An enhanced version of the original GoldenEye 007 on the N64, modding Rare's First-Person follow-up Perfect Dark. Relive the magic of GoldenEye, now with brand new features and upgrades. Hear the sounds of the surface beneath you as you walk, watch the snow fall in Severnaya, battle enemies over and through railings, splatter blood on nearly everything in sight, attach mines and knives to an opponent, play mutiplayer with up to eight computer controlled Simulants, have a second player participate in the mission campaign (either as a friend or a foe), listen to characters speak with voice-overs, tackle new scenarios in multi (including Capture the Flag and King of the Hill), have greater control over your options and character choice in multiplayer, and so much more! Plus, through the advancements in emulation, play online against your friends with Mupen64! This is GoldenEye... Like you've never experienced it before.

Post news Report RSS GE:X Patch 3a Released!

The third release of GoldenEye: X has been made public. You can check out a trailer for the mod in this article, and also find a link to where you can download the patch for yourself.

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The third official patch for the GoldenEye: X mod project has been released! This version features three additional levels (two original, one bonus), eight extra characters, another three firearms, and much more. You can download the patch either here at Mod DB, or at the GoldenEye Vault website (www.goldeneyevault.com). If you are unsure how to patch your Perfect Dark v1.1 NTSC ROM, please refer to the FAQ section of the same website.


Here's a trailer featuring the game in action. Thank you, and enjoy the mod.


Head over to the GoldenEye: X channel on YouTube for more videos!
Youtube.com


- Newest additions have an exclaimation mark (!) tacked onto the end

VR Levels:
Temple
Complex
Caves
Library
Facility
Bunker!
Archives!
Egyptian
Cuba
Labyrinth!

notes:
Temple, Complex and Facility are the originals from GE, not the Classic versions found in PD.
Temple features a path network, allowing the Sims to traverse the map, as of patch 2a.
Complex does have a path network, but Sims have some noticeable troubles with ramps, which will be addressed.
Caves has some clipping issues in a few areas, mostly slopes.
Caves also has a portal problem between rooms 08 and 09 - not game ruining, though.
Library seems to have bad RGB in some of the Stack rooms.
Egyptian requires some path network updating, but has been extended since first release.
Cuba has just been thrown in for fun, and will be removed in the future.
Caves supports Simulants, as of patch 3a.
Bunker ii has some RGB issues in certain rooms, though most noticeable in the main viewing room.
Bunker ii doesn't have the ceiling mounted monitors.
Labyrinth has been ported over from TWINE on the N64, and is now a bonus map in GE:X.


Weapons:
**Throwing / Hunting Knife
PP7 Special Issue
*PP7 (silenced)!
DD44 Dostovei
Klobb
KF7 Soviet
ZMG (9mm)
D5K Deutsche
*D5K (silenced)!
*Phantom
AR33 Assault Rifle
RC-P90
*Shotgun!
*Sniper Rifle
*Golden Gun
Silver PP7
Gold PP7
**Grenade Round
**Hand Grenade
**Timed Mine
**Proximity Mine
**Remote Mine
***Body Armor

notes:
The Classics from PD remain unaltered.
Weapons use incorrect aimers, some have colourized tracers, and Sims may have trouble in certain situations.
*The ported guns have out of place muzzle flashes or exit points, which will need to be remedied.
**The mines, grenades, and knife are only prop modifications, as the First-Person model still exists from PD.
***The Shield has been replaced by the full Body Armor, though it still acts as a shield.


Bodies:
Bond (Tuxedo)
Bond (Formal)
Bond (Stealth)
Bond (Jungle)
Natalya (Russia)
Natalya (Cuba)
Trevelyan (006)
Trevelyan (Janus)
Xenia
Boris!
Mishkin!
May Day
*Jaws!
*Oddjob!
Baron Samedi!
Russian Soldier!
Male Scientist
Janus Marine
Helicopter Pilot
Male Civilian (Vest)
Male Civilian (Plaid)
Male Civilian (Red)
Male Civilian (Blue)
Male Civilian (Grey)
Siberian Guard (Black)!
Siberian Special Forces!
Jungle Commando!
Janus Special Forces
Male Moonraker Elite

*the Point of Views for these characters are off. Until we determine exactly how they are setup in PD, the stock heights chosen will have to do for the time being.


Heads:
Bond (Special)
Bond
Natalya
Trevelyan
Xenia
Boris!
Mishkin
May Day
Jaws!
Oddjob!
Baron Samedi!
Helicopter Pilot
Siberian Special Forces!
Terrorist
Biker
Karl
Martin
Mark
Dave
Duncan
B
Steve E
Grant
Graeme
Ken
Alan
Pete
Shaun
Dwayne
Des
Chris
Lee
Neil
Jim
Robin
Steve H
Joel
Scott
Joe
Joe (Altered)
Sally
Marion
Mandy
Vivien

notes:
You may notice these heads appearing throughout the missions. However, they are not currently setup to wear sunglasses. They will also sit on any PD bodies strangely, being much lower down toward the chest. This is just how the GE heads behave with the PD bodies, so give it a laugh and don't worry about it.


VR Scenarios:
*Flag Tag
*Capture the Flag

notes:
*These basically just swap the Briefcase model for the Flag Tag Token.


VR Music:
Dam
Dam X
Facility
Facility X
Runway
Runway X
Surface
Bunker
Bunker X
Silo
Frigate
Frigate X
Surface II
Surface II X
Bunker II
Bunker II X
Statue
Statue X
Archives
Archives X
Streets
Streets X
Depot
Depot X
Train
Train X
Jungle
Jungle X
Control
Control X
Caverns
Caverns X
Cradle
Cradle X
Aztec
Aztec X
Egyptian
Egyptian X
Citadel
Permiter
Elevator 1!
Elevator 2!
Random

Notes:
Certain instruments or sounds may be slightly off from originals.
Jungle is the original theme intended for the stage, not the background sound effects.
*Silo X has been removed due to the song not looping.
*End Credits have also been removed, since it wasn't in the original.
*Elevator songs 1 and 2 have been brought in as a replacement for the other two.


Known Bugs / Glitches...

GE vs. PD Heads:
Putting a head from one game onto the body from another usually results in floating or sinking heads. This is just the way the games set things up, so there is no way around it.

GoldenEye Firearms:
There's some issues with these. They use the wrong crosshairs, some have funky coloured tracers, sims may have difficulty operating them under certain circumstances, and the newly ported guns need their muzzle flash relocated. The handguns aren't as noticable, but you'll see it with the Phantom and Shotgun. Because of re-ordering, some of the PD weapons are now in the old Classic slots. As a result, they can't be used by sims and also have their secondary functions locked out.

Simulants:
I've allowed simulants to spawn into each of the maps, but they won't function in them all. Since the first release, the Temple and Caves have been updated with path networks. This means that Simulants can now freely roam the stages. Also, the Egyptian network has been extended and tweaked, allowing Sims to access the "Golden Gun" room, and better use the long stairwells and ramps. The Complex does have a path network constructed for it, but there are some issues that weren't resolved prior to the second official patch release. I've done all I could, and it does perform well enough for now. If I can get this fixed before the third official release, there will be a corrective update issued.

Caves:
There's a portal error between rooms 08 and 09, which is due to overlapping architecture. They set a special flag for it in GoldenEye, but it doesn't seem to work in Perfect Dark. Hopefully we'll be able to force the two rooms to be lit at the same time and prevent this from occuring in the next update.

Headers/Dividers:
Because I wanted to have everything (or mostly everything) unlocked from the start of the game for new users, some of the menu headers and dividers may be missing. They rely on certain flags to be set in order to be shown. I think I fixed it everywhere, but don't be surprised if something seems off.

Hangar Information PC:
The computer stationed in the Carrington Institute hangar will often crash the game. If you attempt to preview any of the files stored on the PC, the gameplay may freeze and you'll be forced to restart. I'm not sure why this happens at this time, so you'll just have to avoid it for now.


Websites of Interest:

GoldenEye Forever
Goldeneyeforever.com

GoldenEye Vault
Goldeneyevault.com

GoldenEye Online
Goldeneyeonline.com

Shooters Forever Message Boards
Shootersforever.com

The GoldenEye: X Channel on YouTube
Youtube.com


Credits:
Wreck: Props, weapons, characters, level files, textures, text, custom arms, general editing.
SubDrag: Music, amazing tools, and much more. Without him, there wouldn't be any ported levels. Period.
00action: Facility VR map, Archives VR map, testing on backup device, among other things that will be coming soon.
Dragonsbrethren: Music, Complex clipping, and helpful suggestions.
Zoinkity: Labyrinth port from TWINE to GoldenEye (background, setup, clipping, AI path network, pillars, etc.)
Radorn: Early testing of weapons on backup device.
Octan Baron: Base AI Path Network for Caves.
TH126: Official video creator for the mod.

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