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Sin Expansion Pack:
Contents
Sin version 1.03
Weapons Notes
Weapon Override Command
Default Key Assignments
The Flashlight
Deathmatch Notes
Hoverbike Deathmatch
hbdm1:
hbdm2:
hbdm3:
hdbm4:
hbdm5:
Mob Rules Deathmatch
Marked for Death:
Lynch Mob:
Technical Issues
Sin Main Game demos
Sin 1.03 and save games.
Connecting to Sin and Wages of Sin servers
VooDoo2 Black Magic users
VooDoo2 users
3Dfx Banshee chipset
Riva TNT based video cards
Setting the Rate command
EAX support
A3D 2.0 support
Level Design Credits
Single Player Levels
Multiplayer Levels
Wages of Sin includes Sin version 1.03. Wages of Sin will update you to the latest version regardless of any previous version.
Version 1.03 code includes:
AMD 3DNOW support
Creative EAX support
A3D 2.0 support
Specific support for 2015's mission pack, 'Wages of Sin'
Save game fix, which fixes crash in Area 57
Software crashes on Dam
Various bug fixes
With the default weapon key assignments, the new Wages of Sin weapons will be brought up first over some of the original Sin weapons for several of the weapon keys. If you wish to disable this feature, you can go to the 'Advanced Weapons Bindings' menu under the 'Weapon Key Bindings' menu and set 'Original Weapon Override'to Off. You can also enter the console command 'weaponoverride' at the console (press the tilde '~' key to bring down the console) by setting the cvar 'weaponoverride' (1 for on, 0 for off).
By default, all of the new Wages of Sin weapons are assigned to
the following keys:
1 Concussion Gun
2 Dual Magnums, 'weapon use' of the Magnum
3 Plasmabow, 'weapon use' of Shotgun
Flamethrower, 'weapon use' of Assault Rifle
Guided Missile (Deathmatch only), 'weapon use' of Rocket Launcher
9 Stinger Missile Pack
Backspace Key IP-36
With the default weapons assignments, if a player has a Wages of Sin weapon and a original Sin weapon which use the same weapon key, the new Wages of Sin weapon will appear first. Pressing that weapon key again will bring up the original Sin weapon. Weapons that have no ammo will be skipped over.
Example:
Both the Shotgun from original Sin and the Plasmabow from Wages of Sin are assigned to weapon key '3'. If both weapons are in the inventory, and the '3' key is pushed, then the Plasmabow will come up. If the '3' key is pushed again, then the Shotgun will come up. You can then toggle both of these weapons by just pressing the '3' weapon key again.
If this is not desired, go to the Controls/Player Controls/Weapon Key Bindings/Advanced Weapon
Controls menu, turn off Weapon Override, and re-assign the Wages of Sin weapons to new keys (refer to the previous section for information on the Weapon Override command, and how to change it).
The flashlight is a new addition to Blade's inventory in Wages of Sin. If your flashlight is not functioning correctly, check these two items in CONTROLS -> VIDEO CONTROLS -> ADVANCED VIDEO CONTROLS:
DYNAMIC LIGHTS needs to be set to ON
EFFECTS BLENDING needs to be set to OFF
Hoverbike deathmatch is not a mode/type of deathmatch and doesn't appear under the Game Type heading in the Start Server Multiplayer Menu. Whether or not hoverbikes are available in deathmatch depends entirely upon the map chosen. The maps contained in the Wages of Sin Mission Pack that are hoverbike deathmatch maps start with the letters 'hbdm'.
In all hoverbike deathmatch maps, there are a series of checkpoints, and one goal line. The rewards the player can get from going through checkpoints, goalines, or completing laps are set differently for each map. When starting a server from the Start Server Multiplayer menu, select a hbdm map in the Select Map field. Press the Enter key to bring up the Map Information screen on the selected map. This screen will display a picture of the map, along with other statistics of the map. This screen will also display the
different rewards given, and the lap settings for this hoverbike map.
By default, all checkpoints will give you some hoverbike ammo of some type. Completing a lap, or making the fastest lap, will give various rewards listed under the Map Information screen. Also, by default, rewards will only be given once per checkpoint until a lap has been completed (going through all the checkpoints in the needed order and then running through the goal line completes a lap). Completing a lap by default will award double the checkpoint bonus of ammo. Hoverbikes have 200 points of health.
Here's a listing of the terminology:
No Lap Frags: Completing a lap does not award any frags
'X' Frag(s) per Lap: Completing a lap will award 'X' frags
'X' Frag(s) per Fastest Lap: Getting the fastest lap will award 'X' frags
Any Order Laps: The checkpoints can be run through in any order before hitting the goal line to complete a lap
Checkpoints Regenerate: Laps do not have to be completed to get rewards from checkpoints that have already been passed through
Here's a listing of all the rewards and settings for all the hbdm maps included with the Wages of Sin Mission Pack:
No frags for completing a lap
1 frag for fastest lap
20 rockets for a checkpoint
25 laser bullets for a checkpoint
3 mines for a checkpoint
The checkpoints have to be run through in order
1 frag for completing a lap
Full turbo refill for completing a lap
1 frag for fastest lap
10 rockets for a checkpoint
25 laser bullets for a checkpoint
3 mines for a checkpoint
1 frag for completing a lap
Full turbo refill for completing a lap
200 bike health for completing a lap
100 player health recharge for completing a lap
40 rockets for completing a lap
150 laser bullets for completing a lap
10 mines for completing a lap
1 frag for fastest lap
No double bonus of standard checkpoint rewards for
Completing a lap
25 bike health for completing a checkpoint
20 rider health for completing a checkpoint
80 rockets for completing a checkpoint
40 laser bullets for completing a checkpoint
5 mines for completing a checkpoint
The checkpoints can be run through in any order
1 frags for completing a lap
Full turbo refill for completing a lap
1 frag for fastest lap
5 health for the rider for a checkpoint
50 health for the bike for a checkpoint
10 rockets for a checkpoint
25 laser bullets for a checkpoint
3 mines for a checkpoint
The checkpoints have to be run through in order
No frags for completing a lap
1 frag for fastest lap
20 bike health for a checkpoint
Full turbo refill for a checkpoint
20 rockets for a checkpoint
40 laser bullets for a checkpoint
5 mines for a checkpoint
The checkpoints don't have to be in any order
The checkpoints regenerate every 10 seconds
In Mob Rules deathmatch modes, one person is the Informer, and everyone else is a Mobster. Both the informer's and the mobsters' models and skins are controlled by the game so that all the mobsters look the same, while the informer looks distinctive. The skins and models used for each can be changed from the default by setting some cvar values from the console. Here's a list of the cvars that can be used to change the Mob Rules settings and what their default settings are:
informermodel : Sets the model for the informer to use.
Default is pl_blade.def
informerskin : Sets the skin for the informer to use.
Default is blade_base
mobmodel : Sets the model for the mobsters to use.
Default is pl_manero.def
mobskin : Sets the skin for the mobsters to use.
Default is manero
There are two ways to set the informer. Either a player an enter the command informer at the console to make himself the informer, or the server can be allowed to handle it automatically by having the Auto Informer DM flag on, which is described below.
There are two new DM flags that are specific to Mob Rules. They both default to on, which is ideal for an Internet server, but for LAN play, you may want to turn one or both off. Here's what they do:
Auto Informer: The server automatically makes sure that there's always an informer in the game at all times. The first person to enter the game will become the informer, and if he leaves, another player will be randomly made into the informer.
Informer Lock: Once an informer is set for a game, this will prevent a player from entering 'informer' at the console and becoming the informer. This helps prevent possible game play complications on a Internet server. It's usually best to turn this off if you're going to play a LAN game.
All the mobsters can only score points by killing the Informer. The way the Informer scores points depends on the mode that is being played. The actual game rules used also depends on the mode being played. Here are the two different modes of Mob Rules and the rules that go with each.
Please note: Mob Rules Deathmatch is not supported on Hoverbike deathmatch maps.
In Marked for Death, the informer is equipped with an 'Informer gun'. This gun allows to informer to turn someone else into the informer when he shots someone with it. When he does so, he will become a mobster again. Points can only by scored by killing the current informer. So for the informer to score points, he must turn someone else into the informer so he can kill him. This is the better of the two modes for Internet play.
In Lynch Mob, the informer is allowed to use a full weapons arsenal to fight back against the mobsters. Usually, you should set a timelimit and samemap, then have each player go one game as the informer and see who gets the best informer to mobsters score ratio. This mode really isn't very good for Internet play, because inter-mobster communications are very important for all the mobsters to work well together.
Demos of the original Sin game will not play after installation of the 1.03 patch code, when the game is run under the Wages of Sin shortcut. These demos will play however if you start from the original Sin Start menu shortcut. If you start from the Wages of Sin Start menu shortcut, demos are not supported from the menu screen. You can however record and play demos from the console using original Sin console commands.
Updating your Sin version to 1.03 will result in incompatible save games from the original Sin 1.0 game. Save games from 1.01 and any new save games should remain unaffected however.
Sin may not connect to the server if you are running with a different version number. If you receive a message dialog stating that you have the server version, you may need to install a patch to connect to that server. For the latest updates go to https://www.activision.com.
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.
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.
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
In order for WOS of to operate correctly on these cards the parameter,
'gl_ext_pointparameters' must be set to 0.
In the original version of Sin, the rate command was set at 2500. This was a little low so in the patched version of Sin it was re-set to 5000. But due to the fact that some people might have older player default config files still set at 2500, in the Wages of Sin Mission Pack, it was necessary to set this value in the autoexec.cfg in the Sin/2015 folder. So for people who wish to modify this setting, you will have
to modify it in the SiN/2015/autoexec.cfg file for it to remain between game sessions.
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 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.
intro Benson 'elmagoo' Russell, Paul 'Talon' Jury
undergrd Zied
church Zied
druglab Zied
club Zied
vacant Zied
daenzer Steve 'Cowboy11' Fukuda, Benson 'elmagoo' Russell
sya Benson 'elmagoo' Russell
syb Benson 'elmagoo' Russell
syc Benson 'elmagoo' Russell
ship Zied
rescue_cin Zied
museum Benson 'elmagoo' Russell, Zied
ceremony Zied
casino1 Paul 'Talon' Jury, Carl 'WarT' Glave, Zied
casino2 Paul 'Talon' Jury, Carl 'WarT' Glave, Zied
penthouse Paul 'Talon' Jury, Carl 'WarT' Glave
smbc Benson 'elmagoo' Russell
showdown Benson 'elmagoo' Russell
canals_cin Paul 'Talon' Jury
nuke Steve 'Cowboy11' Fukuda, Zied
2015dm1 Zied
2015dm2 Sten 'ZTN' Uusvali
2015dm3 Jack '13bongtokes' Davis
2015dm4 Sten 'ZTN' Uusvali
2015dm5 Stevie 'Killcreek' Case, Jack '13bongtokes' Davis
2015dm6 Zied
2015dm7 Paul 'Talon' Jury, Carl 'WarT' Glave
2015dm8 Paul 'Talon' Jury
hbdm1 Zied
hbdm2 Carl 'WarT' Glave
hbdm3 Carl 'WarT' Glave
hbdm4 Zied
hbdm5 Pat Hook, Zied
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