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... well besides the gameplay problems. Look up a mod called "Sin: Resurrection" to fix that :D

Download here!

List of fixes:

widescreen: uses 1920x1080 and has a simple-to-use resolution patcher (thanks to the sinpatcher utility!)
qindiegl: replaces nglide in order to work with widescreen, uses 32 bit color and textures
indirectsound: fixes 3d audio and EAX!

config.cfg tweaks:
-raw mouse input
-FOV optimization: Uses 106.26, which is the widescreen version of the 4:3 90 fov. USE THIS WITH EVERY 4:3 GAME WITH A DEFAULT OF 90! (Instructions for 16:10 monitors included)
-wasd + mouse keys set

DOWNLOAD HERE!!

https://www.dropbox.com/s/jsbsuygwrrmgm50/Ultimate%20Sin%20Patch.7z?dl=0
It doesn,t work for me,please help me.

Thank you.
Post edited December 29, 2015 by juninhoslo
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cool2000m: ... well besides the gameplay problems. Look up a mod called "Sin: Resurrection" to fix that :D

Download here!

List of fixes:

widescreen: uses 1920x1080 and has a simple-to-use resolution patcher (thanks to the sinpatcher utility!)
qindiegl: replaces nglide in order to work with widescreen, uses 32 bit color and textures
indirectsound: fixes 3d audio and EAX!

config.cfg tweaks:
-raw mouse input
-FOV optimization: Uses 106.26, which is the widescreen version of the 4:3 90 fov. USE THIS WITH EVERY 4:3 GAME WITH A DEFAULT OF 90! (Instructions for 16:10 monitors included)
-wasd + mouse keys set

DOWNLOAD HERE!!

https://www.dropbox.com/s/jsbsuygwrrmgm50/Ultimate%20Sin%20Patch.7z?dl=0
did you make the mod?

I am thinking about attempting a speedrun of this game, but it turns out to be pain to record; could this somehow be patched to a borderless windowed mode instead of fullscreen?

I tried GameplayCrush's tool for that, but the result was very weird and compeltely unplayable.
yeah!
well i put them together

I'm not sure why that other guy had a problem with

you have to use FRAPS to record. not sure why.
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cool2000m: yeah!
well i put them together

I'm not sure why that other guy had a problem with

you have to use FRAPS to record. not sure why.
I managed to record it using OBS by capturing my entire screen, which I believe is the same thing as fraps does... however, I was hoping to use LiveSplit to segment my run but I am unable to get the hotkeys working ingame, not speaking of overlay... I guess I could time it manually afterwards, but uuuuh... oh well, nevermind :) thanks for swift reply

the main thing is that this great game is playable on modern machines again anyway :)
Post edited July 07, 2015 by Yesusfist
Does the widescreen options for this mod account for the separate fov used on in-game computer consoles and cameras? That is something I have never figured out how to adjust.
Post edited August 31, 2015 by lostintime
Thanks for the link to the downloader, but it seems that everything else works except for the mouse input fix. The widescreen works fine, the graphical fixes work fine, the FOV works fine, but the mouse acceleration is horrible.

I tried every version of mouse input in the cfg files, edited all of them (my player, every "blade" player, in both the base folder and 2015, even the autoexec). No matter what, forced mouse acceleration. The game is unplayable because of this and I really wish I could play it.

In regards to the fix listed on PCGamingWiki, "in_mouse 1" feels exactly the same as "in_mouse 2" and "in_mouse 3", "in_restart" does absolutely nothing. If it matters I am using Windows 10.
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cool2000m: ... well besides the gameplay problems. Look up a mod called "Sin: Resurrection" to fix that :D

Download here!

List of fixes:

widescreen: uses 1920x1080 and has a simple-to-use resolution patcher (thanks to the sinpatcher utility!)
qindiegl: replaces nglide in order to work with widescreen, uses 32 bit color and textures
indirectsound: fixes 3d audio and EAX!

config.cfg tweaks:
-raw mouse input
-FOV optimization: Uses 106.26, which is the widescreen version of the 4:3 90 fov. USE THIS WITH EVERY 4:3 GAME WITH A DEFAULT OF 90! (Instructions for 16:10 monitors included)
-wasd + mouse keys set

DOWNLOAD HERE!!

https://www.dropbox.com/s/jsbsuygwrrmgm50/Ultimate%20Sin%20Patch.7z?dl=0
I had a hell of a time trying to get this game to work, and this patch is the first thing that actually helped me! Thanks for putting this together and uploading it.
I got Sin working at 3840 x 2160 under Windows 10 64 bit with this patch. The game itself looks good but I need binoculars to read the menus. Do you have any suggestions for increasing the menu size?
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Hal15900: I got Sin working at 3840 x 2160 under Windows 10 64 bit with this patch. The game itself looks good but I need binoculars to read the menus. Do you have any suggestions for increasing the menu size?
Unfortunately in a game like this no. The textures of the text are tied directly to the resolution.
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Hal15900: I got Sin working at 3840 x 2160 under Windows 10 64 bit with this patch. The game itself looks good but I need binoculars to read the menus. Do you have any suggestions for increasing the menu size?
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Presbytier7: Unfortunately in a game like this no. The textures of the text are tied directly to the resolution.
You can use Universal Resolution Changer:
https://drive.google.com/drive/u/0/folders/0B4lfqq0DpUo-eG0xREpIaGV5Zlk?tid=0B4lfqq0DpUo-WGV0OVVTS1Z0LVk
Have the game output a low resolution through QindieGL, tell Universal Resolution Changer to force your desktop resolution and you should get nice results.

You might have to change one of QindieGL's TexCoordFix setting and maybe set ForceViewport to 1 in Universal Resolution Changer. It's also a bit picky about which source resolutions are good (some give artifacts).

But it is possible and can give pretty good results:
https://www.youtube.com/watch?v=uejMfP0e-y8
That's SIN running at 1440p, though the UI size is pretty huge. I think the game was set to 480p, but I can't remember.
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ZellSF: You might have to change one of QindieGL's TexCoordFix setting and maybe set ForceViewport to 1 in Universal Resolution Changer. It's also a bit picky about which source resolutions are good (some give artifacts).
What do you mean with changing the TexCoordFix setting and how do you do that? I tried to make the hud etc. look bigger and everything is bigger now but ingame text is also now completely hard to read.
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ZellSF: You might have to change one of QindieGL's TexCoordFix setting and maybe set ForceViewport to 1 in Universal Resolution Changer. It's also a bit picky about which source resolutions are good (some give artifacts).
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Berzerk2002: What do you mean with changing the TexCoordFix setting and how do you do that? I tried to make the hud etc. look bigger and everything is bigger now but ingame text is also now completely hard to read.
In the QindieGL archive file there is a file named QindieGL-setup.reg.

Open it with a text editor and you can change these four lines:

"MultiSample"=dword:00000000
"ProjectionFix"=dword:00000001
"TexCoordFix"=dword:00000001
"UseSSE"=dword:00000001

change the last number of each line to 0 or 1 to change the setting. Save it, then import the registry file again (double click it).
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ZellSF: In the QindieGL archive file there is a file named QindieGL-setup.reg.

Open it with a text editor and you can change these four lines:

"MultiSample"=dword:00000000
"ProjectionFix"=dword:00000001
"TexCoordFix"=dword:00000001
"UseSSE"=dword:00000001

change the last number of each line to 0 or 1 to change the setting. Save it, then import the registry file again (double click it).
Thanks a lot for your help. Changing all last numbers to 1 did the trick. The text is now good looking again and the hud has a decent size when using higher resolutions. Awesome. +1
Unfortunately this causes movement to become real janky. Blade will often "slide" left or right while moving forward and stuttering/rubberbanding is almost constant. It makes the game unplayable, but not as unplayable as the repeated crashes I'm getting with QeffectsGL.

On the bright side, the game is so damn good that I'm willing to get around unavoidable crashes by bouncing my saves between two installations of the game with the different OpenGL wrappers. Thank you!