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Patch Links

[European Patch v1.1] [European Patch v1.2] [European Patch v1.2b]

[US Patch v1.1] [US Patch v1.2] [US Patch v1.2b]


Patch v1.2b Release Notes

General Fixes/Changes:

  • This patch corrects a small problem with the benchmarking tool in Version 1.2.
This patch does not require any other patches to be installed and it contains all of the updates from previous patches.
Patch v1.2 Release Notes

General Fixes/Changes:

  • The 3D Sound button in the Sound config area is now properly activating/deactivating 3d hardware sound acceleration/positioning.
  • In Shadow Projector mode, the shadow filter design was changed to LOW/MEDIUM = 2x2, HIGH = 3x2, VERY HIGH = 3x3 depending on the value of Effects Quality in the video settings menu.
  • Holding or Pushing CTRL while going back to the main menu no longer bring you back to a cube map with a default texture.
  • Laser micro success/failure computation fix.
  • Benchmark mode (see instructions in readme file).
  • No more guard/unguard, check/uncheck to speed up performance.
  • No more Shadow Details in Shadow Buffer mode (that setting was useless on GF3/GF4Ti/FX cards).
  • No more bugs submitted to EPIC.
  • 800x600 is now supported by 32 MB video cards.
  • GeForce 256, Radeon 7500 cards and Xabre 200/400/600 cards (with 3.11 drivers) are now officially supported.
  • Night vision fix for several graphic cards.
  • Video memory optimization.
Patch v1.1 Release Notes

Minor AI-Related Fixes

    Training
  • Fixed the "Hide the Body" challenge failing when the player closed the light in the security agent’s room.
    Defense Ministry
  • Fixed the laser microphone session with Grinko and Masse.
    CIA HQ
  • Fixed the CIA employee getting stuck trying to reopen a light switch.
    Chinese Embassy
  • Fixed the "Yen! We lost control of a document fire! It's already past the..." intercepted communication being played more than once.

Minor Graphic-Related Fixes

  • RenderingModeNormal.cpp: Fix Radeon 9700 rendering issue with double sided reflective transparent surfaces.

  • ETexSFX.utx: Fix “static wall/floor fire” texture issue + water quality issue.

  • UnShadowProjector.cpp: Fix visibility issue with dynamic actor being clipped by the visibility engine and still being rendered because of the static shadow texture cache.

  • Massive performance improvement on shadow filtering by removing 5 passes from the filtering algorithm.

  • ETexEGO.utx: Fix reflection issue on moving vehicles in Chinese 2 (Feirong limo and Unimog truck).

  • 0_0_2_Training.scl: Fix projector not associated to light gameplay object and causing detection (lightmeter) in the first gun trial.

  • EButterfly.uc: Butterfly is now a soft body actor to disable the static shadow texture cache when a butterfly is in a projector range.

  • EFish.uc: Fish is now a soft body actor to disable the static shadow texture cache when a fish is in a projector range.

  • EPCSoundConfigArea.uc: Fix a bug with the real time sound slider when one of the slider was set to 0 then playing until a map transition happened, then all sounds sliders were reset to zero.

  • UnRenderVisibility.cpp: Software light beam rendering is now used by any card unable to render the shadow buffer algorithm to allow for the GF2MaxDistance parameter to take effect.

  • Most maps: General design quality improvement with shadows.

  • Kalinatek: Improved stability with low-end configurations.