Bots that handle doors, soft collision between players, a new hit immunity
rule, and a fix for getting stuck inside objects.
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 20. Players on
v0.4.13 or older can't join a v0.4.14 game, or the other way round: everyone
in a match needs v0.4.14.
Bots and doors — PR #153
Bots were getting stuck at doors, most of all on Facility. From five
playtest rounds with seven bots:
- Doors on the way. Bots open doors the way GoldenEye's own guards do: the
door is swung away from the bot and opened, without pressing B. B toggles a
door, so a bot pressing it repeatedly used to shut doors it had just opened. - Only doors that need it. A bot opens only a shut or closing door, and
only doors a player could open (no key, no padlock). Other players see the
door move. - The door it's pressed against. A bot standing against a door now
notices it:- if the door is shut or closing, the bot opens it;
- if the door is opening but stalled against the bot, the bot steps back
out of its swing.
- A leaf in the way. A two-way door whose open leaf blocks the bot's path
is shut and reopened the other way, but never from inside the doorway. - Getting stuck. Climbing counts as progress, and the first seconds after
spawning don't count as being stuck.
Soft collision between players — PR #153
- No more pinning. Online, players no longer block one another, so an
enemy standing in front can't pin you in a corner and a corridor can't trap
the party. - Overlapping players are pushed apart and slowed. The push is gentle and
grows with the overlap, and you move 30% slower while you overlap. - Walls still hold. The push goes through the normal collision, so it
can't move you through a wall or a guard.
Hit immunity rule — PR #153
GoldenEye ignores a hit for half a second to a second after the last one.
Fast guns felt as if most of their shots missed. It's now a host match rule:
- Short (the default): a hit is ignored for a quarter of a second after the
last. A fast gun lands about four hits a second. - None: every hit counts, as in Perfect Dark.
- GoldenEye: the original rule.
It's a Hit immunity: drop-down in the launcher's match rules and HIT
IMMUNITY on the pause menu's Rules tab. Solo and co-op keep GoldenEye's
rule.
Other fixes — PR #153
- Stuck inside objects. A player who lands inside an object can walk out.
On Facility, dropping from the start vent onto the toilet used to trap you
for good. - On-screen messages. Online, getting hit no longer hides the top message
or the match clock. "MATCH STARTS IN" was blinking while bots shot you
during warmup.
Known issues
- Climbing on Facility. Bots can still pause near the top of the climb at
Facility's upper floor. - Soft collision on two headsets. It has been tested with bots on one
headset, not yet with two people.
Validation
- Headset. Five rounds on Facility with the user hosting seven bots, each
watched live through the game log:- stuck spells fell from dozens at single doors to a few a minute, scattered;
- the Short rule counted about half the hits on the player, as designed;
- no crashes.
- Tests. The native regression suites pass, including 71 multiplayer
tests and the new soft-collision test. - Build. The release APK builds and is signed with the existing release key.
Installation
Use Update in the headset launcher when v0.4.14 appears, or install
GoldenEye-VR-v0.4.14.apk over your current version with SideQuest or ADB. It
uses the existing release signing key. See the
install guide.
Android version: 0.4.14; versionCode: 69; network protocol: 20 (v0.4.13
and older can't join v0.4.14 games).
APK SHA-256: 6c2eb3304c42417a220645d358609dc51443e374ffad6f2a35825a35990587af