Hello stranger! I am Claudio Ficara, AKA SysOp. I am cool, fresh guy who loves to convert imagination into real shit. I've developed diferrent skills such as programming, level design, game design, modelling, animating and so on. I currently work as game developer and live on Argentina with my family that I love so much. My goal is helping others to achieve what they want! Add me as a friend or track me down on Facebook. Later!

Comment History  (0 - 30 of 1,058)
SysOp.
SysOp. @ ARRANGEMENT

Trying to make some time to release something, since people @ moddb wants it!

Is not the final project, of course, but I'm sure people will be happy to see the progress and will tons of things to check out!

Wish I could clon myself. I'll do some work on this tomorrow.

Good karma+2 votes
SysOp.
SysOp. @ ARRANGEMENT

Well... I guess is finally time to release something here, to get some feedback about gameplay & performance.

It won't hurt I guess. Perhaps a single mission/map?

Releasing this in a super polished state won't be possible without feedback. It would be some sort of early access...

What does ModDB think?

Good karma+15 votes
SysOp.
SysOp. @ Sad news, legal issues, lack of time.

Hey mate, thanks for your thoughtful response!

Is, of course super difficult to find a solution that covers all issues at once, it was Xash, but it came with a price. For adding subtitles for HL1 you could have tweaked the original SDK itself, but as you pointed out, BS and OP4 are closed, so it narrows down the possibilities. You could still do your mod update for HL1, like that brutal mod, which got popular very fast (too bad the dev is a ****) but if you really are short of time, there's not much you could do, but as I said, there are already open source mods that covers lots of things, so that would help a lot.

And honestly, yes, it sucks to work with HL1. It was okay back in the day, but nowadays is just too complicated to get something at least, okay for todays standards. That makes me wanna reply the thingy about Arrangement and why we used HL1. The truth is, we are a bunch of stubborn people and luckily, the project got to a point where was supported enough <3 and we made peace with GldSrc (after tweaking it a lot!). But for me, is a personal quest: I own AM everything a lot. And of course there are options for using newer engines, we considered those, we will see how AM is received by the community after released - but hey, this isn't about my project :)

And before I forget, not everyone will understand how to install a mod. This is why there are installers!

Why am I saying all this? Because you are some sort of mirror? As a human being to another, it pains me to see, actually, that you would end up by a legal threat, when should have been otherwise :'( . I guess Valve forgot how important mods are. But at the same time, they greenlight for sale (for sale!) that HL2 OP4 mod, which wasn't great. I would have expected the support they gave to Sven Coop, because you were doing something actually, useful.

Anyhow, I really wish you the best for you. It sucks to see what happened. Is this a wake up call? Do we need to complain and start a petition or something? If there's interest, there could be a change, but not sure if it is worth it. I do see interest, and 'money' is where people is at, so I could see why they could do a quick compile, and fix/improve/raise the limits of GldSrc. But hey, this is just all wishful thinking. This should never have happened, they just killed a mod. Gosh, I'm so ****** off right now. Anyways, hugs and sorry for the rant

Good karma+1 vote
SysOp.
SysOp. @ Sad news, legal issues, lack of time.

Sad news indeed, but I don't see why you have to use Xash. You can do what you aim for, without it. And honestly, Xash is not a good option for nobody, uses stolen code and is the product of reverse engineering which is now allowed by Valve (or any other company for that matter).

It might be the easy route for some people, but in the end it will come and bite your tushy.

Take it as a challenge, you might learn a lot. Will be hard to play by the rules, but I'm sure will be a rewarding experience. There's many open source mods which do tons of cool stuff. Let me know if you need some help on this, will be glad to help.

Wish you well on whatever projects you may partake!

Good karma+4 votes
SysOp.
SysOp. @ ARRANGEMENT

Not a duel whatsoever! Andrew (Trinity's creator) helped us fixing super important stuff. He's been a friend for almost a decade now. Props to him!

Good karma+1 vote
SysOp.
SysOp. @ ARRANGEMENT

Sip! Y si todo sale bien, posiblemente doblaje de voces al espaƱol.

Good karma+1 vote
SysOp.
SysOp. @ ARRANGEMENT

To expand shepard's answer: remember that we use technology that is more suited for today standards.

This means that some things will run faster than HL1 on current technology.

Here's an example, some stress test map.

HL1 rendering: Puu.sh
Our rendering: Puu.sh

That means we can do more, with less computational power, and that gives us room to add more effects (which can be disabled).

The new code base is fast and reliable. That's the important thing. We will release a benchmark before release the main game, so people can see how it would perform (and help us polishing the engine)

Good karma+1 vote
SysOp.
SysOp. @ ARRANGEMENT

Quick update:

+Lock picking Puu.sh
+Fantastic sound effects by Shepard
+Water ripples + muzzle smoke Puu.sh
+Improved looting a bit more: Puu.sh .Now you just don't kill random enemies, you neutralize guys that have a name, items they carry and some minor background information.

We are very close to be feature complete (that means, programming stops - except for bugs) When 5 maps or so are completed, then this will get released!

Good karma+3 votes
SysOp.
SysOp. @ Weapon skins are in!

What about hats?


Hats, like in TFC? The problem with it, is that needs custom models.

The thing is, we don't see how it would be meaningful on the single player campaign :) - if the multiplayer mode gets a green light, then they of course would a nice idea, but yet again needs custom models.

Good karma+1 vote
SysOp.
SysOp. @ ARRANGEMENT

Nope, we will never monetize the game at all.

Weapons skins are a cool addition, wasn't intented actually, but since was _really_ easy to do with the new features, we added it.

Plus, as said previously: tweaking a game to make it fit with your preferences, is a way to express one self. And everyone likes that.

Also, we are in touch with designers, which are super happy to let us showcase their work on the project.

BESIDES, let's my girly way come out! here, look: Puu.sh

---

AAAND is just finished, super happy about it! Puu.sh

Thanks for your concern!

Good karma+2 votes
SysOp.
SysOp. @ ARRANGEMENT

ouch!

*drops WIP screens Puu.sh Puu.sh Puu.sh Puu.sh

Good karma+4 votes
SysOp.
SysOp. @ Wilson Chronicles is out !

Congrats on the release fellow modders!

Good karma+3 votes
SysOp.
SysOp. @ ARRANGEMENT

Tweaking and polishing, still coming soon! Puu.sh

Good karma+2 votes
SysOp.
SysOp. @ Abandoned

Hey! Been following this project since it started. Glad to see is not abandoned! However, still puzzled why there's an insane amount of props and level design goes behind. It is often to see it the othey way around (many custom levels, little to no custom props).

I think you've got what it takes from the renders you do. If you could apply that whole on a few maps, a mini campaign like the ones featured in Sven Coop, would be a great experience.

Remember you don't have to create a +8 hours game. One map at a time, would be sad to see all this content go to waste :)

Wishing you the best,

Me and my imaginary friends.

Good karma+3 votes
SysOp.
SysOp. @ I live...

Beatiful level design mate, nice choice of textures. As for engine, I'd keep it at what you already use (GldSrc if not mistaken?).

The problem with new engines is all the extra work they need, and players expect much more of mods. A corridor in HL is not the same as a corridor on the latest Unreal engine.

I'd keep it at something simple you know, you can manage and, most importantly, can release.

Cheers!

Good karma+3 votes
SysOp.
SysOp. @ Introducing SSAO+ and LOOT system

We already use a depth buffer :)

Here's our approximation:

//
// SSAO fragment shader
//
#version 120
uniform sampler2D depthMap;
//sys values blur 0.1 bias 0 far 3000 near 400 radius 5
//defaults:
//0.04, 100, 0.1, 0
//near, far, radius, bias
uniform vec4 local0;
varying vec3 pos;

void main (void)
{
float zFar = local0.y;
float zNear = local0.x;
float radius = local0.z;
float attBias = local0.w;
const float attScale =1;

vec4 rndTable [8] = vec4 [8]
(
vec4 ( -0.5, -0.5, -0.5, 0.0 ),
vec4 ( 0.5, -0.5, -0.5, 0.0 ),
vec4 ( -0.5, 0.5, -0.5, 0.0 ),
vec4 ( 0.5, 0.5, -0.5, 0.0 ),
vec4 ( -0.5, -0.5, 0.5, 0.0 ),
vec4 ( 0.5, -0.5, 0.5, 0.0 ),
vec4 ( -0.5, 0.5, 0.5, 0.0 ),
vec4 ( 0.5, 0.5, 0.5, 0.0 )
);

float zb = texture2D ( depthMap, gl_TexCoord [0].xy ).x;
float z = zFar*zNear/(zb * (zFar - zNear) - zFar); // get z-eye
float att = 0.0;
vec3 plane = -vec3 ( 1 );

for ( int i = 0; i < 8; i++ )
{
vec3 sample = reflect ( rndTable [i].xyz, plane );
float zSample = texture2D ( depthMap, gl_TexCoord [0].xy + radius*sample.xy / z ).x;

zSample = zFar * zNear / (zSample * (zFar - zNear) - zFar );

if ( zSample - z > 0.1 )
continue;

float dz = max ( zSample - z, 0.0 ) * 33.0;

att += 1.0 / ( 1.0 + dz*dz );
}

att = clamp ( (att / 8.0 + attBias) * attScale, 0.0, 1.0 );
gl_FragColor = vec4(att,att,att,1.0);
}


Contributions to improve the shader, for this free project are welcome!

Good karma+3 votes
SysOp.
SysOp. @ Introducing SSAO+ and LOOT system

Yes, is still a tactical action game, but we thought the idea blended perfectly, as it increases realism. There are many tiny details that helps that too, way too many to specify, perhaps in another article :)

A few days ago, we implemented the fast camera move aim penalty from SWAT 4, and fits perfectly! (doing fast mouse movements decreases your aim)

Good karma+6 votes
SysOp.
SysOp. @ Introducing SSAO+ and LOOT system

A video of this is coming soon :) - The NOLF 2 system, actually is kinda similar to our idea. No inventory for special items, but is close to Dying Light, and would use a quick menu display, from FO4 and some ideas from FC3.

Weapon skins would be like the ones in CS:GO (mostly, textures). There's an article about this here: Moddb.com

The item drops works in the same way as RPGs, where there are chances of dropping and rarity, but there's a few ingredients mixed in to keep up the things interesting.

Good karma+1 vote
SysOp.
SysOp. @ Introducing SSAO+ and LOOT system

The thick black halo is from Farcry 3, not our mod - Check reference pictures :)

I do understand there's a few artifacts, but that's the trade off. However, this is going to be improved gradually.

Probably we going to use a HDAO, as an option, to make a 100% perfect ambient occlusion, but that will hurt performance a lot.

Time will tell!

Good karma+6 votes
SysOp.
SysOp. @ Happy new year!

Oshi- your comment was super ninja.

Basically, without extending much, SSAO, (SSAO+) in this case, adds contact shadows. When a surface meets another, paints a nice cute shadow. This gives the impression of 'cohesion', where all you see is 'merged' together, instead of be there, floating in space.

Here's the same picture without effects like that: Puu.sh

Good karma+5 votes
SysOp.
SysOp. @ ARRANGEMENT

SURPRISE MOFOS : Puu.sh

Good karma+2 votes
SysOp.
SysOp. @ ARRANGEMENT

Article on SSAO and gameplay trailer coming soon -> Puu.sh

Good karma+4 votes
SysOp.
SysOp. @ Introducing HDR, weapon skins & gore system

buy it


It's a free game and it always be. We just do it for love.

Good karma+1 vote
SysOp.
SysOp. @ New SSAO, effects ON vs OFF

Image uses zoom. Added reference picture for clarification.

Good karma+1 vote
SysOp.
SysOp. @ ARRANGEMENT

but can I run this?


Perhaps some intensive effects will need to be disabled, but it will work.

Before release, a public BENCHMARK will be ready for download. You will be able to tweak your settings or see how it would work in your end, before the game is ready.

Good karma+4 votes
SysOp.
SysOp. @ ARRANGEMENT

Xash3D, mate.


Nope. We don't use anything of Xash3D. In fact, doesn't work with the mod.

Good karma+4 votes
SysOp.
SysOp. @ Introducing HDR, weapon skins & gore system

We are now on TOP 100: bonus picture! Puu.sh

Yes. It's SSAO. Last GFX bit to add and we are done.

Good karma+1 vote
SysOp.
SysOp. @ Introducing HDR, weapon skins & gore system

Thanks for supporting the project for such a long time!

Good karma+3 votes
SysOp.
SysOp. @ Introducing HDR, weapon skins & gore system

There's ways to make it like Soldier of Fortune, which in my honest opinion, is one of the best gore systems.
Sadly, that would need like a dozen of different sub-bodies. Can be done, but having into account the amount of different NPC models we have, it could take a very long time.

The system we will implement will take away a body part dynamically (via code), by 'hiding' it, and let the 'inside' be visible. A bit like L4D2. The most complicated part was the studio decals, which were done by Andrew, and those are featured in the picture. We are a step away of completing the gore system.

That, and the looting system. That would make the mod 'feature complete'.

Hope this kinda answers your question :) - cheers!

Good karma+4 votes
SysOp.
SysOp. @ Mod of the Year 2015 - Story teaser

Other mods were doing it as well. The countdown was for MOTY and for the 'COMING SOON', which, if you ask me, is great news. We never been this far!

Good karma+1 vote
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