Goldeneye Source 4.1 Patch

GoldenEye: Source is a total conversion modification of Half-Life 2. It is a fan made recreation, released for free, with only one goal in mind; to bring the memories.

GoldenEye Setup Editor 3.0

GamesRadar is the premiere source for everything that matters in the world of video games, TV, films and more. Casual or hardcore, big screen or small, console or.

Name: GoldenEye Setup Editor 3.0: Author: SubDrag, Wreck, and Zoinkity: Date: August 2, 2015: Category: Executables: Description: A comprehensive and exhaustive.

GoldenEye: Source January 2015 Community Map Pack Jan 18 2015 Patch 15 comments. This map pack is compatible with GoldenEye: Source 4.2.4. It contains.

Downloads - GoldenEye: Source Mod for Half-Life 2

A comprehensive and exhaustive setup editor for Goldeneye 007, Perfect Dark, Diddy Kong Racing, Mickey Speedway, and Jet Force Gemini for N64.

by SubDrag, Zoinkity, and Wreck.

Special thanks to Trevor for displaylist editor, lighting sources help, windows styles, among much more, Mark Kane Lighting sources, and Sogun for their V3 Contributions. Also Acceptable67, CBM, and Skill for some Jet Force Gemini/Diddy Kong Racing object parsing.

We now release the third version of our Goldeneye Setup Editor/Perfect Editor for Nintendo 64 s Goldeneye. Now including Diddy Kong Racing, Mickey Speedway, and Jet Force Gemini, and many advanced features for GoldenEye and Perfect Dark.

The new 3 games are not close to as mature as GoldenEye or Perfect Dark, but perhaps with your help, we ll identify the unknown properties on the objects, and we ll get there.

System Requirements:

Windows 98 or higher

DirectX 9.0c / Graphics Card with Updated Drivers for DirectX 9

Microsoft VS2008 Redist

At least 1 Gig of free space

Brand New Features in Version 3.0

Window Styles Configurable per game, snazzy editor built-in styles by Trevor.

Early support for three new games:

   Diddy Kong Racing

   Mickey Speedway

   Jet Force Gemini

More accurate rendering of levels Advanced Rendering checkbox in Preferences

Visual Editor view overhaul Orthographic view Plan, Elevation as well as Perspective default

Fixed aspect ratio / configurable field of view visual editor

Gun barrel image replacement

Better guard editor rendering Guards in standing pose

Visually view guns/hats assigned to guards

Animations and export/import from to. fbx/.bvh/.an8

Model Editor Matrices Support

Model Editor proper export/import of full guards

PD Model Editor including LOD and arms

Export/Import with shading to/from. fbx

Displaylist Editor for each triangles

Resave Existing Rare Level Backgrounds without having special commands lost

Play game s music using SoundFont from games and real midis can be disabled in Preferences if doesn t work on your system

Import all image types including embedded mipmapping

Environment Mapping Automatic Calculation and Preview including Flat Surface Hack for Mirrors

Editable Light Sources for Vertex Color Baking/Exportable Shadows for Cutting

Box Select/Select All

UV Editor

as well as the basics, and much, much, much more.

V3 Caveats:

It is recommended to install to a new folder than Version 2, if you have that installed, especially one that has full permissions on the folders not Program Files. You still may need to run with XP SP3 compatibility on the shortcut.

Conversion from. obj and saving projects resave rooms may be slower than Version 2, as there is more going on.

V3 uses more RAM than V2, and will likely be slower rendering if Advanced Rendering is turned on in preferences, versus version 2

All version 2 files should be backwards compatible

Background conversion of the Jet Force Gemini/Diddy Kong Racing/Mickey Speedway is in the earlier stages, and there is an issue with the volume splitting. Note, that these games start at Room00, while GoldenEye and Perfect Dark start at Room01. Not all bitflags per triangle are determined different per game, but will be over time, and you can help by trying them in the Replace Texture dialog.

Not all object parameters are determined, but hex values for them can be typed in manually, so you can help.

Not all objects can be inserted and the setup work. This is likely due to them being used elsewhere, and not as part of setups. Especially true in Diddy and Mickey.

The Beta Version of the editor is in a new location from V2, so the V2 grabber will never get a V3 beta.

Open an uncompressed file, or start a new file, from the Game Setup Files NTSC Backup folder. GoldenEye is one setup file, while Perfect Dark has a setup and a pads file. Diddy Kong Racing, Mickey Speedway, and Jet Force Gemini all use two files: a Primary and a Secondary. Primary files are loaded always, while secondary are loaded in both solo and multi. Diddy Kong Racing is the only one that really uses both. Then open up the visual editor by Edit Setup - Visual Editor. You have the opportunity to move around the level.

Editor Game Support X Supported, P Partial

 

GoldenEye

Perfect Dark

Diddy Kong Racing

Mickey Speedway

Jet Force Gemini

Setups

X

Background

P

Edit Action Blocks

Edit Intro Blocks

Edit Paths

Edit Presets/Pads

Edit Objectives 

Edit Objects

Visual

Briefing Editor

Text Editor

Image Tools

21990 Main

Animation Editor

Model Editor

Diddy Kong Racing, Mickey Speedway, and Jet Force Gemini have partial background support. The volume splitting only seems to work if rooms are numbered correctly, and they are perfectly checkerboard cuts. These games also start at Room00, unlike GoldenEye and Perfect Dark which start at Room00.

Diddy Kong Racing supports some import, though it cannot be animated those indexes are disabled

FBX/BVH Support requires Obj2An8 tool and setup:

1  Download obj2an8 and extract objtoan8.zip Release ObjToAn8.exe. Copy ObjToAn8.exe to the editor directory. 

2  Download the FBX SDK and install. Open the folder C: Program Files Autodesk FBX FbxSdk 2013.1 lib vs2008 x86 and copy fbxsdk-2013.1.dll to the editor directory. 

3 Run the editor and open the Tools Preferences window. Set the location for ObjToAn8.exe which should be C: GEEdit3 ObjToAn8.exe and click OK. 

It is expected this will be improved over time, through the use of the 3.0 Beta Grabber/Version.

Editor Controls they are customizable in the Preferences.

Key: F

AnimationEditor.FrameView

In Animation Editor menu, Frame View to what s shown.

Key: R

AnimationEditor.ResetView

In Animation Editor menu, Reset View to default.

Key: A

FlyMode

FlyMode.Move.StrafeLeft

Strafe camera left.

Key: D

FlyMode.Move.StrafeRight

Strafe camera right.

FlyMode.Move.Down

In fly mode, move camera down.

FlyMode.Move.Up

In fly mode, move camera up.

Key: S

FlyMode.Move.Back

In fly mode, move camera back.

Key: SHIFT-S

FlyMode.Move.BackOrtho

In fly mode, move camera clip plane back.

Key: SHIFT-W

FlyMode.Move.ForwardOrtho

In fly mode, move camera forward clip plane back.

Key: TAB

FlyMode.ExitFlyMode

Exit fly mode.

Key: W

FlyMode.Move.Forward

In fly mode, move camera forward.

Key: CTRL-SHIFT-V

Main Editor

EditSetup.OpenVisualEditor

Edit Setup - Visual Editor

UV Editor

UVEditor.FrameAll

In UV Editor menu, Set view to all points.

Key: B

UVEditor.BoxSelect

In UV Editor menu, Hold, then click and drag the box to select.  Hold shift to append.

Key: CTRL-A

UVEditor.SelectAll

In UV Editor menu, Select all points.

Key: CTRL-D

UVEditor.SelectNone

In UV Editor menu, Deselect all points.

UVEditor.FrameSelected

In UV Editor menu, Set view to Selected points.

Key: M

UVEditor.Move

In UV Editor menu, Hold then move to move points to cursor.

Key: P

UVEditor.SetPivotPoint

In UV Editor menu, Hold then click to set Pivot Point.

UVEditor.Rotate

In UV Editor menu, Hold then move to rotate.

UVEditor.MoveView

In UV Editor menu, Hold to move view.

Key: T

UVEditor.Translate

In UV Editor menu, Hold then move to translate points.

Key: X

UVEditor.Scale

In UV Editor menu, Hold then move to scale points.

Key: -

Visual Editor

Visual.DecreasePresetSize

In visual menu, decreases path set size.

Key:

Visual.IncreasePresetSize

In visual menu, increases path set size.

Key: KEY:

Visual.AlternatePick

In object menu, helps in, for example streets, to use clipping instead of background to insert.

Key: KEY:BACK

Visual.Multi.DeleteAlternate

Delete selection.

Key: KEY:DELETE

Visual.Multi.Delete

Key: KEY:DOWN

Visual.Camera.PitchDown

Pitch camera down.

Key: KEY:LEFT

Visual.Camera.YawLeft

Yaw camera left.

Key: KEY:RIGHT

Visual.Camera.YawRight

Yaw camera right.

Key: KEY:SPACE

Visual.ClosestRoom

Go to center of closest room.

Key: KEY:UP

Visual.Camera.PitchUp

Pitch camera up.

Key: 0

Visual.Bookmark0

Goto Bookmark position 0.

Key: 1

Visual.Bookmark1

Goto Bookmark position 1.

Key: 2

Visual.Bookmark2

Goto Bookmark position 2.

Key: 3

Visual.Bookmark3

Goto Bookmark position 3.

Key: 4

Visual.Bookmark4

Goto Bookmark position 4.

Key: 5

Visual.Bookmark5

Goto Bookmark position 5.

Key: 6

Visual.Bookmark6

Goto Bookmark position 6.

Key: 7

Visual.Bookmark7

Goto Bookmark position 7.

Key: 8

Visual.Bookmark8

Goto Bookmark position 8.

Key: 9

Visual.Bookmark9

Goto Bookmark position 9.

Camera.Move.StrafeLeft

Visual.Multi.MoveBack

Move selection back

Key: C

Visual.Camera.RollLeft

Roll camera left.

Key: CTRL-0

Visual.Bookmark0Save

Set Bookmark position 0.

Key: CTRL-1

Visual.Bookmark1Save

Set Bookmark position 1.

Key: CTRL-2

Visual.Bookmark2Save

Set Bookmark position 2.

Key: CTRL-3

Visual.Bookmark3Save

Set Bookmark position 3.

Key: CTRL-4

Visual.Bookmark4Save

Set Bookmark position 4.

Key: CTRL-5

Visual.Bookmark5Save

Set Bookmark position 5.

Key: CTRL-6

Visual.Bookmark6Save

Set Bookmark position 6.

Key: CTRL-7

Visual.Bookmark7Save

Set Bookmark position 7.

Key: CTRL-8

Visual.Bookmark8Save

Set Bookmark position 8.

Key: CTRL-9

Visual.Bookmark9Save

Set Bookmark position 9.

Key: CTRL-C

Visual.Copy

Copy selection.

Key: CTRL-E

Visual.Clipping.ShowNoSoundAssigned PDOnly

Perfect Dark only, show only clipping tiles without sounds assigned.

Key: CTRL-F4

File.Close

File - Close

Key: CTRL-G

Visual.OpenGotoGoordDlg

Open dialog to go to coordinate in visual view

Key: CTRL-H

Visual.RoomPositions.RoomChangesDisallowed

Do not allow rooms and clipping tiles to be moved or resized.  Useful if just shading or changing properties of tiles/vertices, when don t want to accidentally move them.

Key: CTRL-HOME

Visual.GotoStart

Goto setup file s start point.

Key: CTRL-I

Visual.Multi.ClicksToTriangle

In room positions mode, hold this button, then click on three different spots to add a triangle.  Click without holding button to reset.

Key: CTRL-K

Visual.RoomPositions.MoveInterpolateSelectedVertex

In room positions mode, click a vertex, then hold this button, and click to move it to this position.  UVs of vertex will be best fit planar interpolated.

Key: CTRL-M

Visual.RoomPositions.Darken

Darken selected room.

Key: CTRL-N

File.New

File - New Setup

Key: CTRL-O

File.Open

File - Open

Key: CTRL-S

File.Save

File - Save

Key: CTRL-SHIFT-B

Visual.MoveToBegin WithClick

Move triangle to beginning while holding key and clicking.

Key: CTRL-SHIFT-C

Visual.RoomPositions.CopyUV

In room positions mode, hold these to copy a UV for a point on click.

Key: CTRL-SHIFT-E

Visual.MoveToEnd WithClick

Move triangle to end while holding key and clicking.

Key: CTRL-SHIFT-I

Visual.Multi.ClicksToRemove

In Object mode, hold button and click twice on path presets to remove the connection.  Click without holding button to reset.

Key: CTRL-SHIFT-P

Visual.MoveToPrimary WithClick

Move triangle to primary while holding key and clicking.

Key: CTRL-SHIFT-S

Visual.MoveToSecondary WithClick

Move triangle to secondary while holding key and clicking.

Key: CTRL-SHIFT-U

Visual.ShowNormals

Show normals of vertices, portals, and lighting PD only.

Visual.RoomPositions.PasteUV

In room positions mode, hold these to paste a UV for a point on click.

Key: CTRL-V

Visual.Paste

Paste selection.

Key: CTRL-X

Visual.Cut

Cut selection.

Key: CTRL-Y

Visual.Multi.Redo

Redo

Key: CTRL-Z

Visual.Multi.Undo

Undo

Camera.Move.StrafeRight

Key: E

Visual.Clipping.DisableShowNoSoundAssigned PDOnly

Perfect Dark only, disable showing only clipping tiles without sounds assigned.

Key: END

Visual.TopViewSide

At current coordinates, view the top view facing side

Visual.RoomPositions.ConvertTriToClipping

Add a clipping tile from coordinates of selection room positions triangle.

Key: F1

Help

Open Help Menu.

Key: F3

Visual.Screenshot

Take screenshot of editor window.

Key: F5

Visual.QuickConvert

Quick convert setup and pads for PD file into Quick ROM . rom.   Not recommended for Perfect Dark, GE Only.

Key: F7

Visual.QuickInject

Inject setup and pads for PD file into Quick ROM . rom

Key: G

Visual.Multi.MoveLeft

Move selection left

Key: H

Visual.RoomPositions.RoomChangesAllowed

Allow rooms and clipping tiles to be moved or resized.

Key: HOME

Visual.TopView

At current coordinates, view the top view

Key: I

Visual.Multi.ClicksToMake

In room positions mode, hold this button, then click on three different vertices and it will connect the three into a clipping tile.  Click without holding this button to reset.  In Object mode, hold button and click twice to make a path set connection.  You can click either an object, 00 preset, or the wall to make the connection. Click without holding button to reset.  In Portal mode, click while holding key on 4 vertices and a portal will be created using those 4 points.  Click without holding button to reset.

Key: J

Visual.Multi.MoveRight

Move selection right

Key: K

Visual.RoomPositions.BrushShadeWholeTriangle

While holding key, if you are in Brush mode in room positions it will use your color choice in the Vertice Coloring tool on the whole triangle, instead of just the vertice, when clicking.

Key: L

Visual.RoomPositions.BrushDarkenLightenToggle WithMiddleMouse

While in Brush mode of room positions, if using the secondary mode of brush by pressing middle button where the brush is Blue, this will use the lighten/darken mode.  Press and hold this button and click Middle Mouse button to change between darkening and lightening.

Visual.RoomPositions.Brighten

Brighten selected room.

Key: N

Visual.Multi.MoveDown

Move selection down

Key: O

Visual.PrevRoom

Go to previous room center.

Visual.NextRoom

Go to next room center.

Key: PAGEDOWN

Visual.SideView

At current coordinates, view the side view

Key: PAGEUP

Visual.ForwardView

At current coordinates, view the forward view

Key: Q

Camera.Move.Forward

Move camera forward.

Visual.Camera.Rotate180

Rotate 180 degrees around face backwards direction.

Visual.RoomPositions.BrushLightSource WithClick

While holding key, if you are in Brush mode in room positions it will use the light source to shade.

Key: SHIFT-B

Visual.Clipping.MoveAllTilesBack

Move selection of all clipping tiles back.

Key: SHIFT-E

Visual.RoomPositions.ShowBoundingBoxOnClick

Toggle showing bounding boxes on click

Key: SHIFT-END

Visual.BottomViewSide

At current coordinates, view the bottom view facing side

Key: SHIFT-F

Visual.RoomPositions.ShowLightBeams

Show Light Beams for Area Lights

Key: SHIFT-F5

Visual.QuickConvertAndOpenROM

Quick convert setup and pads for PD file into Quick ROM . rom and then open rom using explorer s shell command.  Not recommended for Perfect Dark, GE Only.

Key: SHIFT-F7

Visual.QuickInjectAndOpenROM

Inject setup and pads for PD file into Quick ROM . rom and then open rom using explorer s shell command.

Key: SHIFT-G

Visual.Clipping.MoveAllTilesLeft

Move selection of all clipping tiles left.

Key: SHIFT-HOME

Visual.BottomView

At current coordinates, view the bottom view

Key: SHIFT-I

Visual.Multi.ClicksToMakeAlt

In Object mode, hold button and click four times to make a bounding box to bring up the add spaced out presets dialog.

Key: SHIFT-J

Visual.Clipping.MoveAllTilesRight

Move selection of all clipping tiles right.

Key: SHIFT-K

Visual.RoomPositions.MoveSelectedVertex

In room positions mode, click a vertex, then hold this button, and click to move it to this position.  It will take on the uvs of the target point.

Key: SHIFT-L

Visual.RoomPositions.MergeSelectedVertex

In room positions mode, click a vertex, then hold this button, and click to merge it to another point must be same room.   It will take on the uvs of the target point.

Key: SHIFT-N

Visual.Clipping.MoveAllTilesDown

Move selection of all clipping tiles down.

Key: SHIFT-O

Visual.Setup.CycleStartPointsBackward

If multiplayer level, goes to the previous start point entry

Key: SHIFT-P

Visual.Setup.CycleStartPointsForward

If multiplayer level, goes to the next start point entry

Key: SHIFT-PAGEDOWN

Visual.ReverseSideView

At current coordinates, view the opposite side view

Key: SHIFT-PAGEUP

Visual.BackView

At current coordinates, view the back view

Key: SHIFT-Q

Camera.Move.ForwardOrtho

Move camera clip plane forward in orthographic mode.

Visual.RoomPositions.BrushLightSourceDelta WithClick

While holding key, if you are in Brush mode in room positions it will use the light source to shade as a delta.

Key: SHIFT-T

Visual.Clipping.MoveAllTilesForward

Move selection of all clipping tiles forward.

Key: SHIFT-TAB

Visual.SwitchOrthoPerspective

Switch between perspective and orthographic visual editor modes.

Key: SHIFT-Y

Visual.Clipping.MoveAllTilesUp

Move selection of all clipping tiles up.

Key: SHIFT-Z

Camera.Move.BackOrtho

Move camera clip plane back in orthographic mode.

Visual.Multi.MoveForward

Move selection forward

Visual.FlyMode

Enter or exit fly mode.

Key: U

Visual.BoxSelect

Hold and release to box select

Key: V

Visual.Camera.RollRight

Roll camera right.

Camera.Move.Up

Move camera up.

Camera.Move.Down

Move camera down.

Key: Y

Visual.Multi.MoveUp

Move selection up

Key: Z

Camera.Move.Back

Move camera back.

Mouse:

Pointer: Move Mode

Up/Down Move Up/Down Node

Green Rotate: Rotate Around Object s Up Axis

Blue Rotate: Rotate around Object s Right Axis

Four Purple: Size object

Purple L/R: Resize X size of 27XX Presets/Objects

Green U/D: Resize Y size of 27XX Presets/Objects

Yellow B/F: Resize Z size of 27XX Presets/Objects

Paintbrush: Vertex Painting in Clipping/Room Positions mode

Important - To create a new level from an existing level, you should open the level you wish to edit, then press Tools - Make Level Barebones. It is NOT recommended that you do File - New, because you will be missing the path sets that allow guards to navigate a level.

There any many tutorials on the tutorials page, to help start off with editing. It is very powerful, but does take some patience and learning to start doing advanced things. I d be happy if anyone using the editor created tutorials and I will add them as they come out.

Animation Editor

Guard Editing / Matrices

Displaylist Editor

Main easiest to use feature of the new displaylist editor, is the ability is to enable Z-Buffer for transparent surfaces, so they can be ordered automatically, unlike base GoldenEye and Perfect Dark. Just adjust the Render Mode flags preset to AA ZBuffer TriangleAlpha. There s of course way more advanced stuff here for expert users too.

Diddy Kong Racing

Mickey Speedway USA

Jet Force Gemini

And finally a fun comparison to see how far the editor has come.

Editor Version 3

Editor Version 2

Editor Version 2 Alpha.

Hello guest register or sign in

or with:

HOME

iPhone

X360

Wii

PS3

PSP

DS

games

Desura

Indies

Bundles

mods

addons

downloads

videos

audio

images

youtube

news

reviews

features

events

headlines

official blog

blogs

topsites

hall of fame

tutorials

engines

developers

groups

forums

store

twitter

facebook

jobs.

summary

news

wiki

forums

downloads

features

videos

images

addons

mission

reviews

GoldenEye: Source is a total conversion modification of Half-Life 2. It is a fan made recreation, released for free, with only one goal in mind; to bring the memories and experiences from the original GoldenEye64 back to life using Source Technology. We want you to look at this mod and remember the first best multiplayer first-person shooter ever made. We are doing our best to bring in the opinions of the community to create a game that everyone is going to enjoy. But, we are not here to recreate the game exactly how it was in GE64, a lot of things have changed since they first designed that game, mainly in technology and gamers experiences. We are here to take the game even further but at the same time provide a lot of those fun elements that hardcore GE64 fans will enjoy. We ve got experienced team members all across the board, from professional level, to amateurs looking to make it into the business working hard to make this dream a reality.

Downloads RSS Feed

Summary List

Downloads

Reset

browse maps skins

ABCDEFGHIJKLMNOPQRSTUVWXYZ

Added

Name

Type

GE:S v4.1 Full Install EXE

Dec 10, 2010

Full Version

1,195.44mb

67 comments

We are bringing GoldenEye: Source out of Beta status with this update. This is the full installation for players. This installation will remove your existing

GE:S v4.1 Server ZIP

Dec 9, 2010

Server

1,201.63mb

0 comments

We are bringing GoldenEye: Source out of Beta status with this update. This is the server installation for Windows or Linux based dedicated servers. This

GoldenEye: Source Beta 4 OST

Feb 23, 2010

Music

204.95mb

15 comments

Tracks by most recent artist Goldenzen, as well as all current and previous tracks by long time artists Sole Signal, and original music artist Basstronix

GE:S Beta 4.0.2 Server Fix outdated

Feb 20, 2010

11.35mb

3 comments

Old Version This is a hot fix designed for SERVER HOSTS ONLY. This fixes several gameplay issues detailed in the full description.

GE:S Beta 4 ZIP outdated

Feb 17, 2010

893.00mb

30 comments

Old Version GoldenEye: Source Beta 4 is the first major release since Beta 3.1.4 in March of 2009. Beta 4 brings us many steps closer to a final version

GE:S Beta 4 EXE outdated

888.22mb

58 comments

GE:S Beta 3.1 EXE outdated

Mar 14, 2009

505.47mb

14 comments

OLD release For users curious to install our first orangebox version of GoldenEye: Source using an EXE package.

GES: Beta 3.1 ZIP outdate

508.39mb

4 comments

OLD release For curious users and serverhosts to install the first orangebox version of GoldenEye: Source using a ZIP package.

GoldenEye: Source Beta 3 OST

Feb 6, 2009

121.49mb

Old Version The original sound track for GoldenEye Source beta 3. Stand alone music for your media players

Track this mod

Report mod

Profile

Icon

Platform

Windows

Game

Half-Life 2

Developer

Team GoldenEye: Source

Contact

Send Message

Official Page

Goldeneyesource.net

Release Date

Released Feb 7, 2009

Mod Watch

Download Statistics

Files

9

Size

5.40gb

460,211

Downloads Today

66

Add Download

Members only

Feed

Downloads RSS Feed

Download Categories

Releases

 - Full Version

6

 - Server

2

Addons

 - Audio

7

Media

 - Music

1

Terms of Use Privacy Policy

Blog About Contact Advertise Join Mod DB Site Map Media Kit Desura RSS

2002 - 2012 DesuraNET Pty Ltd.  All Rights Reserved.  Friends: gamrReview.  2810 modders.

Name: GoldenEye X: Author: Wreck: Date: January 29, 2015: Category: PD Multi Levels: Description: GE-X Patch 5d-beta: 01-29-15 The world of GoldenEye X is evolving.