Repository navigation
SkyNET SDL 1.5.0
ENHANCED gets completely new lighting. Rooms are lit by their own lamps now, light bounces off the walls, lamps cast shadows, the air glows around them, and glossy metal reflects the room. Plus fixes from GitHub issues. Thanks to everyone who reported them.
Highlights: the new ENHANCED look
- Bounced light: each map works out how light bounces off its walls, floors and ceilings, once, at its first ENHANCED load ("PREPARING LIGHTING"). The result is kept in
cache/, so later loads are instant. - Lamps from the art: lit ceiling panels, strip lights and hanging bulbs now really light the room. Interiors that were pitch black in earlier versions are lit, and hanging bulbs glow where they hang.
- Shadows from lamps, indoors and out: up to 16 lamps cast shadows at SHADOWS High (8 at Low), fading smoothly in and out. Your muzzle flash casts shadows in tunnels too (#17).
- Light in the air: lamps and the sun glow in a light haze; dusk gets sun shafts. PARTICLES Off turns it off.
- Reflections on metal, glass and other glossy surfaces.
- Film-like colour: AgX tone curve, auto exposure and a colour grade per time of day (cool nights, warm dusk).
- New muzzle flashes built from particles, and gentler light from bullet hits and laser bolts.
ORIGINAL stays the 1996 look, pixel for pixel.
Fixed issues
- #22 The view flashes red when you take a hit and survive, as in DOS.
- #23 Ceiling guns hang upside down, as in DOS.
- #27 Items dropped from crates land on the floor.
- #28 You can step onto a ledge in mid-air, as in DOS: jumps onto crates and steps work again.
- #29 The arrow keys scroll the tactical dossier's text; the mouse wheel still switches dossiers.
- #30 The click that closes a menu no longer fires your gun.
Other changes
- Robots and HKs block you: you can no longer walk through them.
- A mission's status line says how many objectives are left. A player arriving on a blocked spot drops to the floor below, so Future Shock's mission 5 can be finished again (a save made where it got stuck can't).
- Future Shock: the patched v1.30 briefings are the known data (#24). Maps without their own ground get a matching one.
- Generated files (prepared maps, light bakes, reflections) live in
cache/; the built-in system mods are no longer listed under MODS. - Mods: a model's detail levels (LODs) come only from its own mod.
- 3D VIEW > HUD HEIGHT lifts the HUD and menus in a phone headset.
- Maps and light bakes are prepared again once, on the first load of each map.
Downloads
| File | What it is |
|---|---|
skynet-sdl-1.5.0-win-x64.zip |
Windows x64: skynet-sdl.exe (game) and SkyNetEdit.exe (editor). Unzip into the SkyNET folder, or anywhere and run skynet-sdl.exe --data <the game's data folder>. |
skynet-sdl-1.5.0-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-1.5.0-osx-arm64.tar.gz / -osx-x64.tar.gz |
macOS on Apple Silicon / Intel (Metal). Not signed: after unpacking run xattr -dr com.apple.quarantine skynet-sdl-1.5.0-osx-* once. |
SkyNET-1.5.0.apk |
Android (arm64, Vulkan, NativeAOT). Installs over 1.4.0; your folder, settings and saves stay. |
skynet-hd.zip |
The optional HD mod (CC BY-NC 4.0): HD models and textures. Copy it into mods/ and turn it on under OPTIONS > MODS. Unchanged since 1.2.1. |
The Linux and macOS archives are added by the build a few minutes after the release.