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GE:X - Fifth Official Patch Released! @ 09-22-12
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Wreck
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 PostPosted: Sat Sep 22, 2012 12:19 am    Post subject: GE:X - Fifth Official Patch Released! @ 09-22-12 Reply with quote Back to top

GE:X Patch 5a: 09-22-12

Over a year has passed since the last public release of GoldenEye: X. Now, we proudly bring to you, the newest installment; Patch 5a. Since 4a, we've been working hard to improve the overall quality of the mod, as well as including new materials. Weapons were a primary focus this time around. Many more are now available, they're in the correct order, and previous firearms are using their proper firing rates and muzzle flashes. Menu colours are also new. Instead of the blue that you've been used to seeing, you're treated to a much nicer green colour. Simulants have become even more intelligent this time around. They now know the best ways to utilize their weapons, at which distances to keep from their opponents, when to go get more ammunition, how long it takes to reload, and what firearms are more deadly than others. If you thought they were tough before, get ready for a real challenge. And speaking of challenges, the 30 Assignments are all setup. You'll experience a wide range of scenarios, face off against Simulants of increasing difficulties, and play all the classic GoldenEye maps in brand new ways. As a special treat, bringing one of the most treasured beta aspects back to life, All Bonds are playable in VR mode. Your favourite 007 actors from the historic franchise are just waiting to get back into the thick of things. There have been so many little tweaks and updates, that naming them all here would take too long. For more information on those, please check out the list below. Once again, we deeply appreciate the support of those who have been anxiously awaiting a new release. Thank you for sticking by us, and for taking the time to play this mod.


Intro Screen...
Splash screen images replaced with new colours, text and logo (only visible on console).

Menus...
Standard menu screens are now green, instead of the original blue.
Quick menu is now green, instead of original red.
Some other colour modifications to text have been made.
Level select images and names have been added for the mission campaigns.

Body Armour...
The shield "force field" has been removed.

Simulants/AI...
Male injury sound effects have been imported from GoldenEye.
Weapon priority has been set for all weapons available in VR.
Reload times for weapons have been adjusted to better match humans.
Ammo count has been improved for attack and switch/leave.
Max distance during encounters has been modified to suit each weapon.
No longer do they attempt to use secondary functions on GE weapons (except knife).
Disarming function has been disabled.
Timed Mines are now able to be equipped and used.

Music...
Intro music has been changed to GoldenEye themes.

Missions...
Backup weapon for guards is now the DD44 Dostovei.
Cooperative human partner is a reworked Martin Hollis.
Default simulant partner is also the reworked Martin Hollis.

Virtual Reality...
Challenges have been renamed Assignments.
The Assignments are setup, but are subject to change in future releases.
New Simulant descriptions have been added.
Ten second warning alarm now matches GE original.
Some weapon set names have been shortened to fit into menu properly.
Tunes have been renamed to Tracks.
Press START is now green, and renamed PRESS START.
The 10 count after death in Assignments is also green.

Character Select List...
Sean Connery, George Lazenby, Roger Moore and Timothy Dalton heads have been added.
Tuxedo for Lazenby has been included.
Bowties and Lapels on the Bond Classics have been adjusted.
The White Tuxedo has been replaced with a better version.
Joanna, Jonathan, Elvis, and the dD Shock Trooper are the only 4 PD characters available.
Elvis has been modified and is now known as Elton.

Skies...
Levels now feature fog, which more closely matches how they appeared in the original game.

Temple...
Stone sliding doors use proper sound effect.

Library...
Vertical wall doors use proper sound effect.

Stack...
Vertical wall doors use proper sound effect.

Facility...
Glass fixed so Sims can't shoot through (they can't with any weapon, though).
Clipping added to glass to prevent Sims from seeing through (avoiding pointless firefights and remaining safer).
Locked door made to not function (in case Sim manages to open).
Sliding electronic doors use proper sound effect.

Frigate...
Bonus map, which may or may not remain in future versions.

Bunker ii...
Sliding electronic doors use proper sound effect.
Glass security doors use proper sound effect.
Path network has been extended on the helipad and exterior snowbanks.
Path network now features a pad in every room.

Archives...
Locked doors made to not function (in case Sim manages to open).
Vertical wall doors use proper sound effect.

Train...
Bonus map, which may or may not remain in future versions.

Caverns...
Locked doors made to not function (in case Sim manages to open).
All doors now use proper sound effect.

Egyptian...
Stone sliding doors use proper sound effect.

Citadel...
Brand new makeover by Sogun, features an Aztec temple theme.

General Weapons...
Have been reordered to match their original order.
Descriptions have been written for each weapon.
Smoke effect has been properly set on all weapons.
Tracer and impact spark colours have all been adjusted.
Equipping, reloading, and empty clip firing sounds are updated.
Pistols continue to finger pull animate when clip is empty.
Weapon casing ejections are right types and styles.
Targeting sound effect has been removed.
GoldenEye crosshair is now default for all weapons/gadgets.

Unarmed...
Disarming function has been disabled.

Throwing Knife...
Knife model from GoldenEye has been imported.
Disabled poison effect from mission mode.

PP7 Silenced...
Third-person prop muzzle flash removed.

Klobb...
Muzzle flash corrected, now rolls instead of staying static (Rare mistake).
Firing rate updated to match original (Rare mistake).

ZMG (9mm)...
Proper muzzle flash restored, is much longer than before (Rare mistake).
Firing rate updated to match original (Rare mistake).

D5K Deutsche...
Muzzle flash corrected, extended slighty (Rare mistake).

D5K Silenced...
Third-person prop muzzle flash removed.
Firing rate updated to match original.

Phantom...
Firing rate updated to match original.
Muzzle flash corrected, extended slighty.

AR33 Assault Rifle...
Firing rate updated to match original (Rare mistake).

RC-P90...
Firing rate updated to match original (Rare mistake).
Prop model now held with two hands (Rare mistake).

Automatic Shotgun...
The Autoshotgun model and prop have been imported.

Sniper Rifle...
Bullet origin position has been corrected.
Firing rate updated to match original.

Cougar Magnum...
The Cougar model and prop have been imported, animates properly.

Silver PP7...
Damage value has been doubled, to match original.
Updated to penetrate through more objects.
Weapon description has been altered.
Model shifted to better fit inside hand.

Gold PP7...
Model shifted to better fit inside hand.

Moonraker Laser...
The Moonraker Laser model and prop have been imported.

Grenade Launcher...
GL first-person model has been imported, animates properly.

Rocket Launcher...
RL first-person model has been imported.
Rocket prop has been modified for aesthetic reasons.

Hand Grenade...
First-Person model has been ported and adjusted to fit inside the throwing hand.

Timed Mine...
First-Person model has been ported and adjusted to fit inside the throwing hand.

Proximity Mine...
First-Person model has been ported and adjusted to fit inside the throwing hand.

Remote Mine...
First-Person model has been ported and adjusted to fit inside the throwing hand.

Cloaking Device...
Maximum battery life increased to 8 minutes, instead of 6.
Cheat option gives you the full 8 minutes, rather than only 2.

Combat Boost...
Has been renamed Focus Pill, and uses a different colour scheme.

GoldenEye Key...
Pick-up now says "the GoldenEye Key" (may be "a" in 3-P/4-P mode).
Description has been added.



Alternate Download:
http://www.battlefieldforever.com/hackers/pd/geproject/downloads/GEX_5a_09-22-12.zip

Apply the XDelta Patch to an unbyteswapped NTSC Perfect Dark v1.1 ROM.
You can use the Perfect Dark / GoldenEye Editor at the GoldenEye Vault.

http://www.goldeneyevault.com/

- Wreck

=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=


September 22nd, 2012 (09.22.12:1)

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


VR Levels:
Temple
Complex
Caves
Library
Basement
Stack
Facility
Frigate!
Bunker
Archives
Train!
Caverns
Egyptian
Citadel!
Labyrinth

notes:
Temple, Complex and Facility are the originals from GE, not the Classic versions found in PD.
Frigate has been modified and optimized to run well in multiplayer. May not remain in future versions.
Bunker ii doesn't have the ceiling mounted monitors.
Train is now available to play in multi. May not remain in future versions.
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.
Citadel has been updated by Sogun, and features an Aztec temple theme.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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
Automatic Shotgun!
Sniper Rifle
Cougar Magnum!
*Golden Gun
Silver PP7
Gold PP7
Moonraker Laser!
Grenade Launcher!
Rocket Launcher!
**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, and knife now feature their own first-person, in-hand models.
***The shield effect has been removed from the game, so it acts more like armour.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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
Female Special Operative!
Male Special Operative!
Elton!
Assault Trooper!
Baron Samedi (Death)!
Bond (Classic)! [Connery]
Bond (Classic)! [Moore]
Bond (Classic)! [Lazenby]
Bond (Classic)! [Dalton]

*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

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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
Female Special Operative!
Male Special Operative!
Elton!
Assault Trooper!
Baron Samedi (Death)!
Bond (Classic)! [Connery]
Bond (Classic)! [Moore]
Bond (Classic)! [Lazenby]
Bond (Classic)! [Dalton]

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.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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.

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. They are also much smarter when it comes to weapon choice and utlization.

Martin Hollis, 008 Simulant Partner:
Currently has female voice files during missions. These will need to be replaced with male samples.

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
http://www.goldeneyeforever.com

GoldenEye Vault
http://www.goldeneyevault.com

GoldenEye Online
http://www.goldeneyeonline.com

Shooters Forever Message Boards
http://www.shootersforever.com/forums_message_boards

GoldenEye: X on Facebook
http://www.facebook.com/pages/GoldenEye-X/234491049921227

The GoldenEye: X Channel on YouTube
http://www.youtube.com/GoldenEyeXN64

GoldenEye: X on Mod DB
http://www.moddb.com/mods/goldeneye-x

=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=

Credits:
Wreck: Props, weapons, characters, level files, textures, text, custom arms, general editing.
SubDrag: Music, amazing tools, ASM hacks, All Bonds Heads, and so much more. Without him, there wouldn't be any ported levels. Period.
00action: Facility VR map, Archives VR map, Train VR map, and beta testing on backup device.
Zoinkity: Technical information, Connery Tuxedo, and Labyrinth port from TWINE to GoldenEye (background, setup, clipping, AI path network, pillars, etc.)
Sogun: The Citadel makeover.
Monkeyface: GoldenEye: X intro logo.
TH126: Official video creator for the mod, and beta testing.
Dragonsbrethren: Music, and helpful suggestions.
Octan Baron: Base AI Path Network for Caves.

=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=






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acceptable67
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 PostPosted: Sat Sep 22, 2012 6:26 am    Post subject: Reply with quote Back to top

You're making very good progress, nice. Smile
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Spyster
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 PostPosted: Sat Sep 22, 2012 6:32 am    Post subject: Reply with quote Back to top

Looks epic!
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mistamontiel
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 PostPosted: Sat Sep 22, 2012 6:34 am    Post subject: Reply with quote Back to top

Great job.. I hope this will awaken the netplayers

Jump on xfire or even skype if ye haven't already Cool Thanks for the hard work gents
 
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Nyx
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 PostPosted: Sun Sep 23, 2012 12:03 pm    Post subject: Reply with quote Back to top

I'm getting a black screen / frozen screen whenever I try and start a game. I can hear the proper level music for what I have chosen, but nothing else happens, just black screen or the image is frozen on the setup menu. Can anyone help me out?
 
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TH126
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 PostPosted: Sun Sep 23, 2012 1:21 pm    Post subject: Reply with quote Back to top

Are you emulating it, Nyx? If so which emulator and video plugin. or are you playing on a backup device?
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Nyx
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 PostPosted: Sun Sep 23, 2012 1:30 pm    Post subject: Reply with quote Back to top

Using Project 64, with the Glide 64 Napalm release. I was able to run the GEX 4 patch just fine, this one doesn't however.
 
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stolen
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 PostPosted: Sun Sep 23, 2012 2:42 pm    Post subject: Reply with quote Back to top

Have you copied over the rom settings to GEX 5a?

If that doesn't work try this emulator out.
 
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Nyx
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 PostPosted: Sun Sep 23, 2012 5:31 pm    Post subject: Reply with quote Back to top

Wait, what do you mean by copying over the rom settings?

GEX 4 runs just fine but 5 doesn't, don't they run under the same settings?
 
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 PostPosted: Sun Sep 23, 2012 6:07 pm    Post subject: Reply with quote Back to top

It could be using the default settings which Project 64 provides for new unrecognized roms. Try copying over the rom settings from Perfect Dark to GEX 5.

Edit: Glad to hear, have fun.


Last edited by stolen on Sun Sep 23, 2012 10:19 pm; edited 1 time in total
 
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 PostPosted: Sun Sep 23, 2012 7:19 pm    Post subject: Reply with quote Back to top

That fixed it. Thanks!
 
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 PostPosted: Tue Sep 25, 2012 6:09 am    Post subject: Reply with quote Back to top

5-awaited patch I just recently test. is good work because we have all the weapons we expected (just missing the tank and the taser) we retexturacion impressive citadel level, damage shield finally acts as a bulletproof vest and a good level of adaptation in multi frigate . conventional weapons now have dual function again. generally work are overcoming patch by patch.

not whether or not this call errors because it has put all the effort in "virtual reality". these mistakes is more often found in the missions for now especially in weapons:

-the autoshotgun seems to make the sound a little low compared to other weapons can it be an error in the recording? (Check the difference with GE)
in the classic weapons-weapons are repeated as autoshotgun
-the crossbow this time serves as the arrows are stuck on anything.
-arms collected some missions mode does not correspond to the pickup arm. If you pick up a Sniper Rifle Moonreaker will get a laser.

anyone know if you can improve or change the model of PD fists by GE? is very rare that fist of PD with gun "laser watch."
 
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EternallyAries
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 PostPosted: Thu Sep 27, 2012 6:33 pm    Post subject: Reply with quote Back to top

So tonight I had a chance to try this out. Been forever since I played Goldeneye X. And I even had my girlfriend play it with me. XD
Anyway her and I love it. It was amazing update. And I can't believe how much you got done in one full year. You guys did a great job.
And while I rarely ever take photos of games. I had to take a photo of a standing ammo box that I found randomly. XD



Top was me and bottom was my her.

Yeah she was having a killing spree. Anyway it was great patch we did a 2 Vs all game.
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 PostPosted: Sat Sep 29, 2012 3:32 pm    Post subject: Reply with quote Back to top

i tried the 5th patch a couple days ago it ain't too bad
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 PostPosted: Mon Oct 01, 2012 6:22 am    Post subject: Reply with quote Back to top

Wow! Yet another reason to buy a flashcart...
 
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