Spintires

Shilka

Hardcore
Interesting post at Ovee forums today. Looks like cabin view is coming after all for example:

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!
 

Shilka

Hardcore
And we have a new 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!
 

Shilka

Hardcore
And some more development shots; appearantly in the future you will be able to select which vehicles you want to spawn in the map on map start. Recently started playing again, and it's still fun. I just wish the updates wouldn't take as increadably long as they are taking, but glad it's still being worked upon...

-YkwLgFDFS4.jpg

p5FUzWLmYJg.jpg
 

Shilka

Hardcore
And the update is finally here. There have been quite some changes and additions. No new maps yet though, although the existing maps have been perfectionized again, so stuff will look change on the maps. Good update all in all, some development bugs left, but those should be ironed out soon enough.

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 (pictured below):
  • B-66
  • B-131
  • C-4310
  • D-537
  • K-700



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.

It is important to note that all is not lost - we will endeavour to find a way to support both Workshop and non-Workshop modding, by what means we see fit and effective.

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)19/10/15


- logs penetrating trucks in multiplayer fix
- assets updated (wooden bridge, log load stacks, kraz log cart, ground leaves)
- achievements fixes
- objectives completion fixes
- shader misses removed, shader cache size reduces (optimisation and fix)
- long logs trailer removes
- kraz red lights addon removed
- maps improvements16/10/15

- "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 tweaks15/10/15

- 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 fix11/10/15

- minor GUI fixes
- minor winch/loading fixes
- kirovets steering fix
- minor multiplayer collision fixes
- lobby/server active achievements status fix
- minor map fixes10/10/15

- 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 fix08/10/15

- 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

- 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
- 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%)
18/08/15

- kamaz 4310!
- sound system reworked!
- map/trees changes
- no auto-loading in hardcore; istead we have "log kiosks"22/07/15

- sounds improved
- bugs fixed
- levels updated
- graphics imrpoved17/07/15

- batch-update since 13/04/15
- only ENGLISH localisation works for now!!!
- 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!
 

Doc

Core
Been wanting to pull the trigger on this game for a while now, but lack of updates so far and few in between have kept it at bay for me. Saw the other day they'd been talking about an upcoming update. Thanks for posting this Shilka. I may have to give this a shot now. ;)
 

AbbyTheFoxx

TS3 SA
Working on a program to randomly select trucks for when you're bored. Will probably add the ability to remove certain trucks from the random selection as well.

Untitled.png
 

Shilka

Hardcore
Nice! Will the truck list always add up the the maximum amount of stars, or might it also use less stars?
 

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