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.
- Newest additions have an exclaimation mark (!) tacked onto the end
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.
**Throwing / Hunting Knife
PP7 Special Issue
AR33 Assault Rifle
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***The Shield has been replaced by the full Body Armor, though it still acts as a shield.
Male Civilian (Vest)
Male Civilian (Plaid)
Male Civilian (Red)
Male Civilian (Blue)
Male Civilian (Grey)
Siberian Guard (Black)!
Siberian Special Forces!
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.
Siberian Special Forces!
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.
*Capture the Flag
*These basically just swap the Briefcase model for the Flag Tag Token.
Surface II X
Bunker II X
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.
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.
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.
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.
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:
Shooters Forever Message Boards
The GoldenEye: X Channel on YouTube
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.