Difference between revisions of "Tom Clancy's Splinter Cell: Chaos Theory"
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===Disconnect at random intervals during co-op campaign=== | ===Disconnect at random intervals during co-op campaign=== | ||
− | {{ii}} There is an issue for some users happening at random after a couple of minutes where the game disconnects both players while playing the co-op campaign. The issue can be encountered 100% during the training mission while hacking the first laptop the players come across. In subsequent missions it seems to happen randomly after some time. No real fixes have been reported that work for everyone. For some completely uninstalling NOD32 solved the problem.<ref>[https://forums.ubisoft.com/showthread.php/509631-Freeze-and-disconnect-in-Co-op-Forums Uninstall NOD32 source]</ref>{{cn|reason=Old source, needs something more recent (antivirus compatibility can change over time).|date=January 2016}}. Optionally disabling any other anti-virus software and firewall at the same time can help for better game stability and to alleviate the issue<ref>{{Refcheck|user=Deton24|date=2021-12-06|comment=It doesn't fix the issue entirely, but I had a noticeable change for better during testing.}}</ref> Optionally try changing LanServerMaxTickRate=30 in Splinter Cell Chaos Theory\Versus\System\default.ini<ref>{{Refurl|url=https://steamcommunity.com/sharedfiles/filedetails/?id=265715221|title=|date=2021-12-05}}</ref>{{cn|date=2021-12-05|reason=Not sure whether it really works in Coop as well, but I did not find any other connection config in the game}}. There is also a bug disconnecting you from the game every time when you unlock the doors in Nuclear Plant mission ([https://www.youtube.com/watch?v=8Ww7rE4UOm8&list=PLlSX5tH1nyFhjC01UAVXBo7kYJytZdOJu&t=313s here]) if | + | {{ii}} There is an issue for some users happening at random after a couple of minutes where the game disconnects both players while playing the co-op campaign. The issue can be encountered 100% during the training mission while hacking the first laptop the players come across. In subsequent missions it seems to happen randomly after some time. No real fixes have been reported that work for everyone. For some completely uninstalling NOD32 solved the problem.<ref>[https://forums.ubisoft.com/showthread.php/509631-Freeze-and-disconnect-in-Co-op-Forums Uninstall NOD32 source]</ref>{{cn|reason=Old source, needs something more recent (antivirus compatibility can change over time).|date=January 2016}}. Optionally disabling any other anti-virus software and firewall at the same time can help for better game stability and to alleviate the issue<ref>{{Refcheck|user=Deton24|date=2021-12-06|comment=It doesn't fix the issue entirely, but I had a noticeable change for better during testing.}}</ref> Optionally try changing LanServerMaxTickRate=30 in Splinter Cell Chaos Theory\Versus\System\default.ini<ref>{{Refurl|url=https://steamcommunity.com/sharedfiles/filedetails/?id=265715221|title=|date=2021-12-05}}</ref>{{cn|date=2021-12-05|reason=Not sure whether it really works in Coop as well, but I did not find any other connection config in the game}}. There is also a bug disconnecting you from the game every time when you unlock the doors in Nuclear Plant mission ([https://www.youtube.com/watch?v=8Ww7rE4UOm8&list=PLlSX5tH1nyFhjC01UAVXBo7kYJytZdOJu&t=313s here]) if host uses polish language pack (there won't be any subtitles in the last mission as well, because the misions were introduced later in the patch). |
==Issues fixed== | ==Issues fixed== |
Revision as of 04:54, 16 January 2022
Developers | |
---|---|
Ubisoft Montreal | |
Publishers | |
Ubisoft | |
Engines | |
Unreal Engine 2.5 | |
Release dates | |
Windows | March 21, 2005 |
Reception | |
Metacritic | 92 |
IGDB | 78 |
Taxonomy | |
Modes | Singleplayer, Multiplayer |
Pacing | Real-time |
Perspectives | Third-person, First-person |
Controls | Direct control |
Genres | Action, Stealth |
Art styles | Realistic |
Themes | Contemporary, Asia, North America |
Series | Splinter Cell |
Splinter Cell | |
---|---|
Subseries of Tom Clancy | |
Splinter Cell | 2003 |
Splinter Cell: Pandora Tomorrow | 2004 |
Splinter Cell: Chaos Theory | 2005 |
Splinter Cell: Double Agent | 2006 |
Splinter Cell: Conviction | 2010 |
Splinter Cell: Blacklist | 2013 |
Key points
- Based on the Xbox version which had superior graphics compared to the PlayStation 2 and GameCube versions.
- Retail copies often come bundled with StarForce 3.0 DRM which is incompatible with Windows Vista or higher.
- The official multiplayer service is no longer available.[1]
- Multiplayer's versus mode is capped at 32 frames per second, while co-op is capped at 34.4 frames per second.
- A small number of players still roam the multiplayer community on a daily basis.
General information
Availability
Source | DRM | Notes | Keys | OS |
---|---|---|---|---|
Retail | StarForce 3.4.77.02 DRM[Note 1]. | |||
Epic Games Store | ||||
GamersGate | ||||
Green Man Gaming | ||||
Humble Store | ||||
Steam | ||||
Ubisoft Store | Included with Ubisoft+. | |||
Amazon.com (unavailable) |
- StarForce DRM for this game does not work on modern versions of Windows (see above for affected versions).
Essential improvements
Patches
- Latest patch 1.05 is here. All patches are available from ubisoft here (if you get a "403 Forbidden" message, simply try again).
- The Steam and Uplay version are already patched.
Glitched levels of the retail version
- Some retail versions of the game have some glitches (ex. the zipline at the Penthouse). A patch can be applied to fix these issues here. Official patch 1.05 is required, the Steam version is already patched.
Community Map Pack
- The unofficial map pack adds 41 new maps to the game. MR.MIC's Map Pack is also included, bringing the total map count to 56. Some of the maps included in MR.MIC's Map Pack are from Splinter Cell: Pandora Tomorrow's versus mode.
Skip intro videos
Use the -nointro command line argument[4]
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Delete/rename video files[4] |
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Game data
Configuration file(s) location
System | Location |
---|---|
Windows | %PROGRAMDATA%\Ubisoft\Tom Clancy's Splinter Cell Chaos Theory\[Note 2] |
Steam Play (Linux) | <SteamLibrary-folder>/steamapps/compatdata/13570/pfx/[Note 3] |
Save game data location
System | Location |
---|---|
Windows | %PROGRAMDATA%\Ubisoft\Tom Clancy's Splinter Cell Chaos Theory\Profiles\[Note 2] |
Steam Play (Linux) | <SteamLibrary-folder>/steamapps/compatdata/13570/pfx/[Note 3] |
Save game cloud syncing
System | Native | Notes |
---|---|---|
Epic Games Launcher | ||
Steam Cloud | ||
Ubisoft Connect | [5] |
Video
Graphics feature | State | WSGF | Notes |
---|---|---|---|
Widescreen resolution | See Widescreen resolution. | ||
Multi-monitor | See Widescreen resolution. | ||
Ultra-widescreen | See Widescreen resolution.[6] | ||
4K Ultra HD | See Widescreen resolution. | ||
Field of view (FOV) | See Field of view (FOV) | ||
Windowed | See Widescreen resolution. | ||
Borderless fullscreen windowed | Requires widescreen fix, see Widescreen resolution. | ||
Anisotropic filtering (AF) | Up to 16 samples. | ||
Anti-aliasing (AA) | Shader Model 3.0 with HDR rendering and antialiasing cannot be used together. To use both, force AA through Nvidia Profile Inspector with this AA compatibility flag: 0x080100C5 (example AA settings: Behavior-None, Mode-Override, Setting-4x), or use injectSMAA (if not using widescreen fix as this is also based on d3d9.dll). |
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Vertical sync (Vsync) | |||
60 FPS | Multiplayer modes are capped at 32 FPS. | ||
120+ FPS | Single-player frame rate is capped at 100 FPS. | ||
High dynamic range display (HDR) | See the glossary page for potential alternatives. |
Widescreen resolution
Use Splinter Cell Chaos Theory Widescreen Fix[7] |
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Notes:
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Widescreen - Singleplayer[citation needed] |
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FullscreenViewportX= (line 98) FullscreenViewportY= (line 99) |
Widescreen - Versus[8] |
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FullscreenViewportX= FullscreenViewportY= Notes
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Field of view (FOV)
Edit SplinterCell3User.ini[4] |
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Notes
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Input
Keyboard and mouse | State | Notes |
---|---|---|
Remapping | Unable to rebind Mouse Wheel Up and Mouse Wheel Down. | |
Mouse acceleration | See Mouse acceleration. | |
Mouse sensitivity | ||
Mouse input in menus | ||
Mouse Y-axis inversion | ||
Controller | ||
Controller support | ||
Full controller support | Some menus can not be navigated with a controller. | |
Controller remapping | ||
Controller sensitivity | Camera sensitivity can be adjusted via the m_yawSpeed and m_pitchSpeed options in SplinterCell3Settings.ini located in the system folder. Mouse sensitivity set in game also affects the speed of the camera, but only for when a weapon is equipped. | |
Controller Y-axis inversion | Possible with XInput controllers using SCFix. |
Controller types |
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XInput-compatible controllers | See SCFix, below. | |
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Xbox button prompts | ||
Impulse Trigger vibration |
PlayStation controllers |
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Generic/other controllers |
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Additional information | ||
---|---|---|
Button prompts | ||
Controller hotplugging | ||
Haptic feedback | ||
Digital movement supported | ||
Simultaneous controller+KB/M |
Mouse acceleration
- Mouse acceleration is enabled when aiming with guns.
- Apply the following fix before creating a profile.
Disable acceleration[4] |
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|
Xbox controllers
- Xbox 360/One controllers do not work well by default- in particular, the triggers cannot be used.
SCFix |
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Note:
Set |
Audio
Audio feature | State | Notes |
---|---|---|
Separate volume controls | ||
Surround sound | Up to 7.0 with DirectSound3D restoration software. | |
Subtitles | Subtitles are exclusive to conversations between Sam Fisher and 3rd Echelon, they are not available in cutscenes, ambient dialog, or even interrogations | |
Closed captions | ||
Mute on focus lost | ||
EAX support | EAX 2, EAX 3.[9] |
Localizations
Language | UI | Audio | Sub | Notes |
---|---|---|---|---|
English | ||||
French | ||||
German | ||||
Hungarian | Fan translation. | |||
Italian | ||||
Polish | Retail only. Patch for digital release here. | |||
Russian | Retail only. Patch for digital release here. | |||
Spanish |
Network
Multiplayer types
Type | Native | Players | Notes | |
---|---|---|---|---|
Local play | ||||
LAN play | 4,2 | Versus, Co-op |
||
Online play | 4,2 | Versus, Co-op Versus uses different .exe than main game and Co-op |
Connection types
Type | Native | Notes |
---|---|---|
Matchmaking | ||
Peer-to-peer | ||
Dedicated | ||
Self-hosting | ||
Direct IP |
Ports
Protocol | Port(s) and/or port range(s) |
---|---|
TCP | 6668, 9102, 40000-43000 |
UDP | 7776, 8888-8891, 8878, 9011, 9102-9103, 9106-9107, 41006, 44000, 45000-45001 |
- Universal Plug and Play (UPnP) support status is unknown.
VR support
3D modes | State | Notes | |
---|---|---|---|
vorpX | G3D Officially supported game, see official vorpx game list. |
Issues unresolved
Alt+Tab
- There are issues using Alt+Tab ↹ in fullscreen mode. If used too many times, it will disconnect players connected to your server and can even crash the game.
30 FPS lock/limit
- Netcode only supports a maximum of 30 frames per second for proper sync between players in multiplayer. Bypassing this limit results in things such as co-op actions not executing properly.
- A fan made program can be used to unlock the framerate in multiplayer: https://steamcommunity.com/sharedfiles/filedetails/?id=265715221
Disconnect at random intervals during co-op campaign
- There is an issue for some users happening at random after a couple of minutes where the game disconnects both players while playing the co-op campaign. The issue can be encountered 100% during the training mission while hacking the first laptop the players come across. In subsequent missions it seems to happen randomly after some time. No real fixes have been reported that work for everyone. For some completely uninstalling NOD32 solved the problem.[11][citation needed]. Optionally disabling any other anti-virus software and firewall at the same time can help for better game stability and to alleviate the issue[12] Optionally try changing LanServerMaxTickRate=30 in Splinter Cell Chaos Theory\Versus\System\default.ini[13][citation needed]. There is also a bug disconnecting you from the game every time when you unlock the doors in Nuclear Plant mission (here) if host uses polish language pack (there won't be any subtitles in the last mission as well, because the misions were introduced later in the patch).
Issues fixed
Game crashes when trying to start new mission / change settings
Disable any software that hooks into graphic's API (most notably OBS and Dxtory)[7] |
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Missing torchlight/flashlight in Versus mode
- Versus mode has problems rendering certain lighting effects on modern machines. This problem makes it very difficult to play properly. Certain shadows may not render and mercenarie's flashlights don't work, severely impairing gameplay. Follow one of the solutions below to fix these issues.
Hack compatible pixel shaders[8] |
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Use dgVoodoo 2[4] |
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Slow motion gameplay on multi-core CPUs in Versus mode
Use alternate timer[8] |
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Night vision/thermal vision/EMF not displaying correctly
- If everything turns white when you activate your night vision and/or turns black when you activate your thermal vision/EMF, follow one of the instructions below.
Enable Windows Compatibility Mode |
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Use Alt+Tab |
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Use different shader model |
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Disable High dynamic range (HDR) |
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Shadows become more broken the wider the screen resolution
Fix shadow rendering; increase shadow map size, the original unmodified shadow map size is 2048. Changing the first line of bytes determines the shadow map size as specified below, After editing in the shadow map size of your choice, replace the rest of bytes to apply the fix. (3072 is sufficient to fix this issue for 1080p)[16] |
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OR
OR
OR
OR
OR
THEN
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Other information
API
Technical specs | Supported | Notes |
---|---|---|
Direct3D | 8, 9 | Single Player/Co-op uses Direct3D 9. Versus mode uses Direct3D 8. |
Shader Model support | 1.1, 2, 3 |
Executable | 32-bit | 64-bit | Notes |
---|---|---|---|
Windows |
Middleware
Middleware | Notes | |
---|---|---|
Physics | Havok | |
Audio | DirectSound3D | Dolby Digital |
Cutscenes | Bink Video | |
Multiplayer | Quazal |
Command line arguments
- Cheats and access to coop maps in singleplayer mode here.
first person camera
Use a custom SplinterCell3.ini |
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7// Line with this "//" are comments. They are not used by the game // Something like this [Toto] is called a section. All variables of a section must be grouped together. No empty line // can separate a section's variables. If a variable is not specified, it will be 0. Dont but spaces between the // variable name and the = [Engine.GameInfo] VisFullyThreshold=120.000000 VisMostlyThreshold=80.000000 VisPartiallyThreshold=45.000000 VisBarelyThreshold=10.000000 VisSpeedGain=10.000000 VisCrouchMul=0.90000 UseRumble=True NoBlood=False bNoRDReact=False [Echelon.EPlayerController] m_speedSmallStep=55 m_speedFadeSmallStepToWalk=0.25 m_speedWalk=105 m_speedRun=400 m_speedSmallStepCr=30 m_speedWalkCr=50 m_speedRunCr=220 m_speedActionWalk=150 m_speedActionRun=500 m_speedActionWalkCr=100 m_speedActionRunCr=350 m_speedWalkFP=400 m_speedWalkFPCr=220 m_speedWalkSniping=100.0 m_speedFence=70.0 m_speedGrab=80.0 m_speedGrabFP=60.0 m_speedCarry=130.0 m_turnMul=0.5 m_towardAngle=0.707 m_ThrowMinSpeed=(X=300,Y=0,Z=100) m_ThrowMidSpeed=(X=750,Y=0,Z=150) m_ThrowMaxSpeed=(X=2000,Y=0,Z=250) m_ThrowVarSpeed=1000.0 m_UseNewThrow=True CanBeGameOver=false m_CTE_MaxDistToLookAt=1000 //Maximum distance in cm where Sam can look at a NPC [Echelon.ECoopPlayerController] m_speedSmallStep=55 m_speedFadeSmallStepToWalk=0.25 m_speedWalk=105 m_speedRun=400 m_speedSmallStepCr=30 m_speedWalkCr=50 m_speedRunCr=220 m_speedActionWalk=150 m_speedActionRun=500 m_speedActionWalkCr=100 m_speedActionRunCr=350 m_speedWalkFP=120.0 m_speedWalkFPCr=75.0 m_speedWalkSniping=100.0 m_speedFence=70.0 m_speedGrab=80.0 m_speedGrabFP=60.0 m_speedCarry=130.0 m_turnMul=0.5 m_towardAngle=0.707 m_ThrowMinSpeed=(X=300,Y=0,Z=100) m_ThrowMidSpeed=(X=750,Y=0,Z=150) m_ThrowMaxSpeed=(X=2000,Y=0,Z=250) m_ThrowVarSpeed=1000.0 CanBeGameOver=false m_CTE_MaxDistToLookAt=1000 //Maximum distance in cm where Sam can look at a NPC BalancingPeriod=5 BalancingBlendTime=0.2 HangOverCameraOffset=(X=95,Y=0,Z=65) HangOverCameraRotation=(Pitch=11000,Yaw=0,Roll=0) HangOverCameraSpeed=200 BoostAcceleration=625 [Echelon.EPlayerCam] m_yawSpeed=40000.0 // maximum turning speed, when joystick is at extrem position m_pitchSpeed=40000.0 // maximum lookup speed, when joystick is at extrem position m_minPitch=-16380 // dont touch m_maxPitch=16380 // dont touch m_pitchCurveBias=0.2 // pitch curve when looking up. the smaller the faster m_constraintSpeed=30000.0 // How fast camera gets out of constraint angles m_absoluteMinDist=25.0 // Camera can never get closer than this m_targetZMaxDist=100.0 // max global Z distance of smoothing m_collisionRadius=15.0 // radius of the cylinder used by the camera's collision check m_collisionHeight=15.0 // height of the cylinder used by the camera's collision check m_NPCDistance=200.0 // Distance when looking at npc m_resetPitchSpeed=45000.0 m_resetYawSpeed=75000.0 m_resetEnable=True m_closeupDist=200.0 m_closeupHeight=30.0 m_closeupDamping=0.6 [EchelonIngredient.EStickyCamera] minfov=10.0 maxfov=90.0 zoomspeed=5.0 damping=100.0 [EchelonIngredient.EFlashGrenade] FlashMinRadius=500 FlashMinAngle=180 FlashMinTime=6 FlashMaxTime=18 [Echelon.ESniperNoise] pitchSize=600 pitchSpeed=2.17 yawSize=400 yawSpeed=1.8 noiseUpSpeed=1.6 noiseDownSpeed=1.6 recoilSize=600 recoilPitchAdd=300 recoilYawAdd=100 recoilUpSpeed=15000.0 recoilDownSpeed=3000.0 recoilFatigueUp=0.3 holdMax=3.0 tiredMax=3.0 // An example camera mode section. [Bidon] parent= Bidon // parent mode to copy values from offset= tx=0.0 ty=0.0 tz=0.0 sx=0.0 sy=0.0 sz=0.0 nx=0.0 ny=0.0 nz=0.0 // offset from the top of sam's collision cylinder distance= t=0.0 s=0.0 n=0.0 // distance to the camera minYaw= v=0 // angle constraint maxYaw= v=0 // angle constraint minPitch= v=0 // angle constraint maxPitch= v=0 // angle constraint useAngles= v=0 // flag to use angle constraint or not damping= v=0.0 interSpeed= v=0.0 collInterSpeed= v=0.0 targetXYSpeed= v=0.0 // smoothing speed of target displacement in local XY targetZSpeed= v=0.0 // smoothing speed of target displacement in global Z twigX= v=0.0 twigY= v=0.0 twigZ= v=0.0 biasCut= v=0.0 biasSlope= v=0.0 offsetSpeed= v=0.0 alignPawn= v=0 // Should the pawn align itself to the camera usePitchCurve= v=0 // Should the pitch curve be used useCollTarget= v=0 // Should the camera target test collision (carefull with this one) useCylColl= v=0 // Should camera collision be tested with a cylinder or a ray useColl= v=0 // Should there be any collision test useVertTwig= v=0 // Just what it says useHoriTwig= v=0 // Just what it says useCamFlag= v=0 // Use TRACE_Camer1 // Below is the definition of all the camera modes. This is the complet list of all modes: // ECM_Walking =0 // ECM_STWPeek =1 // ECM_FirstPerson =2 // ECM_FirstPersonCr =3 // ECM_Grab =4 // ECM_GrabFP =5 // ECM_Carry =6 // ECM_CarryCr =7 // ECM_Throw =8 // ECM_ThrowCr =9 // ECM_Sniping =10 // ECM_EEV =11 // ECM_HSphere =12 // ECM_FSphere =13 // ECM_HOH =14 // ECM_HOHFU =15 // ECM_HOHFP =16 // ECM_Rapel =17 // ECM_RapelFP =18 // ECM_DoorPeekRight =19 // ECM_DoorPeekLeft =20 // ECM_SplitJump =21 // ECM_SplitJumpFP =22 // ECM_Vent =23 // ECM_VentEEV =24 // ECM_Dead =25 // ECM_HOHFUFP =26 // ECM_TeamShoulder =27 // ECM_HangOver =28 // ECM_TomoeNage =29 // ECM_Shetland =30 // ECM_ShetAndSam =31 // ECM_SplitJumpEEV =32 // You can also edit these at run time with: ea class=eplayercam // You can then access the array m_camParam. To access ECM_Walking use 0, to access ECM_STWPeek use 1, etc [ECM_Walking] distance= n=250.0 s=175.0 t=100.0 alignPawn= v=0 usePitchCurve= v=1 useCollTarget= v=1 useCylColl= v=1 interSpeed= v=400.0 collInterSpeed= v=600.0 targetXYSpeed= v=400.0 targetZSpeed= v=220.0 useColl= v=1 minYaw= v=-65536 maxYaw= v=65536 minPitch= v=-13000 maxPitch= v=8000 useAngles= v=1 useVertTwig= v=1 twigX= v=20.0 twigZ= v=-20.0 damping= v=8.0 biasCut= v=0.0 biasSlope= v=0.7 offsetSpeed= v=400.0 useCamFlag= v=1 [ECM_STWPeek] parent= ECM_Walking distance= n=110.0 s=110.0 t=110.0 // offset in ECM_STWPeek is forced to 0 when using the new camera, but used by the old one offset= nx=60.0 sx=60.0 tx=60.0 [ECM_FirstPerson] parent= ECM_Walking alignPawn= v=1 offset= ny=25.0 nz=-15.8 sy=25.0 sz=0.0 ty=25.0 tz=0.0 distance= n=0.0 s=0.0 t=0.0 usePitchCurve= v=0 useCollTarget= v=0 useCylColl= v=0 useColl= v=1 interSpeed= v=800.0 collInterSpeed= v=600.0 twigX= v=30.0 twigZ= v=30.0 targetZSpeed= v=150.0 minYaw= v=-65536 maxYaw= v=65536 minPitch= v=-15000 maxPitch= v=15000 damping= v=6.0 biasCut= v=0.0 biasSlope= v=0.3 useCamFlag= v=1 [ECM_FirstPersonCr] parent= ECM_FirstPerson distance= v=50.0 offset= ny=20.0 nz=5.0 sy=20.0 sz=5.0 ty=20.0 tz=5.0 [ECM_Grab] parent= ECM_Walking maxPitch= v=5000 distance= n=120.0 s=100.0 t=90.0 offset= nz=-30.0 sz=-30.0 tz=-30.0 offsetSpeed= v=100.0 [ECM_GrabFP] parent= ECM_FirstPerson offset= ny=25.0 nz=0.0 sy=25.0 sz=0.0 ty=25.0 tz=0.0 distance= n=90.0 s=90.0 t=90.0 minPitch= v=-5000 maxPitch= v=7500 [ECM_Carry] parent= ECM_Walking maxPitch= v=6000 distance= n=160.0 s=130.0 t=100.0 [ECM_CarryCr] parent= ECM_Walking maxPitch= v=6000 distance= n=160.0 s=130.0 t=100.0 [ECM_Throw] parent= ECM_Walking alignPawn= v=1 offset= ny=25.0 nz=-15.8 sy=25.0 sz=0.0 ty=25.0 tz=0.0 distance= n=0.0 s=0.0 t=0.0 usePitchCurve= v=0 useCollTarget= v=0 useCylColl= v=0 useColl= v=1 interSpeed= v=800.0 collInterSpeed= v=600.0 twigX= v=30.0 twigZ= v=30.0 targetZSpeed= v=150.0 minYaw= v=-65536 maxYaw= v=65536 minPitch= v=-15000 maxPitch= v=15000 damping= v=6.0 biasCut= v=0.0 biasSlope= v=0.3 useCamFlag= v=1 [ECM_ThrowCr] parent= ECM_Throw distance= v=50.0 offset= ny=20.0 nz=5.0 sy=20.0 sz=5.0 ty=20.0 tz=5.0 [ECM_Sniping] parent= ECM_FirstPerson offset= nx=20.0 ny=25.0 nz=0.0 sx=20.0 sy=25.0 sz=0.0 tx=20.0 ty=25.0 tz=0.0 distance= n=0.0 s=0.0 t=0.0 interSpeed= v=800.0 targetZSpeed= v=200.0 targetXYSpeed= v=200.0 minPitch= v=-12000 useVertTwig= v=0 damping= v=8.0 biasCut= v=0.0 biasSlope= v=0.7 [ECM_EEV] parent= ECM_Sniping offset= nx=25.0 ny=0.0 nz=0.0 sx=25.0 sy=0.0 sz=0.0 tx=25.0 ty=0.0 tz=0.0 interSpeed= v=10000.0 offsetSpeed= v=10000.0 [ECM_HSphere] parent= ECM_FSphere usePitchCurve= v=1 minYaw= v=-20000 maxYaw= v=20000 minPitch= v=-13000 maxPitch= v=12000 useAngles= v=1 useVertTwig= v=1 twigX= v=20.0 twigZ= v=30.0 [ECM_FSphere] distance= n=250.0 s=175.0 t=100.0 interSpeed= v=400.0 collInterSpeed= v=600.0 targetXYSpeed= v=400.0 targetZSpeed= v=250.0 useCollTarget= v=1 useCylColl= v=1 useColl= v=1 minYaw= v=-65536 maxYaw= v=65536 minPitch= v=-13000 maxPitch= v=10000 useAngles= v=1 damping= v=8.0 biasCut= v=0.0 biasSlope= v=0.7 offsetSpeed= v=400.0 useCamFlag= v=1 [ECM_HOH] parent= ECM_FSphere twigX= v=40.0 twigZ= v=30.0 minPitch= v=-13000 maxPitch= v=10000 [ECM_HOHFU] parent= ECM_FSphere distance= t=120.0 useCylColl= v=0 offset= nx=-40.0 sx=-40.0 tx=-40.0 usePitchCurve= v=1 maxPitch= v=12000 minPitch= v=-13000 [ECM_HOHFP] offset= nx=0.0 ny=20.0 nz=10.0 sx=0.0 sy=20.0 sz=10.0 tx=0.0 ty=20.0 tz=10.0 distance= n=50.0 s=50.0 t=50.0 minYaw= v=-9000 maxYaw= v=13000 minPitch= v=-13000 maxPitch= v=13000 useAngles= v=1 interSpeed= v=800.0 targetXYSpeed= v=400.0 targetZSpeed= v=250.0 useVertTwig= v=1 twigX= v=30.0 twigY= v=0.0 twigZ= v=30.0 damping= v=6.0 biasCut= v=0.0 biasSlope= v=0.3 offsetSpeed= v=400.0 useCamFlag= v=1 [ECM_Rapel] parent= ECM_HSphere offset= nx=-30.0 nz=-20.0 sx=-30.0 sz=-20.0 tx=-30.0 tz=-20.0 [ECM_RapelFP] offset= nx=-60.0 ny=25.0 nz=-35.0 sx=-60.0 sy=25.0 sz=-35.0 tx=-60.0 ty=25.0 tz=-35.0 distance= n=45.0 s=45.0 t=45.0 minYaw= v=-12000 maxYaw= v=12000 minPitch= v=-3500 maxPitch= v=13000 useAngles= v=1 interSpeed= v=800.0 targetXYSpeed= v=400.0 targetZSpeed= v=250.0 useVertTwig= v=1 useHoriTwig= v=1 twigX= v=30.0 twigY= v=30.0 twigZ= v=30.0 damping= v=6.0 biasCut= v=0.0 biasSlope= v=0.3 offsetSpeed= v=400.0 useCamFlag= v=1 [ECM_DoorPeekRight] offset= nx=45.0 ny=25.0 nz=5.0 sx=45.0 sy=25.0 sz=5.0 tx=45.0 ty=25.0 tz=5.0 distance= n=50.0 s=50.0 t=50.0 interSpeed= v=400.0 collInterSpeed= v=600.0 targetXYSpeed= v=400.0 targetZSpeed= v=250.0 minYaw= v=0 maxYaw= v=11000 minPitch= v=-8000 maxPitch= v=12000 useAngles= v=1 damping= v=8.0 biasCut= v=0.0 biasSlope= v=0.7 offsetSpeed= v=400.0 useVertTwig= v=1 twigX= v=20.0 twigZ= v=40.0 useCamFlag= v=1 [ECM_DoorPeekLeft] offset= nx=45.0 ny=-25.0 nz=5.0 sx=45.0 sy=-25.0 sz=5.0 tx=45.0 ty=-25.0 tz=5.0 distance= n=50.0 s=50.0 t=50.0 interSpeed= v=400.0 collInterSpeed= v=600.0 targetXYSpeed= v=400.0 targetZSpeed= v=250.0 minYaw= v=-11000 maxYaw= v=0 minPitch= v=-8000 maxPitch= v=12000 useAngles= v=1 damping= v=8.0 biasCut= v=0.0 biasSlope= v=0.7 offsetSpeed= v=400.0 useVertTwig= v=1 twigX= v=20.0 twigZ= v=40.0 useCamFlag= v=1 [ECM_SplitJump] parent= ECM_FSphere offset= ny=15.0 nz=20.0 sy=15.0 sz=20.0 ty=15.0 tz=20.0 distance= n=125.0 s=100.0 t=80.0 maxPitch= v=8000 interSpeed= v=350.0 targetXYSpeed= v=350.0 targetZSpeed= v=350.0 offsetSpeed= v=350.0 [ECM_SplitJumpFP] parent= ECM_RapelFP offset= nx=0.0 ny=30.0 nz=40.0 sx=0.0 sy=30.0 sz=40.0 tx=0.0 ty=30.0 tz=40.0 distance= n=40.0 s=40.0 t=40.0 minYaw= v=-12000 maxYaw= v=9500 minPitch= v=-13000 maxPitch= v=12000 [ECM_Vent] distance= n=0.0 offset= nx=20.0 ny=-22.0 nz=10.0 sx=20.0 sy=-22.0 sz=10.0 tx=20.0 ty=-22.0 tz=10.0 interSpeed= v=400.0 collInterSpeed= v=600.0 targetXYSpeed= v=400.0 targetZSpeed= v=250.0 useCollTarget= v=1 useCylColl= v=0 useColl= v=1 minYaw= v=-12000 maxYaw= v=12000 minPitch= v=-10000 maxPitch= v=8000 useAngles= v=1 damping= v=8.0 biasCut= v=0.0 biasSlope= v=0.7 offsetSpeed= v=400.0 useCamFlag= v=1 [ECM_VentEEV] parent= ECM_Vent offset= nx=30.0 ny=0.0 nz=0.0 sx=30.0 sy=0.0 sz=0.0 tx=30.0 ty=0.0 tz=0.0 interSpeed= v=10000.0 offsetSpeed= v=10000.0 minYaw= v=-8000 maxYaw= v=8000 minPitch= v=-8000 maxPitch= v=8000 [ECM_Dead] distance= n=200.0 s=200.0 t=200.0 interSpeed= v=200.0 collInterSpeed= v=600.0 targetXYSpeed= v=200.0 targetZSpeed= v=100.0 useCollTarget= v=1 useCylColl= v=0 useColl= v=1 minYaw= v=-65536 maxYaw= v=65536 minPitch= v=-15000 maxPitch= v=-2000 useAngles= v=1 damping= v=8.0 biasCut= v=0.0 biasSlope= v=0.7 offsetSpeed= v=200.0 useCamFlag= v=1 [ECM_HOHFUFP] offset= nx=60.0 ny=25.0 nz=-60.0 sx=60.0 sy=25.0 sz=-60.0 tx=60.0 ty=25.0 tz=-60.0 distance= n=45.0 s=45.0 t=45.0 minYaw= v=-12000 maxYaw= v=8000 minPitch= v=-12000 maxPitch= v=11000 useAngles= v=1 interSpeed= v=800.0 targetXYSpeed= v=400.0 targetZSpeed= v=250.0 useVertTwig= v=1 useHoriTwig= v=1 twigX= v=-30.0 twigY= v=20.0 twigZ= v=0.0 damping= v=6.0 biasCut= v=0.0 biasSlope= v=0.3 offsetSpeed= v=400.0 useCamFlag= v=1 [ECM_TeamShoulder] parent= ECM_FirstPerson alignPawn= v=0 distance= n=30.0 s=30.0 t=30.0 offset= ny=35.0 nz=0.0 sy=35.0 sz=0.0 ty=35.0 tz=0.0 minYaw= v=-10000 maxYaw= v=12000 minPitch= v=-7000 maxPitch= v=13000 useHoriTwig= v=1 useVertTwig= v=1 twigX= v=0.0 twigY= v=25.0 twigZ= v=30.0 [ECM_HangOver] parent= ECM_HOHFUFP offset= nx=0.0 ny=25.0 nz=-10.0 sx=0.0 sy=25.0 sz=-10.0 tx=0.0 ty=25.0 tz=-10.0 distance= n=30.0 s=30.0 t=30.0 minYaw= v=-11000 maxYaw= v=9000 [ECM_TomoeNage] parent= ECM_Throw distance= n=250.0 s=175.0 t=100.0 offset= ny=0.0 nz=0.0 sy=0.0 sz=40.0 ty=0.0 tz=40.0 vy=0.0 vz=40.0 minYaw= v=-32768 maxYaw= v=32768 minPitch= v=-3186 maxPitch= v=-3186 useVertTwig= v=0 twigX= v=0.0 twigZ= v=0.0 [ECM_ShetAndSam] parent= ECM_Walking offset= nx=90.0 nz=-20 distance= n=170.0 maxPitch= v=8000 interSpeed= v=150.0 offsetSpeed= v=150.0 targetXYSpeed= v=150.0 targetZSpeed= v=150.0 usePitchCurve= v=0 useVertTwig= v=0 [ECM_Shetland] parent= ECM_HOHFP offset= nx=0 ny=20 nz=0 distance= n=30.0 s=50.0 t=50.0 minYaw= v=-1000 maxYaw= v=0 minPitch= v=-1000 maxPitch= v=400 twigX= v=0.0 twigY= v=0.0 twigZ= v=0.0 [ECM_SplitJumpEEV] parent= ECM_FSphere distance= n=0.0 s=0.0 t=0.0 offset= nx=25.0 ny=10.0 nz=10.0 sx=25.0 sy=10.0 sz=10.0 tx=25.0 ty=10.0 tz=10.0 usePitchCurve= v=0 minYaw= v=-12000 maxYaw= v=12000 minPitch= v=-12000 maxPitch= v=12000 useAngles= v=1 useVertTwig= v=0 twigX= v=0.0 twigZ= v=0.0 interSpeed= v=10000.0 offsetSpeed= v=10000.0 [ECM_TeamShoulderSniping] parent= ECM_Sniping alignPawn= v=0 minYaw= v=-15000 maxYaw= v=15000 minPitch= v=-7000 maxPitch= v=12000 [Echelon.EchelonGameInfo] HUD_OFFSET_X=24 HUD_OFFSET_Y=39 bNoGore=false bNoSamLookAt=false bDemoMode=false DemoMap=3_4_3Severonickel TrainingMap=0_0_2_Training m_minInterpolSpeed=200.000000 m_grabbingDelay=0.2 m_forwardGentle=0.2 m_forwardFull=0.9 m_moveBackwardThreshold=0.3 m_backwardGentle=-0.2 m_backwardFull=-0.9 m_rightGentle=0.2 m_rightFull=0.9 m_leftGentle=-0.2 m_leftFull=-0.9 m_minForce=0.02 m_gentleForce=0.2 m_fullForce=0.9 m_inAirAccel=1000.000000 m_onGroundAccel=2000.000 m_RollSpeed=350.0 m_walkBias=0.3 m_PlayerJoggingThreshold=300.000000 m_JumpOutSpeed=200.000000 m_LGShimmySpeed=50.000000 m_LGSpeedThreshold=10.000000 m_LGMinLength=28.000000 m_LGMaxGrabbingSpeed=200.000000 m_LGMinGrabbingSpeed=-1000.000000 m_LGMaxGrabbingAngle=-0.6 m_LGMaxGrabbingDistance=1200.0 m_HOHForwardSpeed=100.000000 m_HOHMinLength=15.000000 m_HOHMaxGrabbingSpeed=200.000000 m_HOHMinGrabbingSpeed=-1000.000000 m_HOHMaxGrabbingDistance=1500.000000 m_HOHFeetUpGap=100.0 m_HOHFeetUpColHoriOffset=45.0 m_HOHFeetUpColVertOffset=85.0 m_HOHFeetUpMoveSpeed=40.0 m_HOHFeetUpColHeight=18.0 m_NLUpwardSpeed=120.000000 m_NLDownwardSpeed=-120.000000 m_NLStepSize=32.000000 m_NLSlideDownMaxSpeed=600.000000 m_NLSlideDownMinSpeed=200.000000 m_NLSlideDownInertia=600.000000 m_NLMaxGrabbingAngle=-0.6 m_NLMaxGrabbingAngleTop=0.3 m_NLMaxGrabbingDistance=35.000000 m_NLMaxGrabbingSpeed=100.000000 m_NLMinGrabbingSpeed=-1000.000000 m_PUpwardSpeed=130.000000 m_PDownwardSpeed=-130.000000 m_PSlideDownMaxSpeed=600.000000 m_PSlideDownMinSpeed=200.000000 m_PSlideDownInertia=600.000000 m_PMaxGrabbingAngle=-0.6 m_PMaxGrabbingAngleTop=0.300000 m_PMaxGrabbingDistance=35.000000 m_PMaxGrabbingSpeed=100.000000 m_PMinGrabbingSpeed=-1000.000000 m_ZLSlideDownMaxSpeed=400.000000 m_ZLSlideDownMinSpeed=300.000000 m_ZLSlideDownInertia=400.000000 m_ZLMaxGrabbingDistance=1500.000000 m_ZLMaxGrabbingSpeed=200.000000 m_ZLMinGrabbingSpeed=-1000.000000 m_FMaxGrabbingSpeed=200.000000 m_FMinGrabbingSpeed=-1000.000000 MinBeforeDamage=1000.0 MaxBeforeDeath=1600.0 NPCCushionDivider=2.0 m_blinkDelay=3.0 b_friendlyFire=true m_bUseMagma=True m_bEnableFlashlightToAll=false m_bAlwaysPlayHurtAnim=false m_bRemoveSpecificAnims=true [MAGMAMENU] EnvironmentdBDecTime=0.35 PlayerdBDecTime=0.5 WorkInProgress=false WorkInProgressStr=1.00.000 [Echelon.EAIController] fNPCAccuracy=0.300000 RAW Paste Data |
4K AI enhanced training and story videos
- Upscales the videos to 4K using Topaz Video AI.
- The videos have very noticable warping and don't have the film grain effects.
- They are only in English.
System requirements
Windows | ||
---|---|---|
Minimum | Recommended | |
Operating system (OS) | 2000 | XP |
Processor (CPU) | Intel Pentium III 1.4 GHz AMD Athlon |
Intel Pentium 4 2.2 GHz |
System memory (RAM) | 256 MB | 512 MB |
Hard disk drive (HDD) | 4 GB | |
Video card (GPU) | 64 MB of VRAM DirectX 9.0c compatible Shader model 1.1 support |
128 MB of VRAM Shader model 3 support |
- Supported ATI chipsets: Radeon 8500/9000/X series.
- Supported Nvidia chipsets: GeForce 3/4/FX/6 series.
- Mobile chipsets and the Nvidia GeForce4 MX are not supported.
Notes
- ↑ This version of StarForce DRM does not work on Windows 8.1, Windows 10, or Windows 11.[2][3] For supported versions of Windows the StarForce driver may need to be updated manually using SFUPDATE.
- ↑ 2.0 2.1 When running this game without elevated privileges (Run as administrator option), write operations against a location below
%PROGRAMFILES%
,%PROGRAMDATA%
, or%WINDIR%
might be redirected to%LOCALAPPDATA%\VirtualStore
on Windows Vista and later (more details). - ↑ 3.0 3.1 Notes regarding Steam Play (Linux) data:
- File/folder structure within this directory reflects the path(s) listed for Windows and/or Steam game data.
- Use Wine's registry editor to access any Windows registry paths.
- The app ID (13570) may differ in some cases.
- Treat backslashes as forward slashes.
- See the glossary page for details on Windows data paths.
References
- ↑ Discontinued Online Multiplayer Server List - Ubisoft Support
- ↑ Windows 8.1 support - StarForce Support
- ↑ Windows 10 support - StarForce Support
- ↑ 4.0 4.1 4.2 4.3 4.4 Verified by User:Antrad on March 2, 2019
- ↑ Cloud save support for games available on Ubisoft+ - last accessed on 2021-09-18
- ↑ Splinter Cell: Chaos Theory 21:9 Review (2560x1080) (60fps) (Ultrawide) - YouTube
- ↑ 7.0 7.1 Verified by User:Suicide machine on 2020-09-06
- ↑ 8.0 8.1 8.2 Network:Splinter Cell: Chaos Theory VS - Tunngle Wiki
- ↑ Splinter Cell: Chaos Theory Review - 3DVelocity.com
- ↑ Splinter Cell: Chaos Theory w/ EAX & 3D spatial sound 🎧 (OpenAL Soft HRTF audio)
- ↑ Uninstall NOD32 source
- ↑ Verified by User:Deton24 on 2021-12-06
- It doesn't fix the issue entirely, but I had a noticeable change for better during testing.
- ↑ [1] - last accessed on 2021-12-05
- ↑ 14.0 14.1 [2]
- ↑ https://steamcommunity.com/app/13570/discussions/0/1620599015912608846/
- ↑ Shadows become more broken the wider the screen resolution · Issue #725 · ThirteenAG/WidescreenFixesPack