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SkyNET SDL 1.1.0

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@nautilusbits nautilusbits released this 25 Oct 22:10
· 9 commits to main since this release

Fixes from the first GitHub issues. Thanks to everyone who reported them.

Fixed issues

  • #2 Sprites are too big
  • #3 No High Res Weapon Graphics
  • #4 Laser shots have shadows
  • #8 Effect of the bullets in the enemies

Still open: #1 (invisible HD robots on some AMD cards, workaround below), #7 (texture filtering options, needs an engine update), #6 (FMV intro and cutscenes, planned for 1.2.0).

Changes

  • Sprites at the right size (#2): scenery sprites (trees, posts, rubble, fires) were drawn twice their DOS size. They now follow SKYNET.EXE's 1:1 scale. The maps are prepared again once on the first start.
  • Hi-res HUD and weapons by default (#3): the 640 x 480 panel and weapon art from the game's own hi-res set is now the default, also for Future Shock when SkyNET's data sits beside it. OPTIONS > DISPLAY > HUD ART switches back to DOS.
  • Bullet impacts on robots (#8): shots hitting a robot or another machine now show their impact, as in DOS.
  • No shadows from laser and rocket shots (#4) in the ENHANCED look.
  • The DISPLAY dialog no longer covers the menu bar on wide screens.

Using the HD mod? Download the new skynet-hd.zip too: its sprite models are resized to match. With the old one, some scenery models stand twice too big.

Known issue: on some AMD graphics cards (seen on a Radeon RX 570, Direct3D 12) HD robots can be invisible in the ENHANCED look without MSAA (#1). Setting OPTIONS > DISPLAY > ENHANCED... > ANTI-ALIASING to MSAA 2X or 4X, or starting with --gpu vulkan, may help; a fix is being worked on.

Downloads

File What it is
skynet-sdl-1.1.0-win-x64.zip Windows x64: skynet-sdl.exe (game) and SkyNetEdit.exe (editor). Unzip anywhere, or into the SkyNET folder, then run skynet-sdl.exe --data <the game's data folder>.
skynet-sdl-1.1.0-linux-x64.tar.gz Linux x64 (glibc 2.35+, a Vulkan driver): ./skynet-sdl --data <the game's data folder>; the editor is ./SkyNetEdit.
skynet-sdl-1.1.0-osx-arm64.tar.gz / -osx-x64.tar.gz macOS on Apple Silicon / Intel (Metal). The binaries are not signed: after unpacking run xattr -dr com.apple.quarantine skynet-sdl-1.1.0-osx-* once.
SkyNET-1.1.0.apk Android (arm64, x86_64, Vulkan). On the first start it asks for the game's folder.
skynet-hd.zip Optional HD mod (CC BY-NC 4.0): HD textures, 3D models, robots and guns in hand for the ENHANCED look. Put it into mods/ beside the game and turn it on under OPTIONS > MODS.

The Linux and macOS builds are made by GitHub Actions and are attached a few minutes after the release.

Installing

Unzip the port into the game's folder, beside its data:

SKYNET\
  GAMEDATA\          SkyNET's data (MDMDMAP2.BSA, ...)
  shock\
    GAMEDATA\        Future Shock's data (MDMDMAPS.BSA, ...), optional
  mods\              mods (skynet-hd.zip, ...); the port creates it
  saves\             saved games
  skynet-sdl.exe
  SkyNetEdit.exe

Run skynet-sdl.exe (no options needed in this layout); Future Shock then shows up under NEW GAME. The first start prepares the maps once. Data elsewhere: --data <folder> or SKYNET_DATA. Full steps for every platform: README → Installing.

Licences

The port's code is MIT. The engine, RetroEng, ships as binaries under the RetroEng Non-Commercial Binary Licence (included as LICENSE-RetroEng.txt): builds that ship it may be shared free of charge but not used commercially. The HD mod is CC BY-NC 4.0. Unofficial fan port, not affiliated with or endorsed by Bethesda Softworks, ZeniMax or the owners of The Terminator.