============================================================================= Sin Update 1.05 ============================================================================= NOTE: You must have version 1.01 or later of Sin installed, to apply this patch. Disclaimer ========== Version 1.05 of Sin is not officially supported by Activision. Please do not contact their Technical Support department for problems you encounter while using Sin version 1.05. Please send any bugs or problems you have to sinbugs@ritual.com. Version 1.05 code includes: General Fixes - New 3DNOW! optimized renderer - fixed demos - Added in game camera scripting system Camera instructions: After playing a path, the camera can be referenced by the targetname “_loadedcamera”. Camera commands: cam load [filename] Loads the camera path from cams/[filename].cam cam save [filename] Saves the current path to cams/[filename].cam. If the targetname of the path has not been set, then it is set the same as [filename]. cam savemap [filename] Saves the current path to cams/[filename].map. Creats a MAP file compatible version of the camera path which can be inserted into your map files. cam setpath [targetname] Changes the current path to the path with the specified targetname. cam settargetname [targetname] Sets the targetname of the current path point [targetname]. cam settarget [target] Sets the target of the current path point to [target]. Doing this will cause the entity with the targetname of [target] to be triggered when the camera reaches this path point. cam setspeed [speed] Sets the speed of the camera at this path node. Speed is displayed above the currently selected path point when the path is being drawn. Speed is the number of path points the camera will go through per second, so a speed of 2 makes the camera take ½ a second per path point. Speed defaults to 1. SetSpeed sets the speed on the current node and any nodes added in the future. cam add Creates a new path point at the current player location and angle using the current speed. cam delete Deletes the currently selected path point. The current node then becomes the path point that was immediately after the path point. cam replace Changes the position, angle, and speed of the currently selected path point to that of the player and current speed. cam moveplayer Places the player at the position of the current path point. The player’s view remains the same, however. cam next Selects the next point in the path. cam prev Selects the previous point in the path. cam show Displays the current path. The Current path point is draw in yellow with the speed drawn above it. At each node, a coordinate system is drawn to show the orientation. Red is forward, green is right, blue is up. The lines draw between path points to indicate the direction the camera will take. cam hide Stops drawing the current path. cam play Makes the camera play the path once. cam play [targetname] Causes the camera to play the path specified by targetname once. cam loop Makes the camera play the path and continuously loop. cam loop [targetname] Makes the camera play the path specified by targetname and continuously loop. cam stop Stops the camera and switches the view back to the player. cam watch [targetname] Mark the node to tell the camera to watch the specified target when the camera gets to that control point. Use ‘*1’ for targetname to specify the player. cam nowatch Mark the node to tell the camera to stop watching any entities when the camera gets to that control point. CTF Fixes - fixed forcejoin for CTF. set ctf_forcejoin to 1. - made Quantum Destabilizer less powerful during CTF. - fixed drop weapon bug where you gain ammo. Version 1.04 code includes: - SinCTF Support ( See readmectf.txt for more information ) - Automatic map/skin downloading ( 'set allow_download 1' on the server to activate ) - Decreased latency for weapon firing - Reduced network traffic for deathmatch messages - Removed copy protection - Various bug fixes ============================================================================= Technical Issues ============================================================================= Copy Protection Disabled Even though you no longer need the CD in the drive to play Sin, we recommend that you keep the CD in the drive while playing. Playing without the CD is an unsupported feature. Sin 1.05 and save games Updating your Sin version to 1.05 may result in incompatible save games from previous versions. While every effort has been made to make them backwards compatible, they may not function correctly. VooDoo2 Black Magic users Occasionally on STB Black Magic VooDoo2 cards, the colors of textures will change to something different than what they should be. To rectify this problem, bring down the console by pressing the tilde '~' key, and enter the command: vid_restart This should correct the problem whenever it occurs. VooDoo2 users Under the Controls / Video Controls menu there is a setting labeled 'Texture Mode.' The settings are Auto (the default), 8-Bit, and 16-Bit modes. Leaving this as Auto is the recommended setting and will yield the best performance. If you set this to 16-bit mode, you may notice reduced frame- rate in several areas of the game, mainly in deathmatch. 3Dfx Banshee chipset On some Banshee chipset based cards, users will not see the "hit any key to continue" load screen dialog box immediately after a level load. Press any key and the dialog box will come up. Press another key to continue. Some Banshee chipset based card users will find that Sin levels will look a bit dark. Entering these two console commands may lighten up the map some. gl_modulate 2.5 vid_restart EAX support: EAX support will only work with EAX capable cards like the Sound Blaster Live. S_checkeax - ( default 1 )This variable controls whether or not EAX will be checked when the sound system is started. It is an archived variable, so if you change it, your changes will be saved. The following are advanced variables controlling EAX effects. S_eax_reverblevel - ( default 0.4 )The mix ratio between reverb and dry for the EAX effects. A3D 2.0 support A3D 2.0 support will only work with cards containing the Aureal Vortex 2 chipset. The Diamond MX300 is one of these cards. S_use3dsound - ( default 1 )Controls whether A3D is to be used or not. The following are advanced variables controlling A3D 2.0 effects. S_rolloff - ( default 0.9 ) S_doppler - ( default 0.0 ) S_distance - ( default 23 ) S_min_distance - ( default 11 ) S_max_distance - ( default 10000 ) S_2dvolume - ( default 0.88 ) S_watereq - ( default 0.1 ) S_geometry - ( default 1 ) Controls whether A3D 2.0 functions are to be used.