aknumbers @aknumbers.bsky.social · 06/10/2026not an authored mission, just some squads hanging out for performance testing. light ordering bug is back, should be easy to fix. no red clouds on nvidia/windows. feels buttery smooth. 2190
aknumbers @aknumbers.bsky.social · 06/10/2026shout out to deadinside28 on github and all the folks in the playstation community doing work right now 0120
aknumbers @aknumbers.bsky.social · 06/10/2026There's not, in my mind, a huge amount of functional difference between shadps4 and the "native port". But I do like that I had a blue bug, and now I have a red bug. Gotta catch em all. 1100
aknumbers @aknumbers.bsky.social · 17/09/2026www.youtube.com/watch?v=21UM... anyways here's a project I've been helping out with alongside d1 work. hype afyoutube.comDawn - Client Release TrailerYouTube video by Flummoxed 2192
aknumbers @aknumbers.bsky.social · 17/09/2026am I doing a whole bunch of work just for the funniest possible thing to happen 1110
aknumbers @aknumbers.bsky.social · 15/09/2026proof of concept - functional stereo vision in shadps4. when I can stomach another big optimization push, I'll implement VR. 2232
aknumbers @aknumbers.bsky.social · 14/09/2026the character action for mantling existed, but the trigger did not. added the trigger. needs a little more tuning and an animation. please disregard the Error Fog and note the smooth smooth 60fps as shadPS4 is now solved-ish. 1332
aknumbers @aknumbers.bsky.social · 01/09/2026native mouse, arbitrary fov, 60fps (in some areas, 40-60 in others.) getting past 60fps anywhere, area depending, should now be doable with further optimization. 2312
aknumbers @aknumbers.bsky.social · 30/08/2026D1 with native mouse, no aim assist. persistent 95 fov with proper scope zoom. big performance push to get 60+fps tomorrow, which will make native mouse much less jank. maybe I should figure out why the scope has no crosshair now 😂 1172
aknumbers @aknumbers.bsky.social · 29/08/2026when I thought this was going to be a much harder project, I wanted to go to the patch that had special ammo spawns in pvp that were fun. now I know enough about the game that I think I can just patch that. now 1.29 is vestigial and my plan is to make more or less any patch work, starting with 1.33 110
aknumbers @aknumbers.bsky.social · 29/08/2026field of view testing - set to 95º in d1 on shadps4 1161
aknumbers @aknumbers.bsky.social · 21/08/2026also, not playing against a real server, if that wasn't clear 0110
aknumbers @aknumbers.bsky.social · 21/08/2026This is happening on shadPS4. This is not being piped over from a console. 3191
aknumbers @aknumbers.bsky.social · 19/08/2026It means I’m not releasing today as planned. But when I do release, hopefully this weekend, I want some pve to work. We will see. 000
aknumbers @aknumbers.bsky.social · 19/08/2026Slight distraction: what do you mean the entirety of the d1 pve experience is on disc? I was so sure it wasn't, I never even looked. I didn't know. I was getting more and more sure that pvp would be tough, and pve would be months of community rebuild. I don't think this is going to take months. 2100
aknumbers @aknumbers.bsky.social · 18/08/2026Key notes, not complete known issues: 1- Tested against 1.29, not "current" 1.33 2- Multiplayer not tested (shadNET covers, my d1 service logic partially not ready) 3- No enemies/AI/scripted events *yet* 4- Patrols work, story missions may be busted 5- Matchmade queues don't ever send you anywhere. 150
aknumbers @aknumbers.bsky.social · 18/08/2026Alright, that's fixed. Fr going to push to gitlab after work. Things keep getting easier the more I understand it, the better the decomp is, and the better the tools are for it. Cannot wait to see where the community takes this. 2120
aknumbers @aknumbers.bsky.social · 18/08/2026I did not make my deadline for pushing an updated version. I am still fighting with covering everything director -> ingame for pve, but that will pay off as part of adding more pve features. Enjoy a little more gameplay, with fully working weapons. 060
aknumbers @aknumbers.bsky.social · 17/08/2026Shoot for the moon. D1P prealpha 2 drops tonight or tomorrow now. Prealpha means this is *not* ready for general public. This branch tested only on Linux+AMD. Windows builds soon. Expect update cadence to increase now that most of the annoying pieces are solved. 2201
aknumbers @aknumbers.bsky.social · 15/08/2026Folks are reworking the scripting to work in PowerShell (ew, my fault for not putting a halt on shipping *everything* inside rust from pre-alpha 1) The necessary shadPS4 patches, so far, have been GPU, GPU driver, and platform independent - somewhat as expected. Haven't spun up on Mac *yet*. 120
aknumbers @aknumbers.bsky.social · 15/08/2026The scope of this next update is so massive that I'm tabling "patch agnostic" behavior and "platform agnostic" support. I don't want to half-ass either. Haven't developed for Windows in years, my microVM of choice does not support it. The real answer is to just run the server in a Linux VM for now. 120
aknumbers @aknumbers.bsky.social · 15/08/2026Trying to get an update out today with the full "boot -> orbit -> director -> ingame with a fully functional character" This is a "just work from the ROM" project. Have had to build tools, fix our existing ones, keep learning systems. A couple testers have Windows instances almost to parity. 2101
aknumbers @aknumbers.bsky.social · 14/08/2026pre-alpha 2, soon: shadPS4 graphical fixes, massive server coverage improvements, new db structure to prep for multiuser+scaled testing. fixed login flow. armor shows on character. visible menu weapon/subclass/armor customization. investigating director population, fixing orbit->activity flow. 070
aknumbers @aknumbers.bsky.social · 13/08/2026first light on shadPS4. linux with radv on strix halo 051
aknumbers @aknumbers.bsky.social · 13/08/2026first light, day 2, now with mostly correct lighting 2101