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 1,052)
SysOp.
SysOp. @ Weapon skins are in!

Quote: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:

Quote://
// 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

Quote: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

Quote: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

Quote: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

Quote:CoF itself had some great gameplay stuff like the ladder thingy, the unlockables, the swimming...


Technically-wise, you are spot on. The save-load system they had, was a tricky one to circumvent.

For the love of me: couldn't figure out how to cheat my way out by doing quick-save/quick-load. They disabled it on purpose and the only way to save/load was through their in-game system. And I make mods...

Kudos for that.

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

Quote:Agreed, Cry of Fear was a real disappointment.


Not sure if I would use the word 'disappointment'. Well, to be fair, I never played it all the way through, so I can't really speak my mind.

Not sure if adds to the discussion, but mod-wise, a real disappointment for me, was Dear Esther.

Good karma+10 votes
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
SysOp.
SysOp. @ Mod of the Year 2015 - Story teaser

Está inspirado en el FEAR ;)

ENG: Mod is inspired on FEAR.

Good karma+4 votes
SysOp.
SysOp. @ Am - 2015 Moty awards teaser

Hey, thanks for your comment. The explosions uses a new particle engine that is in the works. I'm having a hard time trying to get it right, but it will look better, no worries.

The polishing is what taking us most of the time. Thanks for the patience and glad you appreciate the progress :)

Good karma+2 votes
SysOp.
SysOp. @ Am - 2015 Moty awards teaser

OMG BuZZeR posted a reply, you sir, made my day!
(not sarcasm, this is the dude that did Paranoia - awesome mod!)

Good karma+1 vote
SysOp.
SysOp. @ ARRANGEMENT

Is terrible what happened. Looks like a bunch of mofos forgot we are all people, no matter what. My heart is now with all french people. And **** the ISIS.

Good karma+3 votes
SysOp.
SysOp. @ Wkaw8Œ‹C·Ò¹ÑãnQ

Nrt#…˜ {‹p׿ƒ$! s˜Ÿ¹Üî ¬Rw{X¦)e = ¬ÊäÅE@¼=Tki v8‹y–pŵÈã pv‡¤©Òª

Good karma+1 vote
SysOp.
SysOp. @ ARRANGEMENT

The images Moddb.com and Moddb.com have been updated to the latest version - be sure to check them out!

Good karma+3 votes
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