
Sin Scripting Demo
7/8/98
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PLEASE READ!
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WARNING:  This demo is NOT about action or gameplay.  It's a very simple
video used to show how easy it is to create the interactive, immersive
environment that is Sin.  If you're looking for action, we have other
videos available that are chock-full of it.

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About the Demo
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Anyway, on to the good stuff...

With Sin's release coming up in the near future, we thought it would be nice
to give all the hardcore editing people out there a glimpse of exactly how
powerful the Sin scripting language is.

For this demo, we chose to show off Danny, a brush-model robot that Charlie
Wiederhold created.  Note that Danny is comprised entirely of brushes, and
is not created or animated by an artist at all.  Danny was created right
in the editor (SinEd), and he is animated by the accompanying script file.

This demo consists of a small room, lined with cubby-holes, a console, and,
of course, Danny.  Some of the cubby holes contain boxes, and Danny can
be commanded to retrieve boxes and manipulate them.  Danny is controlled
by the console seen in front of the player, using a very simple interface
that Charlie created expressly for this purpose.  Note that the console is
also something the level designer controls - this is not a custom piece of
code that our programmers whipped up.

And, of course, a scripting demo wouldn't be complete without the script, now,
would it?  Charlie has commented his script to make it easier to follow
and read, and hopefully, it should make a lot of sense to just about anyone
who's into editing levels.

The script and the two menu layout profiles are available right here in this
.ZIP file.  They are all in text format, just like they are in the game.
Rather than having to recompile a map to make a change to the level, the
Sin mappers simply edit the script file, and reload the map in the game.
It makes developement much faster and easier.

Now, we purposefully kept this script relatively simple, all it really does
is move brushes around.  Bear in mind that brush control is only the tip of
the iceberg.  Sin's scripting language can control everything -  models,
sounds, surface properties, AI and beyond.

Depending on the video quality you downloaded, you may or may not be able to see
what the robot is being commanded (via the console) to do.  Here is a quick
rundown of the commands in the order they are issued:


 Raise the arms
 Lower the arms
 Rotate Arms
 Stop Arms
 Rotate Body
 Stop Body
 Rotate Arms
 Rotate Body
 Raise Arms
 Lower Arms
 Stop Arms Stop Body
 Retrieve box #4
 Rotate Arms
 Rotate Body
 Raise Arms
 Rotate Arms
 Rotate Arms
 Lower Arms
 Return box #4 to slot #1
 Retrieve box #1
 Try to return box #1 to slot #1  (which is full, so it fails)
 Return box #1 to slot #3



We certainly hope this demo shows everyone the power of the Sin scripting
language, and more importantly, gets the creative juices flowing.  We're
well aware of how many great ideas have made their way into various
Quake and Quake II modifications, and can't wait to see what our fans dream
up using Sin's scripting language.


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Playing the Demo:
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DirectX
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To best view this demo, we recommend that you install the latest version of
the DirectX 5.2 and the DirectX Media 5.2b Runtime.

DirectX 5.2 can be found at:

http://www.microsoft.com/msdownload/directx/dxf/enduser5.2/dx5eng.asp

DirectX 5.2b Media Run Time can be found at:

http://www.microsoft.com/msdownload/directx/dxm/5.2b/dxmweb.asp


3Dfx
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Also, for those of you with 3Dfx cards, we've found that this 3Dfx Video
Renderer plays back videos in nearly-perfect full-screen mode (using
bi-linear filtering).  You can give it a shot by downloading it at:

http://www.cdrom.com/pub/3dfxmania/utility/3dfxvr11.zip





