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Release notes: finalize for v0.2.0 final (#81)
* Release notes: finalize for v0.2.0 final (CI re-stamps the body on tag cut) - Drop '(pre-release)' from the title; <version> 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)
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## GoldenEye 007 PC Port — <version> (pre-release)
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## GoldenEye 007 PC Port — <version>
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> **Pre-release.** The full single-player campaign runs at a steady 60 fps,
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> audio (music + SFX) playing throughout. This cut is for playtesting: a full
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> end-to-end confirmation that all 21 missions are completable on this build
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> is still owed, and the known issues below are real.
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<p align="center">
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<img src="https://github.com/jkdansereau/goldeneye-pc-port/raw/v0.2.0/docs/media/goldeneye-gh-preview.gif" width="480"
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alt="~32 s gameplay montage from live play sessions (no audio track)">
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</p>
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> The full single-player campaign runs at a steady 60 fps with audio (music +
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> SFX) playing throughout, on Windows and Linux including Steam Deck — and it
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> is completable end to end: the whole campaign has been playtested through
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> all 21 missions (Agent difficulty). To our knowledge this is also the first
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> open-source port of the original N64 game to ship as a public release. It's
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> an early public cut: all 21 solo missions load and run crash-free, but the
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> known issues below are real — feedback is very welcome.
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### What's new since v0.1.0
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@@ -26,6 +34,15 @@
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- **QoL**: F10 in-game options overlay (fullscreen, resolution, frame cap,
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MSAA, texture filtering, FOV/draw distance, sensitivity), mute-on-focus-loss,
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F12 screenshot.
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- **Everything unlocked by default** — all 21 solo levels are selectable at
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every difficulty from the first launch, 007 mode is available, and the cheat
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menu is fully populated. No *active* cheats are enabled (weapons remain
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per-mission pickups, as on N64); F10 → *All unlocked* switches back to
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faithful N64 progression.
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- **Steam Deck first-run preset** — on SteamOS the first launch seeds
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Deck-friendly defaults (native 1280×800 fullscreen, VSync, MSAA 4, 150%
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draw/LOD distance); an existing `ge007.ini` always wins. Two more F10 rows:
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*No hit flash* (suppresses the damage-flash overlay) and *Skip intro*.
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- **Modern dual-stick controller layout** (the scheme used by the console
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re-releases): left stick move/strafe, right stick look, right trigger fire,
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left trigger aim, A/X use, B/Y crouch/cancel, **RB/LB cycle weapons**.
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@@ -57,11 +74,12 @@
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fullscreen ghost of the top row.
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- **Steam Deck: one intermittent crash remains** — the v0.1.0-era Facility
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crash is confirmed fixed on Deck hardware, but a SIGSEGV can occasionally
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occur during heavy firefights (D255); diagnosis has narrowed it to a stale
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model reference hit while vertex batches merge mid-destruction, and current
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builds capture full faulting registers in `ge007.crash.log` for a
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definitive pin. More Deck playtime across levels is welcome — please report
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any Deck-specific faults.
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occur during heavy firefights (D255; seen on Bunker and Frigate). The
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faulting-register capture in `ge007.crash.log` has pinned it: an object
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record whose model reference is NULL while the record is still active —
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i.e. something in a mid-firefight destruction leaves the record live one
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tick too long. We're tracking down the exact destruction path; more Deck
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playtime across levels is welcome — please report any Deck-specific faults.
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### Downloads
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