From 69582caeb081856e49453e5c59b15185e048b918 Mon Sep 17 00:00:00 2001 From: James Dansereau <106631954+jkdansereau@users.noreply.github.com> Date: Sun, 13 Sep 2026 22:12:43 -0400 Subject: [PATCH] Release notes: finalize for v0.2.0 final (#81) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit * Release notes: finalize for v0.2.0 final (CI re-stamps the body on tag cut) - Drop '(pre-release)' from the title; stamps to 0.2.0, so the Downloads/Verify tables already name the final assets correctly. - Blockquote rewritten: no more 'cut is for playtesting'. Claims what is true (21 missions load and run crash-free) without claiming an end-to-end completable campaign; adds the first-public-release note, hedged with 'to our knowledge'. - New What's-new bullets: Everything-unlocked-by-default (D257, ON by default, F10 opt-out, no active cheats) and the Steam Deck first-run preset + the two new F10 rows (No hit flash / Skip intro). - Known issues unchanged — all eight walked with the user and confirmed still open; wording already matches the latest reports. - Preview montage GIF at the top of the body (release pages can't play mp4); raw URL pinned to the v0.2.0 tag, so it resolves once PR #80 has merged and the tag is cut. * Release notes: campaign-completed claim + D255 register-capture diagnosis - Blockquote: full campaign playtested end to end (all 21 missions, Agent difficulty) per the v0.2.0-pre PC playtest - D255 bullet: updated from 'narrowed to a stale model reference' to the pinned diagnosis (NULL ObjectRecord.model on an active record during mid-firefight destruction; repros on Bunker + Frigate) --- .github/release-notes.md | 38 ++++++++++++++++++++++++++++---------- 1 file changed, 28 insertions(+), 10 deletions(-) diff --git a/.github/release-notes.md b/.github/release-notes.md index fcc1ed51..dd3cfc37 100644 --- a/.github/release-notes.md +++ b/.github/release-notes.md @@ -1,9 +1,17 @@ -## GoldenEye 007 PC Port — (pre-release) +## GoldenEye 007 PC Port — -> **Pre-release.** The full single-player campaign runs at a steady 60 fps, -> audio (music + SFX) playing throughout. This cut is for playtesting: a full -> end-to-end confirmation that all 21 missions are completable on this build -> is still owed, and the known issues below are real. +

+ ~32 s gameplay montage from live play sessions (no audio track) +

+ +> The full single-player campaign runs at a steady 60 fps with audio (music + +> SFX) playing throughout, on Windows and Linux including Steam Deck — and it +> is completable end to end: the whole campaign has been playtested through +> all 21 missions (Agent difficulty). To our knowledge this is also the first +> open-source port of the original N64 game to ship as a public release. It's +> an early public cut: all 21 solo missions load and run crash-free, but the +> known issues below are real — feedback is very welcome. ### What's new since v0.1.0 @@ -26,6 +34,15 @@ - **QoL**: F10 in-game options overlay (fullscreen, resolution, frame cap, MSAA, texture filtering, FOV/draw distance, sensitivity), mute-on-focus-loss, F12 screenshot. +- **Everything unlocked by default** — all 21 solo levels are selectable at + every difficulty from the first launch, 007 mode is available, and the cheat + menu is fully populated. No *active* cheats are enabled (weapons remain + per-mission pickups, as on N64); F10 → *All unlocked* switches back to + faithful N64 progression. +- **Steam Deck first-run preset** — on SteamOS the first launch seeds + Deck-friendly defaults (native 1280×800 fullscreen, VSync, MSAA 4, 150% + draw/LOD distance); an existing `ge007.ini` always wins. Two more F10 rows: + *No hit flash* (suppresses the damage-flash overlay) and *Skip intro*. - **Modern dual-stick controller layout** (the scheme used by the console re-releases): left stick move/strafe, right stick look, right trigger fire, left trigger aim, A/X use, B/Y crouch/cancel, **RB/LB cycle weapons**. @@ -57,11 +74,12 @@ fullscreen ghost of the top row. - **Steam Deck: one intermittent crash remains** — the v0.1.0-era Facility crash is confirmed fixed on Deck hardware, but a SIGSEGV can occasionally - occur during heavy firefights (D255); diagnosis has narrowed it to a stale - model reference hit while vertex batches merge mid-destruction, and current - builds capture full faulting registers in `ge007.crash.log` for a - definitive pin. More Deck playtime across levels is welcome — please report - any Deck-specific faults. + occur during heavy firefights (D255; seen on Bunker and Frigate). The + faulting-register capture in `ge007.crash.log` has pinned it: an object + record whose model reference is NULL while the record is still active — + i.e. something in a mid-firefight destruction leaves the record live one + tick too long. We're tracking down the exact destruction path; more Deck + playtime across levels is welcome — please report any Deck-specific faults. ### Downloads