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10/31/98 02:12 EST - Sin Goes Gold, Map Converting |
Update by Bushboy |
It's Gold !.
Well, as you all know by now, Sin has gone Gold !
Congrats to the Ritual team - I can't wait to get my grubby little paws on a copy !
In other news, it's possible to a simple conversion of quake/quake2 maps for use in SinEd - it's
a crude method, no entities, only one texture for all solids, but hey, it works !
Click here for instructions
All the best to Charlie Wiederhold who's moving over to 3D Realms - thanks for all
your help on the Node !
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10/28/98 20:22 EST - Update to the entities pages |
Update by EutecTic |
11 previously undocumented entities added
And lots of updates to the ones already listed. Here's the breakdown:
11 new entities:
Func_*: func_electrocute, func_respawn, func_spawnoutofsight, func_breakawaywall, func_door
Info_*: info_player_coop
Light: lensflare (those are extremely cool BTW) :)
Misc: misc_oxygen
Trigger_*: trigger_lightramp, trigger_secret, trigger_push
Major overhaul of nearly all the func_* entity docs:
Updates and corrections to pretty much all of those concerning mainly the list of keys and spawnflags and their descriptions and in many cases, the description of the entity itself (I was totally off about the func_scriptorigin and func_spawnchain entities).
Major overhaul of nearly all the trigger_* entity docs:
Same goes for these and I was also totally off about the role of trigger_SetLightStyle which, along with trigger_lightramp, are used to dynamically control the light radiated from a brush face. Be sure to check out the whole page for the rest. Lotsa new info.
2 main updates to the misc_* entities page:
Much info added to the console and worldspawn entities.
Updates to the light entities page:
All were updated. There's only 3 in this page so check it out.
Updates to the info_* entities page:
Minor corrections to info_splinepath and the addition of info_player_coop.
Updates to the actors and monsters pages:
Thanks to SinEd, I was finally able to make the missing screenshots of the armed HCofficers and the Rocket Launcher thug.
Please note that nearly all the updates to the key and spawnflag info to the entities was done by extracting the info from SinEd's entity definition file (default.cpp). This will be the last update to the entities page until after the full game is released.
Oh... and BTW, if you spot any errors in there, please let me know and I will correct them right away.
Next in line: update to the console and layout commands.
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10/27/98 02:07 EST - SinEd help |
Update by Bushboy |
Tools Section Revised.
For those of you who are having trouble getting to grips with SinEd (like me), I've
hunted down a couple of links containing old QE4 tutorials - as you know, SinEd is a modified
version of QE4, so much of the info in these tutorials will be relevant, you'll find the links
in the tools section.
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10/25/98 21:52 EST - Major update to the SinScript command reference |
Update by EutecTic |
Over 60 previously undocumented commands added!
And then some... :) There's too much to describe here but here's a quick breakdown:
6 new actor control commands:
Only a few ones but 3 in particular are really cool: attachmodel, detachmodel and throw. Rings a bell?... Be sure to check those out. (the BONES is yours, baby!!) :)
20 new camera control commands:
Orbiting, panning, path and object following, overlays and improved descriptions and info on how to use cameras for those cool cinematics.
11 new misc commands:
Hey, you can use the give and take commands in SinScript. Hmmm... How about a weapons and ammo distributing machine or having Mancini rob stuff from Blade while he's being held prisoner?
4 new sound and music commands:
Info on random and ambient sounds and sounds emanating from where or who you want. Variable pitch: make Thugs sound like Mickey Mouse or something :)
20 new object control commands:
New move and rotate commands but the main feature is the texture translation commands. You can do a lot more than just make those textures scroll. You can dynamically control the translucency of a brush and make wavy water!! Cool! :)
In the less spectacular but much more work intensive department, all the commands are now sorted by alphabetical order and the DHTML menus (damm those are slow!) were re-organized. The whole thing was cleaned up and improved.
Next in line: update to the console and layout commands and the entities section (again).
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10/25/98 13:51 EST - Bushboy Returns |
Update by Bushboy |
Tools Section Added.
I'm back ! - Seems like I missed a helluva lot
in my week away, feeling much better, well tanned and possibly more sane :)
Got a ton of stuff to read through, guess I'll have to really burn the midnite oil to
catch up.
Anyways, you'll see a new section 'Tools' in the top menu which contains details
for downloading SinEd.
EutecTics been doing some great stuff on the site, I only hope to add more input
from my side in the future, it'll be some time before I can really throw some
weight into Sin Editing, but as soon as I get a PC at home I'll be ready to rock 'n roll !
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10/21/98 18:51 EST - Tip for scripting in SinEd |
Update by EutecTic |
Just a quick note
As most of you already know, you can use the 'Open scr' button in the toolbar to edit your map script directly from within SinEd. This will automatically open a .scr file with the same name as your map in Notepad. But what if you would like to use another text editor than Notepad? Simple. Just add the following line to the sample.sed file in the 'scripts' folder:
"scripteditor" "c:\progra~1\ultraedt\uedit32.exe"
As this is just an example, please replace the path and filename with your own favorite text editor. Just make sure you type in the full DOS-compatible path (the names must end with a ~1 after the 6th character if the directory or file name exceeds 8 characters) and name of your favorite editor executable.
Have fun! :)
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10/20/98 15:26 EST - Console Black Magic docs published |
Update by EutecTic |
Scott does it again...
First of all, I would like to thank Charlie and all the other Sin sites for their praise and words of encouragement towards The Node. Again, huge thanks to everybody :)
A while ago, Charlie sent me a document by Scott Alden which lists and describes all the console and command related layout commands. This document is far more complete, accurate and better organized than what I wrote in the Command Reference for the console related stuff. Originally, my intention was to use the info to update and re-format my own pages.
I didn't know at the time that we would have a fully operational Sin Editor so soon and I figured I would be able to get around to it before the game was released.
But now that you can make consoles and menus, I think that it makes more sense for me to make this document available right away. So just go to the Scripting Basics section of the scripting/mapping page and click on the "consoles" link and behold: Console Black Magic by Scott Alden.
Please note that this document is used by permission from Ritual Entertainment and remains the sole property of the aforementioned.
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10/19/98 12:43 EST - Ritual editing tools are here!! |
Update by EutecTic |
Surprise, surprise, surprise...
Remember that surprise I was telling you about?... Well it's here! The first version of SinEd and the required compilation tools so you can all start making Sin maps and experiment with all this cool scripting and console stuff :)
Now how about that folks?... Ritual rules!!
Please note that the maps made with this version of SinEd will only work with the Sin demo and not in the full version. Make sure you read the README file in the zip before you install and run SinEd and also check the license agreement.
I apologize for the lack of a decent "download" page but my pal Bushboy is away on a much needed vacation and he's the HTML expert. Just go to the bottom of the Scripting/Mapping page, the download link is there.
Again, I wish to express my gratitude to Charlie Wiederhold and Mark D for their invaluable assitance in ironing out the little snags and also for giving The Node the incredible opportunity to bring these tools to all of you.
Enjoy! :D
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10/16/98 13:15 EST - Another entities update |
Update by EutecTic |
15 new
entities in the set
New powerups, triggers, func_*, info_* and misc_*. I also added the worldspawn entity which I had completely overlooked. While the information on those is only partial, a lot of already listed ones were beefed up with new key, spawnflag and notes info like func_rotatingdoor, func_scriptdoor, func_beam, trigger_particles and trigger_randomparticles plus quite a few more.
The next major update will be to the SinScript Command Reference and the menu layout commands in particular. There's a lot to be done so that's going to take a while and ... Uhhhh... Is anybody reading this?... ;)
Thanks again to Charlie Wiederhold for providing the information that made this possible.
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10/09/98 16:00 EST - Major entities update again! |
Update by EutecTic |
49 new
entities in the set
Well, I've been up to my
usual demo dissecting activities again and I found a lot of new ones in the 2nd
Sin demo (plus an update to an existing one). I also updated the
trigger-speaker and trigger_randomspeaker with thoughrough information thanks to
the information kindly provided by Mark Dochtermann via Charlie Wiederhold.
Guys, thanks a million for your help :)
I have more in-depth information on the entities and a major re-design of the console and menu sections of the SinScript Command Reference coming soon. I'm aware that they're kinda hard to digest and filled with errors in their present state but bear with me folks, improvements and clarifications are on the way.
We, at The Node, also have a surprise for y'all "jeeest a little later" so be on the lookout for that... ;)
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