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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
Ubisoft Annecy
Publishers
Ubisoft
Russia Russobit-M
Brazil Electronic Arts
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
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

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 release is based on the Xbox version, with additional enhancements such as HDR Rendering.
However, initially the game did not support Shader Model 2.0, albeit it was eventually added with patch 1.04.[1]

The official online multiplayer service is no longer available.[2]

General information

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

The latest official patch is v1.05, available from PCGamingWiki, Ubisoft's patch repository and Patches-Scrolls. It includes the Shader Model 2.0 support introduced in patch v1.04.

Additional glitches in certain retail version

Certain retail releases of the game contain glitches that may remain unfixed even after the official patches are applied, such as the zipline at the Penthouse. A patch can be applied to fix these issues.

Enhanced SCCT Versus

Enhanced version of SCCT Versus created by Joshhhuaaa which fixes certain bugs/exploits and balance the gameplay/maps. It is a standalone patch that is incompatible with the vanilla version of Versus.
Most players in the Versus community have migrated to this version.

Skip intro videos

Run the game with -nointro command line argument[5]
Delete or rename video files[5]
  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.[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 singleplayer, AI pathfinding becomes broken when playing at high FPS.
Also, physics objects behave abnormally at FPS higher than 35.
For example, objects attached to ropes swing too fast.
120+ FPS
Requires widescreen fix; see Widescreen resolution.
Otherwise, singleplayer 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[8]
  1. Download widescreen fix and extract the contents to <path-to-game>.
  2. To enable windowed mode, open d3d9.ini and set ForceWindowedMode to 1.
  3. In the scripts folder, open SplinterCellChaosTheory.WidescreenFix.ini.
  4. Make sure that the value of GameLanguage matches your language.

Notes

Automatically adjusts resolution and FOV. Fixes HUD position and stretching. Allows to change the size of the shadow map in the INI file.
Works with downsampling or Nvidia DSR. Manually change the resolution in the supplied configuration file.
Includes an additional fix for the Alt+Tab issue, which restores the game window after it is minimized.
Unlocks the frame rate and adds a configurable limiter for it.
Adds optional Blacklist-style visibility indicators.
Widescreen - Singleplayer[citation needed]
  1. Go to the configuration file(s) location.
  2. Open SplinterCell3.ini.
  3. Adjust the following fields:
FullscreenViewportX= (line 98)
FullscreenViewportY= (line 99)

Notes

It is necessary to run the game at least once before these files appear.
Further adjustment of the graphics settings will revert the resolution to 4:3.
Widescreen - Versus[9]
  1. Go to %PROGRAMDATA%\Ubisoft\Tom Clancy's Splinter Cell Chaos Theory\Saved Games\Versus.
  2. Open <user-id>_prf.ini.
  3. Look for ScreenRes= and set it to -1.
  4. Save the changes.
  5. Go to <path-to-game>\Versus\System and open Default.ini.
  6. Scroll down to the [WinDrv.WindowsClient] section.
  7. 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 by using low visual settings. The only workaround is to Alt+Tab out of the game and Alt+Tab back into the game, then the visual settings in the video options will be applied.

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 this compatibility flag 0x00001041 for traditional multi-sampling AA. Then adjust the strength as necessary.

Field of view (FOV)

Edit SplinterCell3User.ini[5]
  1. Go to the configuration files location.
  2. Open SplinterCell3User.ini.
  3. Adjust the following values:
    DesiredFOV=75.0
    DefaultFOV=75.0
  4. Save the changes.

Notes

91.3154482287 is recommended for 16:9 displays, and 85.281271852 for 16:10 ones.
Apply this fix before creating a profile. If the profile was created before the fix, the player needs to zoom in/out with the weapon every time a previous save is loaded to use the custom FOV.
Do not edit the field of view if using the ThirteenAG's widescreen fix.
Both players must use the same field of view when joining a coop session.

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.
Versus has negative mouse acceleration that cannot be disabled.
Mouse sensitivity
Mouse input in menus
Mouse Y-axis inversion
Controller
Controller support
Versus will not detect thumbsticks or triggers by making it unusable natively.
Full controller support
Certain menus cannot be navigated with a controller
Controller remapping
Controller sensitivity
Camera sensitivity can be adjusted via m_yawSpeed and m_pitchSpeed options in SplinterCell3Settings.ini located in the system folder.
If the mouse sensitivity is set in the game, also affects the camera speed when a weapon is equipped.
Controller Y-axis inversion
Possible with XInput controllers by 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 mouse acceleration[5]
  1. Go to <path-to-game>\System and open SplinterCell3Settings.ini.
  2. Change all biasCut values to v=0.0.
  3. Save the changes.

Xbox controllers

Xbox 360/One/Series X|S controllers do not work properly by default. In particular, the triggers cannot be used.
Use SCFix
  1. Download and use SCFix to add XInput support.
  2. Make sure to reset all joystick settings going to Settings → Controls → Joystick → Default (even if they were not changed previously).

Notes

Set invert_camera_vertical= to 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 interrogations.
Closed captions
Mute on focus lost
EAX support
EAX 2, EAX 3.[10]
Royalty free audio
DSOAL requires to set boost=-6 in alsoft.ini for matching hardware reverb levels.[11]

Localizations

Language UI Audio Sub Notes
English
French
German
Hungarian
Fan translation; download.
Italian
Polish
Retail only; download for digital releases.
Brazilian Portuguese
Fan translation; download.
Russian
Retail only; download for digital releases.
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, Mode name(s) not recognised, see the editing guide for supported modes.
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 by 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

Issues when using Alt+Tab

There are issues when using Alt+Tab in full screen mode. If used too many times, it disconnects players connected to the server and can even crash the game.

Issues fixed

Game crashes when trying to start new mission or change settings

Disable any software that hooks into graphic's API (most notably OBS and Dxtory)[8]

Notes

To capture the game with OBS, force windowed mode and use Window Capture instead of Game Capture.

Enabling Steam Overlay

Steam Overlay does not work by default.
Use Steam Overlay Restoration
  1. Download Steam Overlay Restoration, and extract its contents wherever you want.
  2. Run and exit the game.
  3. Run EnableOverlay.cmd.

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 mercenaries' flashlights do not work, severely impairing gameplay.
Use 3D-Analyze[12]
  1. Download and install 3D-Analyze.
  2. Run 3D-Analyze, choose "Select" and set <path-to-game>\Versus\System\SCCT_Versus.exe.
  3. Tick "Gun Metal Demo fix".
  4. Click "Save batch file!" and save the BAT file to an easily accessible location.
  5. Close 3D-Analyze and run the game directly from the BAT file.
Use dgVoodoo 2[5]
  1. Download the latest version of dgVoodoo 2.
  2. Copy dgVoodooCpl.exe, dgVoodoo.conf, and \MS\x86\D3D8.dll to <path-to-game>\Versus\System.
  3. Run dgVoodooCpl.exe, click on the DirectX tab and set:
  • Videocard to GeForce 4 Ti 4800.
  • VRAM to 256 MB.

Notes

Verified with version 2.8.2.
Even better looking shadows than 3D-Analyze.
The Unreal Level Editor included with the game will work correctly on dgVoodoo v2.8 or higher.
Do not force anti-aliasing (MSAA), it causes numerous graphical issues.

Versus Mode 30 FPS lock

Use SCCT Frame Rate Editor

Notes

It can be used to unlock the frame rate in Versus.
Netcode only supports a maximum of 30 FPS for proper sync between players in Versus.
Exceeding this limit sometimes results in several things, such as cooperative actions, not being executed correctly.
For the host, it is strongly recommended to play at 30 FPS, otherwise clients may experience more severe problems. Alternatively, use a dedicated server hosting at 30 FPS.

Slow motion gameplay on multi-core CPUs in Versu' mode

Use alternate timer[13]
  1. Go to <path-to-game>\Versus\System.
  2. Open Default.ini in a text editor.
  3. Set UseAlternateTimer=false to UseAlternateTimer=true.
  4. Save the changes.

Night vision/thermal vision/EMF not displaying correctly

If everything turns white when night vision is activated and/or turns black when thermal vision/EMF is activated, follow one of the instructions below.
Run the game in compatibility for Windows XP Service Pack 3.
Minimize and restore the game by using Alt+Tab [14]
Select another shader model in the in-game display settings menu[14][15]
Disable High dynamic range (HDR) rendering in the shader options when using Shader Model 3

Notes

If disabled, anti-aliasing can be used.

Shadows become more broken the wider the screen resolution

Use Widescreen Fix[16]
  1. Download the widescreen fix and extract its contents to <path-to-game>\System.
  2. Go to the scripts folder and open SplinterCellChaosTheory.WidescreenFix.ini.
  3. Change the value of SetShadowMapSize = 0 to 2048, 3072, 4096, 5120, 6144, 7168, or 8192.

Notes

The original unmodified shadow map size is 2048.
3072 is sufficient to fix this issue for 1080p.
SetShadowMapSize = 0 and SetShadowMapSize = 2048 disable the change of shadow map size.
Override does not work on modified executables with the alternative hexedit method.
Hexedit to increase shadow map size[17]
  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.
  4. Replace BB 9A 99 99 3F with BB 00 00 80 3E.
  5. Replace C7 86 C8 07 00 00 9A 99 99 BE with C7 86 C8 07 00 00 9A 99 19 BE.

Notes

If using the Widescreen Fix, make sure to set OriginalExe = 0 in SplinterCellChaosTheory.WidescreenFix.ini.

Other information

API

Technical specs Supported Notes
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
Windows

Middleware

Middleware Notes
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

Edit SplinterCell3.ini
  1. Go to <path-to-game>\system\ and open SplinterCell3Settings.ini.
  1. Replace the contents of the file with one of the following configurations as shown below:
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

Notes

No empty rows can separate variables in a section.
If a variable is not specified, it will be 0. Don't type spaces between the variable name and the = symbol.

Community Map Pack

The unofficial map pack adds 41 new maps to the game.
It also includes the MR.MIC Map Pack, which brings the total number of maps to 56.
Some of the maps included in the MR.MIC's Map Pack are from the versus mode of Splinter Cell: Pandora Tomorrow.

AI Enhanced Menu, Story, and Training videos

Upscaled videos to 1080p by using Topaz Video AI.
All languages included in the North American release are supported (English, Spanish, French, German, Italian).

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
Sound (audio device) DirectX 9.0c compatible
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.[3][4] 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