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SiN  "Blade's got a better attitude than Duke imo"

User is offline   Marphy Black 

  • 950

#91

SiN 2 was not in Source. I don't believe we had definitive confirmation of what engine they were planning to use for it, but the Doom 3 engine/id Tech 4 does ring a bell based on what I recall from a resume from someone I can't remember.

SiN 1: Source was developed (or rather, what little that was developed) in 2005 by a single guy, Dale Broadbent, who only spent three months at Ritual. I believe it was essentially a sort of intern position, but the point is that this was long after SiN 2, and he himself received little outside help or support from the rest of the team as the project was at that point largely just a proof of concept while the rest of them focused on the Episodes. I'd have to review all of my past logs to get the specific details, but this is the message that Dale sent me in regards to my SiN 1: Source video:

Posted Image

Formerly RinyRed
aka Revenant100

This post has been edited by Marphy Black: 31 January 2018 - 02:04 PM

7

User is offline   Marphy Black 

  • 950

#92

 Marphy Black, on 31 January 2018 - 02:00 PM, said:

SiN 2 was not in Source. I don't believe we had definitive confirmation of what engine they were planning to use for it, but the Doom 3 engine/id Tech 4 does ring a bell based on what I recall from a resume from someone I can't remember.

As a followup, the resume of Ranjeet Singhal confirms that the SiN 2 prototype was developed on the Doom 3/id Tech 4 engine:

Ranjeet"Rungy" Singhal said:

Sin 2 Ritual/iD
Lead Animator
Led a team of about half a dozen animators for a prototype of Sin 2 using the Doom 3 engine. Created and documented all Art Dept production processes. Handled rigging, animation tasks as well as developed the art pipeline for max with iD Software. Wrote maxscripts to assist iD with their mocap pipeline. Both Max and Maya work here. All work completed before Doom3 shipped, Sin 2 was never picked up by a publisher.


Formerly RinyRed
aka Revenant100

This post has been edited by Marphy Black: 07 February 2018 - 08:50 PM

2

User is offline   PikaCommando 

  • 353

#93

(Thanks to Marphy Black who found and posted this over at the Quake Corner)

Ex-Ritual dev says some stuff about SiN Episode 2 a few years ago on Quake3World.

Here's a screencap in case the website meets the same fate as Doom3World:

Posted Image

This is the ultimate Dopefish secret he was talking about:




Someone on the old 3D Realms forums also found another well-hidden Dopefish secret in the original SiN, but it looks like there's no legitimate way to trigger it without noclip. I tried opening up the .bsp and .scr file in Notepad, but can't find any teleport or alternate player start entity on the map which means there isn't a teleport to it and it isn't somehow activated through the previous map.

There's another area with strong currents that has a message that isn't accessible without noclip too. In the area when you trigger the submarines spawning, the cave the first submarine is spawning from has strong currents that cannot be swum through. However, if you noclip in there and disable noclip again while moving around like in the Dopefish secret too, you'll get a message saying "SUBMARINE STARTED!". It might just be some leftover debugging stuff though.

This post has been edited by PikaCommando: 13 February 2018 - 11:46 AM

1

User is offline   jpp 

  • 2

#94

I've been trying to locate the SinED toolset source code, but all the download links are broken:

http://www.ritualist.../toolsframe.htm
SinEd toolset source code (562 Kb)

http://www.ritualist...ead.php?t=13356
http://home.pacbell....im68/source.zip

I am wondering if anyone one has it? The archive name was sin_tools_source.zip.

I was only able to locate compiled version of the SinED toolset (sintools_full.zip) and game source for SiN 1.10 and WoS 1.04.

Also, in case anyone has access to the source code for the engine part - it would be awesome if it ever gets released.
2

User is offline   Commando Nukem 

  • Judge Mental
  • 2,214

#95



Civvie11 gave SIN some loving. He also did a review of the mostly forgotten SIN anime movie, and SIN Episodes. I don't exactly agree with his review on the latter, but the SIN review is quite enjoyable, and it's nice to see it getting some more attention.

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3

User is offline   SilenceSam'sSilence 

  • 2,748

#96

View Postjpp, on 05 March 2018 - 01:43 AM, said:

I've been trying to locate the SinED toolset source code, but all the download links are broken...

I had the exact same results you did when searching... and unfortunately don't know anyone who might have the content you're looking for.
2

User is offline   TerminX 

  • el fundador
  • 5,242

  #97

Which tools did that zip contain the source for?

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0

User is offline   Forge 

  • 6,017

#98

half the links on this page are dead

http://www.ritualist.../node/tools.htm

Eutectic (eutectic@ritualistic.com) is probably a dead end as well


edit:
don't know if this the the actual source or tool set:

directory:
/other/edtool
is:
sintools_full.zip
SIN TOOLS ( Release Version )- 12/01/98

zip file contains a source folder

http://www8.tok2.com...lexis/sin_file/

This post has been edited by Forge: 03 April 2018 - 04:02 PM

0

User is offline   leilei 

  • 445

#99

View PostTerminX, on 03 April 2018 - 02:37 PM, said:

Which tools did that zip contain the source for?

I'd expect just the bsp/rad/model/texture compiler tools source. The editor would be closed still. Anyone chasing these sources with a hope in a source port from it would be sorely mistaken.

Posted Image

This post has been edited by leilei: 03 April 2018 - 04:03 PM

0

User is offline   TerminX 

  • el fundador
  • 5,242

  #100

View Postleilei, on 03 April 2018 - 04:03 PM, said:

I'd expect just the bsp/rad/model/texture compiler tools source. The editor would be closed still. Anyone chasing these sources with a hope in a source port from it would be sorely mistaken.

Hmm... if I zip up some SiN utility source I have, I can get within 5KB of the size of the previously released archive, but only if I include the source for the editor itself.

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0

User is offline   Hendricks266 

  • EDuke32 Senior Developer
  • 5,974

  #101

Quote

SinEd toolset source code (562 Kb):
This zip archive contains all the source code of the SinEd tool suite: SinEd, the compilation tools, the 3DSmax and 3DSmax2 plug-ins, all the works.

0

User is offline   jpp 

  • 2

#102

View PostTerminX, on 03 April 2018 - 04:09 PM, said:

Hmm... if I zip up some SiN utility source I have, I can get within 5KB of the size of the previously released archive, but only if I include the source for the editor itself.


Can you release it (all of the source code)? That might be it. Thanks.
0

#103

Recently found myself a genuine cd copy of Wages of Sin, no big box though just the jewel case, I always wanted to own this but at the time it came out i was but a wee lad and my parents were really tight with cash.

I know the gold version on GOG has Wages with it, i still wanted to find this physically though.

Attached Image: IMG_20180426_230548186_LL-01.jpeg

This post has been edited by thelastdisciple: 04 June 2018 - 10:16 PM

1

User is offline   NightFright 

  • The Truth is in here
  • 770

#104

I actually have boxed copies of both the original version and the addon. Back then I considered it a total waste of shelf space. Today I am glad to have both boxes. xD
0

User is offline   KareBear 

  • 82

#105

https://www.flickr.c...s/32565792@N08/

I found a gallery of SiN screenshots uploaded by Tom Mustaine,it includes some interesting stuff such as unreleased levels and a remake of the Operation Bayshield Quake machinima done in SiN.
3

User is offline   PikaCommando 

  • 353

#106

View PostKareBear, on 09 June 2018 - 02:43 AM, said:

https://www.flickr.c...s/32565792@N08/

I found a gallery of SiN screenshots uploaded by Tom Mustaine,it includes some interesting stuff such as unreleased levels and a remake of the Operation Bayshield Quake machinima done in SiN.


Nice find! I never would've thought to look at these sites.

Looks like these screenshots were from 2005. There's stuff such as the exterior for the Metalworks level which was never seen in pre-release screenshots (only the interior was seen in one Q1 version screenshot from 1997)

Posted Image

The building reminds me of Strogg architecture from Quake 2.
0

User is offline   KareBear 

  • 82

#107

https://imgur.com/a/QyyHukp

I also found some Sin Episodes concept art from Richard Luong.

This post has been edited by KareBear: 13 June 2018 - 11:08 AM

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