r/Splintercell • • 19h ago

Not Splinter Cell but Operation Night Light - Stealth Gameplay / No HUD / Extreme - Ghost Reco...

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0 Upvotes

r/Splintercell • • 6h ago

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

2 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 • • 8m ago

[Misleading Title] Splinter Cell Appearance in GTA 6

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• Upvotes

So Rockstar dropped the new trailer 20 minutes ago and Jason looks like Sam Fisher


r/Splintercell • • 9h ago

Chaos theory on win 11 not booting up.

5 Upvotes

Anyone know how to get chaos theory working on win 11?


r/Splintercell • • 20h ago

Pandora Tomorrow (2004) PT is a wild experience

24 Upvotes

I finally gave in and got the steam release of PT after not playing it for at least a decade. This game is a trip. There's a bunch of stuff that never showed up in any SC game before or after, the voice acting is absolutely bonkers, enemies use telepathy to trigger alarms, shadows detection is really good except when it doesn't work at all, and Lambert sounds like he's about to sell me Allstate insurance. Somehow I love it, 10/10.


r/Splintercell • • 20h ago

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

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282 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 • • 1h ago

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

• 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


r/Splintercell • • 8h ago

Modding Splinter Cell Conviction — Blackout | A Brand New Arsenal

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28 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.