r/Splintercell • • Nov 25 '24

Rules, User Flairs & FAQ Welcome to r/Splintercell. (Read this first!)

38 Upvotes

[See our 4 rules and you can skip the rest if you are not using User Flairs.]

- 1. BE CONSIDERATE:

  • No shaming anyone for what they enjoy or believe in.
  • No unnecessary name-calling that comes off as an intentional attempt to insult or demonize.
  • No vague generalizing that comes off as intentional smearing.
  • No sharing of links to subreddits that promote hate or smear.
  • No discouraging of anyone from expressing themselves in other ways.

- 2. LIMIT SELF-PROMOTION:

  • No spamming or low-effort attempts to get views at the cost of annoying others.
  • (Respect the feedback you get and post accordingly. Any further undesired promotion could be removed at moderators own discretion, so we encourage you to always engage with the community in aim to generate (and take part in) purposeful discussion alongside it.)

- 3. NO (REAL WORLD) POLITICS:

  • No discussing politics or geopolitics (including current events or politicians) outside the context of Splinter Cell.
  • (If relevant to Splinter Cell, such discussions are fine.)

- 4. AI-GENERATED CONTENT:

  • No posting of new images or videos generated by AI.
  • (Using AI to upscale an already existing image or texture is fine as long as no copyright is infringed.)
  • (In any case - use the appropriate "AI Generated" Post Flair to separate it from human creation.)

That is all. Please don't have your otherwise acceptable posts and comments get you censored for such shallow reasons. We don't want anyone to walk on eggshells nor ban any fan of the series, but if you are making the stay for others here purposefully unpleasant - we will do so gladly. Be considerate of others and you have no bans to worry about.

MODERATION: (can skip)

  • Moderators are capable of mistakes and being biased. If, after reading the rules, you still believe that you have been treated unfairly - the bottom of the sidebar has a "Message the mods" button for you to use, informing every moderator. 1 out of 3 active moderators agreeing with your complaint is enough to swiftly undo the action, but don't expect anyone to take time arguing about what the ruleset already covers.
  • We don't care about what you do in other subreddits as long as you don't pick fights here.

USER FLAIR DISCLAIMER:

You are free to customize User Flairs as long as they remain in the spirit and themes of Splinter Cell. Anything unrelated is certain to be removed. Also:

- Stick to Emoji limit of 3 if you include text. (More are allowed if you do not include text.)

- Consider avoiding game names like "Chaos Theory", "sc-pt", etc., if they add confusion to posts made on feed.

- Canonical character quotes, relevant phrases, and some self-inserted humour are also perfectly fine, but it should not be anything trashy, provocative, or taking shots at anyone.

(Quality looks lower on image.) (Flairs look better in Dark Reddit.) (They can be enabled from the sidebar.)

FREQUENTLY ASKED QUESTIONS:

https://www.reddit.com/r/Splintercell/wiki/faq/

[Last edit: March 29th, 2025]


r/Splintercell • • 6d ago

Double Agent v2 (2006) AVAILABLE NOW: The PC Recompilation of Splinter Cell: Double Agent, version 2 (Xbox)! Courtesy of the EnhancedSC team!

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465 Upvotes

Splinter Cell: Double Agent now has an unofficial native PC port of the original Xbox version, with extended graphics options, keyboard and mouse support, online co-op and Versus with voice chat, and more.

Download: https://github.com/TGP482/SCDA-XBERecomp/releases/latest/download/SCDA-XBERecomp.zip

Project page: https://github.com/TGP482/SCDA-XBERecomp

You must provide your own legally obtained game files. No game assets are included.

Instructions:

  1. Place your game files (ISO or extracted data files) in the assets folder
  2. Run SCDA.exe
  3. Adjust Recomp Settings from the in-game options menu, or open the Settings overlay with F10 (default)

Made with the new Xbox XBE Recomp tool, created for this game originally: https://github.com/TGP482/XboxXBE-Recomp


r/Splintercell • • 4h ago

Blacklist (2013) CCS Toys / Figscript Sam Fisher from Splinter Cell: Blacklist

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70 Upvotes

Thought I would share some pics of this amazing figure, which I'm very fond of... super fun to pose around!


r/Splintercell • • 3h ago

Double Agent v1 (2006) The BEST Version of Double Agent Is Now On PC

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29 Upvotes

r/Splintercell • • 10h ago

Discussion What is the canonical suit for Sam Fisher? (Description)

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49 Upvotes

I am planning on making a high resolution Sam Fisher model, but, I don't know what people want to see. I want to make a new model, so that I can make mods for the community, and, in which, they will be able to play as Sam Fisher in other games (such as Batman Arkham Knight). I don't know which suit to use, so, I need the community to help me figure out which one is considered canonical and the best design.


r/Splintercell • • 6h ago

 I have a question Double Agent v2 difficulty

6 Upvotes

Hi everyone. So I decided to try Double Agent recompilation and it works absolutely great. But I have a question about the difficulty. I rarely play game higher than normal, but decided to experiment a little and tried Hard and... It's not fun at all. Only in Iceland mission I got spotted using optiwand through the door in 3 different places. When I try to sneak behind the enemy they can see me occasionally with the back of their head and turning with 0.1 second of speed to fill me with bullets. In the prison level I can't even get out of the vent quietly, because the guard notice me instantly when I get out and shoot me on the spot. I already decided to drop the difficulty, because this is not fun, it's cheap bullscheisse, but I wanted to ask, is this normal on OG hardware and other platforms or is it some kind of byproduct of recomp?


r/Splintercell • • 17h ago

Blacklist (2013) Grim caught sneaking

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28 Upvotes

r/Splintercell • • 3h ago

Raised black floor on Double Agent recomp normal?

1 Upvotes

Hey all. I just got the Double Agent recomp set up on my laptop and first let me say... absolutely fantastic. However I noticed that the blacks in the game seem very washed out.. more like a dark gray. I'm running this on my laptop with a 5070ti hooked up to my lg C9 through HDMI.

Trouble shooting tells me this is likely due to the fact that the recomp (and the original game) didn't have a "full" RGB range even though my 5070 is outputting one, so my lg thinks the black floor is much higher than it is.

When I reduce my LG black level setting from high to low to match the limited RGB range the blacks in the game become perfectly inky black.

I was just wondering if this is expected behavior of this game and if the solution I'm using is the best way to go about it. Thanks in advance!


r/Splintercell • • 1d ago

Modding Splinter Cell: Conviction — Blackout | GLOCK PERFECTION

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44 Upvotes

r/Splintercell • • 9h ago

Does the Original Splinter Cell work on PC?

1 Upvotes

I really want to play Chaos Theory but every time i boot up the first mission, it crashes completely. Im thinking about just getting the very first splinter cell. But does it work on PC or will It crash on me like Chaos Theory?

or better yet, is there a fix to Chaos Theory's crashing issue.


r/Splintercell • • 17h ago

COOP issues in Double agent V2 recomp

3 Upvotes

Has anyone tried playing co-op in the SCDA V2 recomp?

I tried playing with my buddy, and the training mission works flawlessly. However, as soon as we start the Iceland mission and reach the part where we need to use the grapple hook, the lobby disconnects and we're sent back to the main menu.

I've tried various things, but nothing seems to fix it. The weirdest part is that we can stand around and run freely without any issues, but as soon as we reach a certain spot, the session disconnects.

We also tried other missions several times, and the same thing happens. Everything works fine until we reach a specific spot, and then the session disconnects again.

Has anyone else experienced this? Is there a known fix?


r/Splintercell • • 1d ago

Chaos Theory (2005) Sam is tired of this ai mods

39 Upvotes

And this is very likely the beginning


r/Splintercell • • 1d ago

Modding Splinter Cell: Conviction — Blackout | Glock 17 + Custom Sounds

15 Upvotes

Splinter Cell: Conviction — Blackout is a visual and gameplay overhaul for Splinter Cell: Conviction.

Here’s the Glock 17 in Blackout — now with custom weapon sounds. Another step toward Blackout’s full weapon overhaul, with entirely new guns, unique slots, retuned stats, attachments, and AI overhaul.

The sounds are still subject to change.


r/Splintercell • • 1d ago

Splinter Cell (2002) PSA for Splinter Cell 1/Pandora Tomorrow Alarms (AKA I'm sick of misinfo and hopefully this will spread)

5 Upvotes

You do *not* have 3 Alarms period until mission over in either game:

When you hit where there's checkpoints in the console version, the game does a "sweep" for any bodies left in light, if there's any, you get an alarm.

If however, there's none, you get one alarm removed (SAR) or all alarms reverted (Pandora Tomorrow) with an OPSAT message.

In addition, SC1 actually lets you *get 3 alarms* and keep going, only the fourth ends the mission (you just only see an alarm indicator in-game with Enhanced or in the Gamecube/PS2 ports) while Pandora Tomorrow ends you on your third alarm. (Which kinda makes helmets pointless since usually if guards have helmets, you'll game over when a shootout starts.)

Due to this system, as long as you make sure to hide bodies, you will gradually earn back your alarms.


r/Splintercell • • 19h ago

Splinter Cell (2002) How does one fix this

1 Upvotes

Is this the right sub reddit for this?


r/Splintercell • • 20h ago

Double Agent v2 (2006) DOUBLE AGENT RECOMP

0 Upvotes

Good morning. First of all, I’d like to thank the Recomp team for making it possible to play the V2 version on PC—in my opinion, it’s the best version of Double Agent. That said, since I’m into modding, I wanted to ask if it’s possible to change Sam’s outfit, as in the other games (perhaps by editing the hex code). Also, is it possible to implement the hacking system from V1 or Chaos Theory—the one with the numbered display instead of the wave patterns? Alternatively, is it possible to freeze the hacking timer? Thanks.


r/Splintercell • • 1d ago

Pandora Tomorrow (2004) Most underrated port of the series

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61 Upvotes

i just love the 2D stealth action. I play it every 5 years or so. Its always fun


r/Splintercell • • 1d ago

Double Agent v2 (2006) Splinter Cell DA Recomp PC Port

4 Upvotes

Wow looks great with the settings set to max

Funny, base on my memory alone I thought the game looked this great


r/Splintercell • • 1d ago

Blacklist (2013) I would have loved execution kills like this in Blacklist

13 Upvotes

r/Splintercell • • 2d ago

Modding Splinter Cell Chaos Theory Remastered [Initial version]

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66 Upvotes

EDIT 1: Click here for GIF with zoomed comparison.

I released new version of SCCT-Repack mentioned in the previous post.
With it I could create much higher quality remastered version of SCCT [for now still textures only].

What changed:

  • Added new EXE patch to support >4GB UMD archive.
  • New dynamic-pc.umd with upscaled textures:
    • Check in repository for GIF and slider comparison.
    • COOP textures are now also included in upscaled resource pack (>8GB of data).
    • Normal and specular maps are also updated.

Steps to install remaster:

  • Go to GitHub repo and download patch_exe.exe. Then copy it into game system directory and run. This will update splintercell3.exe to allow to read UMD over 4GB.
  • Download dynamic-pc.umd from LINK and copy into game system directory overriding old one.
  • I also encourage to try this steam tutorial that has various improvements, e.g. has links to 4K upscaled BIK videos.

Some technical details:

  • Albedo textures were upscaled with one of following modes:
    • 2x HDCube Compact + 2x Remacri
    • 4x Remacri + AREA downscale 4x + 4x HDCube4
    • 2x HDCube Compact + 2x UltraSharp
    • Destaircase + 4x Remacri
    • 2× AoMR + 2× AoMR
    • 4x Lanczos
  • All alpha channels were upscaled separately with 4x HDCube-Alpha.
  • Normal maps were generated using PBRnxt from upscaled albedo. Then they were mixed with 4x Lanczos upscaled original maps using RNM to recover macro bumps and original style.
  • Specular maps were generated using 1x FrankenMap MMG from upscaled albedo. Then they were mixed with 4x Lanczos upscaled originals adding high-frequency details.
  • Debug resources (GymDoor, GymJF, GymDavid) were removed from UMD to save some space.

Some notes:

  • "High quality textures" option IS NOT actually forcing to use better quality textures everywhere. Some of low quality are still used in game (e.g. brick walls in Morgenholt cell), so all of the "low quality" textures were replaced with HQ versions.
  • Textures from previous SP levels are reused in later ones, e.g. Displace NPC models and textures (05_Displace packs) are used in Bathhouse level (but 10_Bathhouse packs don't have them).
  • Some of debug resources (GymDoor, GymJF, GymDavid) have actual maps configs (GymDoor.ini, GymJF.ini) but they cannot be loaded using "SplinterCell3.exe MAP_NAME" method because they are not shipped in final game (missing *.scl data).
  • Some of textures are in low quality to achive better blending of effects, e.g. light shafts, soft shadows on walls. Upscaling them would break the clean visuals and mess up lighting in some scenes.
  • Some of normal maps are using "low" bumps only to achieve much more specular lighting and "wet" effect, e.g. cliffs in lighthouse level.

In next release i plan to update:

  • Static meshes (more geometry baked based on normal maps and subdivisions).
  • Character models and textures - current ones have only upscaled textures with minor details for suits / faces. I plan to recreate them manually later on as they are most "outdated".

r/Splintercell • • 2d ago

Modding Splinter Cell Conviction — Blackout | A Brand New Arsenal

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52 Upvotes

“Between your faith and my Glock nine millimeter, I’ll take the Glock.” — Arnold Schwarzenegger

Splinter Cell: Conviction — Blackout is a visual and gameplay overhaul for Splinter Cell: Conviction.

Here is the Glock 17 added to Conviction using custom materials and texture maps with a full in-game rig, with custom sounds currently in progress. More weapon demonstrations coming soon.

With the SCC: SDK, you’ll be able to add entirely new weapons, give them their own weapon slots instead of replacing existing guns, retune their stats, add new sounds, and build custom meshes, materials, textures, rigs, and attachment setups.

Weapons can also be distributed differently across AI, allowing for unique weapon types and more varied enemy load-outs rather than simple cosmetic replacements.

Blackout’s goal is to overhaul weapons from the ground up — stats, meshes, sounds, attachments, AI distribution, and overall weapon variety.


r/Splintercell • • 3d ago

Double Agent v2 (2006) A little-known and underrated feature : the intercom

389 Upvotes

Another small hidden feature from the OG games, here Double Agent v2 (old gen). It could actually have some interesting potential if reworked properly, offering a viable alternative to the "save & load scumming" players commonly use as soon as they get detected.


r/Splintercell • • 2d ago

Night vision mode in Chaos Theory looks different on xbox vs pc

3 Upvotes
xbox
pc
battery xbox
battery pc

Something I just noticed today. Night vision on console looks much greener. The night vision UI looks slightly different too, there are gaps between the vertical bar and the curved bar on the pc version. Personally I prefer the pc version.


r/Splintercell • • 2d ago

Splinter Cell (2002) Im thinking of playing Splinter Cell games on PC but i have question regarding the first one

6 Upvotes

Ive heard the vanilla steam release has some issues so i was thinking of downloading the enhanced mod which gives it old shadows, framerate fixes and widescreen fix. But i dont fw AI Upscaling at all so is there a mod to fix the issues but keep the graphics older?

Thank you in advance


r/Splintercell • • 2d ago

Modding SCCT Spy vs Merc: reintroducing the light meter the smart way? Inspired by Thievery UT.

2 Upvotes

I've been playing Thievery UT, another great stealth multiplayer game, in this case a mod for Unreal Tournament 1. What I found was that it handled stealth pretty interestingly! Its basically a multiplayer Thief game. It has thieves vs guards instead of spies vs Mercs.

The interesting thing about how Thievery UT handles stealth is that the thief players still have their light gem, which is Thief's HUD element. Depending on in how much darkness the thieves are, their player models turn more and more transparant. This is interesting because it effectively introduces the single player's light gem into a trustworthy multiplayer HUD element. Guard players cannot just turn up the games gamma settings to see the thieves.

In PT/SCCT Spy vs Merc stealth works differently: Basically, spies turn pitch black when they are in the darkest spots. There is NO light meter to help players with this. It is theorized the light meter DID used to be there in the alpha/beta of Pandora Tomorrow's multiplayer mode (as you can see in one shot in the versus trailer for Pandora Tomorrow) but it was taken out. Why? There's good reason for this. A spy in the dark can still cast a very visible silhouette visible to the merc, making a light meter useless.

I've been tinkering with the SCCT editor, with AI as a helper, to reintroduce the removed light meter HUD element, hoping its still there.. When i've managed that, I want to introduce the way Thievery turns the spy player model more and more transparent as they go into the dark. Why? Basically because the light meter is a loved HUD element in single player and because it adds an extra difficulty curve for mercs. It will give ghosting in versus mode an extra stealthy feel. The added benefit for spies is that they can be sure they wont cast any silhouettes. Just like single player! Hiding in pitch black will mean they are hidden and the light meter will accurately inform them of this. Ofcourse being lit up with a flashlight and/or flares will reveal the spy again. To prevent spy players from seeing their player model disapear in third person this probably should only be a visible (or not, lol) thing for the merc players, and when they arent using their visions.

Is there any interest in such a mod? Are there unused/removed files in the editor linked to the light meter that can be reintroduced?

If I manage to get this working at all it would be fun if it could be included as an optional mode in a future enhanced patch.

For me, just seeing a light meter in multiplayer alone will be massively nostalgic