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.
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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.
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.
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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.
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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
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Half-Life 2
Developer
Team GoldenEye: Source
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Official Page
Goldeneyesource.net
Release Date
Released Feb 7, 2009
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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.