nyuuzyou/wikis huggingface dataset:
Shared conditions

Following values are defined in ai_condition.h
== Conditions ==
*COND_NONE: A way for a function to return no condition to get
*COND_IN_PVS
*COND_IDLE_INTERRUPT: The schedule in question is a low priority idle and therefore a candidate for translation into something else
*COND_LOW_PRIMARY_AMMO
*COND_NO_PRIMARY_AMMO
*COND_NO_SECONDARY_AMMO
*COND_NO_WEAPON
*COND_SEE_HATE
*COND_SEE_FEAR
*COND_SEE_DISLIKE
*COND_ENEMY_WENT_NULL: Set in the edge case where you had an enemy last think, but don't have one this think.
*COND_ENEMY_OCCLUDED: Can't see m_hEnemy
*COND_TARGET_OCCLUDED: Can't see m_hTargetEnt
*COND_HAVE_ENEMY_LOS
*COND_HAVE_TARGET_LOS
*COND_LIGHT_DAMAGE
*COND_HEAVY_DAMAGE
*COND_PHYSICS_DAMAGE
*COND_REPEATED_DAMAGE: Damaged several times in a row
*COND_CAN_RANGE_ATTACK1: Hitscan weapon only
*COND_CAN_RANGE_ATTACK2: Grenade weapon only
*COND_CAN_MELEE_ATTACK1
*COND_CAN_MELEE_ATTACK2
*COND_PROVOKED
*COND_NEW_ENEMY
*COND_ENEMY_TOO_FAR
*COND_ENEMY_FACING_ME
*COND_BEHIND_ENEMY
*COND_ENEMY_DEAD
*COND_ENEMY_UNREACHABLE: Not connected to me via node graph
*COND_SEE_PLAYER
*COND_LOST_PLAYER
*COND_SEE_NEMESIS
*COND_TASK_FAILED
*COND_SCHEDULE_DONE: Just completed last task in schedule, so make it invalid by clearing it.
*COND_TOO_CLOSE_TO_ATTACK
*COND_TOO_FAR_TO_ATTACK
*COND_NOT_FACING_ATTACK
*COND_WEAPON_HAS_LOS
*COND_WEAPON_BLOCKED_BY_FRIEND: Friend between weapon and target
*COND_WEAPON_PLAYER_IN_SPREAD: Player in shooting direction
*COND_WEAPON_PLAYER_NEAR_TARGET: Player near shooting position
*COND_WEAPON_SIGHT_OCCLUDED
*COND_BETTER_WEAPON_AVAILABLE
*COND_HEALTH_ITEM_AVAILABLE: There's a healthkit available.
*COND_GIVE_WAY: Another npc requested that I give way
*COND_WAY_CLEAR: I no longer have to give way
*COND_HEAR_THUMPER
*COND_HEAR_BUGBAIT
*COND_HEAR_SPOOKY: Zombies make this when Alyx is in darkness mode
*COND_FLOATING_OFF_GROUND
*COND_MOBBED_BY_ENEMIES: Surrounded by a large number of enemies melee attacking me. (Zombies or Antlions, usually).
*COND_RECEIVED_ORDERS
*COND_PLAYER_PUSHING
*COND_TALKER_RESPOND_TO_QUESTION
*COND_NO_CUSTOM_INTERRUPTS: Don't call BuildScheduleTestBits for this schedule. Used for schedules that must strictly control their interruptibility.
=== Sensing ===
*COND_SEE_ENEMY
*COND_LOST_ENEMY
*COND_SMELL
*COND_HEAR_DANGER
*COND_HEAR_COMBAT
*COND_HEAR_WORLD
*COND_HEAR_PLAYER
*COND_HEAR_BULLET_IMPACT
*COND_HEAR_PHYSICS_DANGER
*COND_HEAR_MOVE_AWAY: Described as scattering NPCs from the origin of this sound.
*COND_NO_HEAR_DANGER: Since we can't use ~CONDITION. Mutually exclusive with COND_HEAR_DANGER
=== Squads ===
*COND_PLAYER_ADDED_TO_SQUAD
*COND_PLAYER_REMOVED_FROM_SQUAD
=== Debugging ===
*COND_NPC_FREEZE: We received an npc_freeze command while we were unfrozen
*COND_NPC_UNFREEZE: We received an npc_freeze command while we were frozen
== See Also ==
* NPC Sensing
* Squads
* NPC Debugging
Category:AI Programming
Shared schedules

*SCHED_NONE
*SCHED_IDLE_STAND
*SCHED_IDLE_WALK
*SCHED_IDLE_WANDER
*SCHED_WAKE_ANGRY
*SCHED_ALERT_FACE
*SCHED_ALERT_FACE_BESTSOUND
*SCHED_ALERT_SCAN
*SCHED_ALERT_STAND
*SCHED_ALERT_WALK
*SCHED_INVESTIGATE_SOUND
*SCHED_COMBAT_FACE
*SCHED_COMBAT_SWEEP
*SCHED_FEAR_FACE
*SCHED_COMBAT_STAND
*SCHED_COMBAT_WALK
*SCHED_CHASE_ENEMY
*SCHED_CHASE_ENEMY_FAILED
*SCHED_VICTORY_DANCE
*SCHED_TARGET_FACE
*SCHED_TARGET_CHASE
*SCHED_SMALL_FLINCH
*SCHED_BIG_FLINCH
*SCHED_BACK_AWAY_FROM_ENEMY
*SCHED_BACK_AWAY_FROM_SAVE_POSITION
*SCHED_TAKE_COVER_FROM_ENEMY
*SCHED_TAKE_COVER_FROM_BEST_SOUND
*SCHED_FLEE_FROM_BEST_SOUND
*SCHED_TAKE_COVER_FROM_ORIGIN
*SCHED_FAIL_TAKE_COVER
*SCHED_RUN_FROM_ENEMY
*SCHED_RUN_FROM_ENEMY_FALLBACK
*SCHED_MOVE_TO_WEAPON_RANGE
*SCHED_ESTABLISH_LINE_OF_FIRE
*SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK
*SCHED_PRE_FAIL_ESTABLISH_LINE_OF_FIRE
*SCHED_FAIL_ESTABLISH_LINE_OF_FIRE
*SCHED_SHOOT_ENEMY_COVER
*SCHED_COWER
*SCHED_MELEE_ATTACK1
*SCHED_MELEE_ATTACK2
*SCHED_RANGE_ATTACK1
*SCHED_RANGE_ATTACK2
*SCHED_SPECIAL_ATTACK1
*SCHED_SPECIAL_ATTACK2
*SCHED_STANDOFF
*SCHED_ARM_WEAPON
*SCHED_DISARM_WEAPON
*SCHED_HIDE_AND_RELOAD
*SCHED_RELOAD
*SCHED_AMBUSH
*SCHED_DIE
*SCHED_DIE_RAGDOLL
*SCHED_WAIT_FOR_SCRIPT
*SCHED_AISCRIPT
*SCHED_SCRIPTED_WALK
*SCHED_SCRIPTED_RUN
*SCHED_SCRIPTED_CUSTOM_MOVE
*SCHED_SCRIPTED_WAIT
*SCHED_SCRIPTED_FACE
*SCHED_SCENE_GENERIC
*SCHED_NEW_WEAPON
*SCHED_NEW_WEAPON_CHEAT
*SCHED_GET_HEALTHKIT
*SCHED_WAIT_FOR_SPEAK_FINISH
*SCHED_GIVE_WAY
*SCHED_MOVE_AWAY
*SCHED_MOVE_AWAY_FAIL
*SCHED_MOVE_AWAY_END
*SCHED_FORCED_GO
*SCHED_FORCED_GO_RUN
*SCHED_NPC_FREEZE
*SCHED_PATROL_WALK
*SCHED_COMBAT_PATROL
*SCHED_PATROL_RUN
*SCHED_RUN_RANDOM
*SCHED_FALL_TO_GROUND
*SCHED_DROPSHIP_DUSTOFF
*SCHED_FLINCH_PHYSICS
*SCHED_FAIL
Category:AI Programming
ShellExecute

=void ISystem::ShellExecute(const char *command, const char *file)=
This gives insight on ShellExecute usage. For example, ShellExecute can launch a website or a word document in the client's default viewer.
vgui\ISystem.h must be included in the appropriate file.
 void ISystem::ShellExecute(const char *command, const char *file);
 vgui::system()->ShellExecute(...);
command can have one of the following values:
*"open" 
*"print"
*"explore"
*"play"
*"properties"
*NULL
Look here for more information on each of the commands.
file points to the local file or webpage you want to access.
Category:ISystem
Ship container

It is an animated container entity.
==Key Values==
:
Literal Value	Description
0 	Wardrobe
1 	Drawer
2 	Bookcase
3 	Chest
4 	Cabinet
5 	Box
6 	Car Boot
7 	Ration Pack
8 	Doctor's Bag
9 	Magazine Rack
10 	Bookcase
11 	Book Shelf
12 	Locker
13 	Toolbox
14 	Dresser
15 	Bin
16 	Knife Rack
17 	Pan Rack
18 	Deck Storage
19 	Medical Cabinet
20 	Trolley
21 	Gun Cabinet
22 	Filing Cabinet
23 	Wooden Box
24 	Cardboard Box
25 	Pool Cue Rack
26 	Desk
27 	Medical Bin
28 	Bedside Cabinet
29 	Golf Bag
30 	Suitcase
31 	Trunk
Category:Ship Entities
Short Surfaces

==short ### surfaces==
Similar to max leaf faceserror or ReadSurfs (line xxxxx): 32189 > g_numplanes error, in this one you are running out of face planes for the map. The one occasion I read of this, it was caused by a leak while running in software mode, although it may also be caused by over shrunk textures forcing too much tiling and making r_speeds of wpolys > 800. (Leaks keep the outside of a level map, so there are more surfaces the engine sees. However, this is NOT only a leak error, it is a too many surfaces error and can be caused by other things!)
See also: skyboxing.
Category:Compile Errors
Short conversion out of range

Studiomdl reports this error:
 Generating optimized mesh "c:\steam\steamapps\SourceMods\mod\models/your/model.sw.vtx":
 ERROR: short conversion out of range XXXXX
 ERROR: Aborted Processing on 'your/model.mdl'
== Solution ==
The problem is that studiomdl.exe is trying to write out a triangle strip with more than 32767 vertices, which is more than Source supports (and also more than any model should ever need). You have run into an engine limitation and you need to reduce the complexity of a portion of the model.
As an example, Valve's highest LOD .SMD for dog is only 1.72 MB and contains 17,433 vertices. Which then divides down to a little less than 6,000 polygons. 10,000 polygons is kind of an informal maximum for the Source engine, hence the maximum vertices being roughly 10,000 x 3 (32767).
Category:Modeling
Category:Errors
Shredded Sails

== Overview ==
Shredded Sails is a multiplayer Half-Life 2 modification. It was developed by Teravision Games for two main purposes:
* Display our abilities to develop next gen assets.
* To have a sample of our capacity to work with a next gen game engine.
== Characters ==
In the options menu you can choose from four different new characters (the first four in the player model list):
* Mina (female_01.mdl)
* Hordoll (Male_01.mdl)
* Guards (Male02.mdl and Male_03.mdl)
== Maps ==
Right now you can play in two versions of the same map:
* ss_towers_day
* ss_towers_night
== Screenshots ==
== Download ==
Download (138 MB)
== Future development ==
Shredded Sails has served its initial purpose but we are thinking of continuing its development. For example, we would like to add new custom weapons, our own custom HUD, more assets and more maps, as well as a new interesting gameplay.
== External links ==
* Teravision Games
Category:Multiplayer Mods
SiN

is the predecessor to . A first person shooter developed by Ritual Entertainment, the game was a commercial failure at first due to competition with and other games at the time, but was later sold decently. Since then, Nightdive Studios (the same studios that remastered on the new Kex Engine) has took over the game and releasing it on Steam, along with major update as of today, entitled . It is running on modified version of Quake II engine.
== About this Game ==
When the CEO of SinTEK Industries begins injecting the streets with a DNA-altering drug, it's time to reassess the laws of morality. When the same twisted bio-chemist plans to overtake the world with her unholy army of genetically-engineered mutants, it's time to rewrite the golden rule.
You are Colonel John R. Blade, head of the most prominent private protection agency in Freeport. Now Elexis Sinclaire is waging her holy war against the security industry...and you along with it. You've made a religion out of fighting crime. Now you're going to make Elexis pay for her sins.
== See also ==
* SiN 1 Multiplayer
* SiN Tools
* SiN : Blueprints - Editing tips, tutorials, and prefabs
* The Node - 3D Game Design Info (Scripting, Mapping, Entities)
* SiN 1 Demo
* SiN 1 Demo (Windows) @ FilePlanet
SiN 1 Multiplayer

==Dedicated Servers==
The following commands to create a dedicated server can be added to launch options in the properties menu of SiN 1 Multiplayer.
===Starting a Standard Deathmatch Server===
To start a standard multiplayer server, select Game from the main menu, then Multiplayer, and Start Multiplayer Game.
Once all of the settings are how you want them, select Launch the Server... to start your server.
To create a dedicated server, right-click on SiN 1 Multiplayer in your Steam Games List and select Create shortcut. Right-click on the new shortcut that has been created on your desktop, and add the following to the end of the Target line: +set dedicated 1
===Starting a Standard Dedicated CTF Server===
To create a dedicated CTF server, right-click on SiN 1 Multiplayer in your Games List, and select Create shortcut. Right-click on the new shortcut that has been created on your desktop and add the following to the end of the Target line: +set game ctf +set dedicated 1 +exec sinctf.cfg
===Ports===
* 22440 TCP/UDP
* 22441 TCP/UDP
* 27015 TCP/UDP
==See also==
* 
* SiN Tools
* ReDeMpTiOn Bot v1.19 for Sin
* SiN : Blueprints - Editing tips, tutorials, and prefabs
* The Node - 3D Game Design Info (Scripting, Mapping, Entities)
* SiN 1 Demo
* SiN 1 Demo (Windows) @ FilePlanet
SiN Episodes Level Creation

This article focuses on Level Design. For general mapping tutorials, see :Category:Level Design.
__NOTOC__
== Getting Started ==
* SDK Installation
* Game and SDK bugs
* Arena Mode Map
== General ==
* Enemy Types
* Bullet Penetration
* Game dimensions
* Arena Mode Gamemode
* Germany USK Compatibility
* The Dynamic Difficulty System
* Basic Multiplayer Setup
== Themes ==
* Docks
* Druglab
* Pit
* Highrise
== Constructing Elements ==
* Rappelling Grunts
* Jetpack Grunts
* Flying Blimp
* Making Jessica Drive
* Live Car Monitor
* Arena Mode Challenge
* Interactive Objects
* Secret Areas
* Hackable Force Fields
* Mutant Gas Chamber
* Destroyable Bay Bridge
* Power Generator
* Moving Druglab Cart
* Moving Crane Container
* Welding Door
* Blast Open Door
* Steam Barrier
* VGUI Screen Setup
==Advanced Elements ==
* Using Dynamic Difficulty Triggers
* Controllable Druglab Crane
* Robot Deathmachine
* Druglab Attack Helicopter
* Replacable Fuge Battery
* Hot Room Controller
* Custom Radio Station
* Scaffold Physics Puzzle
* Highrise Elevator
==Additive Information ==
* The Weapons
* Main Characters
* The Organisations
* Developer Interviews
* Development Articles
* Game Press Reviews
* Frequently Asked Questions
* The Original Soundtrack
==References==
* List of Entities.
* List of Scenes
* List of Skies
* List of Soundscapes
* List of Soundtracks
* List of Fog Settings
* List of Radio Messages
* List of Radio Stations
* List of Phone Numbers
* List of Hud Hints
* List of Levels
* List of Secret Areas
* List of VGUI Screens
* List of Console Variables
== See also ==
* Ritual - Game's Developer
* Ritual.com - Ritual Official Website (archived version)
* Ritual Entertainment (wikipedia article)
* Ritual Podcast - Podcasts following SiN's development
* Game Updates - Collection of game updates
* Game News - Collection of game news
* Official Blog Posts - Collection of blog posts
* - The first SiN game, and prequel to SiN Episodes, originally SiN.
* SiN Multiplayer - The first SiN Multiplayer
== External links ==
* SiNEpisodes.com - Official Website (archived version).
* RitualEditing.com - Official Modding Website and Wiki (archived version).
* SiNEpisodes.net - English Fansite (archived version).
* SiNEpisodes.de - German Fansite.
* Ritualistic - Ritual's Online Community Hub.
* Moddb - Community Modding Website.
* Gamebanana - Game Modding Community.
* MobyGames - Videogame Database.
* Sin Episodes - Emergence (wikipedia article).
* Official trailer • Story trailer • Car trailer • E3 2006 trailer • CES 2006 trailer
* Buy the game
* [steam://install/1317 Download the SDK]
Category:Sin EpisodesCategory:Level Design
Sierra

was an American publisher founded in 1979 as On-Line Systems by Ken and Roberta Williams. Based in Oakhurst, California and later in Fresno, California, the company was owned by Activision, a subsidiary of Activision Blizzard.
Sierra handled the retail publication of several Valve games under its proper name and later under its holding name, Vivendi Games, until Electronic Arts took over, due to Vivendi Games (under Sierra Entertainment) distributing Valve games to Internet Cafes, breaking Valve's contract.
Following the release of Half-Life, Sierra offered a "Congratulations for Raising the Bar on Action Games" award to Valve in the form of a golden crowbar. It is showcased in the lobby at Valve's headquarters, also featuring the replica of the Half-Life 2 crowbar.
The company went defunct in 2008.
== Products published ==
Year 	Product Name 	Notes
1998 	</br> 	
1999 	</br>Half-Life: Further Data</br></br>	
2001 	</br> 	
2004 	 	
Cancelled	 	
==External links==
*Official Website
Category:Developer Corporations
Sign Maker

is an easy to use program created by Omnicoder used for creating official-looking info sign textures for .
This program eliminates the need for editing .
==Usage==
* The visual style of the sign can be set to show dirt or for the sign to be clean. Using the dirt style option the visual style of the sign can be set to show different levels of dirtiness.
* The large test chamber numbers can be set with 2 separate boxes located near the top labeled "Large Test Number [left]" and "Large Test Number [right]".
* Testing track progress can be set in the "Test Progress Text" box. This changes the small numbers displayed underneath the large ones. The default is 0/19.
* Testing track progress ticks can be set in groups of 4 ticks.
* Icons for testing elements can be set in the icons dialogue box ranging from slot 0 to 9 (14 if the third optional row is enabled). With this option each individual icon can be customized.
==Features==
; Export sign textures as PNG files. 
: An info sign can be exported as a PNG file for further editing. The program can also create an optional alpha mask when exporting PNG files for support.
; Export sign textures as VTF files.
: An info sign can be directly exported as a VTF file.
; Sample VMT.
: The program provides a template for the creation of a VMT file.
; Calculate progress bar.
: The program can calculate how many testing track progress ticks should be displayed based on the numbers entered in the "Test Progress Text" box. 
; 3rd icon row.
: A third optional row can be enabled for more test icons to be displayed.
==Download==
Download on thinking.withportals.com
==See also==
* Portal 2 Level Design
Category:Third Party Tools
Simple bot

It is a very rudimentary example of a NextBot entity, displaying the bare minimum required for the AI system to function. 
This entity uses the model of a female Citizen - with no animations associated with it - and is unable to be damaged or killed. If the map has a .nav file, the entity will move to random areas when possible.
As an alternative to using for spawning instances of simple_bot, the cheat command simple_bot_add will instantly create the entity wherever your crosshair aims at.
== See Also ==
* NextBot
Category:NextBot Entities
Sin Episodes Bugs

With the release and abandonment of Sin Episodes due to Ritual Entertainment's buyout, a series of bugs have been left unpatched and are currently still in the final product. 
This page tries to collect all of these bugs and provide a fix for them if any are available at the current time, for both the game and the SDK itself. If any has further bugs or problems not on the list, please add them with a short guide for how to fix them too if possible.
==SDK==
Hammer/Faceposer/HLMV crashes upon launch with the error message 'Can't find steam app user info'.
Create a new file called 'SteamAppData.vdf' in SinEpisodesSDK\config and place this text inside of it:
"SteamAppData"
{
	"AutoLoginUser"		"common"
}
Displacement brush filters are unavilable.
This can be fixed by copying the 'filters' folder from inside any source game into the SinEpisodesSDK\bin folder and afterwards restarting hammer.
Decompiled maps have some of their textures missing.
A lot of the official maps have for whatever reason some set of textures packed inside of them which easily can be fixed by opening their respective bsp files with GCFScape and copying the folder materials\maps to SinEpisodesSDK\SE1\materials and restarting hammer. Remember that because of this, any use of these textures in your own maps requires that they get packed before release with a tool such as Pakrat or VIDE as they else will show up as missing when playing the map.
The magnum gun model does not display with weapon_magnum in hammer.
Open up SinEpisodesSDK\bin\SinEpisodes.fgd in a text editor and search for "weapon_magnum". Here replace the content inside of the 'studio' closure right next to it with "models/weapons/w_magnum/w_magnum.mdl", save the file and restart hammer. The weapon_magnum entity should now show up in hammer with the magnum model.
The icons in Faceposer are broken.
This is not a problem unique to SiN, but to fix it download this file and extract the folder gfx to SiN Episodes Emergence\SE1 and restart Faceposer. The icons should now show up correctly.
==Game==
Thirdperson is facing 90 degress to the right.
To fix this, open the Developer Console and type cam_idealyaw 0, this command does not require cheats and neither the use of autoexec.cfg to persist between startups.
There is no thirdperson playermodel.
There is currently no plausable way to fix this at the current time.
==Notes==
* SiN's version of Hammer might not shut down completely upon exiting and as such will still run in the background until its process hammer.exe*32 is closed via the task manager.
Category: Sin Episodes
Sin Episodes FAQ Miscellaneous

__NOTOC__
The following is miscellaneous frequently asked questions about Sin Episodes from around 2005 and was written by Steve Hessel at Ritualistic, where more information about its creation can be found at the overall FAQ page.
==Miscellaneous==
3.01 Will SiN Episodes have multiplayer?''
Instead of just putting out standard vanilla multiplayer, Ritual is actively working on creating an original multiplayer mode worthy of the SiN name. In the near future, gamers will be able to take a multiplayer survey on the official SiN Episodes website, allowing Ritual to shape multiplayer into something the community actually wants. This approach is a little more time consuming, so while the first episode will not ship with multiplayer, it will definitely be there further down the road. The official website at SinEpisodes.com now features a multiplayer survey, allowing people to provide Ritual with input regarding their multiplayer preferences.
3.02 What engine does SiN Episodes utilize?''
SiN Episodes utilizes Valve Software's Source Engine, which also powers Half-Life 2. Check out the Source Engine page for more information.
3.03 What, if any, modifications has Ritual Entertainment made to the engine?''
Ritual has made a batch of modifications to the engine in order to adapt it for SiN Episodes. These include damage zones for vehicles, allowing the player as well as enemies to destroy certain parts, such as the doors or the windshield. Other modifications include the Context Look system, improved AI, and tweaked physics.
3.04 Will there be a software / game development kit for SiN Episodes?''
A game development kit for SiN Episodes is expected to be released shortly after Emergence.
3.05 Can I help test SiN Episodes?''
If you live in the Dallas / Forth Worth area, you can sign up for Ritual's Play Testing Program at http://www.ritual.com/playtest (down) and if you're lucky, you'll get to spend some hands-on time with SiN Episodes.
3.06 Where is the official SiN Episodes website located?''
The official SiN Episodes website is located at http://www.sinepisodes.com (archived version).
3.07 Are there any SiN Episodes fansites?''
Check out our SiN Episodes Links section for a list of fansites.
3.08 Where can I talk to other SiN Episodes fans?''
You can hang out with fellow SiN Episodes fans in our forums, located at http://www.ritualistic.com/forums. The Ritual guys drop by on a regular basis, so this is THE place to be if you want to interact with them. Additionally, we have an IRC chat room where you can chat with other Ritual fans, members of Ritual Entertainment and the RITUALISTIC staff. You can connect using jIRC by visiting http://www.ritualistic.com/irc or by downloading an IRC client such as mIRC. Simply point it to irc.quakenet.org and join #ritualistic. If you have mIRC 5.83 or later, you can try launching a session directly by clicking here.
==Sources==
* ritualistic.com - unofficial community hub.
Category: Sin Episodes
Sin Episodes Interviews

__NOTOC__
This page contains links to interviews of primarily the developers of Sin Episodes from 2005-2006 at around the pre-release stage of the game, done by some of the members at ritualistic.com and sinepisodes.net.
==Interviews==
* SiN Episodes: Emergence - Past, Present and Future by badman & Stylsy (2006-06-16) In the first part of this two part interview, we catch up with members of the development team to look back at Emergence and forward at the upcoming Arena Mode.
* Voice Cast Interview by SpaecKow & badman (2006-05-03) We chat with several members of the SiN Episodes voice cast about their work on the game and the characters they play.
* SiN Episodes Gameplay by sinepisodes.net (2006-03-02) Goes more into detail on some of the finer gameplay elements, such as the mutagen and boss fights.
* SiN Episodes Fan Interview by Forum Members (2005-11-30) Find out more about SiN Episodes in this interview put together by our forum community.
* SiN Episodes: Approaching Emergence by Stylsy (2005-11-15) As SiN Episodes approaches alpha, we catch up with the development team to find out more about the game.
* SiN Episodes Ritual Interview by Chris_D (2005-08-08) General questions to some of the development team related to the upcoming release of Sin Episodes.
* SiN Episodes Interview by SpaecKow (2005-08-01) Chat with Ritual Entertainment about SiN Episodes, the long-awaited follow-up to SiN.
==Sources==
* ritualistic.com - unofficial community hub.
Category: Sin Episodes