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.17
- Issue #226, Facility (Full): the bottling room's tanks (and the gas barrels) are back: visible, solid and breakable. They were left out of the "(Full)" maps and Horde with the mission's guards and scripts, but the places they stand stayed solid, so they were invisible walls, and one of the eight start points is in the tanks' aisle: a player could start boxed in. Shooting them never releases Facility's nerve gas in Deathmatch or Horde.
- Issue #226, sound: still being looked at. The game now writes how many sound samples clip into its log, to find out whether many shots at once overload the 3D sound mix (most likely, since it affects v0.5.13 too). If you still hear it, please add the map, the mode and what was going on to issue #226.
- The pause menu shows the match clock next to the map's name: time left in a timed match (red in the last minute), time played in a First to N or unlimited one.
- Surface 2's cabins no longer stand without their doors and security cameras at a distance; small objects now fade out where the fog does (on Dam and both Surfaces they vanished at a fifth of that distance, with the original art and with Bean).
- Bean: a destroyed security camera looks as it does with the original art: only its blackened, crumpled bracket stays. Before, the whole camera stayed (or vanished with its lens), and switching Bean on and off brought it back.
Don't mix test.17 and test.18 in one match on Facility (Full), or in Horde on a campaign map: the tanks and barrels are objects on one and not the other.
Since test.16
- Bean: the clouds over Surface and Surface 2 no longer hang in a disc just above your head that follows you around. The XBLA sky was drawn about 60 m away, so each eye saw it at a slightly different place; it is now as far off as a sky should be. (test.7's fix for the "white band that followed your view" blamed the wrong thing; this is the real cause.)
- Bean: a shot security camera shows its damage. The game crumples and blackens a destroyed camera's mount; with Bean the camera's HD model stayed clean. As in the original game, the camera itself keeps its shape.
- Joining a game whose GoldenEye ROM is a different dump from yours: you are turned away with the reason ("this game's GoldenEye ROM is not the same as yours") instead of joining a match that goes out of step. test.16 and test.17 headsets still play together.
Dedicated servers (experimental): now one command to set up. A dedicated server is the game without a headset: a Linux program that hosts a Deathmatch match with bots and keeps it open, with nobody playing at the machine. 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 use one.
To run one, paste one line. It installs everything, asks for your ROM, the server's name, public or private and the map, and starts the server.
- Windows PC (in PowerShell; sets up WSL for you if needed):
irm https://raw.githubusercontent.com/MrSco/goldeneye-vr/claude/dedicated-server-scope/tools/gevr-server-setup.ps1 | iex - Linux or a cloud server (Ubuntu 24.04 or Debian 13, or newer; Oracle Cloud's free Ampere A1 works):
curl -fsSL https://raw.githubusercontent.com/MrSco/goldeneye-vr/claude/dedicated-server-scope/tools/gevr-server-setup.sh | sudo bash
Setup guide: read it on GitHub. You need your own GoldenEye USA ROM (ge.z64, the same file as on your headset). Matches are Deathmatch only for now. The ARM64 build has been tested under emulation, not yet on real ARM hardware.
The setup downloads the server from this release:
| File | For | SHA-256 |
|---|---|---|
gevr-server-0.5.14-test.18-linux-x86_64.tar.gz
| Intel/AMD 64-bit | f693b4d331bc628c63c490bb0e05de0a875e79d4d906db80b3328e881d786cc7
|
gevr-server-0.5.14-test.18-linux-aarch64.tar.gz
| ARM64 | 754eb53589dc841d2879c5e5be9179d2626e1b35f91902de951e7bf3ed8fbd31
|
The test.16 server downloads would not start on a fresh Linux (they needed libopus0 installed); these carry everything they need. The servers are built from this release's commit (cfcfad1), the same game as this APK; a test.18 server is the one to run with test.18 headsets on Facility (Full).
Since test.15
- Bots no longer see, aim at or run at you through a closed door they are leaning on. The door fix in test.15 made closed doors invisible to the bots' sight and route checks whenever a bot stood against one.
- Bots no longer get stuck against the end of an open swinging door, opening and shutting it over and over (Facility's doors especially). They step off the door and carry on.
- Behind the scenes: the game's timers now use a clock that never jumps. When the headset synced its clock, every timer could age at once.
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.18.apk over your install; your ROM folder and settings are kept.
Build cfcfad1, versionCode 94, network protocol 25. APK SHA-256: f1ccf1314f9b1eea87f0d8e2b6653abcccf66d605d316c8063daffd6fd71d45a