Test build for v0.5.14. Offered in the launcher only with Offer test builds ticked. Network protocol 25: everyone in a match needs this build; v0.5.13 can't join. Don't mix test.13 with test.14 or later in one 8-player match: the extra spawn points are chosen differently.
Bring your own game: no game data is included.
Since test.14
- Joining a match in progress with bots in it: you take a bot's place and play straight away. Before, you were made to watch the rest of the round even though you had replaced a bot.
- Watching a round as a late joiner: the "SPECTATING" label now shows in the headset (it was off the top of the view), and says you play next round. A: next player, B: previous.
- Spectating no longer shows your own watch arm and an empty right hand.
- Spectating no longer gets you kicked back to the launcher for being idle after 5 minutes.
- Bots no longer get stuck when a swinging door they opened swings onto them (Facility's double doors especially).
Since test.13
- "First to N" matches end properly. When the winning kill landed on a bot or on another player, the match could freeze before the results screen; it now shows the results and moves on to the next map. You Only Live Twice had the same problem when the last player out was a bot or on another headset.
- Bots walk up and down stairs. Some stairs (Bunker II's especially) read as walls to them, and a bot that started in the wrong place could stand still for the whole match.
- Bots shut in behind glass shoot their way out. On Caverns one start point looks out through two glass panes with no other way out; a bot there now breaks the glass, as you would.
- A bot that can't reach anyone wanders the map instead of standing still.
- 8-player matches on Stack and Library: nobody starts inside the glass case any more (the extra spawn point at the farthest ammo crate was inside it).
- Horde: shops and enemy spawn points up or down a flight of stairs are no longer left out. If a shop or spawn now turns up somewhere it can't be reached, please report the map and place.
Since test.12
- PR #224 (expanded Deathmatch maps) joins #220-#223 and #225: every open v0.5.14 change is in this one build, so test them together. Its maps are the "(Full)" entries.
- "(Full)" maps: a player who drops out of a match while the host switches between a map and its "(Full)" version now reloads the right one when they come back.
- "(Full)" maps: the eight spawn points are always eight separate places, spread over the whole level, on all seven.
- Behind the scenes: the setup code for the campaign maps in Deathmatch reads level data more safely on the Quest's processor.
Since test.11
- Deathmatch can now be played on the whole mission level of the seven multiplayer maps that have one: Facility, Caverns, Egypt, Bunker II, Archives, Statue and Cradle appear a second time at the end of the stage list as "(Full)". The plain entries are still the classic N64 multiplayer maps. Doors that only open with a key from the mission are unlocked; doors that stay shut in the mission stay shut.
- One-way doors on campaign maps in Deathmatch open from both sides, so you can't get shut in a room (as Train's last carriage was).
- Favourite maps, map votes, Shuffle and Playlist take the "(Full)" maps too.
- Horde's map list is unchanged (Horde already used the whole level).
- Everyone in a "(Full)" match needs test.12 or later; a test.11 headset can still play the other maps with newer test builds.
Since test.10
- Destroyed props stay wrecked. Statue's helicopter (and any big prop: the Runway plane, Streets' APC, the Frigate helicopter) came back whole after its explosion in co-op, Deathmatch and Horde; now it stays a blackened wreck in every mode, with Bean on or off.
- Shooting a wreck again can crumple it further but never restores it.
- Bean: a destroyed prop never shows the clean HD model over or instead of its wreck.
Since test.9
- Bean on Dam, Surface and Surface 2: guards, doors and vehicles no longer go flat grey in the fog while the walls around them stay clear; they fade in with the level.
- Bodies fade into fog like living guards (before, a guard shot in fog showed full colour as it fell).
Since test.8
- Multiplayer name tags no longer show past 25 m, so they stop giving players away across the big maps.
Since test.7
- The sky's cloud layer no longer draws a soft white band across Surface's mountains that seemed to follow your view.
- Surface's radar dish sits on its truss again (the HD dish was drawn too high, over the old N64 truss).
What's new since v0.5.13
Horde and multiplayer
- All 26 maps can be picked for Horde and Deathmatch, Statue and the multiplayer-only arenas included.
- 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 points).
- Bosses keep attacking when hit; the Oddjob swarm is much faster.
- Xenia uses a grenade launcher and switches to an AR33 up close.
- Ourumov drops a briefcase with a team power: Nuke, Max Ammo or 30 s Insta-Kill.
- Campaign maps in Deathmatch and Horde: doors that lead to empty space stay shut, Dam's truck gates stand open, Depot's safe has its safe, and Train's spawns are all inside the carriages. On Train, leaving the train for three seconds respawns you.
Bean (XBLA graphics)
- The Surface pines show proper branches and bark; no lines over the forest edge or hard circle in the sky.
- The flat grey band on Bunker's rear helipad is gone; the radar dish support draws.
- Without the Community Edition, only Surface, Dam and Runway use the XBLA sky; other levels keep GoldenEye's own (Surface 2 no longer mixes night and day).
- Dismemberment cut caps no longer stretch into spikes after a level change or retry.
Crash fixes
- Goldfinger 64 and TND64 music (crash 0a705c81).
- Running out of memory after many weapon switches, rocket launchers especially (crash 6acb6d38).
- A level-load crash with ragdolls and dismemberment on (crash 72eaa2c0).
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.
- The sky judders on Surface I with Bean on (reported on v0.5.13; not explained yet). Please check it again in the headset: does it still judder, and does it stop with SpaceWarp off? Surface II now draws GoldenEye's own sky (the night/day mix is fixed), so check whether its judder is gone too.
- Judder in Frigate's engine room (below deck) is being looked at. If you see it, note whether the headset was plugged in or on battery, and the fps from Show stats.
Install
Update from the launcher (Offer test builds on), or sideload GoldenEye-VR-v0.5.14-test.15.apk over your install; your ROM folder and settings are kept.
Build e9e3d36, versionCode 94, network protocol 25. APK SHA-256: be4f831fadc1fa82a5e58e10a50c5a14703e54b7aff9ba88955a2e5af30fb7bc