Splinter cell chaos theory patch windows 10

Update the game to the latest patch first. This is for those who get the 'this application can be launched with a Release Version of Microsoft Windows 95 OSR2.1/98/ME/ NT 4.0/2000/XP/ SERVER 2003 only', since compatibility mode or changing Windows settings...

It is the year 2003. In response to the growing use of sophisticated digital encryption to conceal potential threats to the national security of the United States, the NSA (National Security Agency) has ushered forth a new dawn of intelligence-gathering techniques. This top-secret initiative is dubbed Third Echelon. Denied to exist by the U.S. government, Third Echelon deploys elite intelligence-gathering units consisting of a lone field operative supported by a remote team. Like a sliver of glass, a Splinter Cell is small, sharp, and nearly invisible. March 10, 2004 The CIA contacted NSA officials regarding the loss of contact with Agent Alison Madison, a CIA operative monitoring widespread communication shortages plaguing the former Soviet Republic of Georgia. A second operative, Agent Blaustein, was inserted into the Georgian capital T’bilisi to locate Agent Madison, only to drop from contact seven days later. Fearing for the lives of American agents compromised at the hands of…

The file Splinter Cell: Chaos Theory Win7/8/10 fix (64bit) is a modification for Tom Clancy’s Splinter Cell: Chaos Theory, a(n) action game. Download for free.

file typeGame mod

file size29.6 MB

downloads4119

(last 7 days)12

last updateMonday, January 15, 2018

Splinter Cell: Chaos Theory Win7/8/10 fix (64bit) is a mod for Tom Clancy’s Splinter Cell: Chaos Theory, created by TheUnbeholden.

Description:

This is for those who get the ‘this application can be launched with a Release Version of Microsoft Windows 95 OSR2.1/98/ME/ NT 4.0/2000/XP/ SERVER 2003 only’, since compatibility mode or changing Windows settings does not fix the issue.

Instructions:

Update the game to the latest patch first.

Copy paste fix1 first then fix2 into the Chaos Theory main directory & overwrite.

  • Last update: Monday, January 15, 2018
  • Genre: Action
  • File size: 29.6 MB

Files for Tom Clancy’s Splinter Cell: Chaos Theory

Name

Type

Size

Date

Total

7 days

Tom Clancy’s Splinter Cell: Chaos Theory — Widescreen Fix v.29072022 mod 2.2 MB 9/7/2022 9.8K 58
Tom Clancy’s Splinter Cell: Chaos Theory — Splinter Cell Chaos Theory Raytracing v.2 mod 159.4 KB 7/23/2022 251 21
Tom Clancy’s Splinter Cell: Chaos Theory — v.1.05 EU retail patch 115.5 MB 10/19/2005 4.6K 14
Tom Clancy’s Splinter Cell: Chaos Theory — Splinter Cell: Chaos Theory Win7/8/10 fix (64bit) mod 29.6 MB 1/15/2018 4.1K 12
Tom Clancy’s Splinter Cell: Chaos Theory — SC3_CT — Xbox Xinput Trigger Fix mod 6.8 KB 8/30/2020 1.1K 12
Tom Clancy’s Splinter Cell: Chaos Theory — Steel Squat mod 15.3 MB 7/14/2005 4.4K 7
Tom Clancy’s Splinter Cell: Chaos Theory — v.1.05 US download patch 77.2 MB 10/19/2005 4.7K 5
Tom Clancy’s Splinter Cell: Chaos Theory — Updated demo 603.3 MB 2/25/2005 6.5K 4
Tom Clancy’s Splinter Cell: Chaos Theory — Polar Base mod 9.9 MB 1/9/2006 5.1K 4
Tom Clancy’s Splinter Cell: Chaos Theory — Community Map Pack mod 638.4 MB 9/30/2020 817 4
Tom Clancy’s Splinter Cell: Chaos Theory — map editor mod 32.7 MB 4/6/2005 3.7K 3
Tom Clancy’s Splinter Cell: Chaos Theory — v.1.05 US retail patch 119.1 MB 10/19/2005 2.1K 2
Tom Clancy’s Splinter Cell: Chaos Theory — SCCT Glitched Levels Patcher v.1.01 mod 7 MB 7/1/2019 728 1

How to enhance graphics

Блокбастер Tom Clancy’s Splinter Cell — первая часть в серии, вышедшая в 2002-м году из под крыла Ubisoft. Шпионский стелс-экшн от третьего лица, повествующий о специальных заданиях Сэма Фишера.

Зачищайте ряды террористов, захватывайте ценнейшие разведданные любой ценой, выполняйте разрушительные диверсии и скрывайтесь незамеченным! Вы — высококвалифицированный специальный агент секретного отделения АНБ под названием «Третий эшелон». В это нелегкое время кибертерроризм и напряженная политическая ситуация могут вылиться в Третью мировую. Мировое равновесие в ваших руках!

Несмотря на свой возраст, первая оригинальная часть Tom Clancy’s Splinter Cell обладает отличным геймплеем и многие игроки всё еще горят желанием сыграть в хит на актуальных ПК с поддержкой современных драйверов, видеокарт и разрешений мониторов.

Так как запустить эту игру через Steam или Uplay на Windows 10 и не столкнуться с такой проблемой, что она не поддерживает ваше разрешение и выглядит черезчур архаично?

Приводим перевод хорошего туториала из Стима, которым мы сами пользуемся для оптимизации Tom Clancy’s Splinter Cell под современные ПК и ноутбуки:

  • Зайдите в папку с установленной игрой Splinter Cell (Например, D:UplaygamesTom Clancy’s Splinter Cellsystem).
  • Откройте при помощи блокнота файл SplinterCell.ini (для удобства рекомендуем пользоваться бесплатным и очень функциональным приложением блокнота Notepad++), но для начала сделайте резервную копию этого файла себе в удобную папку, на всякий случай.
  • Найдите в файле строку с текстом [D3DDrv.D3DRenderDevice] (это название блока настроек) и всё что расположено под ней до следующего блока ([Editor.EditorEngine]) замените на:

Translucency=True
VolumetricLighting=True
ShinySurfaces=True
HighDetailActors=True
UsePrecaching=True
UseMipmapping=True
UseTrilinear=True
UseMultitexture=True
UsePageFlipping=True
UseFullscreen=False
UseGammaCorrection=True
DetailTextures=True
UseTripleBuffering=True
UsePrecache=True
Use32BitTextures=True
HardwareSkinning=False
AdapterNumber=-1
ReduceMouseLag=False
UseTripleBuffering=True
; ForceShadowMode flag : 0==projector, 1==buffer, unspecified==auto-detect
ForceShadowMode=1
EmulateGF2Mode=1
FullScreenVideo=True
UseVsync=True

Пример редактированного SplinterCell.ini

  • Сохраните файл
  • Закройте данный файл .ini и далее нажмите на него в папке правой кнопкой мыши, выберите «Свойства» и поставьте галочку в меню «Только чтение», далее нажмите «OK».
    Только чтение (Read-Only)
  • В той же папке вы увидите файл SplinterCellUser.ini — откройте его (так же перед этим на всякий сделайте резервную копию файла себе в удобную папку).
  • Найдите в файле строку с текстом [Engine.EPCGameOptions] и всё что расположено под ней замените на:

AnimatedGeometry=True
ShadowLevel=3
LightMapsLevel=3
TextureLevel=3
Resolution=1920×1080
AmbiantVolume=99
VoicesVolume=99
MusicVolume=99
AudioVirt=0
Sound3DAcc=false
EAX=false
InvertMouse=False
FireEquipGun=False
MouseSensitivity=50
ShadowResolution=3
EnableFadeOut=0
FadeOutNearPlane=1000
FadeOutFarPlane=1250
SFXVolume=99
Brightness=50
Gamma=50
EffectsQuality=3
FadeOut=0
VidMem=2
GraphicsCaps=2
EAX_Capable=False
AntiAliasing=3

Уточнение: В строке Resolution=, введите актуальное разрешение вашего монитора. Для примера мы ввели 1920×1080 нашего монитора. У вас оно может быть иным. Посмотреть какое разрешение у вас можно нажав на рабочем столе Windows правой мышкой — выбрать «Параметры экрана», а далее «Дополнительные параметры экрана» — там увидите цифирные значения вашего разрешения экрана. Таким образом, играя с ноутбука с 15-ти дюймовым экраном, скорее всего ваше разрешение будет Resolution=1366×768.

Пример SplinterCellUser.ini

  • Для настройки угла поля зрения (FOV) нужно поменять в этом же файле значения DesiredFOV и DefaultFOV под строкой [Engine.PlayerController] в соответствии с вашим монитором:
    • Если у вас соотношение сторон 4:3, то значение будет 75
    • 15:9 — 87.61661884
    • 16:10 — 85.2812718522
    • 16:9 — 91.3154482287

Пример строк для обычного FullHD монитора 1920 на 1080, или того же ноутбука с 15-ти дюймовым монитором 1366 на 768 пикселей:

DesiredFOV=91.3154482287
DefaultFOV=91.3154482287

  • Сохраните файл SplinterCellUser.ini
  • Закройте данный файл .ini и далее нажмите на него в папке правой кнопкой мыши, выберите «Свойства» и поставьте галочку в меню «Только чтение», далее нажмите «OK».
    Только чтение (Read-Only)

Готово! Теперь можно запустить игру и посмотреть как всё работает.

Известные трудности:

  • В случае, если в катсценах игра будет моргать светом и тенями, следует сменить в SplinterCell.ini значение UseVsync=True на UseVsync=False.
  • В случае, если вода похожа на грязную жижу без текстур, то следует прописать значение ForceShadowMode=0 в блоке [D3DDrv.D3DRenderDevice] (на первом скриншоте выше это 115-я строчка)
  • Если файлы ini не открываются, попробуйте запустить их от имени администратора через правый клик на файл.
  • Подключить FXAA сглаживание можно через панель управления Nvidia или AMD для приложения Splinter Cell.

Если у вас всё получилось — отпишитесь здесь в комментариях. А если не получилось — тоже пишите, попробуем разобраться вместе.

Приятной игры, берлога!

Количество людей, посчитавших эту новость классной: 32 830

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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
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

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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

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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

Ubisoft game page
Splinter Cell Wiki
Steam Community Discussions

Availability

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.

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.
  • Steam version
  • Retail version

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]
  1. Go to <path-to-game>DataVideos.
  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%UbisoftTom 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%UbisoftTom Clancy’s Splinter Cell Chaos TheoryProfiles[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).

Widescreen resolution

See also Shadows become more broken the wider the screen resolution.
Use Splinter Cell Chaos Theory Widescreen Fix[9]
  1. Download widescreen fix and extract it.
  2. Move its files to <path-to-game>.
  3. To enable windowed mode, open d3d9.ini and set ForceWindowedMode to 1.
  4. Go to the scripts folder and open SplinterCellChaosTheory.WidescreenFix.ini.
  5. Change value of ResX = 0 to desired horizontal resolution.
  6. Change value of ResY = 0 to desired vertical resolution.
  7. (OPTIONAL) If you’re using different language than Engilsh, then change value of GameLanguage = 0 to value matching your language (those are listed above in the SplinterCellChaosTheory.WidescreenFix.ini file).

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 minimized.
Allows for changing shadow map size in the ini file.
Unlocks framerate and adds a configurable framerate cap.
Adds optional Blacklist-style visibility indicators.
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[10]
  1. Open %PROGRAMDATA%UbisoftTom Clancy's Splinter Cell Chaos TheorySaved GamesVersus<user-id>_prf.ini.
  2. Look for ScreenRes= entry and give it -1 value.
  3. Save the file.
  4. Open <path-to-game>VersusSystemDefault.ini.
  5. Scroll down to the [WinDrv.WindowsClient] class.
  6. Adjust the following fields:
FullscreenViewportX=
FullscreenViewportY=
When changing the resolution values to a resolution different than one of the preset resolutions, Versus will only run using low visual settings.

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.
Use injectSMAA
Shares the same d3d9.dll files with widescreen fix, additionally this causes thermal vision to show blue temperature colours with no yellows, oranges or reds.

Field of view (FOV)

Edit SplinterCell3User.ini[5]
  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).

Mouse acceleration

Mouse acceleration is enabled when aiming with guns.
Apply the following fix before creating a profile.
Disable acceleration[5]
  1. Open <path-to-game>SystemSplinterCell3Settings.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.[11]
Royalty free audio
DSOAL requires boost=-6 set in alsoft.ini to match hardware reverb levels.[12]

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 Although it has a split screen, only console is available.
LAN play 4 Versus, Co-op
Online play 4 Versus, Co-op
Versus uses different .exe than main game and Co-op
The official multiplayer service was shut down on October 7, 2016.[2]

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

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, but host needs to set FPS to 32 anyway, to keep the proper sync: 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 this case you need to make sure that both players have the same FOV 75.0 set in both configs (instruction) and no widescreen patch installed since it can interfere with FOV value. Be aware that Epic version have a widescreen patch preinstalled. In subsequent missions it seems to happen randomly after some time. No real fixes have been reported that work for everyone. Try setting interface metric of your virtual LAN adapter for 1 for both players (instruction). For some completely uninstalling NOD32 solved the problem.[13][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[14] Optionally try changing LanServerMaxTickRate=30 in Splinter Cell Chaos TheoryVersusSystemdefault.ini[15][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), but to fix that you just need to apply the polish version of the 1.05 patch available here, but you will also probably need to back up the exe files if you use the steam or uplay version as the exe files from the patch still require the game disc.

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)[9]
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[16]
  1. Download and install 3D-Analyze.
  2. Launch 3D-Analyze.
  3. In 3D-Analyze, click the SELECT button and choose <path-to-game>VersusSystemSCCT_Versus.exe
  4. Checkmark the Gun Metal Demo fix boxes.
  5. Press the Save batch file! at the bottom of the 3D-Analyze window.
  6. Close 3D-Analyze.
You will need to launch the game using the batch file generated by the program every time.
Use dgVoodoo 2[5]
  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>VersusSystem.
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[17]
  1. Open <path-to-game>VersusSystemDefault.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.
Use different shader model
  1. Select another shader model by using the in-game display settings menu.[19]
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

Use Widescreen Fix[20]
  1. Download the widescreen fix and extract its files to <path-to-game>System.
  2. Go to the scripts folder and open SplinterCellChaosTheory.WidescreenFix.ini.
  3. Change 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 shadow map size changing.
Override does not work on exes modified via the alternative hexedit method.
Hexedit to increase shadow map size[21]
  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.

Notes:

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.
If using the Widescreen Fix be 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

Use a custom SplinterCell3.ini
  1. Open <path-to-game>systemSplinterCell3Settings.ini.
  1. Replace the contents of the file with these appropriately:
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

  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

  1. Splinter Cell: Chaos Theory gets SM2.0 — last accessed on 2005-08-04
  2. 2.0 2.1 Multiplayer and Online Services availability in Ubisoft games — Ubisoft Help
  3. Windows 8.1 support — StarForce Support
  4. Windows 10 support — StarForce Support
  5. 5.0 5.1 5.2 5.3 5.4 Verified by User:Antrad on March 2, 2019
  6. Cloud save support for games available on Ubisoft+ — last accessed on 2021-09-18
  7. Splinter Cell: Chaos Theory 21:9 Review (2560×1080) (60fps) (Ultrawide) — YouTube
  8. For example the bathhouse patrol outside is comepletely broken.
  9. 9.0 9.1 Verified by User:Suicide machine on 2020-09-06
  10. tunngle — last accessed on 2022-06-14
  11. Splinter Cell: Chaos Theory Review — 3DVelocity.com
  12. Splinter Cell: Chaos Theory w/ EAX & 3D spatial sound 🎧 (OpenAL Soft HRTF audio)
  13. Uninstall NOD32 source
  14. Verified by User:Deton24 on 2021-12-06
    It doesn’t fix the issue entirely, but I had a noticeable change for better during testing.

  15. [1] — last accessed on 2021-12-05
  16. Improvements for Splinter Cell: Chaos Theory — last accessed on 2022-06-14
  17. tunngle — last accessed on 2022-06-14
  18. https://steamcommunity.com/app/13570/discussions/0/1620599015912608846/
  19. Github — SplinterCellChaosTheory Update (#1021)
  20. Shadows become more broken the wider the screen resolution · Issue #725 · ThirteenAG/WidescreenFixesPack

Categories:

  • Windows
  • One-time game purchase
  • Singleplayer
  • Multiplayer
  • Real-time
  • Third-person
  • First-person
  • Direct control
  • Action
  • Stealth
  • Realistic
  • Contemporary
  • Asia
  • North America
  • Games
  • Pages needing references

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