github MrSco/goldeneye-vr v0.5.14
GoldenEye VR v0.5.14

3 hours ago

Every map in Horde and Deathmatch, the whole mission levels as "(Full)"
Deathmatch maps, smarter bots, dedicated servers you can run yourself
(experimental), a long list of Bean fixes, a save fix and five crash fixes. Thanks to
everyone who played the 25 test builds, and sent crash reports from the
launcher.

Horde and Deathmatch

  • Every map: all 26 maps can be picked for Horde and Deathmatch, Statue
    and the multiplayer-only arenas included (PR #220, issue #219).
  • "(Full)" maps: Facility, Caverns, Egypt, Bunker II, Archives, Statue and
    Cradle appear a second time at the end of the stage list as "(Full)": the
    whole mission level, where the plain entries stay the classic N64
    multiplayer maps (PR #224). The eight start points are eight separate
    places spread over the level. Favourites, votes, Shuffle and Playlist take
    them too.
  • Doors on campaign maps: doors that only open with a mission key are
    unlocked, and so are doors the mission's scripts unlock (Facility's
    bottling room, six of Control's doors, Train's carriages; issue #226).
    One-way doors open from both sides, doors that lead to empty space stay
    shut, Dam's truck gates stand open and Depot's safe has its safe. Train's
    spawns are all inside the carriages; leaving the train for three seconds
    respawns you.
  • Facility (Full): the bottling room's tanks and the gas barrels are back,
    solid and breakable; shooting them never releases the nerve gas here
    (issue #226).
  • Start points, pickups and Horde spawns come from more of each level:
    Cradle (Full) no longer starts everyone on the bottom platform (issue
    #228), and Horde shops and spawns up or down stairs are no longer left out.
  • Horde: hold B, or grip at a pad, for 1.5 s to buy (a quick tap still
    reloads). New buys: two grenades (500 points), two proximity mines (750).
    Bosses keep attacking when hit, the Oddjob swarm is much faster, Xenia uses
    a grenade launcher and an AR33 up close, and Ourumov drops a briefcase with
    a team power: Nuke, Max Ammo or 30 s Insta-Kill.
  • Bots walk up and down stairs, shoot their way out from behind glass
    (Caverns), wander the map when nobody can be reached, no longer see or
    shoot through a closed door, and step off a swinging door instead of
    getting stuck on it.
  • Match ends: "First to N" and You Only Live Twice end properly when the
    last kill lands on a bot or on another headset (the match could freeze
    before the results).
  • Joining a match in progress in a bot's place: you play straight away.
    Watching a round shows the "SPECTATING" label in the headset, with no
    watch arm or empty hand, and no idle kick after 5 minutes.
  • The pause menu shows the match clock next to the map's name.
  • Name tags no longer show past 25 m.
  • Joining a game with a different GoldenEye ROM dump turns you away with
    the reason, instead of a match that goes out of step.
  • Destroyed props stay wrecked in co-op, Deathmatch and Horde, with Bean
    on or off (Statue's helicopter came back whole). Shooting a wreck again
    can crumple it further but never restores it.
  • Crowded rooms: the list of objects around a shot, an explosion or a
    moving player is built in one pass, and can't overrun its memory
    (Goldfinger 64 places up to 1158 objects). Thanks to Andrew Caluzzi for
    PR #227.

Dedicated servers (experimental)

A dedicated server is the game without a headset: a Linux program that
hosts a Deathmatch match with bots and keeps it open. You join it like any
other game (the public list, a code, the LAN list or IP) and take a bot's
place. Nothing changes for players who don't run one. An empty server
idles until someone joins.

To set one up, paste one line. It installs everything, asks for your ROM,
the server's name, public or private and the map, and starts the server;
run it again to update.

  • Windows PC (in PowerShell; sets up WSL for you if needed):
    irm https://raw.githubusercontent.com/MrSco/goldeneye-vr/main/tools/gevr-server-setup.ps1 | iex
  • Linux or a cloud server (Ubuntu 24.04 or Debian 13, or newer):
    curl -fsSL https://raw.githubusercontent.com/MrSco/goldeneye-vr/main/tools/gevr-server-setup.sh | sudo bash

Setup guide.
You need your own GoldenEye USA ROM (the same file as on your headset).
Deathmatch only for now; the ARM64 build has been tested under emulation,
not yet on real ARM hardware.

Bean (XBLA graphics)

  • Skies: without the Community Edition, only Surface, Dam and Runway use
    the XBLA sky; the others keep GoldenEye's own (Surface 2 no longer mixes
    night and day). The clouds over Surface no longer hang in a disc above
    your head that follows you: the sky is drawn as far off as a sky should
    be.
  • Surface: the pines show proper branches and bark, with no lines over
    the forest edge or hard circle in the sky; the radar dish sits on its
    truss (PR #221, issue #218).
  • Bunker: the flat grey band on the rear helipad is gone (PR #221).
    Bunker II's ceiling guns disappear when destroyed.
  • Shadows: cast shadows are see-through, as in the XBLA release:
    Bunker II's pillars and cell bars, and a grille on Cradle.
  • Fog: on Dam, Surface and Surface 2, guards, doors and vehicles no longer
    go flat grey in the fog; bodies fade into fog like living guards; small
    objects fade out where the fog does, so Surface 2's cabins keep their
    doors and cameras at a distance (also with the original art).
  • Security cameras: turn on their bracket, show their damage when shot,
    and once destroyed look as with the original art.
  • Wrecks: a destroyed prop never shows the clean HD model over its wreck.
  • Dismemberment: cut caps no longer stretch into spikes after a level
    change or retry (PR #223).

Bodies

  • Bodies stay goes up to 24 (Off, 12 or 24); a saved 48 becomes 24.
    Big piles of Bean bodies with ragdolls and dismemberment are far lighter:
    41 guards killed in Bunker II, the newest 24 kept, 120 fps throughout.
  • Shooting into a big pile of bodies no longer crashes the game.
  • Guards, bodies and objects fading out at range hide their own far sides:
    a guard in front of a pile keeps his legs, and a camera keeps its front.

GoldenEye X hands

  • The hands close into a fist while you squeeze the grip, as in Perfect Dark
    VR: your free off hand, and an empty gun hand. To keep them open, set
    GexFistClench=0 in data/goldeneye-vr.ini.

Saves

  • Campaign progress is saved again for players whose save file was copied
    onto the headset (from a PC or another app). The game could read such a
    file but not write it, so every finished mission was lost. Saves now
    replace the file instead of writing into it, which also means a save cut
    short can't leave half a file. Thanks to the player who sent two reports
    from the launcher to pin it down.

Crash fixes

  • Goldfinger 64 and TND64 music overwrote memory beside it (crash 0a705c81,
    PR #222).
  • Running out of memory after many weapon switches with Bean, rocket
    launchers especially (crash 6acb6d38, PR #225).
  • A level-load crash with ragdolls and dismemberment on (crash 72eaa2c0).
  • The sound mixer, when the music took over a busy channel with no room for
    one more change (crash 77652fd0, issue #228).
  • A level load where a door stands with no floor under it (crash 48253132).
  • Behind the scenes: the game's timers use a clock that never jumps, and the
    log records the game's memory use once a minute and at a freeze, and each
    character a mission's script brings in, for crash reports.

Testing and known issues

  • Multiplayer-only maps keep their own ammo and armour pickups in Horde.
  • Other players may see Xenia holding the wrong gun.
  • Big maps may pause briefly when Horde starts.
  • Surface I's sky judders with Bean on for some players (not explained yet);
    please say whether it stops with SpaceWarp off.
  • Judder in Frigate's engine room is being looked at; note whether the
    headset was plugged in or on battery, and the fps from Show stats.
  • Statue: Natalya sometimes doesn't appear at the helicopter (reported on
    test builds, and before). The game now logs why; if it happens, please send
    a report from the launcher right away.
  • Sound can sound fuzzy, like a blown speaker, on the headset's speakers,
    in missions too (issue #226). The game's own mix doesn't clip; it is still
    being looked at. Please say whether you hear it with headphones too.
  • Everything listed under v0.5.13's known issues still applies.

Update and multiplayer compatibility

Download GoldenEye-VR-v0.5.14.apk or use Update in the headset launcher,
including from a test build. Updating keeps your settings. This APK contains
no GoldenEye, XBLA or Perfect Dark game data; use your existing game files.

Android version: 0.5.14; versionCode: 95; network protocol: 25.
Everyone in a match needs v0.5.14; v0.5.13 and older can't join. Test builds
from v0.5.14-test.22 on play with it.

Downloads

File For SHA-256
GoldenEye-VR-v0.5.14.apk Quest 0132eea46a886714b838cdf246af173c6ad148cede574f6b1ff310511191139c
gevr-server-0.5.14-linux-x86_64.tar.gz Dedicated server, Intel/AMD 64-bit 84d4a7ffe046de3e9146aa9479bd1764ad0e595a63b7b81dd20699792a4fb01c
gevr-server-0.5.14-linux-aarch64.tar.gz Dedicated server, ARM64 5fec269c53fb40ace6fe2274d8d496d0b43a2d98e67eca5f2eccad0fbed91351

Build 178e176. The servers are built from the same commit as the APK.

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