We would like to apologise for the recent time-bomb related bug that prevented you from playing Spintires, it was totally unacceptable and we appreciate the frustration it must have caused you.
A member of our community named ‘Localhost’ along with our Moderators had kindly provided you with a temporary fix that you could use whilst we continued to produce the official fix.
Luckily we have now identified and fixed the bug which was not sabotage like some of the media suspected. The bug was identified by Pavel when running an older test build side-by-side with a newer build - it turns out it was some code that Pavel had invented to try and deal with piracy and DRM issues.
Pavel explains here: “bug was related to self-checks that which I tried to invent myself to prevent the game from being pirated and modded”.
After the recent media speculations, it’s entirely up-to-you if you will believe such a story or not. However, with that said, we accept responsibility for not communicating with our community as much as we should have and perhaps if we had done so, the guesswork by the media wouldn't have been steered so negatively.
It was interesting to read the conspiracy theories about sabotage from the media though, especially when an unnamed media outlet clearly announced they haven’t even contacted Oovee at all about the subject. It does highlight the fact you should only consider official statements directly from the Oovee forum or website as true.
We would like to take the opportunity to thank our moderators and members who supported us during these difficult times, your actions do not go unnoticed.
Now it’s time to move onto something more positive…
Behind the dense forests, swampy lakes (or big black twisters) we have been working hard to secure a deal with a partner, and it is with great pleasure we can now announce that Spintires will be coming to both Xbox One and PS4 expected to arrive early 2017.
If you are not a fan of consoles, do not fear - it is also good news for our PC fans since it now means we will be expanding the development team for that platform as well! It may have taken us some time to secure and announce such a deal but work has already commenced and in the next few months you will hear more details about the ports and additional updates for the PC platform too.
Many thanks for your continued support, love and inspiration.
Zane Saxton, and everyone from Oovee."
DEV080316 - Next Update: preview teaser
Hello everyone,
After the last couple of weeks with our bug problems and subsequent fix, we mentioned that we stopped work on the update that we have been working on since Christmas. So, after a weekend of recovery, we are now back working on the update. In the next week we expect to receive the update for testing and at that time we will let you know what new features are included, some of which you are going to love, and some bug fixes. But we will tell you now that this update will include full native support for the new "Steam Controller".
Below are some images from the forthcoming update. Don't ask any questions, because we won't answer them as we will give you details of the changelog when we receive it for testing.
For now, enjoy the screenshots.
Old Drive shaft: New Drive shaft:
Visual Navigation aids:
Ural 375:
Blockades:
Tractor Suzies:
Terrain indirect lighting occlusion (Old):
Terrain indirect lighting occlusion (New):
Shadows Off: Shadows On:
Old Bridge: New Bridge:
Recent crash issue fix is now released
First we apologize again for the recent issue causing crashing of spintires and the delay in resolving this.
We are pleased to say we have now released a fix for the recent crash onto Steam.
In the next few days we will release a full and frank statement regarding the cause of the problem and how we plan to avoid this happening again, as well as details of the next update we have been working on since the start of 2016 which we plan to start testing next week.
For now follow the instructions below and start to play Spintires again!
If Steam is running, exit Steam before follwing these steps.
If you applied the dll fix made by forum user Localhost that was on the forum, please remove it first.
Start Steam and it should automatically download the update.
Now start the game, it should display 03-03-2016 in the bottom left corner.
If you have mods or custom changes and face any problems after trying the above please follow the steps below:
- Shut down Steam
- Go to Steam folder and then to steamapps\common\Spintires\Media and temporary move ALL your mods to other directory (also delete any dump files you might find)
By default it is: C:\Program Files (x86)\Steam\steamapps\common\Spintires\
- Press combination Logo Windows + R, enter %appdata%\Spintires and click OK
- Delete all subfolders and files except UserSaves (this will reset your config)
- Run Steam
- If the game was already updated please verify local game files, otherwise wait until automatic update is applied
- Run the game
- Re-add your mods
If after following these steps you get a message "game files differ, multiplayer and achievements", then please follow this guide.
DEV191215 - Update for the holidays
Good day off roaders,
I am sure you have all realised that the last update was at the beginning of November - but with a lot of work being carried out and it being spent between ironing out more bugs on the update, fixing the truck editor and developing the map editor, it has been a challenge. Well, at this point, we are testing the map editor and it will be made available once some errors and bugs are removed as it seems to crash and spark error messages regularly. I know a lot of you will be saying "I don't care, just give me the map editor" - but then it is down to us to gather all of the bugs posted by everyone, syphoning through a lot of posts saying the same thing and then it all has to be posted on our bug tracking facility. Some of you may think that would be great, but it is not justifiable for us, especially with our own testers posting on our bug tracking facility also.
While we are on the subject of the editor, despite everyone having seen it already, I will officially announce it here - the truck editor is officially available to the owners of Spintires.
I see so many of your are enjoying the workshop element now included in the game - we are quite impressed with some of the creations that are being uploaded. We are currently looking to create a 'certified scheme' which will allow mods that really draw our attention to become certified by us - new players will be able to see which mods are the full package and are finished at a high quality. This will also give us the chance to engage more with our customers on the modding side, as they will see that we are taking a great interest in what hard work they have been putting in.
Here, today - I give to you the changelog for the latest update:
16/12/15
- dont allow user maps for lobbies with "active achievements"
- minor map fixes
14/12/15
- game can load user maps (with disabled achievements) - MP included
- CRC check added to make sure map versions are the same in MP
- maps backwards compatibility, and more mods backwards compatibility (mod/map updates dont break savegames)
- some sounds, visuals tuning
- bugfixes (logs dropping off trucks, inability to continue saved games with some mods)
- check changes in Media.xml when deciding to disable achievements/MP (fix exploits)
- mud made stiffer
- important physics fix (light vehicles now behave correctly with addons, but affect heavy vehicles too)
- fix lua errors preventing some mods from working properly
- EDITOR: fixed bugs related to publishing mods
- EDITOR: creating maps now support (with no workshop support yet)
- EDITOR: change texture formats - performance improvements (and some other bugfixes/improvements)
3/12/15
- crashfix (workshop related)
- dont continue game until mods are updated (otherwise savegame gets broken)
2/12/15
- minor visual improvements
- game support loading of user maps
26/11/15
- more improvements to suspension damage system
- new damage visuals
- new damage effect: oil spilling off
- new assets: zil131 utility, gaz66 small utility trailer (works for zils too), short-short logs for zil130
- greatly improved IK controls (crane now wont go down by itself when rotating)
- bugfix: huge initial damage received when switching to truck (gamestopper)
- bugfix: when hitting truck with other truck, which in turn hits third truck -> intercollision happens, then results in huge dmage and physics destabilisation (gamestopper)
- bugfix: incorrect number of short logs spawning when unpacking short logs
- new water-flows-off-truck visual effect
- more mud-wheel physics improvements
- long mod names UI dialog cropped
- mud decals visual improved (no mirror mapping)
18/11/15
- lobby game starting with no trucks selected for the map
- more perfomance optimisation for trucks in mud
- winch ropes goes white at times (visual bug)
- rope in "pull" state now fits terrain (doesnt intersect it) - visuals
16/11/15
- driving dynamics improved (uaz most of all)
15/11/15
- further damage system improvements
- more visual effects improvements
- beacons now required to install some trailers
14/11/15
- markers rays removed (was annoying)
- RU localisation fixes
- coop achievements work correctly
- cloaking synced correctly in MP
- more damage calculation fixes/improvements
- xbox360 controller keys remapped
- more minor visual effects tweaks
- minor UI fixes
13/11/15
- fullscreen crashfix
- shadercache optimisation
- fix: optimised particles should not recieve shadows
12/11/15
- waterwave visuals update
- wheel mud bursts visuals update
- improved damage system - suspension damage is now also detected
- winXP 32bit fix
- shaders removed from retail build
DEV091115 - Update release + Changelog
Good day off-roaders,
The latest update is now available with an array of fixes and improvements. These include an offline mode fix and also further optimization of the interaction between truck and terrain.
The truck editor will available soon - we will notify you once it is live.
Changelog:
8/11/15 - water visuals bugfix
- garage parts trailer wheels changed
- volcano map: position of maz7310 changed
7/11/15 - terrain tearing bug fix
- terrain chunks disappearing at certains angles bug fix
- minor graphics improvements (mud, dirt bursts, detail maps)
- minor analog gearstick controls improvement
- minor mud/vehicle physics improvement
- jerking hack removed (rapidly switching forward/rear gears)
- some localisation fixes
5/11/15 - mesh cache fix (modding support)
- new achievements: volcano honk, mushroomer
- minor mud/performance/driving optimisation/improvement
- rocks mass increased
- mushrooms assets improved
- hide driver in capsized trucks
3/11/15 - mods backwards compatibility (new version dont break savegames)
- hash check before each time game starts (fixes some exploits)
- minor UI tweaks
- more achievements fixes
30/10/15 - new kraz carriage integrated (and all trailers/addons derived from it)
- mods backwards compatibility in savegames (all is left to make savegames fully backwards compatible is maps)
- camera beneath ground of proving grounds fix of fix
- check for files hash each time map starts (fixes some exploits)
28/10/15 - truck damage improved (RISE OF MACHINES, STUDENT DRIVER achievements fixed)
- some trucks/assets changed (kamaz 6520/6522, 4310 mod, carriages - SAVEGAMES WORK)
- forest crane rotation bug fixed
- logs falling thru cart bug fixed
- game not working in offline fixed
- kamaz 65111/65115 mod added
- differential lock system improved slightly
- when changing stratup trucks, unavailable addons arent installed
- drive camera auto-zoom returned (but only works when there is no user input for a while)
- mud/water visual bug fixed
- proving grounds incorrect camera position fix + "starting" proving ground resets its trucks
- in windowed mode, confirm exit before closing game when clicking 'X'
- analogous stick mode now preserves "acceleration limit"
- log kiosk added to Proving Grounds
Happy Off-roading
DEV231015 - Update Release + Changelog
Hi everyone,
Today we are bringing you the long awaited update... a lot of time has been spent on killing all of the major bugs over the last 10 builds, but please be aware that there may be some very minor bugs still existing in this build. We hope that you will be understanding with the next bit of information: -
Workshop is ready, with some finishing off to do – however, the remaining programming that needs to be done could not be completed until this build was stable. This is where we had to make a decision, either 1) release the update as it stands, with workshop and the editors to follow over the coming weeks, or 2) break the news to you that you would not be receiving the update that is ready to be released, until workshop and the editors were ready to go.
After much consideration, we have made the decision to release this stable iteration of the update, minus full workshop implementation and the editors due to them being incomplete at this time.
However, there is a silver lining to every cloud. There are five new trucks and some modified original trucks available, that are the first official content available via workshop by Oovee. Of course, it is one of the most stable and tested builds we have released.
We have the following new trucks, that are available via workshop:
[LIST]
<*>B-66
<*>B-131
<*>C-4310
<*>D-537
<*>K-700
[/LIST]
Please note that mods were previously tolerated despite the contradiction of our EULA, however, it is important to note that these mods are a form of hacking and we have not officially supported mods up until this point. Workshop is our way of giving our player base the opportunity to upload and download mods directly from one central hub - although up until this point, they have been hosted on this forum and on a number of other sites.
For those modders that have created trucks, the truck/mod editor will be available soon and will allow the user to create a mod directly in the editor and export to Steam Workshop.
For those modders that have created maps, the map editor will be available soon and will entail a conversion of the map to the most up to date version in order to be playable.
Please note, that if you read the Original Post for this update you will see that what we need for mod support to work in its entirety is not far behind our reach. Please remain patient and more details will be confirmed in due course.
Now, we will show you the long changelog for your viewing.
22/10/15
- folder/file structure changes
- maps cosmetic changes (+ as a bonus "bushes" spawn location at Proving grounds now works)
- truck format change (mass selector instead of numeric input) + maz7310/535/kirovets700 properties changed slightly
- winch bugfix: stop suggesting winch when attaching different winch (multiple winch MP bug not yet fixed)
- MP bug: wheels not spinning for 4x players game (was a major network bug affecting all MP games, be it 2,3 or 4 players)
- assets improvements (log cart fixes, wooden bridge, logs texture, leaves textures)
- multiple broken achievements bugfixes (fisherman, david, various objective achievements)
- some performance optimisations (collision check when spawning trailers/trucks)
- visual fix: tracks now visible over "dirt bridge"
- "lying spruce" properties changed a bit (more traction so ites easier to get over it)
16/10/15 - "tossing" trucks critical bug fixed
- small trees break threshold reduced (uaz469 driving performance!)
- gaz66 stripped off hissing sounds
- servers made incompativle with all previous versions (including leaked beta)
- logs falling off randomly and hanging in midair fixed
- multiplayer winch points out of reach while they shouldnt be
- minor "the Hill" map fixes
- uaz469 accelerations speed reduced
- after "Install missing mods" pressed, remove "missing mods" trucks
- crash happening after "Install missing mods"
- wooden bridge made solid (no unfair holes)
- minor visual tweaks
15/10/15 - garage scrollbar position preserved
- physics fixes for some of the trucks/trailer (capsized carriage trailer)
- trailer rear camera placement fixes
- multiplayer client wheels correct visualisation
- "install missing mods" button in lobby for clients
- uncloaking path synced across players in multiplayer
- multiplayer events notifications (player delivers load, removes cloaking, unlocks garage)
- bug: unlocked garages/removed cloaking/finished objectives not recieved when joining game
- bug: other players' icons still visible after leaving server
- some sounds/assets tweaked
- exploit: unlock achievements by joining games with finished maps
- winch snapping off in multiplayer
- bug: going fullscreen with steam enabled glitches
- maps changes (The Hill mostly)
12/10/15 - localisation fixes
- RU localisation added for new strings
- maz535,maz7310 made more powerfull + diff lock imrpovements
- forest crane rotation bug fixed
- multiplayer truck intercollision glitches fixes
- carriage trailer wheels changed
- camera auto-zoom removed upon user requests
- spawn truck crash fix
11/10/15 - minor GUI fixes
- minor winch/loading fixes
- kirovets steering fix
- minor multiplayer collision fixes
- lobby/server active achievements status fix
- minor map fixes
10/10/15 - camera moves correctly while using multiplay chat
- improvements to truck/mud physics (engine power, dynamics and traction)
- multiplayer log sync redone : instead of trying to sync phys bodies - one player can now ask to acquire load ownership
- icon now shows if multiplayer player is currently browsing game menu (paused)
- forest crane helper visualisation and camera fixes
- cant start lobby unless all but 1 members are "ready"
- widescreen UI clipping fix
- check truck spawn location (dev mode) for intersections
- multiplayer truck interactions fix
08/10/15 - sounds changed (chat sounds, log sounds, gaz-66 sounds, some env sounds)
- mud physics changed
- vehicle behavious changed (gearbox and diff lock)
- level Hill changed (road at the start)
- level Volcano changed (bugs with water)
- all levels tweaked
- truck-choosing dialog speed up
- mods reloaded, truck format changed slightly
- multiplayer sync fixed/improved
- truck stuck / game crash after changing wheels (bug)
- bug with mod dialog buttons inactive fixed
- bug with cloaking not being removed from minimap properly
- wheeltrack visual bugs
- new messagebox when attempting to change time in hardcore/multiplayer (nav mode)
- new crane helper visualisation implemented
- graphics tuned (night time mostly)
- installed mods dont disable achievements (bug)
4/10/15
DEV051015 - Update including workshop now in testing!
We are pleased to say that we have received and are testing the update we have been waiting for. Below are details of what is included and further below details of why it was delayed. Also we expect the next update which will include the level editor in around a month. We expect to release the update within a few days.
4/10/15
- network traffic reduced 3-4 times
- multiplayer trucks interaction improved greatly
- animated physical driver in all trucks
- new trucks (zil-131, kamaz-4310, kirovets-700, maz-537, gaz-66)
- old assets remastered (ural-4320/432010, kamaz-6520/6522, map assets - trees, log heaps)
- maps improved (visually and balance-wise)
- gameplay improved (hardcore = manual log loading only, ability to pick startup trucks for each map)
- new addons (new forest crane, trailers with ability to deliver loads/logs)
- mod support (ingame mod browser + automatic mod download, mod certification by official staff)
- graphics improvements (new tyre track system, mud detalisation increased, special effects etc)
- new trucks sound system (sounds remastered, each truck with unique sound)
- ingame mod testing with ability to reload textures and assets
- Truck Editor application for mod testing and development
- Notepad++ plugins (XML visual editing with Truck Editor)
- trucks XML format changed (simplified greatly for ease of modding)
- many many performance optimisations, bug/crash fixes
- nvidia stereo fixes (now working correctly 100%)
- animated driver in all trucks
18/08/15
- kamaz 4310!
- sound system reworked!
- map/trees changes
- no auto-loading in hardcore; istead we have "log kiosks"
17/07/15
- batch-update since 13/04/15
- only ENGLISH localisation works for now!!!
- workshop implemented, but WONT WORK without dev rights in steam!!!
- new dev level with dev tools
- new vehicles, addons, wheels
- mud visuals and physics updated!!!
- wheel tracks visuals updated!!!
- lots of graphical improvements!
- various GUI improvements!
- truck sounds improvements!
- optimisations and bugfixes
- k-700 steering mechanism implemented
- minor map tweaks
- map balance feature introduced!
Some details on the delay.
A few months ago we discovered some issues relating to primarily licensing. Unfortunately we had to deal with this, which involved legal advice. Consequently, we were unable to talk about this at all. Some of our senior staff and mods were made aware of this and we have kept them up to date on this throughout, however they were also not able to talk publicly.
Finally, last weekend, we were able to resolve these issues and move forward. These complications only stopped release, but not the development of Spintires which is now why we have the update and it is being tested as this is posted.
Many other things have happened and shortly we will announce more details of the future roadmap of Spintires and details of future ports to other platforms. We will also be seeing greatly expanded development team beginning this side of the new year.
We have never given up as some people may have thought and we have kept working on the future, enjoy the update and expect interesting news in the future.
Recent Activity statement
Hello everyone,
Firstly, I would like to apologise that this statement is not bringing you any news on the detail of what is actually going on behind the scenes. Unfortunately, due to it being holiday season, the responses and answers that we were awaiting for on the matter we are dealing with didn't come. We weren't made aware of this until the late hour on Friday, at which point we had to have a meeting in order to discuss the instant matter at hand - providing you with information. However, we are still trying to do everything we can our end and as I said before, we are still very much present.
As much as I dislike posting a statement with no information, I am still without the necessary details and it is incumbent that the right information is released at the right time. Rather than try to explain to you what is going on, I will once again wait for the authorisation to release a statement.
Please accept our apologies for this on going matter, regrettably there are some elements that are out of our control and even we must remain patient.
DEV260515 - Outcome of second meetings
Hi Everyone,
As you may or may not know, we had another meeting with Pavel recently to plan for the next couple of months. This outcome has covered us for the next 2 months and here is the itemized list, less release dates.
The reason for no release dates being set is due to us still awaiting the completion of the Mod support. From what I have been informed it is close to release - but the creases are being ironed out before it is made public. There would be nothing worse than to release a buggy mod support, so we are making sure it is finalized before release.
Mod support will be released before work on updates listed below are initiated.
First Update (Estimated development time: 7 days) - Release date: To be set/confirmed
- Mud physics and too much in places, Inconsistent and too deep in places
- Xbox customize controls
- Default camera will be mirrored for equal viewing around vehicle
- Map cloaking off for easy mode as an option
Second Update (Estimated development time: 17 days) - Release date: To be set/confirmed
- SP saves fixed from loses upon updates.
- MP saves
Free DLC (Estimated Development time: 29 days) - Release date: To be set/confirmed
- 1 - 2 new game modes
- 1 - 2 trucks
- 1 map
Any further information will be posted in due course, but this was the outcome of our meeting to ensure a basic schedule for the following months.