for about eight files each. Shipping all three
in full would have added 11 GB to this download, so the release has one full
DServer plus a small overlay per flavour, rebuilt locally in a couple of minutes.
The installer does that for you; if you install by hand, run
CA_Server\_SETUP_FirstRun.bat once after extracting.


Requirements

Windows 10 / 11 x64 and an internet connection. That is all you need to have.
The installer checks for everything below and installs only what is missing:

  • SQL Server Express 2025 or newer, instance SQLEXPRESS, Mixed Mode
    The database backups are SQL Server 2025 (17.0) and SQL Server restores
    backups forwards only - 2019 and 2022 reject them with Msg 3169. The installer
    fetches the right version for you.​
  • XAMPP with PHP 8.0 or 8.1 and the sqlsrv / pdo_sqlsrv extensions (both driver
    pairs are bundled; any other PHP version gets its pair downloaded)
  • Python 3.8+ (voice server only, standard library, no pip packages)
  • Visual C++ Redistributables 2008 / 2013 / 2015-2022, x86

You do not need VC++ 2005 or 2010, and you do not need the DirectX 9
redistributable - the client ships its own d3dx9 DLLs.

Paths are hardcoded: C:\CA_Server, C:\CombatArms, C:\xampp.


Install - one click

You do not have to set any of this up by hand.

Extract the download into one folder and double-click INSTALL.bat.
That is the whole procedure - it unpacks its own setup tools and every archive
itself, so there is nothing else to extract by hand.

There is no .exe in this release. INSTALL.bat and everything it runs are
plain scripts - open them and read them before you run anything.

Code:
D:\CA\
   CombatArms_Server.7z.001   + .002
   CombatArms_Client.7z.001   + .002
   CombatArms_Database.7z
   CombatArms_Website.7z
   CombatArms_Tools_Docs.7z
   CombatArms_Setup.zip
   SHA256SUMS.txt
   INSTALL.bat                      <-- double-click

The installer does all of this for you:

  1. Verifies your downloads against SHA256SUMS.txt, so a bad download fails in
    30 seconds instead of after an hour
  2. Installs the Visual C++ 2008 / 2013 / 2015-2022 x86 runtimes
  3. Installs SQL Server 2025 Express, switches it to mixed-mode auth, enables
    TCP/IP on 1433 and sets the sa password
  4. Installs XAMPP
  5. Installs the matching PHP sqlsrv drivers and edits php.ini
  6. Unpacks server, client, website and tools to the right paths
  7. Rebuilds ClanDServer and LadderDServer from DServer
  8. Restores all six databases with the correct file permissions
  9. Creates the game-log ODBC data source and the combatadmin SQL login,
    then proves the connection works from 32-bit code. Skip this and LaunchSvrd
    dies the moment it starts and no match can ever begin - with nothing in
    the event log to tell you why. See the note below.
  10. Rewrites httpd.conf - DocumentRoot, the /casite alias, mod_rewrite
  11. Opens the firewall for the client-facing ports only, and pre-authorises the
    server binaries so Windows never interrupts you with "allow this app?" popups
  12. Verifies the result and tells you exactly what is wrong, if anything
  13. Starts the server and waits until the main lobby is actually listening

It runs unattended: double-click, approve the UAC prompt, walk away.
It configures the server for 127.0.0.1 - to let other people connect, run
CONFIGURE_IP.bat afterwards and give it your address. Want to be asked about
each change instead? Run INSTALL.bat -Interactive.

First run is 20-60 minutes, mostly downloading SQL Server and XAMPP.
Everything goes to install\install.log.

Installing by hand? Do not skip the ODBC step. LaunchSvrd.exe carries a
hardcoded connection string, DSN=COMBATARMS_LOG;UID=combatadmin;PWD=Admin123456,
and traps with a breakpoint if it cannot connect - leaving a 90 MB .dmp file and
a server that looks perfectly healthy but can never start a battle. The exact
SQL and registry commands are in Docs/05_TROUBLESHOOTING.md. That password is
baked into the binary and cannot be changed, so never expose port 1433.

If it fails, just run it again. Every step is idempotent - a second run
skips what already worked and retries only what did not.

Afterwards there are three more buttons:

Code:
TEST_EVERYTHING.bat   starts the stack and tests every layer
CONFIGURE_IP.bat      switch between local-only and hosted-at-an-IP
HEALTH_CHECK.bat      fast check of an already-running server

CONFIGURE_IP.bat - hosting for other players

The release ships on 127.0.0.1 so a fresh install is playable immediately. When
you want other people in, this handles it - and it is not a find-and-replace,
because there are three different kinds of address in these configs:

  • Internal server-to-server links (AuthServer to DBDaemon, lobby to
    BillServer, DServer to LaunchServer...) - these must STAY 127.0.0.1. Changing
    them exposes internal ports and breaks the links.
  • Client-facing listen sockets - [AUTH USER], [UPDATE USER],
    [LOBBY USER]. These ship as 127.0.0.1, which binds to loopback only. The
    server starts, netstat looks fine, and no remote player can connect. They must
    become 0.0.0.0. This is the classic reason a CA server "works" for the host and
    for nobody else.
  • Addresses handed to the client - UserListenPublicIP, the voice URIs,
    DServer HostName, Connect.cfg and so on. Leave these at 127.0.0.1 and every
    player's game tries to connect to itself.

The tool sets ~22 settings across server, client and website, backs up every
file it touches and writes a Revert.bat. Full breakdown in
Docs/08_HOSTING_AND_IP.md.

TEST_EVERYTHING.bat

Starts the stack, waits for it, then checks processes, sockets, databases and
the website. The part that matters: it dials your configured address, not
127.0.0.1. A service bound to loopback passes every localhost test ever written
and still fails for real players - this catches it:

Code:
[PASS] 10002 (AuthServer)     reachable
[FAIL] 12001 (Lobby main)     NOT reachable - bound to loopback, or blocked

One honest caveat - CombatArms.exe has its launch command baked into the
binary as a 45-byte buffer with one byte of padding, so addresses longer than 9
characters do not fit. The tool tells you instead of silently truncating. Ship
the client with start.bat as the shortcut (always written correctly), or
pass -AllowFullscreen to drop --windowed and free 11 bytes.

Prefer to do it manually, or need to deviate? The full step-by-step with every
gotcha is still in Docs/01_INSTALL.md.


Tips for server owners

  • Tuning match rewards needs no rebuild. The REWARD_REBALANCE flag you will
    find in the source is a dead fossil - it compiles to nothing. The real knob is
    RewardCalculateParameter.cfg in each DServer folder: plain text, re-read
    at the start of every match. Set WriteLog=1 to see the maths.
  • MVP bonuses are tuned in ATTRIBUTES\MVPREWARD.TXT - an encrypted bute
    file. cacrypt.exe, in the Tools pack, decrypts and re-encrypts it.
  • Banning a player is one database row - see the anti-cheat section above.


Downloads

Code:
CombatArms_Release.zip  (3.02 GB)  : https://mega.nz/file/HwZwCTpS#tO-LbxLlyjyHIP5BEKnAkcZqq7UOQRpmWiVuwvjInsE

One file. Extract it into a folder and double-click INSTALL.bat.

Inside you will see .7z.001 / .7z.002 files - those are 7-Zip volumes. Leave
them exactly where they are and do not extract them yourself; the installer
verifies and unpacks every one of them.


Credits

  • Nexon / Doobic - the original game
  • The RaGEZONE Combat Arms community for the base files and years of notes

If you use this as a base, a line of credit costs you nothing.




Enjoy.
You can pass the link again since it is deleted, or you can upload it better by mediafire
 
Sweet, good job!

You beat me to it, I was working on something similar to share publicly but with more focus on "easy to use" custom options added x)
 
google drive link please? Mega have limit
Link 7 days exipry.
If someone can upload it to Google drive ill update the link on thread.
Awesome job!

Are you going to release the source code anytime in the future? Thank you!
I’d welcome any new feedback or suggestions on what to add, remove, or fix.
I’d also be happy to implement the corrections myself; this game holds a lot of nostalgia for me, so I put in the effort to fix it up and add new features.
I’ll likely share the source code in the future as well.
 
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this is awesome, me and my brother grew up on CA, so seeing releases for it is incredible. if you release source code one day thatd be awesome.
do you think its ever possible to implement AI for like normal multiplayer matches?
Im wondering if its possible to fill both teams with bots and you can get EXP/GP like its a normal match instead of the coupon style xp/gp, so you can kinda play like a co-op + AI like a real MP match

Also noticed some cosmetic issues. I used the 1 click installer
 

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Last edited:
Link 7 days exipry.
If someone can upload it to Google drive ill update the link on thread.

I’d welcome any new feedback or suggestions on what to add, remove, or fix.
I’d also be happy to implement the corrections myself; this game holds a lot of nostalgia for me, so I put in the effort to fix it up and add new features.
I’ll likely share the source code in the future as well.
Some files arrived corrupted. :/
 
this is awesome, me and my brother grew up on CA, so seeing releases for it is incredible. if you release source code one day thatd be awesome.
do you think its ever possible to implement AI for like normal multiplayer matches?
Im wondering if its possible to fill both teams with bots and you can get EXP/GP like its a normal match instead of the coupon style xp/gp, so you can kinda play like a co-op + AI like a real MP match

Also noticed some cosmetic issues. I used the 1 click installer
The thing is, the cosmetic "issues" you noticed aren't actually cosmetic issues.
They involve models of naked women, and in my opinion, it’s inappropriate for an FPS game to feature such models (since it’s a shooter—think CS 1.6; that’s how it’s supposed to be).
That’s why I removed those models from the DServer and Client files and replaced them with a male character model.

It is also possible to play against AI bots and earn EXP/GP just like in a regular match, rather than getting a coupon. I just didn't quite understand—what is the difference?

Did the installation of the 1-click installer go smoothly and perfectly?
Some files arrived corrupted. :/
Sorry, please try this link
 
The thing is, the cosmetic "issues" you noticed aren't actually cosmetic issues.
They involve models of naked women, and in my opinion, it’s inappropriate for an FPS game to feature such models (since it’s a shooter—think CS 1.6; that’s how it’s supposed to be).
That’s why I removed those models from the DServer and Client files and replaced them with a male character model.

Did the installation of the 1-click installer go smoothly and perfectly?

Sorry, please try this link
They arent naked though? even normal base models are just completely unrendered and you just show up as the base male. I dont know why you would remove models completely, it kills the vibe of the game seeing broken models


For Multiplayer, in real matches you dont gain XP/GP via coupons, you get it just playing and completing matches.
you also cant play with friends VS AI at all with Single Player, wondering if its possible
 
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