We have released a hotfix for the main issues that arose in the last update. Find the Changelog below:
13/04/15 -nvidia stereo 3d full support
-chromatic abberation/bokeh overlay only active when camera shakes or in hood camera mode
-multiplayer bodies destabilisation fix (caused crashes)
-black screen with double menu issue
If you experience any further issues, please do not hesitate to inform us.
Thank you.
First News on our recent meeting
As some of you are aware last weekend we had a few days of meetings between Oovee and Pavel in Cyprus. We also had the privilege to meet someone we expect to join the dev team shortly, which will greatly improve our development processes.
Here is a summary of what was talked about, some will be worked on more before our next meeting in May and we will update you all again then.
It was agreed that we all meet more often, next meeting already arranged - May.
In future updates bug fixes will take priority over new features.
We are expanding the team we have both for the Oovee division of Spintires and for the development team. This will allow faster, better development of Spintires, our support and service to our customers.
We are reviewing and planning to implement an effective QA system using specialized software and trained testers. The advantages to this includes better build quality, along with an improved and efficient schedule with set time frames to process all builds which will mainly be monthly except for urgent fixes.
Game saves is being looked at with a view to implement a proper system, so at the very least updates don't break your history. With explaining from a gamers point of view, Pavel understands that this hold some priority.
We promised mod support by now. After a long talk, Pavel felt that what we could release now would not be what you guys really want or need - nor would it's quality be up to standard. Therefore we are pushing it back by a month to allow for correct implementation and to work out some of the other kinks, for example: researching and investigating the ability to link Steam Workshop and non-Steam mods in game. The outcome will be a system that works properly and will reward you for all your patience. We will release more information on exactly what this will be and what you can do with it in the next week or 2 As well as some screenshots
We have discussed Spintires 2 in detail, with the foundations of a basic plan. This plan will be formulated and expanded upon over the next few weeks, in preparation for our next meeting. The next meeting should be just as productive, with more to be done and a lot of paperwork to be prepared between now and then.
Build (19/03/15 v3) - Default Public Build (Stable) update
Good day Off-roaders,
In this update being made live later today, we are providing fixes to the previous iteration 'Build (09/03/15 v2)'.
***IMPORTANT: Unfortunately this update will cause players to lose saves. We are working hard to solve this issue in the near future, but until then I am forced to give ample warning that your in-game progress will be lost***
This build will be made live at 5:00pm UTC - This is an advanced notification allowing players time to backup their files, etc. Until the issue mentioned above is solved, it would be advisable to players who do not wish to lose their saves to turn off automatic updates or to do the following in Steam:
Right-click Spintires > Properties > Updates > Click drop-down box under Automatic Updates > Select Only update this game when I launch it
Here is the changelog:
19/03/15 -trailer attach socket not overlapping winch attach socket
-mud made firmer
-camera moved closer
-MP body sync issue fixed
-stereo 3d mode GUI made 2d
-game version update issues fixed
-chromatic abberation limited to camera shakes & roof camera 18/03/15
-3d GUI improvements
-xbox controller zoomout, cruise control
-changing gears hax without fuel hax fix
-trailer detach threshold fixed
-attach trailers without tractors fix
-mud made firmer
-graphics improvements
-auto zoomout trehshold increased
-xbox controller rumble
-navigation nodes movement fix
-wheels detalisation/looks improvements for all trucks
-trucks setup changed (trucks made more powerfull)
Build (09/03/15 v2) - Default Public Build (Stable) update
Hi everyone!
We have pushed live an update for Default Public Build (Stable) with bunch of new features and some fixes, including the fix for the steering wheel.
18/02/15 -game survives lost contact to steam servers
-trailers auto-disconnect when hit hard
-log crane setup improved
-camera behavior improved
-trucks of other players now move smoother in multiplayer
-GUI is now 3d and stretches according to resolution
-navigation mode interface improved (hotkeys behavior changed, arrows added)
-environment, interface sounds added
-graphics improved: sunrise time + DOF + particle effects (part 1/3)
-switching R <-> 1 gear rapidly (mouse/keyboard controls only) now makes vehicle get out of mud
-translations complete for all languages
-bug with locking garages when new player joins fixed
-multiple other bugs and crashes fixed
-G27 fixes (part 1/2) 20/02/15 -logs synced in MP - Two player interaction is not recommended and players with high pings will experience strange physics. 26/02/15 -receiving repairs or fuel in MP triggers UI animation
-mud physics improved yet again for all trucks (wheels with high angular velocity would slip with no traction)
-hood cameras (first iteration)
- graphics improved: chromatics aberration & camera bokeh overlay effects (part 2/3)
-damaged truck visuals improved slightly
-minor levels improvements 07/03/15 -DOF improvement
-SSAO improvement
-hood camera improvements (better positions)
-gamepad&steering wheel controls for Hood camera
-steering wheel improvements (clutch and stalling) + G27 fixes (part 2/2)
-maps improvements (holes in terrain, better heightmaps under trees)
-new UI messages animations
-correct MAZ "type d-535" rear suspension!
-sound works correctly in hood camera mode
-k-700 rotational mechanism implemented
-"flood" map game balance tweaks 09/03/15 -Trailers connect correctly to MAZ
-A few camera issues sorted
-Graphics fixes
-Truck setup changed slightly
Happy trucking!
Oovee updates regarding Spintires
Oovee updates regarding Spintires
We openly admit that communications between Oovee and our customers have been weak over the last few months. Our customer base grew far beyond what we initially expected and we needed to cater for that quickly – the development plans became sketchy and before we knew it we had a runaway train. Please accept our apologies.
We are changing the way we work, for good! Oovee is now being streamlined and the way we work is much more structured, and that’s thanks to the recent team meeting we had from both sides of the pond. Another team meeting is scheduled for March which we will discuss internally more of what is said below, plus other things.
In the past there has been speculation regarding the relationship between Oovee and our programming god, Pavel. Yes - no relationship goes without its problems, however, we have settled the communication issues that we have had in the past.
Some of you have been expressing your disappointment regarding the miscommunication between various Social Media outlets. From now on, any statements made by Oovee will be translated into a suitable language for the Social Media geographical base. Communication will be synchronised.
Testing / QA and new Experimental / Dev branches.
Our testing and QA program in the past has been flawed. We have opened the door to a new idea which involves a 2 stage Testing/QA program.
Firstly, ‘builds’ will be tested internally by a group of dedicated people – feedback will be collected and then a new ‘build’ is produced with necessary fixes. After this, we will open the ‘build’ to a larger group of selected people with a wide variety of computer configurations.
Once we are all satisfied that the build passes our stringent QA test, it will be made publically available in the form of a ‘stable release’. This will be automatically downloaded by our customers.
Introducing to you a new Experimental / Dev branch that will soon be available on Steam for you to opt-in. This will include new features and changes to Spintires for you to experience and provide us with your feedback. If feedback is positive, some of those new features developed here will be seen in the ‘stable release’ version at a later date.
The available branches to choose will be the following;
- Stable (current)
- Previous
- Experimental/Dev
Future update roadmap.
Our intention is to release updates to the ‘stable release’ once per month minimum, with interim bug fixes in-between. There is an update currently being tested that includes a fix for the G27 steering wheel support & Mp saves relating to the Steam timeout issue.
Moving forwards, our next large update will include ‘Mod support’ expected in early April.
The next is scheduled for early May, which will include a ‘Cockpit camera view’!
Further announcements on these new features will follow soon.
DLC Path
There has been controversy within the community over our decisions with DLC, however we can happily confirm that a new DLC is heading your way this summer. Expect us to spring some more details on you regarding this over the coming months.
The next Spintires
How can we possibly talk about the next iteration of Spintires when we still haven’t finished improving the current version of Spintires? Well to be fair, software is never finished and we understand that. But with the huge success of the Spintires release, it’s kind of a no-brainer but to continue the franchise and create an even better game with a larger team and a larger budget.
So with great pleasure we can confirm that planning has commenced for the next iteration of Spintires, whatever form it may come in. It is suggested not to ask too many questions about it because we simply cannot answer them just yet.
Finally
Thank you all for your continued support, it takes great pleasure to provide you with your dreams of the best off-roading experience available to the digital world. Let’s toast to the future of Spintires!
Build (04/02/15 v1) - Default Public Build (Stable)
Hi Everyone,
We have pushed the recent build live as Default Public Build (Stable) - below is the changelog for recent changes and improvements.
Note: The changes in this version will overwrite all saves.
25/01/15 -all maps improved
-volcano map remade!
-log cart for big MAZ truck
-rotation marker lights instead of old "static red lights"
-honking added (environment reacts properly)
-daytime lighting improved (more variations, transitions within single day)
-mud physics improved: heavy vehicles (e.g. MAZ) extrude terrain faster
-ferns break into chunks
29/01/15 -fireflies added for luminescent flowers
-damage only affects truck behaviour in hardcore mode; damaged behaviour changed
-various UI, gameplay, sound, visual fixes and improvements 30/01/15 -utility cart added for ZIL
-stumps now break into pieces
-new sounds and SFX improvements
04/02/15 -sounds improved
-special effects improved
-logs now react to mud (gets wet and dirty too)
-more changes to damaged truck mechanics and visuals
-gamepad layout changed a bit
-more changes to maps
-some trucks configurations changed/improved/fixed
-minor changes to ingame UI
Build (31/01/15 v1) In testing
Hi there, Off-roaders!
The latest build was received Friday and has been in final stage of testing before release. Once a build is received, whether we are told that is it tested, further tests are carried out to ensure a clean update with minimal to no bugs.
A few issues were noted during testing, so they are being rectified prior to release.
Below is the list of what to expect in the update, segregated into the days of completion.
NOTE: This update contains changes to maps that will break saves. This problem has been noted and a fix is being looked into.
Release: Between 2nd Feb - 4th Feb (Release unspecified due to pending feedback)
25/01/15 -all maps improved
-volcano map remade!
-log cart for big MAZ truck
-rotation marker lights instead of old "static red lights"
-honking added (environment reacts properly)
-daytime lighting improved (more variations, transitions within single day)
-mud physics improved: heavy vehicles (e.g. MAZ) extrude terrain faster
-ferns break into chunks
29/01/15
-fireflies added for luminescent flowers
-damage only affects truck behaviour in hardcore mode; damaged behaviour changed
-various UI, gameplay, sound, visual fixes and improvements 30/01/15
-utility cart added for ZIL
-stumps now break into pieces
-new sounds and SFX improvements
Build (10/01/15 v1) - Default Public Build (Stable) with new 'Flood' map
Hi there everyone!
We have pushed live as Default Public Build (Stable) new build that contains brand new map called Flood.
You will also find 4 new achievements to unlock!
Unfortunately along with this build The Pit map becomes unavailable as it will need the code update - sorry for that.
Change list for the build:
added map: Flood
added truck trailers: garage cart and utility cart
added XML inheritance, added type C-6522 blue version
added pole wires
added icons for map borders
settings tweaked for some trucks/trailers
increased draw distance for leaves lying on ground
P.S. For all that long the Pit and other mods/maps, please check the Legacy branch in Steam Betas tab.
Up-to-date Changelog 2015
The Map 'The Pit' which was made available as a free map for the Spintires has been removed from the core game and is now available in the download section of the official Oovee forum. http://www.oovee.co.uk/forum/files/file/867-the-pit-map-by-imgnpro/
The decision to do this has been made in preparation for the release of mod support and protection against leaked versions of combine tools.
There have been a large number of updates over the previous months. As an overview and to keep our community up-to-date, below is the changelog covering those updates:
02/01/15
-2k15 bug fix
-new icons for game mode descriptions
9/12/14
-fuel drained when skipping time in casual (revert!)
-new icons for game mode descriptions
8/12/14
-improved steering wheel force feedback
-no diff lock damage with manual gearbox (steering wheel)
-fixed flares ("light sources") in stereo 3d mode
-diff lock damage delay increased
-daytime cycle made longer, night made shorter
3/12/14
-performance optimisation
-more accurate damage on impact
-rotating engine shafts
1/12/14
-water sfx, trees sfx improved
-engine sounds improved
-fuel no longer drained when skipping time in casual
-fix: cant skip time in multiplayer
-fix: joining a game but playing different map
-correctly display names for players that arent friends
-handbrake is ON when jumping into the truck
-performance optimisation
-detail maps added for hufe rocks
27/11/14
-trucks sounds improved
-gravity wheels backsteer on hardcore mode
-damage system fixes
-some trees and textures tuned
-water,mud sfx tuned
-big mud chunks now break into small pieces when hit
-ability to switch ON/OFF diff lock in casual with no damage or fuel consumption
-meshes XML format changed with no backward compatibility! required for implementation of modding toolset
24/11/14
-radius of discovery by truck in cloaked areas increased
-diff lock damage disabled in casual, diff lock always ON in casual
-notification when other player removes winch in MP
-bugfix: winch not connecting in MP sometimes
-bugfix: MP chat not working
-smoother animation for other trucks visible in MP
-show ping for inprogress games
18/11/14
-winch crash fix
-path now visible in cloaked areas
14/11/14
-twigs added for all levels
-main menu level changed
-kamaz sounds changed
11/11/14
-levels tuned
-warnings when removing load/fuel
-truck only filled by 200 liters in garage
-winch fix
-uaz,maz trucks tuning
-sounds changed
-antialising imrpoved (visuals)
10/11/14
-fuel stations now visible even when cloaked
07/11/14
-distance to closest node visible in hardcore mode
-uaz water allowance depth increased
-diff lock stress cooldown changed
-tweaks to all levels (old saves wont work)
-fixed: anchors/wheels stuck underground
05/11/14
-diff lock now does increase fuel consumption, but damages truck + visuals for diff lock damage
-winch truck now automatically accelerates when player accelerates
-if winching trucks trailer, tractor will accelerate in accel mode
-per-map saves
-sharpen effect&heat haze tuning
-cursor hotspot fixed in fullscreen
-fuel tankers auto-refueled at garages and gas stations properly
-fisherman achievement obtained by cheating fixed
-more steering wheels support
-only show servers with appropriate version
-maz-535 original look
31/10/14
-sharpen image filter
-ghosts for all player trucks
-option to capture screenshots without HUD
-fixed multiplayer inter-truck collisions issues
30/10/14
-multiplayer inter-truck winch pulling improved again
29/10/14
-some sounds changed
-ingame chat box text fixed
-gamepad and steering wheels pedals acceleration/brake made smoother
-steering wheel: correct initial state of pedals, flixible setup for various models
-various truck behaviour fixes
-lobby buttons get greyed out but game doesnt start (again)
-multiplayer trucks flying in air when connecting winch fixed
-multiplayer inter-truck winch pulling improved
28/10/14
-fixed: sound level changes randomly when using settings dialog
-auto steer/accel mode are defaults now
-can move/remove path nodes in navigation mode
-glitchfix: truck moving without fuel
-some sounds changed
-last joined multiplayer server highlited in list
24/10/14
-steering wheel support
-new achievement: MANUAL GEARBOX
-bouncing rocks fixed
-vehicle damage calculation more accurate (higher damage)
-engine autostart when pressing accelerate
-"engine stalling" progress bar looks changed
-ESC key (default game menu) can now be assigned/reassigned
-gamepad acceleration trigger behaviour improved
-ingame chat history and scroll
-version now visible in main menu
Game Crash: Fix received and in testing
Hello everyone,
For those of you that were on the receiving end of the bug, we would like to apologise for the inconvenience caused. But, we have some good news.
We have received a potential fix for the issue, which we are currently looking at and testing. While we are not fully aware of what caused the bug, we speculate that it was a line of code that was causing a logging issue and was causing the game to crash - with the fact that the issue has been happening on even days, with the help of everyone providing use with feedback.
If tests bring back a positive result, with no crashes, then we can see an upload of the fix by either the end of today or Monday.