aknumbers

aknumbers

@aknumbers.bsky.social

d1 server and tools preview repo (note: two months out of date! please hold for release.) gitlab.com/aknumbers/d1preservation retro game vr repo: gitlab.com/aknumbers/hindsightvr

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I mentioned that I'd been working on pve, just not really featuring it here. it's time. this is forge in d1. it authors bungiescript to create replayable missions. this will help us cut down validation and adjustment time. more iterations of this coming soon.

macOS recomp gameplay vs bot instances (full game instances driven by a rust based "traditional bot") bots on windows and linux the bots are not used to a human player being around and are choosing to ignore me. seems to be breaking their brains quite a bit - will work on it more later.

invited Flum over to play 1.33 pvpve. Raz's work on performance is super helpful. again pvp in pve area was not modded in, the one and only change that allowed this was changing player faction. medals were there already. getting it polished will take work, but the possibilities are endless

the challenge of deploying a game like this lies not solely in making it work at all but making it still be fun when cheating is a hard problem to solve. I cannot solve it, but I can prepare. in part with the new Strava for Bot Guardians

pathfinding, seeking, aiming/firing, teleport. framerate's better than this recording shows (top left xbox instance shows 60) xbox is doing keepalive dance, right seeking an enemy, bottom left given two targets and teleport perm. will fix score/announce presentation duplication bug from this

xbox vs ps4 builds on windows (working them via keyboard via remote desktop lol) technically neither are emulated? xbox translation layer. ps4 relink. running on my server which is set at PS4 1.33 and XB1 56578. uses a small clientside layer to validate/translate the p2p so multiplatform works.

a linux machine and a windows machine, each connected to the same VPS running one server instance. relinked ps4 version and moosh's compat layer for xbox. one xbox version each on linux and windows. one ps4 version each on linux and windows. all in the same world. not all in the same fireteam.

not 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.

There'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.

the 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.

native mouse, arbitrary fov, 60fps (in some areas, 40-60 in others.) getting past 60fps anywhere, area depending, should now be doable with further optimization.

D1 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 😂

Slight 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.

Alright, 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.

Key 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.

I 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.

Shoot 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.

Trying 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.

pre-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.

You are up to date.