Difference between revisions of "Tom Clancy's Splinter Cell: Chaos Theory"
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|developers = | |developers = | ||
{{Infobox game/row/developer|Ubisoft Montreal}} | {{Infobox game/row/developer|Ubisoft Montreal}} | ||
+ | {{Infobox game/row/developer|Ubisoft Annecy}} | ||
|publishers = | |publishers = | ||
{{Infobox game/row/publisher|Ubisoft}} | {{Infobox game/row/publisher|Ubisoft}} | ||
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|lutris = tom-clancys-splinter-cell-chaos-theory | |lutris = tom-clancys-splinter-cell-chaos-theory | ||
|strategywiki = Tom Clancy's Splinter Cell: Chaos Theory | |strategywiki = Tom Clancy's Splinter Cell: Chaos Theory | ||
− | |mobygames = | + | |mobygames = 20691 |
|wikipedia = Tom Clancy's Splinter Cell: Chaos Theory | |wikipedia = Tom Clancy's Splinter Cell: Chaos Theory | ||
|winehq = 5569 | |winehq = 5569 | ||
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}} | }} | ||
− | + | {{Introduction | |
− | {{ | + | |introduction = |
− | {{ | + | |
− | {{--}} The official multiplayer service is no longer available.<ref>[https://www. | + | |release history = This version is based on the Xbox version, with additional PC-specific enhancements such as {{Term|HDR Rendering}}. However the game didn't support Shader Model 2.0 initially, though eventually added in patch version 1.04.<ref>{{Refurl|url=https://bit-tech.net/news/tech/scct_sm20/1/|title=Splinter Cell: Chaos Theory gets SM2.0|date=2005-08-04}}</ref> |
− | + | ||
− | + | |current state = The official online multiplayer service is no longer available.<ref name="ChaosTheoryShutdown">[https://www.ubisoft.com/en-gb/help/article/multiplayer-and-online-services-availability-in-ubisoft-games/000064576 Multiplayer and Online Services availability in Ubisoft games - Ubisoft Help]</ref> | |
+ | }} | ||
'''General information''' | '''General information''' | ||
Line 61: | Line 63: | ||
===Patches=== | ===Patches=== | ||
− | {{ii}} Latest | + | {{ii}} Patch 1.04, released in 2005 added Shader Model 2.0 support. Latest version is 1.05, which can be download [https://community.pcgamingwiki.com/files/file/1109-tom-clancys-splinter-cell-chaos-theory-patch/ here]. All previous patches are available from Ubisoft [http://patches.ubi.com/splinter_cell_chaos_theory/ here] (if you get a "403 Forbidden" message, simply try again). |
{{ii}} The Steam and Uplay version are already patched. | {{ii}} The Steam and Uplay version are already patched. | ||
− | === | + | ===Additional glitches in certain retail version=== |
− | {{ii}} Some retail | + | {{ii}} Some retail version of the game contains glitches that may remain unfixed after applying the official patches (i.e. the zipline at the Penthouse). A patch can be applied to fix these issues [https://community.pcgamingwiki.com/files/file/1235-scct-glitched-levels-patcher-v101/ here]. Official patch 1.05 is required, Steam version is already patched. |
+ | |||
+ | ===Enhanced SCCT Versus=== | ||
+ | {{ii}} Enhanced version of SCCT Versus created by Joshhhuaaa to patch certain bugs/exploits and balance the gameplay/maps. It is a standalone download that is incompatible with players using the original vanilla Versus. Most players in the Versus community have migrated this version. | ||
+ | |||
+ | * [https://steamcommunity.com/sharedfiles/filedetails/?id=728093866#:~:text=crash%20your%20game.-,%5BVS%5D%20Versus%20Mode%20Downloads,-Downloads%3A Enhanced SCCT Versus] | ||
+ | * [https://docs.google.com/document/d/1UQamdT_SSL1idopVo6j6DScg1wO91VYxLPBcqhQJFmg Enhanced SCCT Versus Patch Notes] | ||
===Community Map Pack=== | ===Community Map Pack=== | ||
Line 74: | Line 82: | ||
===Enable Steam Overlay=== | ===Enable Steam Overlay=== | ||
− | {{ii}} | + | {{ii}} Steam Overlay does not work by default. |
{{++}} Can be re-enabled using this file: [https://drive.google.com/uc?id=17rlSyMeR5lB3i7zVxcCAoIF7WZ_KqJg_ Steam Overlay Restoration]. Once you have downloaded it Extract the archive and run the "EnableOverlay" command script after opening the game. | {{++}} Can be re-enabled using this file: [https://drive.google.com/uc?id=17rlSyMeR5lB3i7zVxcCAoIF7WZ_KqJg_ Steam Overlay Restoration]. Once you have downloaded it Extract the archive and run the "EnableOverlay" command script after opening the game. | ||
Line 102: | Line 110: | ||
|discord = | |discord = | ||
|discord notes = | |discord notes = | ||
− | |epic games launcher = | + | |epic games launcher = false |
|epic games launcher notes = | |epic games launcher notes = | ||
|gog galaxy = | |gog galaxy = | ||
Line 144: | Line 152: | ||
|anisotropic notes = Up to 16 samples. | |anisotropic notes = Up to 16 samples. | ||
|antialiasing = true | |antialiasing = true | ||
− | |antialiasing notes = | + | |antialiasing notes = See [[#Anti-aliasing|Anti-aliasing]] |
+ | |upscaling = unknown | ||
+ | |upscaling tech = | ||
+ | |upscaling notes = | ||
|vsync = true | |vsync = true | ||
|vsync notes = | |vsync notes = | ||
|60 fps = limited | |60 fps = limited | ||
− | |60 fps notes = | + | |60 fps notes = Co-op is locked at 35 FPS. Versus is locked at 30 FPS, see [[#Issues fixed|Versus 30 FPS Lock]]. For single player, AI pathfinding becomes broken when playing at very high framerates. Also, physics objects behave abnormally with FPS over 30, such as objects attached to ropes swinging too fast in the wind. |
− | |120 fps = | + | |120 fps = hackable |
− | |120 fps notes = Single-player frame rate is capped at 100 FPS. | + | |120 fps notes = Requires widescreen fix, see [[#Widescreen resolution|Widescreen resolution]]. Otherwise, Single-player frame rate is capped at 100 FPS. |
|hdr = unknown | |hdr = unknown | ||
|hdr notes = | |hdr notes = | ||
Line 173: | Line 184: | ||
{{++}} Widescreen fix contains an additional fix for Alt+Tabbing, which helps with restoring game's window after it's minimized. | {{++}} Widescreen fix contains an additional fix for Alt+Tabbing, which helps with restoring game's window after it's minimized. | ||
{{++}} Allows for changing shadow map size in the ini file. | {{++}} Allows for changing shadow map size in the ini file. | ||
+ | {{++}} Unlocks framerate and adds a configurable framerate cap. | ||
+ | {{++}} Adds optional Blacklist-style visibility indicators. | ||
}} | }} | ||
{{Fixbox|description=Widescreen - Singleplayer|ref={{cn|date=October 2016}}|fix= | {{Fixbox|description=Widescreen - Singleplayer|ref={{cn|date=October 2016}}|fix= | ||
Line 196: | Line 209: | ||
FullscreenViewportY= | FullscreenViewportY= | ||
</pre> | </pre> | ||
+ | {{ii}} When changing the resolution values to a resolution different than one of the preset resolutions, Versus will only run using low visual settings. The only workaround is to {{key|Alt|Tab}} out of the game and {{key|Alt|Tab}} back into the game, then the visual settings in your Video Options will be applied. | ||
+ | }} | ||
− | + | ===[[Glossary:Anti-aliasing (AA)|Anti-aliasing]]=== | |
− | {{ | + | {{ii}} HDR rendering and anti-aliasing can't be used together by default. |
+ | {{Fixbox|description=Force AA externally via Nvidia Profile Inspector (for Nvidia graphics only)|ref=|fix=*Use this compatibility flag <code>0x00001041</code> for traditional multi-sampling AA. Then adjust the strength as necessary. | ||
+ | }} | ||
+ | {{Fixbox|description=Use [https://mrhaandi.blogspot.com/p/injectsmaa.html injectSMAA]|ref=|fix={{--}} Shares the same {{code|d3d9.dll}} files with widescreen fix, additionally this causes thermal vision to show blue temperature colours with no yellows, oranges or reds. | ||
}} | }} | ||
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# Go to the [[#Game data|configuration files location]]. | # Go to the [[#Game data|configuration files location]]. | ||
# Open {{file|SplinterCell3User.ini}}. | # Open {{file|SplinterCell3User.ini}}. | ||
− | # Adjust the following values (<code>91. | + | # Adjust the following values (<code>91.3154482287</code> is advised for 16:9 displays, and <code>85.281271852</code> for 16:10 ones): |
#: <code>DesiredFOV=75.0</code> | #: <code>DesiredFOV=75.0</code> | ||
#: <code>DefaultFOV=75.0</code> | #: <code>DefaultFOV=75.0</code> | ||
Line 212: | Line 230: | ||
'''Notes:''' | '''Notes:''' | ||
{{ii}} Apply this fix '''before''' creating a profile. If your profile was created before the fix, you'll need to zoom in/out with your weapon every time you load a previous made save in order for the custom FOV to be used. | {{ii}} Apply this fix '''before''' creating a profile. If your profile was created before the fix, you'll need to zoom in/out with your weapon every time you load a previous made save in order for the custom FOV to be used. | ||
+ | {{ii}} Do not edit your field of view if using the ThirteenAG's widescreen fix. | ||
+ | {{ii}} Both players must use the same field of view when joining a coop session. | ||
}} | }} | ||
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|key remap notes = Unable to rebind Mouse Wheel Up and Mouse Wheel Down. | |key remap notes = Unable to rebind Mouse Wheel Up and Mouse Wheel Down. | ||
|acceleration option = hackable | |acceleration option = hackable | ||
− | |acceleration option notes = See [[#Mouse acceleration|Mouse acceleration]]. | + | |acceleration option notes = See [[#Mouse acceleration|Mouse acceleration]]. Versus has negative mouse acceleration that can not be disabled. |
|mouse sensitivity = true | |mouse sensitivity = true | ||
|mouse sensitivity notes = | |mouse sensitivity notes = | ||
Line 232: | Line 252: | ||
|touchscreen notes = | |touchscreen notes = | ||
|controller support = true | |controller support = true | ||
− | |controller support notes = | + | |controller support notes = Versus will not detect thumbsticks or triggers, making it unusable natively. |
|full controller = false | |full controller = false | ||
|full controller notes = Some menus can not be navigated with a controller. | |full controller notes = Some menus can not be navigated with a controller. | ||
Line 263: | Line 283: | ||
|other button prompts = unknown | |other button prompts = unknown | ||
|other button prompts notes= | |other button prompts notes= | ||
− | |||
− | |||
|controller hotplug = false | |controller hotplug = false | ||
|controller hotplug notes = | |controller hotplug notes = | ||
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{{ii}} Mouse acceleration is enabled when aiming with guns. | {{ii}} Mouse acceleration is enabled when aiming with guns. | ||
{{ii}} Apply the following fix '''before''' creating a profile. | {{ii}} Apply the following fix '''before''' creating a profile. | ||
+ | {{ii}} Both players must use the same settings when joining a coop session. | ||
{{Fixbox|description=Disable acceleration|ref=<ref name="refcheck Antrad"/>|fix= | {{Fixbox|description=Disable acceleration|ref=<ref name="refcheck Antrad"/>|fix= | ||
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|mute on focus lost notes = | |mute on focus lost notes = | ||
|eax support = true | |eax support = true | ||
− | |eax support notes | + | |eax support notes = EAX 2, EAX 3.<ref>[http://www.3dvelocity.com/reviews/scct/chaos_2.htm Splinter Cell: Chaos Theory Review - 3DVelocity.com]</ref> |
+ | |royalty free audio = unknown | ||
+ | |royalty free audio notes = | ||
}} | }} | ||
{{ii}}[[DSOAL]] requires ''boost=-6'' set in ''alsoft.ini'' to match hardware reverb levels.<ref>[https://www.youtube.com/watch?v=qFJT9o3bHHg Splinter Cell: Chaos Theory w/ EAX & 3D spatial sound 🎧 (OpenAL Soft HRTF audio)]</ref> | {{ii}}[[DSOAL]] requires ''boost=-6'' set in ''alsoft.ini'' to match hardware reverb levels.<ref>[https://www.youtube.com/watch?v=qFJT9o3bHHg Splinter Cell: Chaos Theory w/ EAX & 3D spatial sound 🎧 (OpenAL Soft HRTF audio)]</ref> | ||
Line 394: | Line 415: | ||
|local play players = 2 | |local play players = 2 | ||
|local play modes = | |local play modes = | ||
− | |local play notes = | + | |local play notes = Feature only available on console versions. |
|lan play = true | |lan play = true | ||
− | |lan play players = 4 | + | |lan play players = 4 |
|lan play modes = Versus, Co-op | |lan play modes = Versus, Co-op | ||
− | |lan play notes = | + | |lan play notes = 2 players on Co-op, 4 players on Versus. |
|online play = false | |online play = false | ||
− | |online play players = 4 | + | |online play players = 4 |
|online play modes = Versus, Co-op | |online play modes = Versus, Co-op | ||
− | |online play notes = Versus uses different | + | |online play notes = Versus uses different executable than Solo and Co-op modes.<br>The official multiplayer service was shut down on April 2016. |
|asynchronous = | |asynchronous = | ||
|asynchronous notes = | |asynchronous notes = | ||
Line 411: | Line 432: | ||
|p2p notes = | |p2p notes = | ||
|dedicated = true | |dedicated = true | ||
− | |dedicated notes = | + | |dedicated notes = Versus mode offers a Dedicated Server option using its own executable. |
|self-hosting = true | |self-hosting = true | ||
|self-hosting notes = | |self-hosting notes = | ||
− | |direct ip = | + | |direct ip = false |
− | |direct ip notes = | + | |direct ip notes = Only available as an option on Ubi.com service. |
}}{{Network/Ports | }}{{Network/Ports | ||
|tcp = 6668, 9102, 40000-43000 | |tcp = 6668, 9102, 40000-43000 | ||
Line 469: | Line 490: | ||
===Alt+Tab=== | ===Alt+Tab=== | ||
{{ii}} There are issues using {{key|Alt|Tab}} in fullscreen mode. If used too many times, it will disconnect players connected to your server and can even crash the game. | {{ii}} There are issues using {{key|Alt|Tab}} in fullscreen mode. If used too many times, it will disconnect players connected to your server and can even crash the game. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==Issues fixed== | ==Issues fixed== | ||
Line 502: | Line 516: | ||
{{--}} The Unreal Level Editor included with the game will not function properly. | {{--}} The Unreal Level Editor included with the game will not function properly. | ||
}} | }} | ||
+ | |||
+ | ===Versus 30 FPS Lock=== | ||
+ | {{ii}} A fan made program can be used to unlock the framerate in Versus. | ||
+ | {{--}} Netcode only supports a maximum of 30 frames per second for proper sync between players in Versus. Bypassing this limit results in things such as co-op actions sometimes not executing properly. | ||
+ | {{--}}The host is strongly recommended to play at 30 frames per second or clients can experience more severe problems. Alternatively, you can use a dedicated server hosting at 30 frames per second. | ||
+ | * [https://drive.google.com/uc?id=1bL3M3U0ORcwHtCxV33KvH3qT730WW-mZ SCCT Frame Rate Editor] | ||
===Slow motion gameplay on multi-core CPUs in ''Versus'' mode=== | ===Slow motion gameplay on multi-core CPUs in ''Versus'' mode=== | ||
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# [https://thirteenag.github.io/wfp#scct Download the widescreen fix] and extract its files to {{file|{{p|game}}\System}}. | # [https://thirteenag.github.io/wfp#scct Download the widescreen fix] and extract its files to {{file|{{p|game}}\System}}. | ||
# Go to the {{file|scripts}} folder and open {{file|SplinterCellChaosTheory.WidescreenFix.ini}}. | # Go to the {{file|scripts}} folder and open {{file|SplinterCellChaosTheory.WidescreenFix.ini}}. | ||
− | # Change value of <code>SetShadowMapSize = 0</code> to <code> | + | # Change value of <code>SetShadowMapSize = 0</code> to <code>2048</code>, <code>3072</code>, <code>4096</code>, <code>5120</code>, <code>6144</code>, <code>7168</code>, or <code>8192</code>. |
'''Notes:''' | '''Notes:''' | ||
Line 561: | Line 581: | ||
===API=== | ===API=== | ||
{{API | {{API | ||
− | |direct3d versions = 8, 9 | + | |direct3d versions = 8.1, 9.0c |
− | |direct3d notes = | + | |direct3d notes = Singleplayer/co-op uses Direct3D 9. Versus mode uses Direct3D 8. |
|directdraw versions = | |directdraw versions = | ||
|directdraw notes = | |directdraw notes = | ||
Line 578: | Line 598: | ||
|dos modes notes = | |dos modes notes = | ||
|shader model versions = 1.1, 2, 3 | |shader model versions = 1.1, 2, 3 | ||
− | |shader model notes = | + | |shader model notes = Only Shader Model 1.1 and 3.0 are supported prior to version 1.04, which adds Shader Model 2.0 support. [https://www.simhq.com/_technology/technology_058c.html Comparison here]. |
|windows 32-bit exe = true | |windows 32-bit exe = true | ||
|windows 64-bit exe = false | |windows 64-bit exe = false | ||
+ | |windows arm app = unknown | ||
|windows exe notes = | |windows exe notes = | ||
|macos intel 32-bit app = | |macos intel 32-bit app = | ||
|macos intel 64-bit app = | |macos intel 64-bit app = | ||
+ | |macos arm app = unknown | ||
|macos app notes = | |macos app notes = | ||
|linux 32-bit executable= | |linux 32-bit executable= | ||
|linux 64-bit executable= | |linux 64-bit executable= | ||
+ | |linux arm app = unknown | ||
|linux executable notes = | |linux executable notes = | ||
}} | }} |
Revision as of 11:33, 27 February 2023
Developers | |
---|---|
Ubisoft Montreal | |
Ubisoft Annecy | |
Publishers | |
Ubisoft | |
Engines | |
Unreal Engine 2.5 | |
Release dates | |
Windows | March 21, 2005 |
Reception | |
Metacritic | 92 |
IGDB | 78 |
Taxonomy | |
Monetization | One-time game purchase |
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 |
Tom Clancy's Splinter Cell: Chaos Theory is a singleplayer and multiplayer third-person and first-person action and stealth game in the Splinter Cell series.
This version is based on the Xbox version, with additional PC-specific enhancements such as HDR Rendering. However the game didn't support Shader Model 2.0 initially, though eventually added in patch version 1.04.[1]
The official online multiplayer service is no longer available.[2]
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
- Patch 1.04, released in 2005 added Shader Model 2.0 support. Latest version is 1.05, which can be download here. All previous patches are available from Ubisoft here (if you get a "403 Forbidden" message, simply try again).
- The Steam and Uplay version are already patched.
Additional glitches in certain retail version
- Some retail version of the game contains glitches that may remain unfixed after applying the official patches (i.e. the zipline at the Penthouse). A patch can be applied to fix these issues here. Official patch 1.05 is required, Steam version is already patched.
Enhanced SCCT Versus
- Enhanced version of SCCT Versus created by Joshhhuaaa to patch certain bugs/exploits and balance the gameplay/maps. It is a standalone download that is incompatible with players using the original vanilla Versus. Most players in the Versus community have migrated this version.
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.
Enable Steam Overlay
- Steam Overlay does not work by default.
- Can be re-enabled using this file: Steam Overlay Restoration. Once you have downloaded it Extract the archive and run the "EnableOverlay" command script after opening the game.
Skip intro videos
Use the -nointro command line argument[5]
|
---|
Delete/rename video files[5] |
---|
|
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 | [6] |
Video
Graphics feature | State | WSGF | Notes |
---|---|---|---|
Widescreen resolution | See Widescreen resolution. | ||
Multi-monitor | See Widescreen resolution. | ||
Ultra-widescreen | See Widescreen resolution.[7] | ||
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) | See Anti-aliasing | ||
Vertical sync (Vsync) | |||
60 FPS | Co-op is locked at 35 FPS. Versus is locked at 30 FPS, see Versus 30 FPS Lock. For single player, AI pathfinding becomes broken when playing at very high framerates. Also, physics objects behave abnormally with FPS over 30, such as objects attached to ropes swinging too fast in the wind. | ||
120+ FPS | Requires widescreen fix, see Widescreen resolution. Otherwise, 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[8] |
---|
Notes:
|
Widescreen - Singleplayer[citation needed] |
---|
FullscreenViewportX= (line 98) FullscreenViewportY= (line 99) |
Widescreen - Versus[9] |
---|
FullscreenViewportX= FullscreenViewportY=
|
Anti-aliasing
- HDR rendering and anti-aliasing can't be used together by default.
Force AA externally via Nvidia Profile Inspector (for Nvidia graphics only) |
---|
|
Use injectSMAA |
---|
|
Field of view (FOV)
Edit SplinterCell3User.ini[5] |
---|
Notes:
|
Input
Keyboard and mouse | State | Notes |
---|---|---|
Remapping | Unable to rebind Mouse Wheel Up and Mouse Wheel Down. | |
Mouse acceleration | See Mouse acceleration. Versus has negative mouse acceleration that can not be disabled. | |
Mouse sensitivity | ||
Mouse input in menus | ||
Mouse Y-axis inversion | ||
Controller | ||
Controller support | Versus will not detect thumbsticks or triggers, making it unusable natively. | |
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 |
---|
XInput-compatible controllers | See SCFix, below. | |
---|---|---|
Xbox button prompts | ||
Impulse Trigger vibration |
PlayStation controllers |
---|
Generic/other controllers |
---|
Additional information | ||
---|---|---|
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.
- Both players must use the same settings when joining a coop session.
Disable acceleration[5] |
---|
|
Xbox controllers
- Xbox 360/One controllers do not work well by default- in particular, the triggers cannot be used.
SCFix |
---|
Note:
|
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.[10] | |
Royalty free audio |
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 | 2 | Feature only available on console versions. | ||
LAN play | 4 | Versus, Co-op 2 players on Co-op, 4 players on Versus. |
||
Online play | 4 | Versus, Co-op Versus uses different executable than Solo and Co-op modes. The official multiplayer service was shut down on April 2016. |
Connection types
Type | Native | Notes |
---|---|---|
Matchmaking | ||
Peer-to-peer | ||
Dedicated | Versus mode offers a Dedicated Server option using its own executable. | |
Self-hosting | ||
Direct IP | Only available as an option on Ubi.com service. |
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.
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)[8] |
---|
|
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[12] |
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Use dgVoodoo 2[5] |
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Versus 30 FPS Lock
- A fan made program can be used to unlock the framerate in Versus.
- Netcode only supports a maximum of 30 frames per second for proper sync between players in Versus. Bypassing this limit results in things such as co-op actions sometimes not executing properly.
- The host is strongly recommended to play at 30 frames per second or clients can experience more severe problems. Alternatively, you can use a dedicated server hosting at 30 frames per second.
Slow motion gameplay on multi-core CPUs in Versus mode
Use alternate timer[13] |
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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
Use Widescreen Fix[16] |
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Notes:
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Hexedit to increase shadow map size[17] |
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3. Replace Notes:
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Other information
API
Technical specs | Supported | Notes |
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Direct3D | 8.1, 9.0c | Singleplayer/co-op uses Direct3D 9. Versus mode uses Direct3D 8. |
Shader Model support | 1.1, 2, 3 | Only Shader Model 1.1 and 3.0 are supported prior to version 1.04, which adds Shader Model 2.0 support. Comparison here. |
Executable | 32-bit | 64-bit | Notes |
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Windows |
Middleware
Middleware | Notes | |
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Physics | Havok | |
Audio | DirectSound3D | Dolby Digital |
Cutscenes | Bink Video | |
Multiplayer | Quazal |
Command line arguments
- Cheats and access to co-op maps in singleplayer mode can be found 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 noticeable 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.[3][4] 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
- ↑ Splinter Cell: Chaos Theory gets SM2.0 - last accessed on 2005-08-04
- ↑ Multiplayer and Online Services availability in Ubisoft games - Ubisoft Help
- ↑ Windows 8.1 support - StarForce Support
- ↑ Windows 10 support - StarForce Support
- ↑ 5.0 5.1 5.2 5.3 5.4 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
- ↑ 8.0 8.1 Verified by User:Suicide machine on 2020-09-06
- ↑ tunngle - last accessed on 2022-06-14
- ↑ Splinter Cell: Chaos Theory Review - 3DVelocity.com
- ↑ Splinter Cell: Chaos Theory w/ EAX & 3D spatial sound 🎧 (OpenAL Soft HRTF audio)
- ↑ Improvements for Splinter Cell: Chaos Theory - last accessed on 2022-06-14
- ↑ tunngle - last accessed on 2022-06-14
- ↑ 14.0 14.1 [1]
- ↑ https://steamcommunity.com/app/13570/discussions/0/1620599015912608846/
- ↑ Github - SplinterCellChaosTheory Update (#1021)
- ↑ Shadows become more broken the wider the screen resolution · Issue #725 · ThirteenAG/WidescreenFixesPack