r/Netrunner • u/axmccx • 4d ago
Announcement Proxy Nexus Update 2026-08-28
Hey all, been making more progress on Proxy Nexus, and felt it’s time to make another post here about it.
New core features.
- Double sided PDF prints! These include the game’s card backs on every even page. The even pages are mirrored length wise so that the cards line up on the reverse side of each page.
- Bleeds on PDFs. Adds a small bleed (up to 1mm) around each image. Depending whether the source image already has a bleed or not, it either adjusts how much is cropped, or uses the same bleed generation process for MPC zips. I say “up to” 1mm, so that it uses the available space without reducing the size of the cards or the number of cards on each page. For letter size, the bleed is about 0.5mm, while A4 gets the full 1mm.
- Toggle the sorting of the set drop-down between release date and alphabetical. Thanks to u/mcwookie for submitting this feature!
- Support for Netrunner Reboot cards!
Less recent features I feel are still worth mentioning:
- AI Up-scaling. If your device has some kind of graphics hardware, it can be used to apply up-scaling to improve the quality of the images. Some low quality like Midnight Sun see a huge improvement with this turned on. The process is quite demanding, so expect it to take more time, but it can vastly improve the sharpness of text and clarity of the artwork.
- Want to save or send the current card selection? Click "copy link" near the top right. Visiting this link will pre-fill all the cards in the card list.
- Custom page sizes. In addition to the standard letter and A4 page size, you can also specify a custom page size.
Check it out at https://proxynexus.net/
Thanks for having a look, all feedback is welcome!
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u/Sasesusaso 3d ago
Are you planning any more games?
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u/axmccx 3d ago
Someone’s working on game adapters for Arkham horror and Marvell champions. I’m thinking I’ll release the first chapter of Arkham Horror on the live website, since it’s out of print. The rest would probably be best done through the desktop app and everyone can download the card images themselves.
Any other games you had in mind?
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u/Sasesusaso 3d ago
40k Conquest?
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u/axmccx 3d ago
Are there card scans for it somewhere online?
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u/Sasesusaso 2d ago
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u/axmccx 2d ago
thanks! Do you know whether I can trust this? https://github.com/rgmc4/warhammer_40K_conquest_card_data/tree/master
According to it, the scans are missing these cards:
Core Set:
- Raid, #118
- Altar of Torment, #121
- Twisted Laboratory, #122
- Doom, #141
- Experimental Devilfish, #161
Searching For Truth:
- Shrieking Exarch, #81
The Great Devourer:
- Dark Cunning, #38
Would you know where I could find them?
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u/Sasesusaso 2d ago
Yes, reviewing the sets, these do appear to be missing. Conquestdb has them, but looow quality, maybe here? https://steamcommunity.com/sharedfiles/filedetails/?id=2345148868
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u/axmccx 1d ago
yeah! I asked in the Discord server, someone shared a google drive link of the images from this TTS mod. I'm making use of this collection instead. Just need to some more testing, but should be able to release it later today.
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u/Sasesusaso 1d ago
You are a monarch among mortals
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u/axmccx 1d ago
I just pushed an update, https://proxynexus.net/ now supports Warhammer 40k conquest!!
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u/dmikalova-mwp 2d ago
Rad! I'm curious about the upscaling tools you're using and any advice on using them in my own projects?
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u/axmccx 2d ago
I have a small note in the readme about it: https://github.com/axmccx/proxynexus-rs/#image-upscaling
I'm using the realesr-general-x4v3 model with the Burn framework for inference, which is written in pure Rust, so I could run it in a browser with wasm and wgpu. I did some tests and comparisons with the anime model, but it produced more random artifacts.
The source model is provided in pth format, which as far as I understand, only contains the weight, but not the instructions on how to run it. I had Claude read the source repo scripts and write me one that converted the pth file into an onnx file. More info here: https://github.com/axmccx/proxynexus-rs/tree/master/utils/model_converter.
Using an onnx file enables me to use Burn's ModelGen to produce Rust model code and the bpk weights file at compile time. The bpk weights file is then only fetched by the browser when up-scaling is on, in an attempt to keep that initial wasm file size down.
When processing images, I also had to tune it to run on 128x128px tiles with a 5px overlap of the images, to keep memory use down.
Seems like general opinion online is that this model is out of date, that there are better ones around now, but this one works great for this project, since it's really small and quite reliable. What language or frameworks are you using? I'm sure doing something with python scripts would be much simpler.
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u/dmikalova-mwp 2d ago
Rad, thanks for the tips! I've been working on KeyForge stuff - the standard web client is in JS, but I also recently started my own greenfield client in Go, which compiles to wasm and ships the whole game engine to the browser. If I get around to image upscaling it would probably just be in my local machine and pushed directly up to object storage, I'm sure I can Claude to translate your harness if needed.
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u/axmccx 2d ago
Wow you can compile Go to wasm, that's wicked! I had assumed the runtime and garbage collector would be too heavy for the browser. But yeah, Claude should be able to translate my approach. Good luck with the project!
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u/dmikalova-mwp 1d ago
yeah, compressed the go runtime builds down to 4mb so not ideal but within reason.
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u/cupnoodledoodle 4d ago
Just did a quick test - could not see the cutlines whatsoever in any of the generated PDFs.
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