PD Multi Levels Visual List
Perfect Dark Plus
PD Plus
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Author: Wreck


Date: June 15, 2017


Category: PD Multi Levels


Level:


Description:


Mod Name: Perfect Dark +
Date of Release: June 15th, 2017
Base ROM: Perfect Dark NTSC v1.1

So what is Perfect Dark Plus? Well, it's the same great game you already know and love, but with some new additions to the Combat Simulator mode. To start with, everything is unlocked. Every character, level, weapon, music track, scenario, and option, is available for brand new agent files. You don't need to complete the mission campaign or challenges to open things up. This even includes the eight Classic weapons, which weren't originally accessible in Combat Simulator. Secondly, two extra Classic maps have been added to the game. Both the Stack and Caves have been modified to better fit the PD universe. Each has different textures, railings, and other adjustments to make them unique from their GoldenEye counterparts. Lastly, players (or Simulants) can now assume control of two bonus characters. Hover after your opponents as the artificial intelligence known as Dr. Caroll, or terrorize everyone in sight as a vicious Skedar warrior. To top it off, when playing in Counter-Operative mode, you'll no longer be forced to spawn as Mr. Blonde instead of a real Skedar when taking their place. Hopefully these things will add a bit more replay value to the game, and allow creative players to customize their own scenarios. And as one final addition, the standard version of Joanna as she appeared in the Japanese version of the game, can also be selected from the list of heads. It appears just prior to the regular Jo combat head, so scroll left to access it more quickly.

Credits…
Wreck: Stack, Caves, Menu Mods, Classic Weapon fixes, etc.
Pavarini: Dr. Caroll and Skedar playable version and hands.
SubDrag: The Editor, which made it all possible.

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Levels

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- pd-multi-levels - http://n64vault.com/pd-multi-levels:perfect-dark-plus
GoldenEye X
GoldenEye X
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Author: Wreck


Date: December 25, 2016


Category: PD Multi Levels


Level:


Description:


GE-X Patch 5e: 12-24-16

It's about time, ain't it? GoldenEye X patch version 5e has been set free to the world! During the time since our most recent patch was released, we've been learning more about the mission campaign. To show how far we've been able to come along with it, we have included two in-progress missions; the Silo and Frigate. Each have intros, fully functioning objectives, and outros. You'll notice some minor changes being made based on difficulty level (such as removing the bombs from Agent mode in Frigate), to follow how Rare handled Perfect Dark, and encourage players to try the harder difficulties. The Statue and Streets are also both now available to preview, but are lacking wall tiles to stop players from wandering through structures. Pretty much every mission preview is full of objects, though some specific models may still be absent (mostly vehicles). Also, if you're playing on console, or with a good graphics plugin, pay attention to the lighting that is slowly being added in throughout the campaign. In VR mode, you'll find three extra levels, including a special treat from Diddy Kong Racing, of all places. And it's the return of the Slapper! No more punches, Mr. Bond. The Taser is now operational, and can be used to force opponents to drop their equipped weapons. An additional two bonus weapons are also ready for action. Speaking of weapons, the animations are getting better every time. Completely new reloads have been designed for the RC-P90, Golden Gun and Rocket Launcher. Other improvements have been made, such as with the Watch Laser. It may not seem like a ton of new content on the surface, but it's a matter of quality over quantity.

For more detail on what's new or modified, check out the list below.

As always, our thanks to the people still enjoying GoldenEye X. We see your videos on YouTube, and read your comments posted on both the GoldenEye Vault website and Shooters Forever forum. Your feedback is definitely appreciated. It's the fans who this game is made for, and so long as there are gamers who continue to check in to play the newest patch, we'll try and find the time to keep working at it.

List of updates…

[Miscellaneous]

Intro Logos…
The Rareware, Nintendo and GoldenEye X logos have all been modified.
The Nintendo Logo may not colour red correctly with certain graphics plugins.

Menus…
The green background colour in the menus has been darkened.

Gameboy Transfer Pak…
Donkey Kong Country GBC is now the supported game for use in the Transfer Pak.

Monitor Screens…
Aztec random screens supported, but without all the fancy behaviour.
Another monitor series has been simplified, to reduce overall size.

Follow-Up Explosions…
2nd and 3rd stage explosions no longer feature fire ball and smoke.

Doors…
Corrected small (unnoticeable) issue with all doors in VR levels.

[Cheat Options]

Transfer Pak Unlocks…
Certain cheats may be unlocked by using Donkey Kong Country GBC in the transfer pak.

[Weapons, Ammo, Gadgets & Items]

Unarmed…
New Slapper animations replace the punch.
Function name changed to "Chop", description updated to reflect this.
Reach lengthened from 60.0 to 65.0.
Simulant attacks changed to closely mimic human chop rate.

Knife…
When quick switching and slashing / throwing, should no longer flip knives the wrong way.

DD44…
Included front barrel section from TT33 (was blank in GE original).
Modified grip model, texturing and shading.

Klobb…
Ejected casings now using set of coordinates inside model file.

KF7…
Holding and reloading animations adjusted.
Ejected casings now fly to the proper side.

ZMG…
Ejected casings now fly to the proper side.

D5K…
Holding and reloading animations adjusted.
Magazine added to weapon.
Ejected casings in better position.
Trigger guard has been added.

D5K Silenced…
Holding and reloading animations adjusted.
Magazine added to weapon.
Ejected casings in better position.
Trigger guard has been added.

Phantom…
Holding and reloading animations adjusted.
Magazine added to weapon.
Ejected casings in better position.
Texture declaration in model header updated.
Trigger guard has been added.
Included new front barrel section (was blank in GE original).

AR33…
Holding and reloading animations adjusted.
Ejected casings now fly to the proper side.
Muzzle flash position updated.
Trigger guard has been added.

RC-P90…
Weapon model modified and updated to separate magazine from gun body.
Ejected casings in better position.
Holding and reloading animations modified, with brand new reload.

Shotgun…
Hand position improved for better look.
Proper muzzle flash added.

Automatic Shotgun…
Trigger guard has been added.

Sniper Rifle…
Animations modified for improved hand placement.
Magazine "box" retextured.

Cougar Magnum…
Gun in hand position improved.
Spent bullet casings are now silver in colour.
Replacement bullets also changed to be silver.
Quick fire rate improved to better match Simulants.
Animations updated, left hand doesn't go into the cylinder on reload.

Golden Gun…
Weapon updated and expanded upon.
Brand new reloading animations created for single and dual wielding.

Moonraker Laser…
Now features hands.
Impact sounds on props and background can now be heard.

Watch Laser…
Reworked to better represent the original positioning.
Watch face improved, icons appearing on right hand side.

Rocket Launcher…
Uses brand new firing and reload animations.

Grenade…
Hand grenades thrown by mission characters now take four seconds to detonate.
(PD was set to one second by default, making it act more like impact detonation.)

Proximity Mine…
Planting a proxy on a dead body no longer crashes the game when character respawns.

Remote Mine…
Hands no longer go funny when detonating as soon as equipping.

Taser…
Weapon newly included.
Only weapon capable of disarming and disorienting opponents.

Eagle 5…
Attached suppressor for silenced and scoped model.
Sound effect and audable range adjusted accordingly.

K7 Aggressor…
Muzzle flash has been fixed.

Platinum Gun…
Based on a bonus weapon from Everything or Nothing.
A platinum version of the Golden Gun model, which fires explosive shells.
Only available through the All Guns cheat option.

Rudolph…
Old Saint Nick's trusty sidearm; a red chrome PP7 with 3-round burst action.
Magazine holds twelve rounds, and can be dual-wielded.

Pistol Whip…
Every pistol whip reach lengthened from 60.0 to 65.0.

[Objects]

Golden Gun Bullet Case…
Corrected a missing texture ID in port for the folding lid.

[Mission Levels]

Facility…
Features additional lights and coronas.
Vent hatch can be opened by human players, allowing them to drop down into room below.
Has Runway extension at the back of the bottling room.
Coop mode extends the starting vents to occupy additional bodies.

Runway…
All interior rooms lit, with some being newly added.

Bunker i…
Is now fully lit, and has extra lights where they were originally absent.
Hanging monitor racks have been completely fixed.

Frigate…
In-Progress mission included.
Bond's boat has been altered to create enough space for coop simulants.
Nearly every room features lights, some modified from original BG.

Silo…
In-Progress mission included.

Statue…
Early build that requires adjustments to clipping, portals and possibly BG.
Missing vertical wall clipping, so can walk through walls and die.

Archives…
Contains a few ceiling lamp lights (in progress).

Streets…
Recently ported and setup for initial testing.
Modified level end to directly connect with Depot.
Missing vertical wall clipping, so can walk through walls and die.

Depot…
Modified start of level to directly connect with Streets.
Included some new portals to show a few of the unused beta silos.

Cradle…
Interior lights modified, with new bonus lights in bottom room.
Floating bug at the three bridges *should* no longer occur.
Corrected sky glitch when near lower areas.

Aztec…
Incorporates additional room behind start point for cooperative mode only.
Lights added to guidance data section, with three new in the secure area.
Moon has been added up in the sky.

[Virtual Reality Levels]

Temple…
Added beams of light in three areas.

Complex…
Hidden wall areas now allow projectiles to pass through from each side.

Caves…
AI Path Network updated to improve navigation and use of drops.
Clipping improvements made in certain areas.
Tall ramp adjusted to correct clipping flaws.
Walkway with two open drops modified to help clipping issues.

Library…
Clipping tiles on a floor grating room ID corrected.
Portal at a floor grate elevation fixed (incorrect in original game).
Added beams of light in basement area.

Facility…
Now players spawn inside ventilation ducts (with expanded start area to fit multiple bodies).
Vent hatch can be opened by human players, allowing them to drop down into room below.
Swinging grey door at blue room entrance opens further outward.

Facility Backzone…
Has Runway extension at the back of the bottling room.
Collisions added to the bottling tanks.
Clipping improvements made to various stair cases.

Frigate…
Clipping improvements made to engine room stairs.
Sims can now see / shoot through floor grating in engine room (not stairs yet).

Archives…
Level background reduced to only the rooms involved in VR boundaries.

Archives 1F…
Customized version of Archives, mixing front and back areas with new passageways.

Streets…
An optimized and condensed St. Petersburg Streets can now be played in VR mode.

Cradle…
Clipping improvements made to central area ramp and ramps to bottom level.
Simulant navigation around three converging ramps improved.

Citadel…
Clipping and path network improvements made to the "three house" room.

Icicle Pyramid…
Carefully ported from Diddy Kong Racing and transformed in a new VR level.

[Virtual Reality Characters]

Santa Claus…
Brand new head created for the Santa suit.

Dinner Jacket Arms…
All characters with black tuxedos now have new arm model.

Stealth Suit Arms…
007 and 006's "boiler" suits from Facility use a new arm model.

Dark Costume Arms…
Janus Special Forces and the black Siberian Guard both use new arm model.

St. Petersburg Guard Arm…
Now uses a more appropriate blue material for his arm model.

Baron Samedi (Death) Arm…
Updated the original Samedi arm model to use a dark grey cloth for this version.

[Virtual Reality Simulants]

Using the Shotgun…
Firing rate slowed to closer match human fire (with their pumping action).
Reload time decreased to closer match human reloads.

Using the Automatic Shotgun…
Reload time decreased to closer match human reloads.

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

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

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December 24th, 2016 (12.24.16)

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

VR Levels:

Original
-—-
Temple
Complex
Caves
Library
Basement
Stack
Facility
Bunker
Archives
Caverns
Egyptian

Bonus
-
Fac Backzone
Frigate
Archives 1F!
Streets!
Train
Cradle
Aztec
Citadel
Labyrinth
Icicle Pyramid!

notes:
Temple now has beams of light from exterior openings.
Caves' clipping improved to reduce the number of areas players can fall out.
Library's basement has beams of light shining through upper catwalk grates.
Facility Backzone has extended Runway entrance area, improved stair clipping.
Frigate VR engine room stair clipping improved.
Cradle VR clipping fixes around different ramps.
Citadel's three house room has clipping improvements.
Archives 1F is a customized version of the map with new routes.
Streets VR is a condensed and optimized version of the mission map.
Icicle Pyramid is ported from Diddy Kong Racing.

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

Weapons:
Unarmed (Slapper)!
*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
Watch Laser!
Grenade Launcher
Rocket Launcher
Seeker
*Hand Grenade
*Timed Mine
*Proximity Mine
*Remote Mine
Taser!
Platinum Gun!
Rudolph!
Drone Gun
**Body Armor

notes:
Sims may have trouble using some weapons in certain situations.
Personal Drone Gun can be used in both VR, and also in Missions under a cheat option.
The Slapper replaces the punch animations. Chop, chop!
Watch Laser has been updated to more closely match the original game.
Taser can disarm and disorient opponents. Simulants can not use at this time.
Platinum Gun is a bonus weapon that can fire explosive shells.
Rudolph is Santa Claus' defense weapon, for when he enters hostile territory.
*Mines, grenades, and knife feature their own first-person, in-hand models.
**The shield effect has been removed from the game, so it acts more like armour.

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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)
Santa Suit
Bond (Classic) [Connery]
Bond (Classic) [Moore]
Bond (Classic) [Lazenby]
Bond (Classic) [Dalton]

Certain characters now have better custom arm models to match their clothing.
*The Point of Views for these characters are shorter, due to issues with PD's clipping engine.
**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)
Santa Claus!
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.

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

VR Scenarios:
*Living Daylights
Space Race
*Live and Let Die
*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
Silo X
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
End Credits
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 corrected to loop, and has been included in the tracks list.
Elevator songs 1 and 2 have been added into an extended track list.
End Credits has also been added in as a special bonus song.

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

Known Bugs / Glitches…

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. Some hesitation or stuttering may occur, but this even effects PD's levels.

Mission Level Previews:
Some of the clipping hasn't been completed, so you made find areas where you can fall out of the map.

Coop Mode:
Currently, if playing coop mode, scientists and hostages are killed immediately by guards. Also, in some levels and situations, your coop Sim Partners may not move. This is due to missing AI Path Network pads in those areas, which were never included in the original game files and must be added at a later date.

Taser:
Simulants can not use the Taser in VR mode. It could not be corrected prior to this release, so they should now simply avoid using the weapon completely.

Shotgun:
There is a multiplier value that increases the damage a Shotgun causes to other characters when used by a Simulant. Humans are capable of firing five pellets at a time, but Sims only fire one. This value evens the odds a little more for your computer controlled opponents. Due to PD only having a single shotgun by default, we had to allow for a second one. However, because of an issue that incorporating a second multiplier caused (kills not counting in mission campaign), we've had to remove the multiplier from the regular Shotgun. Unless we can fix this, only the Automatic Shotgun will deal out more damage when in the hands of a Simulant.

Dam:
The only level missing from the mission campaign, and will load PD's Defection.

Control Center:
You can walk through the back of the stairs on the second floor of the main control room.

Mission Dialogue:
You'll hear Perfect Dark voices when dialogue text shows at the top of the screen. We plan to eventually replace all voices with new ones, representing each GoldenEye character.

Motorbike:
Custom animations were made for the bike, but the model did not get adjusted to compensate before the patch was created. This should be easy to correct for the next release.

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

Nintendo Logo:
It should be coloured red, but some graphics plugins still show it as silver.

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.

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

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/GoldenEyeXN64

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

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

GoldenEye X on ROMhacking.net (RHDN)
http://www.romhacking.net/hacks/788

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

Credits:
Wreck: Props, weapons, characters, level files, textures, text, custom arms, general editing, mod direction.
SubDrag: Music porting, amazing tools, ASM hacks, All Bonds Heads, GEX logo, and so much more. Without him, this mod wouldn't be what it is today.
00action: Facility VR map, Archives VR map, Train clipping, Aztec clipping, some mission clipping, Surface i/ii BG and clipping.
Pavarini: Weapon animations, bug reporting.
Zoinkity: Technical information, Connery Tuxedo, and Labyrinth port from TWINE to GoldenEye (background, setup, clipping, AI path network, pillars, etc.)
Sogun: The Citadel makeover, and Icicle Pyramid BG + floor clipping port to GoldenEye.
Trevor: Santa Claus head.
Monkeyface: Original GoldenEye X intro logo, Connery head base.
ZMG88: New intro song, based on the original film theme, and The Experience of Love, played in MI6.
TH126: Official video creator for the mod, and beta testing.
Dragonsbrethren: Music porting, and helpful suggestions.
Octan Baron: Base AI Path Network for Caves.

Bug Reporting and/or Suggestions:
AstroBomber
stlntxtrs
OmegaCop13
Thundera8589
killedbyurmom
The Renagadist
SATURN_81
connery as bond

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- pd-multi-levels - http://n64vault.com/pd-multi-levels:goldeneye-x
2X Weapons No Reloads Plus
Image Unavailable
Nice!

Author: Wreck


Date: December 2, 2016


Category: PD Multi Levels


Level:


Description:


Basically it's PD, but with nearly all firearms dual wieldable, and no reload animations (Classic GE style). Also features the GoldenEye weapons (with corrections) in Combat Simulator. Plus a brand new made over version of the Stack.

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Levels

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Landing Zone Trilogy
Image Unavailable
Nice!

Author: MultiplayerX


Date: July 7, 2014


Category: PD Multi Levels


Level:


Description:


Perfect Dark Extended: Second Edition The Landing Zone Trilogy

Welcome to the second edition of Perfect Dark Extended. This edition features DOCKED aircraft in three levels: Villa Rescue(Drop Ship), Maian Abduction(UFO), and Pelagic Stinger(Manta Ray Sub). The models are now additional rooms you can walk on top of. The Elvis Saucer hovers over Crash Site like Independence Day, Villa's Drop Ship rests on the side of the mountain, and Pelagic's Manta Ray Sub has been scaled as a MOTHER sub docked against the deck's bow Wink. This mod works together with The Aviation Trilogy now making it a six part series. Enjoy and keep an eye out for future updates!

MultiplayerX

Known Issues and Bugs

Black Tiles, Texture BlackOuts, Falling Through Floor, and Slow Climbing/Walking: There are a few places where you will find yourself falling to your death through LEAKY clipping. These places are MINIMAL and with a little time and practice can be avoided without affecting any gameplay. Skedar Warship's model had some small areas the editor simply could not calculate an EXACT clipping placement as well as missing a FEW textures from model to room conversion. Flags have been modified to make some areas walkable due to clipping problems. These areas act as transparent ladders so just be patient and you will get there eventually. Portals are close to perfect but you may experience a quick blackhole jumping into rooms Wink.

ROM freezes when using the STARS patch: Adding STARS into levels seem to overload memory in the game causing the ROM to freeze when attempting to run a stars level after running a non-star one. It is recommended to load the star level you wish on startup to prevent this issue. Please reboot or RESET your game in PJ64 and select the level with stars that you want to play FIRST.

BONUS Stars and Weather:
The second patch includes STARS for background effects in Skedar Warship and several other levels. New RAIN and SNOW blocks have been added back into the mod that emulate the EXACT solo weather from the campaign levels. Rain changes from lite to downpour and Snow changes blowing directions as well as variations in flake counts. The next Weather Selector release will feature these blocks in all levels Wink.

++SPECIAL THANKS++

A huge thanks goes out to Subdrag for converting the Air Force One model into a room and for all of his tutorials and help. Be sure to thank him for making this mod possible!

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Levels

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- pd-multi-levels - http://n64vault.com/pd-multi-levels:landing-zone-trilogy
All Solo's in Multi (with Weather)
Image Unavailable

Author: 00dark/MultiplayerX


Date: July 5, 2013


Category: PD Multi Levels


Level:


Description:


Edition ONE
This is an official weather modification for 00Dark's all Solo's in Multi. It contains SNOW and RAIN effects in Datadyne Central, Chicago, and Airbase. There are two versions of Datadyne Central: DatadyneX w rooftops and Datadyne Central regular. DatadyneX is still incomplete but will eventually contain the remaining warp blocks I have to add. This MOD is edition ONE and will be updated with a SECOND patch that will add RAIN to Pelagic II and SNOW to Crash Site. The other two levels will be a surprise ;). Skies have been modified to a NIGHTTIME look due to severe lag from drawing images. Thanks to 00Dark for the EXTENSIVE passion on making All Solo's in Multi a reality in this. Hope everyone enjoys the new look!

MultiplayerX

Edition TWO
This final edition adds SNOW to Crash Site and Villa, RAIN to Pelagic II and Air Force One. I was able to find a place in Air Force One to get the Rain to appear outside the windows :). NO lightning flashes though due to the tint in them :(. Sound effects are all intact and add a "flying through a storm" feel ;). ALL levels run without lag. Enjoy!

KNOWN ISSUES

Rain falls through areas in MOST levels. This is due to sloppy clipping from RARE :(. Snow bleeds through Villa's walls pretty bad in several areas however I was able to find a good place for MOST of the level to keep the snow outside.

Like I said earlier, these effects cause mild artifacts in connecting rooms. You will notice HINTS of black lines where walls and floors join. This is the sky block bleeding through the rooms and is even normal in an unmodded level. Perhaps one day myself or someone else can just reclip every level but it's LAST priority on my TO DO list due to my other unfinished projects.

MultiplayerX

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Levels

Feel free to edit this with navigation and backlinks

- pd-multi-levels - http://n64vault.com/pd-multi-levels:all-solo-s-in-multi-with-weather
Deep Sea X Teleport Edition
Deep Sea
Image Unavailable
Nice!

Author: MultiplayerX


Date: May 5, 2013


Category: PD Multi Levels


Level: Deep Sea


Description:


NOTE: The weapons are fixed in Deep Sea, and do not use the ones selected. This only works 2P and simulants cannot warp.

This is the FINAL version I will be releasing for Deep Sea. DEEP SEA X is an exhaustive multiplayer layout. A whopping 128 pads AND an additional 128 action blocks :O make this project one of the biggest hacks ever made for Perfect Dark in the last decade. Total warps per player: 4 TIMES *FROM AND *TO 8 TELEPORTS with a grand total of 64 warps! The game itself maybe uses a total of 6-8 in SOLO. I am very proud of this accomplishment and a VERY special thanks to SubDrag for even making this possible by hacking the game to use 2nd player. 100% credit goes to SubDrag for allowing me to finish this thing OFFICIALLY. I included the binary and pads file if you'd like to ADD player 3 or something. I may come back and do it later but after 256 action blocks and pads all together I am looking forward to some other projects. Enjoy!

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Levels

- pd-multi-levels - http://n64vault.com/pd-multi-levels:deep-sea-x-teleport-edition
All Solos in Multi
All Solo's
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Nice!

Author: 00dark


Date: May 10, 2012


Category: PD Multi Levels


Description:


Here's the all-in-one XDelta patch for all 14 of the solo mission arenas in Perfect Dark to be played in multiplayer. This is the one everybody should download if they intend to play any of my levels online. The individual releases were still necessary though. This is the earliest version of the patch (version 1) because I intend to later update some of the levels, but for now everybody should download this, add it to their mupen64.ini file and get online with their emulator for PD!

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Levels

Feel free to edit this with navigation and backlinks

- pd-multi-levels - http://n64vault.com/pd-multi-levels:all-solos-in-multi
GE Classic Guns in PD
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Nice! (Maybe edit some of these)

Author: Wreck


Date: September 25, 2011


Category: PD Multi Levels


Description:


This patch allows the eight "Classic" GoldenEye weapons to be used in the Combat Simulator. Not only does this work for human players, but also for the Simulants. None of the other weapons have been replaced to make this possible. The list has been extended to include the additional weaponry, just like in the XBLA version. Ammo crates give out the same amount as in GoldenEye. Preferences and ammo data has been setup for Simulants, which coincides with the Perfect Dark arsenal. You can select the Classics from the bottom of the weapon list, or go with a Random set and mix it up. Everything in the Combat Simulator has been unlocked from the start of a new file, so that players don't have to go through all of the challenges. For a detailed list of updates and changes, please see below.

Notes…
KF7, DMC and AR53 are now held with both hands when only one is equipped. AR53 and RC-P45 now penetrate through the correct number of objects. KF7 Special first-person model edited to appear correctly in modified ROM. X-Ray Scanner now uses proper pick-up model, instead of Night Vision. All levels, weapons, scenarios, music, characters and Simulants unlocked from start.

Special Thanks…
SubDrag: For finding Sim weapon preference/usage blocks, and allowing weapon list extension.
TH126: For beta testing.

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Levels

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- pd-multi-levels - http://n64vault.com/pd-multi-levels:ge-classic-guns-in-pd
GE Weapons Multi
GE Weapons!
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Nice! (feel free to edit these captions)

Author: Zoinkity


Date: August 14, 2009


Category: PD Multi Levels


Description:


Use GE Weapons in PD Multi, and play Krijy's Crash Site and Villa. NOTE: Sims cannot use GE weapons.

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Levels

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- pd-multi-levels - http://n64vault.com/pd-multi-levels:ge-weapons-multi
Carrington Villa CS
Carrington Villa
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Nice!

Author: Krijy,Zoinkity


Date: May 28, 2009


Category: PD Multi Levels


Description:


Carrington Villa in multi, as extra level in combat simulator.

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Levels

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- pd-multi-levels - http://n64vault.com/pd-multi-levels:carrington-villa-cs
Crash Site CS
Crash Site
Image Unavailable
Nice!

Author: Krijy,Zoinkity


Date: May 28, 2009


Category: PD Multi Levels


Description:


Crash Site in multi, as extra level in combat simulator.

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Levels

Feel free to edit this with navigation and backlinks

- pd-multi-levels - http://n64vault.com/pd-multi-levels:crash-site-cs
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