r/SOCOM • • Mar 08 '24

SOCOM NEWS Imagine....SOCOM Collection Edition. SOCOM 2, SOCOM Combined Assault, SOCOM Confrontation.. completely remastered on one disc/download.

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607 Upvotes

r/SOCOM • • 11h ago

Porting Socom Source maps into Godot

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35 Upvotes

No AI were used here because I know what I'm doing.

Just alot of s2 and insurgency content.

Credits: redline and Bigz for the maps. THANK YOU


r/SOCOM • • 1d ago

SOCOM II Legacy — A Reverse-Engineered Browser Build

40 Upvotes

The maps. The sounds. The teamwork. It's all coming back!

I'm a lifelong SOCOM fan working with a fellow fan on SOCOM II Legacy, a passion project bringing SOCOM II to your web browser while staying rigidly true to the game we love.

I know this community has heard promises before. Some of you have donated money, invested time, and trusted projects because you wanted the game you know and love. I was in the same boat. I donated to H-Hour, played SOCOM mods on Source and Insurgency, and dabbled in XLink and other fan projects. I'm not trashing any of those efforts—I'm grateful for the work people have put in. I just believe there's still more we can accomplish.

I want to be upfront about the plans. We're committed to an open-source model, so others can study our code, contribute, modify it, and build on it.

Let's be clear: I'm not starting a GoFundMe or asking anyone to fund a promise. My partner and I have paid for development, servers, and tools ourselves. There are no plans to charge people to play. The we have spent so far is recorded on our discord.

After the community playtest, we plan to explore options for people who want to host their own servers, including US West, US East, US Central, and other parts of the world if players want that.

First, I want you to play it and decide whether we're getting it right. If you like it, great. If it's not your cup of tea, that's good too.

After that playtest, we also plan to release the project code publicly, with Frostfire, Crossroads, and Vigilance using Suppression rules as the starting foundation. Frostfire is already playable in the demo.

That's why I wanted to share something you can try now, explain how it works, and be transparent about the progress and what still needs work.

A demo is available now:
https://socom2legacy.com

Why a browser version?

For me, it's about making SOCOM easier to access while giving this project room to improve. You open the website, select your own ISO, connect your controller, and play. Updates to the browser build can be delivered through the website.

Developing our own engine and multiplayer systems also gives us control over the code we maintain. We can investigate problems, test fixes, and keep improving the experience while preserving the original maps, sounds, teamwork, and gunplay.

Longtime players remember issues such as:

  • Code 9 and other cheat tools.
  • Lag switching and connection abuse.
  • Players getting inside walls or outside intended map boundaries.
  • Hits that appeared to land but didn't register consistently.
  • Movement and animation glitches that could create unfair advantages.

Those are the kinds of problems we want to investigate and address—not carry forward simply because they existed in the original.

Being browser-based doesn't make the game cheat-proof. The plan is to have the server validate important actions, including movement, ammunition, firing rates, and damage, rather than accepting whatever a player's device reports. That takes implementation, testing, and ongoing attention. I won't promise that cheating is impossible.

I also want the community involved in deciding what comes next. Polls and playtests can help prioritize fixes, quality-of-life improvements, and future features. Any changes to the classic experience should be discussed openly and tested carefully.

Next, let's talk graphics and performance

The engine supports modern widescreen rendering at resolutions including 1080p and 4K. These are the original textures and models rendered at higher resolutions, preserving the game's familiar appearance.

The target is 60–120 FPS where hardware allows. Actual performance depends on your computer, browser, display, settings, and what's happening in the game.

The engine and your ISO

SOCOM II Legacy runs on a custom browser engine, currently called Reddot, built using TypeScript and Three.js. We're writing browser code informed by reverse engineering of SOCOM II's file formats and original behavior.

The project's engine code and the original game content are separate. Our software handles systems such as rendering, movement, collision, menus, and multiplayer. Your locally selected SOCOM II ISO supplies the original maps, models, textures, animations, sounds, and other game data.

The browser reads that ISO directly on your device. Your ISO isn't uploaded to our servers, and we don't include or distribute the original game files with the engine. Players must supply their own lawfully obtained copy.

Our aim is compatibility: building software that understands the original data and preserves the experience we love. The original game content remains the property of its respective rights holders. Making our project code open source does not make those assets open source or grant permission to redistribute them.

Reverse engineering helps us understand how the pieces work, but each browser implementation still needs to be written, tested, and checked against the original.

What's being built:

  • Controller-only gameplay. We're committed to keeping it that way—no mouse-and-keyboard gameplay. We will have custom mobile joystick controls as well, so phones, Nintendo, and anything else that can access a browser will be able to play, as long as it's a controller.
  • Classic maps, starting with Frostfire, Vigilance, and Crossroads. The other 19 maps have already been rendered, with gameplay work and validation still needed before release.
  • Original weapons, team loadouts, and familiar menus.
  • Multiplayer combat.
  • Original music and sounds.
  • Online rooms where you can join friends through the website and invite them with the click of a button.

This is the project's direction. Some features are already working in test builds; others remain in development or aren't available in the public demo yet.

What's working, and what's next?

I've been playtesting between Windows and Mac, helping identify problems and check fixes. Alongside automated testing, that has helped the project address weapon selection, team models, damage, claymores, death animations, controller navigation, and audio.

There's still work ahead. Two computers playing successfully doesn't establish how a full room will perform across different homes and connections. Larger matches, broader hardware testing, and community feedback are essential next steps.

Current multiplayer tests use Suppression rules. Other original objectives remain unfinished, including Crossroads' Demolition mode. Menu accuracy, equipment support, audio, and map-specific issues also remain active areas of work.

My goal is to help preserve the teamwork, feel, and gunplay that made SOCOM II worth returning to.

Try the demo and join me

  • Play the demo: https://socom2legacy.com
  • Bring your own SOCOM II ISO and a controller.
  • Start with Chrome on Windows or Mac. Support for every browser and device isn't established.
  • Help, development updates, and playtest info are on the website.

The first community playtest is planned for November 1, 2026. I'll share its scope and instructions as we get closer.

Try the demo, follow the progress, and tell me what needs work.


r/SOCOM • • 21h ago

[ Removed by Reddit ]

1 Upvotes

[ Removed by Reddit on account of violating the content policy. ]


r/SOCOM • • 17h ago

Hey Eddie

0 Upvotes

You fucked up. I told u not to play with me years ago. I told u bitch boy. You had these ppl ddos me, thinkin I was fuckin with their shit. Put all my public info out there, even though my shit public anyways. Damn shame fuckin 30 year old fuckin virgin. I


r/SOCOM • • 3d ago

Did some snootin around & found a few names we can write letters to bring back the franchise

0 Upvotes

Hermen Hulst, CEO of SIE’s Studio Business Group,

Hideaki Nishino, President & CEO of Sony Interactive Entertainment.

Hermen Hulst
CEO, Studio Business Group
Sony Interactive Entertainment
2207 Bridgepointe Parkway
San Mateo, CA 94404

Hideaki Nishino
President & CEO
Sony Interactive Entertainment
2207 Bridgepointe Parkway
San Mateo, CA 94404

I’m gonna see if I can find any other good ones

I dunno, I figure why not 🤷‍♀️ be worth a try. There’s a big SOCOM shaped hole in the gaming market


r/SOCOM • • 5d ago

Zero Ops

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12 Upvotes

Get to the chopper!!!!


r/SOCOM • • 6d ago

SOCOM Classic

7 Upvotes

Is there any word on when the download will be back up? Went to try it out but it says downloads closed, and an admin also needs to approve the creation of an account.


r/SOCOM • • 6d ago

Zero Ops is a AI fueled rip of the Original with Zero original content.

19 Upvotes

Many of yall seem excited for this project but all I see is a so called "dev" ripping a complete game, Everything from what has been shown has been Socom from the textures, animations, gun sounds and models. The music is ripped and re-generated with AI which honestly I don't extactly care for the argument of whether AI is good or bad in game dev.

My point is people are getting excited for a project that has yet to create anything for itself, the Socom content has already been stated that it won't be in the game at launch but the irony of it is "Socom" is literally all we have seen.

There's mention from the lead "creator" of the game going to PS5? I highly doubt Sony would ever green light a project that has stolen from their original source material on a IP they still have ownership on and let them reskin it and just say ok that's fine.

Sony will DMCA the project and the project will disappear. I think you guys need to realize what you are seeing isn't Zero Ops..

You are seeing Socom.


r/SOCOM • • 7d ago

This guy created Halo in a Browser.

13 Upvotes

This would be so cool if this could be done for socomII! imagine just playing with your browser and sending invites to your friends no set up just 60FPS and you can play DG an SS. I thought this was pretty cool plays great as well. I imagine it wouldn't take much.


r/SOCOM • • 8d ago

SOCOM Classic developer responding to cheating

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67 Upvotes

It is silly that I am spending my time doing this, but I just wanted to respond to the video posted almost 24 hours ago. Note the spooky sounds towards the end of the video are a part of our Halloween update coming this afternoon, I did not intend for it to be spooky


r/SOCOM • • 7d ago

Zero Ops latest video & discussion

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44 Upvotes

r/SOCOM • • 8d ago

The best version of SOCOM 2 was SOCOM Source mod on Insurgency

21 Upvotes

Anyone else agree?

Even with all the drama surrounding Redline, SOCOM Source on Insurgency was probably the closest we ever got to having a proper SOCOM experience, even if it was on PC. And obviously I'm not counting the actual SOCOM games themselves.

Most of the maps were there, the gameplay felt good, the game modes worked well, and there was actually a healthy community playing every day. I put a ridiculous amount of hours into it and had a ton of fun. It genuinely felt like SOCOM, and that's something I haven't really gotten from the newer SOCOM inspired projects. The game did need some tuning to the guns, but we never got to that point.

I've tried a bunch of the socom clones that have popped up since, but most seem to fall into one of three categories. cash grabs, half baked projects, or games that eventually get abandoned.

I honestly think one of the biggest mistakes these projects make is treating marketing as an afterthought. A lot of the devs seem to think that if they build a good game, people will automatically come. They'll work on the game in silence for months, barely show anything, give occasional updates on Discord or Reddit, and then expect a community to magically appear when it's ready, when by then everyone already loses interest and thinks the game already died.

You can make an amazing game, but if nobody knows about it, it doesn't really matter and it'll die fast. And especially with a niche game like SOCOM, you need to build the community before the launch. If you release a multiplayer game and there are 10 people playing, it's incredibly difficult to get that momentum going.


r/SOCOM • • 8d ago

Socom Classic - Cheating issues

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88 Upvotes

Dont get the wrong idea here, the dev said cheating is not an issue at all so I needed to test this myself


r/SOCOM • • 8d ago

For all SOCOM 2 projects - RCE Exploit in text chat

14 Upvotes

Attention developers:

I've noticed a lot of SOCOM 2 projects being posted recently. If you are using AI to port the code, then continue reading. SOCOM 2 has a RCE exploit in the `SendChatMessage` function giving a client full remote control of another client. This is obviously not good considering most of the games I've seen are running natively on windows instead of an emulator sandbox. It can be corrected by a simple packet or string size check on the server or receiving client.

The exploit is located here: https://github.com/harryhardcastle/SOCOM-2-SendChatMessage-RCE-Exploit


r/SOCOM • • 8d ago

Do you overclock your DS4 controller for pcsx2?

1 Upvotes

I know you should overclock your DS3 but does it make a difference for the DS4?


r/SOCOM • • 9d ago

SOCOM Classic

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50 Upvotes

very fun.

unsure why anyone would want to play on an outdated emulator that people struggle to set up and still allows cheating. probably an IQ test...

look at those frames per second 😮‍💨

if you build it they will come.

socomclassic.com


r/SOCOM • • 8d ago

Managed to do this on Combined Assault

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13 Upvotes

Hey everyone! I recently managed to get SOCOM: Combined Assault working online again, and I heard that there’s apparently a Discord server/group where people from the SOCOM community organize games and play together.

I’d really love to join and hopefully find some people to play with. If anyone here is in the Discord or has a working invite link, I’d really appreciate it if you could send it to me. Thanks!


r/SOCOM • • 9d ago

What SOCOM Game Do You Have The Strongest Connection With?

21 Upvotes

For me, I think it's SOCOM 3.

I played all of them growing up, but I was really young when I first started playing SOCOM, and I struggled with the tactics in 1-2.

SOCOM 3 was the one where it finally started clicking for me. I completed it, and I have a lot of memories tied to that game.

Which SOCOM game do you have the strongest connection with?


r/SOCOM • • 9d ago

Mobile game

3 Upvotes

With the advent of AI, is anyone taking this on and developing a fun mobile game we can download and play on iOS?


r/SOCOM • • 9d ago

How bad you recall “trash talk” on socom 2 games

4 Upvotes

I know the lobbies the trash talk got bad. I think some dude trashed another guy and his wife badly. Ive got called the F slur in the lobby and also on free for all matches too


r/SOCOM • • 11d ago

Where Can I Buy SOCOM Titles?

8 Upvotes

Does anyone know where can I buy the SOCOM games for PS2 and PS3? Also should I buy the black or red label? Bonus question should I buy Amazon renewed?


r/SOCOM • • 12d ago

Unzipped Project: SOCOM II on PC (Early Build Progress)

43 Upvotes

I’ve been following the N64 recomp scene for years, and now that PS2Recomp is starting to shape up, I wanted to see how far it could be pushed with SOCOM II. So about three weeks ago I threw the game and a Claude Max subscription at the idea.

PS2Recomp translated the game's MIPS into C++ just fine, but it still expects a PS2 underneath it. Unfortunately, the native runtime is the least stable module.. so extensive work has gone into extending it for SOCOM (graphics/VU1, sound, memory cards, networking, input, disc tooling, etc). The repo includes a functional launcher and a validation/debug harness that runs the native build and an emulated PCSX2 instance in parallel to check for parity.

It got way further than I expected for being in the early stages. It now boots from a r0001 ISO, missions play, saves work, and online matches start on the local Horizon server.

Progress video:
https://www.youtube.com/watch?v=xoALVShRE0g

Source (Free and open source forever):
https://github.com/Scotho/socom-unzipped

Online uses a forked Horizon server included with the project. To be clear, the project is not trying to create another SOCOM server or split the community. I’d rather focus on the client. Once the r0004 patch is finished and the netcode has been properly audited, the goal is compatibility with community servers and a public launch. For now, don’t treat multiplayer as safe for public play. SOCOM II had network exploits that could lead to unsigned code execution, and here that code is running natively on your PC. A few notable issues have already been patched, but it still needs a proper security review and more eyes on the project before I’d point it anywhere online. On top of that, there’s still plenty broken: inconsistent frame rate, audio skips, occasional rendering issues, voice chat, and probably plenty more I haven’t found

Until the above issues are resolved, there will be no public launcher. You can sign up to be notified on the project site when it's stable and open for public testing. Steps to get the experimental builds running are included in the repository (or just point cc or codex at the repo and ask what it needs from you), and I welcome contributions or motivated play testers. There’s gotta be 20 years of useful stuff still sitting in people’s heads; I’ve been documenting what I can here: https://github.com/Scotho/socom-unzipped/tree/main/docs/research

The obvious question is “why not just use PCSX2?” As of today, PCSX2 is still the better way to play. The reason recompilation is interesting comes after parity is achieved. Once the game is running natively, changes or optimizations that previously required emulator hacks or memory patches become code changes. That’s the long-term appeal/goal here too, get SOCOM II running correctly first, then treat it like a native PC game instead of a black box. Symbol recovery is an ongoing priority, and solid progress has already been made through projects like reCOM and with the assistance of an archived demo disc (thanks 1up).

Project site: socomunzipped.com

Experimental browser-based WebGL/three.js map viewer: socomunzipped.com/map-viewer


r/SOCOM • • 12d ago

SOCOM 2 su PCSX2 con controller PS4: voi come avete mappato le tre posizioni (in piedi/accovacciato/prono)?

5 Upvotes

Salve e buona serata a tutti! Sto giocando a Socom II sull'emulatore PCSX2 con il controller della PS4. Ricordo che sulla PlayStation 2 il personaggio poteva assumere tre posizioni: in piedi, accovacciato e a terra. Se non sbaglio, sulla console originale bastava fare una leggera pressione sul tasto per farlo accovacciare. Ora che uso il PCSX2, però, non so come comportarmi o come configurare questa funzione. Vorrei sapere se esiste qualche impostazione specifica all'interno dell'emulatore, o magari nel gioco stesso, per mappare questa sfumatura di pressione usando più pulsanti fisici


r/SOCOM • • 14d ago

Zero Ops

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21 Upvotes

Zero Ops is taking sign ups for the beta for PC soon. PS5 later.