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Releases: nautilusbits/skynet-godot

v0.5.0 — final (Godot port frozen)

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@nautilusbits nautilusbits released this 13 Oct 11:53

Final release. This Godot port is frozen as of 2026-10-13 and is no longer developed. Development continues in a new C# + SDL3 port, to be published later.

As before, the builds carry no game data: they read your own copy of SkyNET (and optionally Future Shock).

Changes since v0.4.1

  • Future Shock takes SkyNET's palette as the original does; the moon has DOS's size, shape and place.
  • The jeep turret turns the full circle; the HK has only DOS's flight ceiling.
  • Staged cars keep taking hits on their last frame and burn out, as in DOS.
  • Bots react after their skill's full reaction time and lose a target they cannot see.
  • Robots stand where the original stands them (no more turrets sunk into the ground).
  • Footsteps per map surface, landing sounds, pain grunts and the death grunt; drowning and radiation hurt silently.
  • Sound mixing as in DOS: at most six placed sounds and six nearest loops at once.
  • Robots look every 4th tick with DOS's distance; a hit alerts them until their next look; turrets fire without a line-of-sight check.
  • Game sounds pause in the menus.

Downloads

  • Windows: SkyNET.exe
  • Linux: SkyNET.x86_64
  • macOS: SkyNET.zip (unsigned: right-click → Open, or xattr -dr com.apple.quarantine)
  • Android: SkyNET.apk (debug-signed)

SHA-256

89462c765208d644c557d77b757e0dfa4f7ae2811b9b7c04408356df7f7a29fc *windows/SkyNET.exe
609b265b93b3fda7194093da5234e276e8dee61fcd8331c5677f1b3e132c9e1e *linux/SkyNET.x86_64
26a5c4790dfa62aaf3dd4b54e8523cf2acf634f4aba095e51bb9ebb5342866bf *macos/SkyNET.zip
fa0aa6a63e445264240b6fa5e46b4602f3c4b27e6d05861e9921137d50cfd010 *android/SkyNET.apk

v0.4.1 — Future Shock playtest fixes

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@nautilusbits nautilusbits released this 09 Oct 22:23

Builds for Windows, Linux, macOS and Android. As before, no game data is included: on first start the game asks for your SkyNET folder (and, optionally, your Future Shock folder).

Future Shock

  • Leaving a building puts you in front of its door, not back inside its walls (the gas station, the hotel; #5).
  • The player is as wide as in DOS, so the hotel's half-open door can be passed (#4).
  • Spider robots walk instead of treading on the spot, and robots walk indoors as well as outside (#4).
  • Future Shock starts from SkyNET's NEW GAME menu with its own briefing, as DOS starts it.
  • MAP.050: the canal entrance on the way to the HK can be used.
  • MAP.060: the camp's objective is met when its defences are destroyed, as in DOS. A game saved in mission 60, 90, 110 or 120 before this release carries the old objective count: restart that mission.
  • Future Shock finds the 640×480 hi-res HUD set.

Both games

  • Closed doors are solid: you can no longer run through one and fall out of the map. The use key reaches a doorway's exit even when you look at its gate.
  • Low sills under low roofs are steps, not walls; chairs can be stood on again.
  • Every flat-coloured face has its own colour (some showed the wrong one).
  • The night sky has the original's stars, and outdoors the world ends where DOS ends it, at the view distance of the DETAIL setting.
  • Hints and objectives are typed into the panel's message box, also in the enhanced HUD (bottom right).
  • Hold RUN while firing a rocket to ride along with it, as in DOS.
  • Each thrown item (molotov, pipe bomb, grenade, canister bomb, satchel) has its own look, blast and sound; the pipe bomb and the canister bomb bounce.
  • Jeep: the gun looks 45° up and down, and the reticle is sharp at any window size (all vehicles).
  • HK: it flies under the original's ceiling, and a hill can no longer lift it over a barrier.
  • F12 toggles a test overlay: frame time, the mission's objectives, and an arrow to the next one.

Notes

  • macOS: the app is not notarised — right-click → Open the first time, or run xattr -dr com.apple.quarantine SkyNET.app.
  • Android: a debug-signed APK for sideloading; allow installs from unknown sources.

SHA-256

c6fa67b0c38cca7b1d0aceb65c47fc4632201acd63526870451901d793c9d7b6  SkyNET.exe
e78e70ba5d0b9dfa7f6a3cfb94e8c7fc8521b1f026074796a690c45b84739af1  SkyNET.x86_64
1af8f496909c3a1b32890d753269ba65dfcf1ba9f9ff8c293a30a8bb06d7d89c  SkyNET.zip
1dcf8caac1b8d6065fff756815d6ca2f3ee8d2ccfcdc1d57ec0c4895e73ec351  SkyNET.apk

v0.4.0 — Future Shock, missions as scenes, Android

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@nautilusbits nautilusbits released this 23 Sep 23:31

Builds for Windows, Linux, macOS and — new — Android. As before, no game data is included: on first start the game asks for your SkyNET folder (and, optionally, your Future Shock folder).

Future Shock

  • NEW GAME → FUTURE SHOCK plays the Future Shock campaign on SkyNET's engine, as the DOS game did.
  • Its own 17-mission campaign, vehicles and start kit (the pipe alone), read from the original tables.
  • Side maps are walked, not driven or flown (MAP.103 and MAP.129 no longer trap the player).
  • Future Shock's triggers now follow the same, checked rules as SkyNET's.

SkyNET

  • Missions are played one scene at a time; each map keeps its own state, and only the dead and what you picked up carry between visits, as in DOS.
  • Doors, lifts, gates, lamps and switches work the way the original opens them, including floor switches you trigger by walking over them (the MAP.210 silo cover, the MAP.215 cover).
  • Nobody swims: in water you walk on the bottom at half speed, and the water is see-through.
  • The submarine's torpedo tube carries you through the water into the sewer, as a ride.
  • The convoy on MAP.260 drives at its original speed and does not wait for you; the truck and helicopters follow their paths.
  • Ammo you have left carries into the next mission, and a won mission tops it up from the original per-mission table.
  • Movement speeds, player damage, the DOS status panel, the jeep's turret aim, the five throwables (F1–F5) and RESTART MISSION follow the DOS game.
  • Fixed: the mission 1 ending, the MAP.217 gate, the MAP.271 tunnel teleport, the MAP.252 return trip, explosions that sometimes didn't show, texture seams with smooth textures, and the debugger warnings on start.
  • Deathmatch: the host owns the map, triggers sync to every player, and bots count in the score.

Mods

  • A map can be replaced by a Godot scene in mods/maps/MAP.NNN.level.scn (see COMMANDS.md).

Notes

  • macOS: the app is not notarised — right-click → Open the first time, or run xattr -dr com.apple.quarantine SkyNET.app.
  • Android: a debug-signed APK for sideloading; allow installs from unknown sources. Not yet tried on a device.

SHA-256

48ce20edf30b832af73d41f7469028cb1452729345a0eba4abb8d9992510232e  SkyNET.exe
fb17290d3b8b071c7a7ae7a42230e50485aba1e2d35a4d08b59b3605bfe41c6e  SkyNET.x86_64
9e2230ef52753232ac380a7f4af683d77d92ac31eed0fab85f09c62fb7545be1  SkyNET.zip
f5fec8319f34e75e7ffb45746bd35b160e309e590ef63e3ecc4c7116733d9358  SkyNET.apk

v0.3.0 — no game data in the builds, and a hardening pass

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@nautilusbits nautilusbits released this 14 Sep 16:51

The builds carry no game data. v0.1.0–v0.2.1 accidentally packed the converted asset cache into the executables; those releases have been withdrawn. As before, the first start asks for your own SkyNET install (and optionally Future Shock) and converts the data once.

Upgrading from an earlier build

  • The asset cache is rebuilt on the first start (new cache format). A full conversion takes a few minutes; maps you have not visited convert when you load them.
  • Saves: old saves still load; new saves use a new, safer format. Future Shock keeps its saves apart from SkyNET's.
  • Multiplayer: everybody in a match needs v0.3.0 — the join handshake changed, and an older build cannot play with a newer one. From this version on, a mismatch is refused with a message instead of hanging on Connecting…

Fixes

  • Home, Page Up and Page Down (the default look keys) no longer jump to another map mid-mission.
  • After a won mission the cursor is back on the briefing screens and in the menu.
  • A save remembers which map the mission started on, so loading one can no longer skip a mission; saving is refused during the mission-complete countdown.
  • Revisiting a map no longer repeats its objectives, radio lines or water level changes.
  • One map change at a time: pressing keys during a fade can no longer break an exit.
  • The CONTROLS screen can bind mouse buttons again.
  • RENDER DETAIL, smooth textures, dynamic lights and the 640x480 weapon art apply immediately.
  • An exit that cannot be used no longer disables every other exit on the map.

Deathmatch

  • The motion detector marks nearby players the way the original does: a dot, the player's name and the range in metres.
  • Bots score their kills; a jeep is freed when its driver leaves or respawns.
  • The host checks hits, positions, pickups and vehicle use, limits message floods, enforces kicks, and the console cheats are off in a match.
  • The LAN server list only answers local networks.

Performance

  • Enemies check the ground and their line of sight less often, effects reuse their nodes and materials, and shaders are warmed up behind the load fade: frame spikes on the big outdoor maps are roughly halved.
  • The first-start conversion is about twice as fast.

Robustness

  • Cached files and map mods are loaded only when this installation wrote them, or when they pass a data-only check.
  • Damaged or crafted data files can no longer hang the game or exhaust memory.
  • Data copied with lower-case file names is found on Linux.

Platform notes

  • Windows: a single SkyNET.exe.
  • Linux: chmod +x SkyNET.x86_64 after downloading.
  • macOS: the app is built on Windows and only ad-hoc signed. Open it once with right-click → Open, or run xattr -dr com.apple.quarantine "SkyNET Godot Port.app".

SHA-256

cb374fe60497ef42cf23e1ae3d1f83c96dd6c7bea83abfed071ed990c0e2d92e  SkyNET.exe
1de209b73a89d611c016554cc6de133cb90471673b1baf3e1f5cc844a6a37174  SkyNET.x86_64
6021f555ae0f81e057f6d6f4bfb9bcf849ccb1eb3c6435bafcba6d4652c738b8  SkyNET.zip