Bugs fixed in Sin

If your extensions folder is not called "Extensions" (I.E. Italian MacOS), Sin can't find the Indeo plug in and says you don't have the extension when in fact you do.

If you are using a non-english version of InputSprocket, the Arrow keys, escape key and return key don't work.

Fixed a type 2 crash error where Sin was asking for GetPortPixMap (A carbon call) but it wasn't linking in carbon

If you log into a server that has a map that you don't have. Sin will download the map. However, it will then give you a "Rename Failed" error

Pulse rifle art in Wages of Sin is corrupt

Video option menu for Wages of Sin is the PC version. Changed to reflect Mac specific video modes

When you win Wages of Sin, the credits will force 1024x768 video mode. Fixed to be 640x480

If the game runs out of memory, a dialog will appear. The mouse and keyboard were locked out. 

If you select a video mode larger than your desktop mode. DrawSprocket will make a window that is clipped to your desktop resolution therefore making a pretty silly looking game screen.

If you run Sin on a video card/monitor that doesn't support gamma (Voodoo 3/5 with the Apple 15" display). The game will crash. (Type 12 error)

When playing Capture the Flag from GameRanger, the HUD does not display properly.

On multi-monitor systems, Sin MAY keep asking you which monitor you want to play on.

If you launch Sin from GameRanger, the MacPlay splash screen is removed.

Minor issues with the Apple 15" LCD display where the game will not properly set an OpenGL context on a fixed size monitor. The game may leave a white window on secondary monitors. 

If you are using a voodoo driver in a multimonitor system the game crashed when talking to OpenGL QueryDriver() (Voodoo driver bug)

Version is now 1.1.3

Main splash screen is now 16 bit color to allow wacko display cards that don't support 8 bit modes to be selected for Sin play.

Under a very weird circumstance, DisposeMovie() kills the system because the movie wasn't explicitly stopped before the movie was disposed of. This resulted in an intermittent freeze.

New bugs fixed in latest patch.

If you set up a CTF server and let it run for 5-6 level changes, there was a memory fragmentation problem that caused a "Out of memory" error when a 16 meg chunk of memory was requested. This request was re-written to request much smaller pieces of memory resulting in the fragmentation issue to be moot.

When an object had a pending animation event and the object was removed from play before the pending animation was triggered, the pending event was leaked. During single player mode, this resulted in 100-150 leaks after extended gameplay. However, CTF play resulted in 1000-1500 leaks per map. This is corrected in 2015 and Ritual code.

When levels were changed in single player gameplay, there were files being copied. The call was changed to a "Move file" command resulting in faster load times.

Sin is now Carbon. It works fine in MacOS X as a native application.

