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.
- A player who joins a full match mid-round replaces the lowest-scoring 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 whose bounds are on screen are drawn even when the portal test misses
- 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