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Tom Clancy's Splinter Cell: Chaos Theory

From PCGamingWiki, the wiki about fixing PC games
Tom Clancy's Splinter Cell: Chaos Theory
Tom Clancy's Splinter Cell: Chaos Theory cover
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
Tom Clancy's Splinter Cell: Chaos Theory on HowLongToBeat
Tom Clancy's Splinter Cell: Chaos Theory on IGDB
Tom Clancy's Splinter Cell: Chaos Theory guide on StrategyWiki
Tom Clancy's Splinter Cell: Chaos Theory on MobyGames
Tom Clancy's Splinter Cell: Chaos Theory on Wikipedia
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

Ubisoft game page
Official Forum
Splinter Cell Wiki
Steam Community Discussions

Availability

Source DRM Notes Keys OS
Retail
Disc check (requires the CD/DVD in the drive to play)
CD key
StarForce 3.4.77.02 DRM[Note 1].
Windows
Epic Games Store
Icon overlay.png
Windows
GamersGate
Icon overlay.png
Windows
Gamesplanet logo.svg
Icon overlay.png
Windows
Green Man Gaming
Icon overlay.png
Windows
Humble Store
Icon overlay.png
Windows
Steam
Icon overlay.png
Windows
Ubisoft Store
Icon overlay.png
Included with Ubisoft+.
Windows
Amazon.com (unavailable)
DRM-free
Windows
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]
Delete/rename video files[4]
  1. Go to <path-to-game>\Data\Videos\.
  2. Delete or rename ESRB.bik, introteaser_PC.bik, and logos_PC.bik.

Game data

In-game general settings (for Versus Mode).
In-game general settings (for Versus Mode).

Configuration file(s) location

System Location
Windows %PROGRAMDATA%\Ubisoft\Tom Clancy's Splinter Cell Chaos Theory\[Note 2]
Steam Play (Linux) <Steam-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) <Steam-folder>/steamapps/compatdata/13570/pfx/[Note 3]

Save game cloud syncing

Video

In-game general video settings.
In-game general video settings.
In-game advanced video settings.
In-game advanced video settings.
In-game shader settings (Shader Model 2 and 3 only).
In-game shader settings (Shader Model 2 and 3 only).
In-game video settings (for Versus Mode).
In-game video settings (for Versus Mode).

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).
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

See also Shadows become more broken the wider the screen resolution.
Use Splinter Cell Chaos Theory Widescreen Fix[7]
  1. Download widescreen fix and extract it.
  2. Move its files to <path-to-game>\System.
  3. To enable windowed mode d3d9.ini and set ForceWindowedMode to 1.

Notes:

Automatically adjusts resolution and FOV, fixes HUD position and stretching.
Works with downsampling or Nvidia DSR - manually change the resolution in the supplied configuration file.
Widescreen fix contains an additional fix for Alt+Tabbing, which helps with restoring game's window after it's minimised.
Widescreen - Singleplayer[citation needed]
You must have run the game at least once before these files appear.
Further graphic settings adjustment will revert resolution back to 4:3.
  1. Go to the configuration file(s) location.
  2. Open SplinterCell3.ini.
  3. Adjust the following fields:
FullscreenViewportX= (line 98)
FullscreenViewportY= (line 99)
Widescreen - Versus[8]
  1. Open %PROGRAMDATA%\Ubisoft\Tom Clancy's Splinter Cell Chaos Theory\Saved Games\Versus\<user-id>_prf.ini.
  2. Look for ScreenRes= entry and give it -1 value.
  3. Save the file.
  4. Open <path-to-game>\Versus\System\Default.ini.
  5. Scroll down to the [WinDrv.WindowsClient] class.
  6. Adjust the following fields:
FullscreenViewportX=
FullscreenViewportY=

Notes

When changing the resolution values to a resolution different than one of the preset resolutions, Versus will only run using low visual settings.

Field of view (FOV)

Edit SplinterCell3User.ini[4]
  1. Go to the configuration files location.
  2. Open SplinterCell3User.ini.
  3. Adjust the following values (91.31 is advised for 16:9 displays, and 85.28 for 16:10 ones):
    DesiredFOV=75.0
    DefaultFOV=75.0
  4. Save the changes.

Notes

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.

Input

In-game keyboard/mouse settings.
In-game keyboard/mouse settings.
In-game joystick settings.
In-game joystick settings.
In-game key map settings (for Versus Mode).
In-game key map settings (for Versus Mode).

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
XInput-compatible controllers
See SCFix, below.
Xbox button prompts
Impulse Trigger vibration
PlayStation controllers
Generic/other controllers
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]
  1. Open <path-to-game>\System\SplinterCell3Settings.ini.
  2. Change all biasCut values to v=0.0.

Xbox controllers

Xbox 360/One controllers do not work well by default- in particular, the triggers cannot be used.
SCFix
  1. Use SCFix to add XInput support.
  2. Make sure to reset all joystick settings using Settings->Controls->Joystick->Default (even if you have not previously changed them).

Note: Set invert_camera_vertical=yes in scfix.ini for inverted camera.

Audio

In-game audio settings.
In-game audio settings.
In-game audio settings (for Versus Mode).
In-game audio settings (for Versus Mode).

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]
DSOAL requires boost=-6 set in alsoft.ini to match hardware reverb levels.[10]

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

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 (might apply for client as well; there won't be any subtitles in the last mission, because the missions 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]
To capture the game with OBS, force Windowed mode and capture the game using Window Capture instead of Game Capture.

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]
  1. Download and install 3D-Analyze.
  2. Launch 3D-Analyze.
  3. In 3D-Analyze, click the SELECT button and choose <path-to-game>\Versus\System\SCCT_Versus.exe
  4. Checkmark all the boxes under Game/Demo Fixes as well as the "Force Max Pixel Shader 1.4" and "Force High Precison Shader" boxes. When you're done, your 3D-Analyze window should look like this.
  5. Press the Save batch file! at the bottom of the 3D-Analyze window.
  6. Close 3D-Analyze.
  7. Right-click your newly created batch file and click Edit to edit the batch file in Notepad.
  8. Find SCCT_Versus.exe in Notepad and rename it to SCCT_Versus.ex (yes, .ex). If this is not done, the game will not launch through 3D-Analyze. After you've done that, your batch file in Notepad should read something like this:
    C:\Program Files (x86)\3D-Analyze\3DAnalyze.exe" /EXE=C:\Program Files (x86)\Ubisoft\Tom Clancy's Splinter Cell Chaos Theory\Versus\System\SCCT_Versus.ex
  9. Save the file. Close Notepad.
  10. Double-click the batch file to launch the game. If you want the lights to work properly, you will need to launch the game using this batch file every time. Make a shortcut on your desktop to the batch file for easy access.
Use dgVoodoo 2[4]
  1. Download the latest version of dgVoodoo 2 and extract it (verified working on version 2.55.4).
  2. Copy all the files from the MS folder and paste the files to <path-to-game>\Versus\System.
Even better looking shadows than 3D-Analyze.
The Unreal Level Editor included with the game will not function properly.

Slow motion gameplay on multi-core CPUs in Versus mode

Use alternate timer[8]
  1. Open <path-to-game>\Versus\System\Default.ini
  2. Set UseAlternateTimer=false to UseAlternateTimer=true.
  3. Save the file.

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
  1. Enable Windows XP (Service Pack 3) Compatibility Mode.
Use Alt+Tab
  1. First minimize and then restore the game back by using Alt+Tab.[14]
Use different shader model
  1. Select another shader model by using the in-game display settings menu.[14][15]
Disable High dynamic range (HDR)
  1. Disable High dynamic range (HDR) rendering in shader options when using shader model 3. Disabling it also allows antialiasing

Shadows become more broken the wider the screen resolution

Increase shadow map size[16]
  1. Open SPLINTERCELL3.EXE with a hex editor such as HxD.
  2. Search and replace the hex values 68 00 08 00 00 68 00 08 00 00 in HxD with one of the following:
  • 68 00 0C 00 00 68 00 0C 00 00 (For 3072)
  • 68 00 10 00 00 68 00 10 00 00 (For 4096)
  • 68 00 14 00 00 68 00 14 00 00 (For 5120)
  • 68 00 18 00 00 68 00 18 00 00 (For 6144)
  • 68 00 1C 00 00 68 00 1C 00 00 (For 7168)
  • 68 00 20 00 00 68 00 20 00 00 (For 8192)

3. Replace 89 8C 24 E0 00 00 00 B9 00 01 00 00 with 89 8C 24 E0 00 00 00 B9 00 00 01 00, BB 9A 99 99 3F with BB 00 00 80 3E and C7 86 C8 07 00 00 9A 99 99 BE with C7 86 C8 07 00 00 9A 99 19 BE.

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

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
  1. Open <path-to-game>\system\SplinterCell3Settings.ini.
  1. replace the contents of the file with these:
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
Processor (CPU) Intel Pentium III 1.4 GHz
AMD Athlon
System memory (RAM) 256 MB
Hard disk drive (HDD) 4 GB
Video card (GPU) 64 MB of VRAM
DirectX 9.0c compatible
Shader model 1.1 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

  1. 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. 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. 3.0 3.1 File/folder structure within this directory reflects the path(s) listed for Windows and/or Steam game data (use Wine regedit to access Windows registry paths). Games with Steam Cloud support may store data in ~/.steam/steam/userdata/<user-id>/13570/ in addition to or instead of this directory. The app ID (13570) may differ in some cases. Treat backslashes as forward slashes. See the glossary page for details.

References