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Releases: nemo22/skynet-godot

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

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@nemo22 nemo22 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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@nemo22 nemo22 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