The fourth official patch for the GoldenEye: X mod project has been released! This version features four additional levels (three original, one special), the entire character roster, improvements to weapons and levels, new colour schemes, 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.
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
Basement!
Stack!
Facility
Bunker
Archives
Caverns!
Egyptian
Citadel!
Labyrinth
notes:
Temple, Complex and Facility are the originals from GE, not the Classic versions found in PD.
Temple doors are now much easier to open.
Complex does have a path network, but Sims still have noticeable troubles, though improved from previous releases.
Caves has some clipping issues in a few areas, mostly slopes and drops.
Caves features drops for Simulants in various locations.
Library/Stack has four darkened rooms. We're working out why.
Library fully supports Simulants as of patch 4a.
Egyptian now supports drops for Simulants, allowing them to walk off of the two upper ledges.
Bunker ii has fixed RGB, but the main viewing room is darker than it should be. We're investigating.
Bunker ii doesn't have the ceiling mounted monitors.
Caverns currently has a weird visibility issue at the windows that look out to the exit bridge.
Caverns has some issues with the eyelid doors for both Humans and Sims.
Labyrinth has been ported over from TWINE on the N64 by Zoinkity, and is now a bonus map in GE:X.
Citadel is the leftover beta map, which was originally found by Krijy, and made playable by Zoinkity.
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 Launcher
**Rocket Launcher
**Grenade Round
**Hand Grenade
**Timed Mine
**Proximity Mine
**Remote Mine
***Body Armor
notes:
Sims may have trouble using some weapons in certain situations.
*The ported guns have out of place muzzle flashes or exit points, which will need to be remedied.
**Mines, grenades, knife, and launchers 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 (Arctic)!
Bond (Jungle)
Natalya (Russia)
Natalya (Cuba)
Trevelyan (006)
Trevelyan (Janus)
Xenia
Ourumov!
Boris
Valentin!
Mishkin
May Day
*Jaws
*Oddjob
Baron Samedi
Russian Soldier
Russian Infantry!
Russian Commandant!
Male Scientist
Female Scientist!
Janus Marine
Naval Officer!
Helicopter Pilot
St. Petersburg Guard!
Female Civilian (Jeans)!
**Female Civilian (Skirt)!
Male Civilian (Vest)
Male Civilian (Plaid)
Male Civilian (Red)
**Male Civilian (Blue)
**Male Civilian (Grey)
Siberian Guard (Brown)!
Siberian Guard (Black)
Arctic Commando!
Siberian Special Forces
Jungle Commando
Janus Special Forces
Male Moonraker Elite
Female Moonraker Elite!
Rosika!
*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.
**These bodies weren't available normally in GE, but were leftover in the ROM
***Weapons appear slightly out of hands in third-person, this is remnant of mistake in GE.
Heads:
Bond (Special)
Bond
Natalya
Trevelyan
Xenia
Ourumov!
Boris
Valentin!
Mishkin
May Day
Jaws
Oddjob
Baron Samedi
Helicopter Pilot
Siberian Special Forces
Terrorist
Biker
*Dave w/ Sunglasses!
*Jim w/ Sunglasses!
*Graeme w/ Sunglasses!
*Duncan w/ Sunglasses!
*Chris w/ Sunglasses!
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:
*These five heads have had their sunglasses forced on for VR mode.
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
**Space Race!
***Target Terror!
*Capture the Flag
notes:
*These basically just swap the Briefcase model for the Flag Tag Token.
**Hacker Central modified. You must procure the GoldenEye Key and use it on the terminal to upload firing commands. Whoever uploads the most by the end of the match (or reaches the goal limit) wins.
***Pop a Cap modified. Same exact rules, just different terminology.
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...
Eyelid Doors in Caverns:
There's a few issues with these. Simulants have trouble opening them, and often run in place in front of them. Also, if you crouch down, it's possible to actually walk right through the lower door. We're trying to figure this out, but weren't able to in time for release 4a.
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. 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 Sniper Rifle. 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:
Since the first release, every map has been fitted with an AI Path Network. This means that Simulants can freely roam the stages. Also, extensions and drops have been worked into most levels, improving Sim navigation. The Complex still has some issues, but is leaps and bounds better in release 4a.
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. A temp solution has been put in place, and it can barely be noticed.
Headers/Dividers:
Because we 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. It should be fixed 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. We're 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
GoldenEye: X on Mod DB
Moddb.com
Credits:
Wreck: Props, weapons, characters, level files, textures, text, custom arms, general editing.
SubDrag: Music, amazing tools, ASM hacks, and so much more. Without him, there wouldn't be any ported levels. Period.
00action: Facility VR map, Archives VR map, beta testing on backup device, among other things that will be coming soon.
Dragonsbrethren: Music, and helpful suggestions.
Zoinkity: Technical information, and Labyrinth port from TWINE to GoldenEye (background, setup, clipping, AI path network, pillars, etc.)
Radorn: Beta testing on console.
Octan Baron: Base AI Path Network for Caves.
TH126: Official video creator for the mod, beta testing.
GoldenEye for N64 is prob my alltime fav game, it had everything, spent literally years unlocking ALL the bonuses :D
WOW very great project!
I cant watch the videos or download anything because of a slow connection but from the looks of it so far it sounds great.