github MrSco/goldeneye-vr v0.4.11
GoldenEye VR v0.4.11

latest release: v0.4.12
5 hours ago

Deathmatch bots, 3D game audio, GoldenEye X models for every GoldenEye weapon
and item, one-handed remote mines, co-op tank sync, and a long list of
multiplayer, rendering and crash fixes.

Bring your own game. This APK contains no GoldenEye or Perfect Dark game
data. You need a legally obtained ROM of the USA GoldenEye 007 cartridge you
own. Installing over an earlier release keeps your ROM and settings.

Multiplayer compatibility. The network protocol is now 19. Players on
v0.4.10 or older can't join a v0.4.11 lobby, and the other way round.
Everyone in a match needs v0.4.11.

Deathmatch bots — PR #149

Fill empty deathmatch slots with computer players, or play a match against bots
on your own.

  • Real players. Each bot takes a player slot, and the host runs it like a
    split-screen player whose controller is AI. Other headsets see an ordinary
    player. Bots score, kill, die, respawn and can win the match.
  • Perfect Dark's simulant brain. Bots pick targets by line of sight, react
    after a delay, and aim with Perfect Dark's aim error, which is wide when they
    first spot you and narrows as they keep you in sight. Bots don't get
    GoldenEye's auto-aim.
  • Six difficulties. Meat, Easy, Normal, Hard, Perfect and Dark, as in
    Perfect Dark.
  • Navigation. Bots find their way across the level's floor, keep moving
    when they get stuck, and step around other players.
  • Weapons. Bots go for pickups, choose the best gun they have, and reload
    by Perfect Dark's rule. They switch to fists when they run out of ammo, and
    stop clicking empty guns or swinging at nothing. Bots reload the same way
    whatever reload scheme the host uses.
  • Scenarios. In Flag Tag, a bot carrying the flag runs from the nearest
    enemy, and the others hunt the carrier or go for the dropped flag. In The Man
    with the Golden Gun, bots go for the gun. In the other scenarios they fight.
  • Lobby settings. BOTS is Off, Fill (fill the empty slots) or Fixed (a
    set number). BOT COUNT and BOT DIFFICULTY are in the launcher's match
    options and on the pause menu's Rules tab. They can only be changed in
    the lobby or warmup.
  • Names. Bots play as GoldenEye's characters, such as "Natalya (Bot)", and
    skip characters that humans have already picked.
  • Joining and leaving.
    • A player who joins a full match mid-round replaces the lowest-scoring bot
      and drops in straight away.
    • In the lobby and in warmup, a bot fills the slot of a human who leaves.
    • Kicking a bot in Fill mode switches to Fixed with one fewer bot.
  • Host migration. If the host leaves, the new host takes over the bots and
    the match carries on, even with only one human left. A bot is never elected
    host.
  • Teams. Bots are balanced across teams.

3D game audio, in every mode — PR #149

  • Sounds come from their direction. GoldenEye placed sounds by volume
    only, so everything played in the centre of your head. Gunfire, explosions,
    impacts, doors, pickups, punches and other sounds now go through the same
    Steam Audio HRTF as proximity voice chat. They're placed by their direction
    from your head, whatever your voice chat setting. Your own gun stays centred.
  • Walls and rooms. A sound in another room is measured along the way it
    would travel, through the doorways, using Perfect Dark's portal path distance.
    A fight behind a wall is no longer as loud as one beside you.
  • Small sounds stay small. Other players' empty-gun clicks, reloads,
    pickups and punch whiffs carry a few metres, not across the level.
  • Works in solo, co-op and online. Split screen keeps GoldenEye's rule
    (as loud as for the nearest player). During cutscenes, sounds play centred.

GoldenEye X weapons — PRs #137, #138, #142, #147, #148

GoldenEye X support is optional and reads models and animations from your own
patched GE-X 6a ROM. See the
GoldenEye X setup.
This release covers every GoldenEye weapon and item:

  • Magazine guns (#137). PP7 and silenced PP7, DD44, Klobb, ZMG, D5K and
    silenced D5K, Phantom and AR33 join the KF7. Each has its own magazine, reload
    timing, muzzle and screen placement. GoldenEye still decides firing, ammo and
    sounds.
  • Single-round and special guns (#138). RC-P90, the sniper rifle, the
    Moonraker laser, both shotguns, the rocket launcher and the Golden Gun.
    • The RC-P90's magazine lifts off the top.
    • Shotgun shells, rockets and Golden Gun rounds load one at a time. A round
      is set aside when you take it from your belt and added when it goes in, so
      loaded ammo is never lost. A cancelled round goes back.
    • The Golden Gun's chamber opens and closes on its own.
    • The sniper rifle and Moonraker laser scopes sit on GE-X's own rig.
  • Cougar Magnum (#142). A six-round speedloader. Grabbing from the belt takes
    as many rounds as fit and as you have, the cylinder swings open while you hold
    the loader, and inserting seats them all. Dropping the loader returns the
    rounds.
  • Grenade launcher (#142). Your off hand holds GoldenEye's own grenade round,
    scaled to 40 mm, and loads one round at a time into the drum's bottom chamber.
  • Silver and Gold PP7 (#142). GE-X's DY357 and DY357-LX on the PP7's rig. They
    share the PP7's fits and reload.
  • Knives (#142). The knife and throwing knife. Swinging either one attacks as
    a knife, with knife damage and the slash sound, not as a punch.
  • Grenades and mines (#142). The GE-X hand holds the grenade and the timed,
    proximity and remote mines. After a throw only the item disappears; your hand
    stays. Holding the trigger to cook a grenade plays GE-X's lever popping off. A
    motion throw (grip and release) no longer also plays GoldenEye's throw
    animation; trigger throws and stabs keep theirs.
  • Taser (#142). It hits only what its tip touches or what is within GoldenEye's
    melee range, not anything at any distance.
  • Unarmed (#148). Pressing the trigger with no weapon plays GE-X's chop on
    GoldenEye's punch timing, on the screen and in the headset. Swinging your arm
    is still your own punch. The sniper rifle's butt strike keeps the sniper
    model instead of turning into a fist.
  • One GoldenEye X toggle (#147). GE-X guns and GE-X arms share one setting.
    Hand reload needs GE-X.
  • Flat screen (#147). 2D play draws GE-X's guns and arms with GE-X's own
    animations. It uses the same fits as the headset, so they carry over.
  • Watch (#147). GE-X's watch rig now loads for the watch laser and the
    Detonator. In the headset, your tracked left arm wears the watch and the
    rig's right hand presses it.
  • Weapon wheel and watch pages (#147). GE-X models replace GoldenEye's, turned,
    sized and centred to match. The rocket launcher shows its rocket in the tube.
  • No arm blink. GoldenEye's own arm no longer flashes into view while
    switching GE-X weapons.

Remote mines and the detonator — PR #147

With GoldenEye X on, remote mines and their detonator are one weapon, as in
GoldenEye X:

  • Throwing. With remote mines selected, the gun hand's trigger throws or
    places a mine.
  • Detonating. Pull the left controller's trigger to set off every remote
    mine you have placed. This works in the headset and in 2D play.
  • No Detonator to select. The Detonator no longer appears in the weapon
    cycle, the weapon wheel or the watch's inventory list.
  • Your hand stays ready. While any of your remote mines are out, your gun
    hand stays on the mines, even when you have none left to throw, so you can
    still detonate.
  • The detonator watch. GE-X's left hand wears its detonator watch, which
    shows your health, armour and radar. In the headset it's on your tracked off
    hand, and a fit setting moves the watch within the hand. The look-at-watch
    pause gesture follows the watch face.

With GoldenEye X off, remote mines and the Detonator work as in GoldenEye.

Fit tools and options

  • Fit modes for each gun:
    • support-hand rotation;
    • a preview of the magazine you're holding;
    • magazine well position;
    • placement of the installed magazine, separate from where you grab and
      insert it;
    • held ammo and ammo insertion, for single rounds.
  • New fit modes:
    • Gun hand: moves and turns the GE-X hand on the gun.
    • Item: moves, turns and sizes a hand-held item.
    • Off-hand angle and detonator watch.
  • Saving. Fits save per weapon family, with undo. The default fits come from
    headset fitting; fits you've already saved still win.
  • Aim: crosshair (launcher and in-game VR options) hides the stereo sight
    while you aim.

Co-op — PR #143

  • Tank. On Runway and Streets, every headset now sees the tank move. Until
    now only the driver's headset did. When the driver gets out, the tank stays
    parked in the same place for everyone. Nobody can climb into a tank a
    teammate drove in the last second.

Multiplayer fixes and rules — PRs #144, #149

  • No radar is a new host match rule for the next round, in the pause menu's
    rules and the launcher. It's saved between sessions.
  • Silent headsets. A headset that sends nothing for 30 seconds in a live
    round is dropped. If the host goes silent, the clients migrate to a new host.
    Loading, round reloads and the co-op menus don't count as silence.
  • Idle kick. The 5-minute in-match idle kick works in VR again; holding the
    controllers still no longer counts as input. A host who abandons a match
    returns to the launcher, and the others migrate.
  • Launcher hosting stops after 10 minutes idle by the wall clock, so a
    sleeping headset no longer keeps its lobby listed.
  • Pause menu laser. The laser now has its own layer over the menu, as in
    the main launcher, so it lines up with the dot. The menu is no longer cut off
    when you turn your head.
  • Death sting. The music sting during the blood-drip death plays again.
  • Name tags are hidden where fog hides the player, for example on Cradle.
  • On-screen messages. The match-start countdown and the match clock no
    longer flicker when other players take hits.
  • Textures. With eight players, character, bullet-hole and tracer textures
    no longer corrupt; the shared texture pool is doubled online.
  • Radar shows every player, bots included.

Rendering — PRs #133, #140, #145

  • Statue and Depot. No more black wedge at Statue's start or missing fence
    chunks in Depot.
    • Rooms whose bounds are on screen are drawn even when the portal test misses
      them, and they load in the same frame.
    • Statue gets enough room memory for VR's wide view.
    • Statue is drawn as an open level, like Cradle.
  • Rooms that fail to load are retried on the next frame instead of staying
    black for the rest of the stage.
  • Per-player parts. Muzzle flashes and held parts stay on the player who
    owns them.
  • Weapon panel. Models keep their texture sizes when you scroll the
    weapon panel.

Other fixes

  • Guard bullet tracers (#136). In solo, tracers stop on your body instead of
    passing through and sparking on the wall behind you.
  • GE-X shotgun crash (report cf69dded). Switching from the RC-P90 to the GE-X
    shotgun no longer crashes.
  • Multiplayer without a ROM (report 05ffc73d, #139). Launching or joining
    multiplayer now needs a GoldenEye ROM, instead of crashing.
  • False crash reports (report 73a899cd, #139). A device or container reboot
    is no longer reported as a crash. When a crash produces two records, the one
    with the full crash details is kept.
  • Hang watchdog (#144). A hung game thread now writes a crash report. A
    headset asleep or in the background is never treated as hung.
  • Branding (#134). New hero and square logo in the README, launcher and
    pause menu.

Known issues

  • GoldenEye X level-specific items (mission gadgets and other per-level
    items) may still need their fits adjusted in the headset.
  • Bots have been tested on one headset only, with a host and seven bots.
    Still untested on two headsets: what a client sees of the bots, a player
    replacing a bot mid-round, and the bots carrying on after host migration.
    Bots can stall at some closed doors.
  • Co-op tank. Engine and tread sounds still play only on the driver's
    headset.
  • Taser. Its final reach change still needs a headset recheck.

Validation

  • Headset. The user tested a host with seven bots: bot movement, combat
    balance, the death sting, the pause laser, the countdown and 3D audio in solo
    and online. The user also tested GE-X weapon and item fits, including the
    Cougar, grenade launcher, knives, grenade, taser placement and the unarmed
    fist, plus Statue and Depot rendering.
  • Tests. The native regression suites pass, including 70 multiplayer
    tests, new bot-navigation and sound-path tests, and the GE-X weapon tests
    against the GE-X 6a ROM.

Installation

Use Update in the headset launcher when v0.4.11 appears, or install
GoldenEye-VR-v0.4.11.apk over your current version with SideQuest or ADB. It
uses the existing release signing key. See the
install guide.

Android version: 0.4.11; versionCode: 66; network protocol: 19 (v0.4.10
and older can't join v0.4.11 lobbies).

APK SHA-256: a89991532d3092e57e617ed6c000a97620ebc1232a0b322da22d56f15a83d96d

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