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Spring 0.81.1.3 released
Posted by Tobi at 2010-01-31 19:51, 30 comments.
So after the past two release candidates we're now proud te present the next real release:
Spring 0.81.1.3

Changes since the last release candidate:

Engine:
  • Fixed automatically assigning start position if none is chosen
  • Fixed bug in DXT5 loading (caused artifacts with teamcolors)
  • Fixed F1 heightmap view
  • Fixed playing of demos created in a game in which Spring crashed
  • Made spectator drawings white instead of random team color
  • Disable recording demos from demos (default, DemoFromDemo in springrc to enable)
  • Added a mechanism to register/unregister for messages that are normally not broadcasted to game server

AIs:
  • E323AI 3.14.5:
    • support for: partial watermaps (plays land only), group merging, auto kbot/vehicle lab selection, template configs
    • XTA & BA config improvements
    • Better lab assisting
  • KAIK: do not build MExes on spots used by allies

For changes since 0.80.5.2, easiest is to look here.


Thanks everyone for their contributions!


Download links:


To game developers: do not forget to adapt your game to the next version of Spring.
See the threads for details.


Have fun!
Release candidate: Spring 0.81.1.2
Posted by Tobi at 2010-01-27 12:56, 29 comments.
IMPORTANT NOTE: THIS VERSION IS NOT LIVE YET ON SERVER

Another important note for game developers: in the next version "modinfo.tdf" will be deprecated. You will have to use "modinfo.lua" then. We urge you all to change this as soon as possible to ease the transition. Details can be found here.


Okay, back to the topic of the announcement. The last release candidate had one blocking bug (map options being broken) and some smaller bugs, so here is a new candidate release: Spring 0.81.1.2.

As you can read from the version number, this release does not sync with 0.81.0, so keep that in mind while testing.

In hoijui's post in the thread about the previous release candidate is described how you can test on the current lobby server, if there is no test/backup server available.

Changes since the previous release candidate, Spring 0.81.0, include:

Engine / Simulation:
  • Terrain types and water damage are now taken into account for pathing checksum
    (Fixes desyncs on maps with map options which modify terrain types or water damage)
  • Changed builder patrol/fight behaviour for Hold Pos and Maneuver movestates
  • Being-built units are now visible on radar by default

Engine / Rendering, UI:
  • Added speed display
  • Improved basic player list
  • If OpenGL 1.4 is not available, an error is shown
  • Fixed being-built unit rendering
  • Placing buildings close together works again
  • Fixed canceling of first build item when buildiconsfirst is toggled

Engine / Lua:
  • Less strict type checking in VFS.DirList (fixes FBI2Lua converter)

Engine / System:
  • Map options fixed
  • Menu doesn't crash anymore if no mods/maps found


Thanks everyone for their contributions!


Download links:

We will put these links on the download page once the release is live on the lobby server.


Please, test this release candidate and report any bugs you may find (in particular regressions since 0.80.5.2!) on mantis. If no blocking issues are reported, we will officially release this soon.

To test this release on the main/official lobby server, refer to the instructions in this post.


Have fun!
Release candidate: Spring 0.81.0
Posted by Tobi at 2010-01-19 01:37, 54 comments.
IMPORTANT NOTE: THIS VERSION IS NOT LIVE YET ON SERVER

I'm announcing hereby the first (and hopefully last) release candidate for Spring 0.81.

Changes since the 0.80.5.2 bugfix release include:

Engine / Simulation:
  • Builders are now smart enough to to reclaim features that block their buildsite, which weren't there when they started moving to it
  • Fixed issues with features with 0 metal and 0 energy
  • Fixed crashes / desyncs when using area orders with a large radius
  • Hold position doesn't imply "don't turn" anymore, and units with small firing arcs in general behave a lot better in this case.
  • Units on hold position now don't get confused by nearby invalid targets
  • Smooth ground mesh for better aircraft behaviour (unit tag: useSmoothMesh)
  • Wind fixed to stay in between map boundaries
  • Momentum isn't conserved anymore in unit-unit collisions
  • Impulses decay every frame instead of every slow update
  • Kamikaze units now do a visibility and 3d distance check
  • Fixed ships were able to 'climb' cliffs
  • Fixed multiple issues with pathmap updates after terraforms

Engine / Rendering, UI:
  • Changed default binds of forcestart, singlestep, debug to Alt+f, Alt+o, Alt+b
  • Non-reclaimable features show up as red squares now when placing a building
  • Out-of-LOS features don't show up anymore when placing a building
  • Fixed icons not rendering properly when distance-to-ground method was used
  • Better mipmap handling on SMF maps
  • Fixed specular lighting calculation on SM3 maps
  • Fixed "/shadows" command on SM3 maps
  • Fixed SM3 map holes
  • Fixed "/wiremap 0|1" (argument was inversed)
  • Lots of other drawing fixes
  • Far-textures fixed
  • Load-screens preserve aspect ratio
  • Added checks for insufficent gfx cards
  • Added new shadow rendering option ("/shadows 2"): it disables terrain rendering in the shadow pass, which gives a huge performance increase
  • Changed BumpWaterReflection values: 0 = disable; 1 = enable (no terrain); 2 = enable (with terrain - was '1' before)
  • Fixed occasional hang when word wrapping text
  • S3O transparency is now supported even with AdvUnitShading disabled

Engine / Lua:
  • Added AllowFeatureBuildStep call-in to included gadget handler
  • Fixed typos in certain featuredefs.lua, weapondefs.lua that mutilated error messages
  • Spring.Rehost fixed on Win32 when spaces in install path
  • Added support for modifying CTAAirMoveType (gunships)
  • Add GetUnitMoveTypeData(unitID) call-in, returns a table
  • Fixed Spring.SetFeatureDirection

Engine / System:
  • Fixed incorrect startpositions in skirmish games
  • Proper handling of mod dependencies
  • MAN pages support (Linux)
  • Support for external debug symbols (Linux)
  • Fixed an issue with using the root of a drive as data directory
  • Use less memory when reading from 7z archives
  • Improved handling of spectators in case of sim slowdown and desync

AIs:
  • E323AI: CPU performance improvements & bug fixes
  • KAIK: better D-Gun handling

Thanks everyone for their contributions.


Download links:

We will put these links on the download page once the release is live on the lobby server.


Please, test this release candidate and report any bugs you may find (in particular regressions since 0.80.5.2!) on mantis. If no blocking issues are reported, we will officially release this sometime next week. (after the 25th of January)

To test this release on the main/official lobby server, refer to the instructions in this post.


Have fun!


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