Setup guide
From the files you downloaded to a running, licensed MU Online S5.2 server with players connecting on PC, Android and web — every step, in order.
Season 5.2 Crossplatform Binaries-only · license-enforced
§Introduction
DepMax is a complete, crossplatform MU Online Season 5.2 server package: the server suite plus PC, Android and browser (WASM) clients, sold as ready-to-run binaries under a per-machine license. This guide walks you the whole way — activate, set up the database, start the server, and point your clients at it.
Your server binaries are licensed per machine: they run only on a computer that holds a valid License.dpx for that machine. This is disclosed licensing — a clean refuse-to-start when unlicensed, nothing more. After a one-time activation the server verifies your license offline; it does not phone home on every start.
In a hurry? The five numbered steps below (Activate → Database → Start server → Connect client → Distribute) are the entire path from download to live. Everything else is optional polish.
§What you received
After purchase you get download links on your account page. Each package is self-contained:
| Package | Contents |
|---|---|
depmax-server.zip | The server suite — GameServer, ConnectServer, DataServer, JoinServer — plus data, StartUp scripts, the activator (dmx_activate.exe) and a getting-started note. |
depmax-client-pc.zip | The Windows game client: Engine.exe + its Data folder. Engine.exe is launcher, updater and game in one. |
depmax-android.apk | The Android client. Re-sign with your own keystore before publishing. |
depmax-web.zip | The browser (WASM) client + the TCP↔WebSocket gateway that fronts your GameServer. |
depmax-tools.zip | Operator tools — item/drop editors, the ServerData.bmd regenerator. |
depmax-docs.zip | Offline copy of this documentation. |
At minimum you need depmax-server.zip and one client package.
§Requirements
- A Windows machine or VPS for the server. A static IP or a domain name is strongly recommended.
- A MySQL or MSSQL database, set up from the
DB/SQLfiles in the server package. - Outbound HTTPS from the server machine — the activator reaches the license service once during activation. After that, verification is offline.
- Your license key, from your purchase email — it looks like
DEPMAX-XXXXX-XXXXX-XXXXX.
Players don't need anything special — they just run the client you give them. Only the server machine is licensed.
§The big picture
Five steps take you from a fresh download to players logging in:
- Activate your license — run the activator once on the server machine to create
License.dpx. - Set up the database — import the schema, point the server at it.
- Start the server — launch the four services in order.
- Connect your client — generate a signed
Server.dcfgthat points the client at your server. - Distribute your clients — hand the PC client, APK, or web build to your players.
1Activate your license
One time, per machine. Activation binds your license to that computer's hardware ID and writes the License.dpx your server needs to start.
- Unzip the server package on the machine that will run the server.
- Run the activator from a command prompt in the server folder, with your key:
Your provider gives you the exactCommand Prompt — server folder
dmx_activate DEPMAX-XXXXX-XXXXX-XXXXX --host https://license.your-provider
--hostURL. (If you self-host the license service, use its address.) - It writes
License.dpxinto the current folder:OutputMachine HWID: 1A2B3C4D-…-… Activated. Wrote License.dpx (NNN bytes). You can start the server now. - Place
License.dpxnext toGameServer.exeandJoinServer.exe— copy it into each server's folder if they run from separate directories.
That's it — the machine is licensed. You do not re-activate on every start. The server reads License.dpx locally each launch.
Activation fails? Check that the machine has outbound HTTPS to your license host, that your key isn't suspended or revoked, and that the --host URL is exactly the one your provider gave you.
2Set up the database
The server package ships the database schema and connection files. In short:
- Create the database in MySQL or MSSQL and import the schema from the package's
DB/SQLfolder. - Point the server at it — set your database host, name, user and password in the connection config that ships with the server (see
DEPLOY.mdin the package for the exact file and fields). - Confirm connectivity — the DataServer is the service that talks to the database; if it starts cleanly, your connection is good.
License-bound data. Some essential server tables ship encrypted and are decrypted automatically at runtime using your license. You don't do anything special — just keep a valid License.dpx in place and it works. This is what keeps the content from being trivially copied.
3Start the server
The server package includes StartUp scripts that launch the four services in the right order. Start them and watch each console come up clean:
| Service | Role |
|---|---|
DataServer | Talks to your database. Start it first. |
ConnectServer | The front door clients hit first — hands out the server list. |
JoinServer | Handles account login. Needs License.dpx. |
GameServer | The world itself. Needs License.dpx. |
Open the ports your services listen on in the machine's firewall (the client-facing port defaults to 44405). The exact port map is in DEPLOY.md.
A service refuses to start with a license error? License.dpx is missing, or it's for a different machine. Make sure the file sits next to both GameServer.exe and JoinServer.exe, and that you activated on this machine. See Troubleshooting.
4Connect your client — Server.dcfg
Your client needs to know where your server is. The clean, secure way is a Server.dcfg file — a small address file cryptographically signed by the license system, so players can't tamper with it or forge one to redirect your client somewhere else.
- Open your account — sign in at your account page and open the Server tab.
- Enter your server address — your public IP or domain, and the port (default
44405). Optionally a display name. - Generate & download
Server.dcfg— one click produces the signed file. - Drop it next to
Engine.exein your PC client folder. That's the whole configuration.
On launch the client verifies the signature and connects to your server, overriding the placeholder address baked into the build. Changing servers later is just: generate a new Server.dcfg, replace the file — no rebuild, no tools.
Why signed? A plain text config could be edited by any player to hijack your client. Server.dcfg is signed with the same key as your License.dpx, so only an address you issued from your account is accepted.
The client we ship does not connect anywhere without a valid Server.dcfg (it fails locally on purpose). Always include the file in the client download you give players.
Advanced: bake the address into ServerData.bmd
Alternatively you can bake the address in: set IpAddress / IpAddressPort in GetMain\GetEngine.ini and run GetMainInfo.exe (in depmax-tools.zip) to regenerate ServerData.bmd, then ship that file. A valid Server.dcfg, when present, still overrides this.
5Distribute your clients
PC
Ship Engine.exe together with its Data folder and your Server.dcfg. That's a complete, playable client.
Android
Re-sign depmax-android.apk with your own keystore before publishing to Google Play or distributing directly. Point it at your server the same way (a Server.dcfg mechanism for mobile is on the roadmap; until then use the baked-address method for the APK).
Web (WASM)
Serve the depmax-web files over HTTPS and run the included TCP↔WebSocket gateway, pointed at your GameServer. Browsers can't open raw TCP, so the gateway bridges the browser client to your server.
All three clients speak the same protocol to the same GameServer — a player on PC, phone, or browser plays on the same world.
§Rebranding
DepMax ships unbranded so you run it under your own name, logo and domain. Rebrand freely: window title, loading screens, logos, and visual identity are yours to change. The PC client's window title lives in Dep.ini (WindowTitle); the client we ship already blanks anything that would point at us.
Want custom UI, logos and loading screens done for you? That's one of our add-on services — see Services.
§Auto-updates
Engine.exe has a built-in launcher/updater. It's driven by Dep.ini under [Update]:
[Update] ; point this at YOUR update host to push patches to players ManifestUrl = https://updates.your-domain/manifest.json WindowTitle = Your Server Name
- Set
ManifestUrlto your own update host to push patches — the client downloads only changed files, applies them atomically, and self-updates. - Leave
ManifestUrlblank to disable the updater — the client then just launches the game. The client we ship already has this blanked, so it never phones home to us; wiring your own updater is optional.
§Managing your license
Visit your account page, enter your key, and you can see status, renewal date and download links. Centrally, a license can be renewed, suspended, resumed, or revoked.
| State | What it means |
|---|---|
| Active | Server starts and runs normally. |
| Grace | Just past renewal — still runs, for a short window. Renew to clear it. |
| Suspended / Expired | Server refuses to start until the license is active again. |
§Moving to a new machine
Your license is bound to one machine's hardware ID. To move servers:
- Reset the HWID on your license — from your dashboard, or ask your provider.
- Run
dmx_activateagain on the new machine to get a freshLicense.dpx.
The old License.dpx stops working once the HWID is reset — one active machine per license.
§Troubleshooting
Server refuses to start (license error)
License.dpx is missing or belongs to a different machine. Confirm it sits next to both GameServer.exe and JoinServer.exe, and that you activated on this exact machine. Moved machines? Reset the HWID and re-activate.
Client won't launch / error 0x00005
The client's ServerData.bmd doesn't match its Engine.exe. If you rebuilt or repacked Engine.exe, regenerate ServerData.bmd with GetMainInfo.exe (in depmax-tools.zip) and ship them together. If you didn't modify the client, re-download it — don't mix files from two different client versions.
Client can't connect, or connects to the wrong server
The Server.dcfg is missing, invalid, or wasn't placed next to Engine.exe. Generate a fresh one from your account's Server tab and drop it in the client folder. Remember: without a valid Server.dcfg, the shipped client intentionally fails locally rather than connecting anywhere.
Activation fails
The activator needs outbound HTTPS to your license host. Check the machine's network, verify the --host URL, and confirm the key isn't suspended or revoked on your dashboard.
§FAQ & support
Do I have to keep the server online to stay licensed?
No. Activation is a one-time online step. After that the server verifies your license offline on each start.
Can I run more than one server on the same license?
A license is bound to one machine. For multiple machines, you need a license per machine (talk to your provider about volume).
Can I change my server's IP later?
Yes — generate a new Server.dcfg and replace the file in the client. No rebuild needed.
Where do I get help?
Your provider's support channel (email or Discord, as listed on your account) is the fastest path. Include your license key (the DEPMAX-… string) and a description of what you saw.
Ready to go live? Once your server is up and your client has a Server.dcfg, you're deployed. Hand the client to your players and open the doors.