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- =============================================================================
- Sin Update 1.06
- =============================================================================
-
- NOTE: You must have version 1.01 or later of Sin installed, to apply this
- patch.
-
- Disclaimer
- ==========
- Version 1.06 of Sin is not officially supported by Activision. Please do not
- contact their Technical Support department for problems you encounter
- while using Sin version 1.06. Please send any bugs or problems you have to
- sinbugs@ritual.com.
-
- Version 1.06 includes:
- ======================
-
- - New Map "Spool". Spool is a 2-5 player deathmatch map created by Zor.
- - 3DNOW! code bugs/crashes have been fixed
- - Savegames have been fixed
- - a deathmatch-only "auto switch weapons" flag has been added. Turning this
- flag off will make it so that players don't automatically switch weapons when
- running over a new weapon.
- - there is now a new messagemode for talking, messagemode3. This mode can
- also be accessed from typing, "say_talk".
-
- say_talk [pitch] text
-
- pitch - is optional, with 1 being normal, 2 being twice as high as normal and
- 0.5 being half as normal.
-
- text - What ever you type will be phoenetically translated and synthesized.
-
- Version 1.05 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
- ô_loadedcameraö.
-
- 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 ╜ 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 playerÆs
- 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 æ*1Æ 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 1.06 and save games
- Updating your Sin version to 1.06 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.
-
- Voodoo3 users
- You should set the video options to "Default OpenGL". While 3DFX OpenGL may
- work with your Voodoo3, Default OpenGL is the preferred setting
-
- 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.
-
- If you are experiencing problems (crashes) while using the A3D support, try
- deleting the a3dapi.dll from the sin directory. Sin should automatically find
- the correct a3dapi.dll in your windows directory.
-
- 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.