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Syndicate Mod


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#1 Kratos

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Posted 17 August 2007 - 10:54 PM

A little project I have been working on, a complete weapon set remake of the 1993 Syndicate game. I am not that great of an artist, so it did take me quite some time to make this set. I would like to give credit to Sporb for the rocket trail and laser impact animation from the Ufo2k set. Please note that you will need the original Xcom still, there are hand and map object images being used from it. This might change in the future, but I am not concerned with map sprites since the original Syndicate in-game weapons were dark and gray and had no unique touches. Also, note that Uzi and Long Range are not implemented yet. Medikits will be added once there is full support for them.

Syndicate Mod is beta, so player testing is needed and tidbits are likely to be edited or added. It has yet to be tested in actual game play, but I am sure it is balanced enough to play. If I am wrong, please post here if there are any bugs or concerns.

The readme file should tell you how to install it. Enjoy!

Edited by Kratos, 07 September 2007 - 01:56 PM.
Beta 7


#2 Exo2000

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Posted 18 August 2007 - 08:07 AM

...I should have seen a Syndicate modification coming. XD

Now all we need are trenchcoated agent images. ;)

Any plans to add the Persuadatron as a Psi-style weapon, if Psi support is ever added?
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#3 Kratos

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Posted 18 August 2007 - 12:00 PM

Now all we need are trenchcoated agent images. ;)

Funny thing for you to mention there, I have been thinking the same thing. :)

Any plans to add the Persuadatron as a Psi-style weapon, if Psi support is ever added?

Yes, Persuadatron will be included as a psi type item if psi is ever included. The question is how long will we wait for psi, and how should we balance it properly.

If you have downloaded syndicate mod with loading problems, please download beta 3. I made an error (thanks Nachtwolf) by capitalizing directories. Also note, I went ahead and added medikits. They don't do anything just yet, so don't bother using them. I promise they will in the next ufo2000 release (thanks Azrael).

Edited by Kratos, 19 August 2007 - 12:15 PM.


#4 John Faust

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Posted 04 September 2007 - 06:28 PM

I like it. =b





And I never played the origional.
I thought I'd pretend I was one of those deaf mutes, or should I?

#5 korper kontrolle

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Posted 06 September 2007 - 03:15 PM

OMG awesome, gonna check it out soon

#6 Kratos

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Posted 07 September 2007 - 01:57 PM

Beta 7 is out. Medikits now work with the new beta release.