Spring: 1944 "Operation Lyuban" (v1.06) Released!

Spring: 1944 "Operation Lyuban" (v1.06) Released!

A late World War II game which attempts to balance historical realism with a tactically complex model of battle.

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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Spring: 1944 "Operation Lyuban" (v1.06) Released!

Post by Nemo »

Image

The latest version of Spring: 1944 is now up for release! Click the above image to go to our downloads page.

This is not a major version change (hence still in the "L" series), but we've made loads of important improvements nonetheless. Next version, the "M" series, will include navies!

Full changelog from Luettich (v1.01)

Bugs/technical
  • Huge huge numbers of added/fixed description tags (Neddie + yuritch)
  • Add logistics cost to fully reload to all unit descriptions, as well as storage (yuritch)
  • Endless amounts of missing buildpics fixed. (yuritch)
  • Large number of icons fixed/added (yuritch + Neddie)
  • Fixed exploit involving upgrade during factory construction (Nemo)
  • Infantry doesn't chase planes anymore (tobi and his magic script)
  • Plane orders are now grayed out when you don't have the money for them (tobi)
  • Fixed MaxWaterDepth on buildings (no more hiding factories underwater) (tobi)
  • Added build placement check to morph gadget (tobi)
  • Forbid reclaim of mobile units (tobi)
  • Buildmenu consistency between Soviet Commander and Soviet Commissars (yuritch)
  • Flags now have 0x0 footprint, so they won't block units from getting places (tobi)
  • Desync fix in aircraft! (tobi)
  • Found several gadgets/widgets that were updating every single frame when they really didn't need to be (should be a noticeable reduction in CPU load) (Nemo)
  • Fixed commando LZ to not explode when it shouldn't - now uses 'morph' functionality. (Nemo)
  • Removed builder tags from inf (I forget what this fixes, but ... ) (Nemo)
  • Removed hidedamage=1 from a bunch of units (Nemo)
  • Various unused file cleanups (Neddie)
  • Fixed deployment mode + added missing units (Nemo)
  • A bunch of flamethrower FX tweaks/improvements (Evil4Zerggin)
  • Added ModOption to set total map income per player (more accurate tweaking than the flag income multiplier) (Evil4Zerggin)
  • Fixed Eng Veh brakerates (Evil4Zerggin)
  • A huge bunch of highly boring work on FX for ships (Evil4Zerggin, yuritch)
AI
CRAIG
v3.1 -> v3.2
============
  • Fixed spring lockup (infinite loop) when all base buildings where limited
    and the base building algorithm reached end of the queue.
  • New constructor syntax used in configuration. (UnitArray, UnitSet, UnitBag)
  • Moved unitlimits out of buildorder.lua into it's own file: unitlimits.lua
  • Default difficulty level changed to medium.
  • Waypoint editor changes:
    - Brush size in waypoint editor is now in world coordinates.
    - Loads from LuaRules/Configs/craig/maps as fallback.
    - Only need to hover over the waypoint when pressing M to delete it.
  • S44: Huge nerf because of the complaints it was too hard
    - Now in all difficulties all factories are limited.
    - Barracks: 3 on easy, 3 on medium, 4 on hard.
    - Vehicle yard: 1 on easy and medium, 2 on hard.
    - Tank yard: 1 on easy, 2 on medium, 4 on hard.
    - Supply depot: 1 on easy and medium, 2 on hard.
  • S44: Supply depot is now used to spam halftracks.
  • S44: Fixed buildorder for Russia. (now commissars can't clone themselves)
  • Added waypoint profiles for:
    - 1944_Village_Crossing_v2
    - CenterrockV12
Gameplay
  • Planes now part of the 'fear' system. If they come under sustained AA fire, they will become unselectable and fly back to HQ (yours, not off map) until they recover (less than 10 seconds). Related: AA guns now have a range-finding script so they have more-or-less proximity fuse behavior (ie, many more 'near hits', not so many gibs).
  • Significant infantry platoon restructuring:
    - All scout squads removed, two scouts added to mortar and MG squads.
    - US Rifle squad gained bazooka
    - US Assault squad lost a few SMGs, gained 2 BAR and 2 flamethrower
    - US Flamethrower squad gained 1 flamer (to 4)
    - German Rifle squad lost a few rifles, gained a MG42
    - German Assault squad gained 2x Panzerfaust, lost a few SMGs
    - British Assault squad gained commando
    - Soviet Rifle squad gained commissar + PTRD, lost some SMGs
    - Soviet Assault squad gained commissar + RPG-43, lost some SMGs
  • Significant buildtree restructuring:
    - Vehicle yards can now upgrade to include light tanks in the menu
    - Gunyards can upgrade to include either Self-Propelled Arty or Tank Destroyers (but not both)
    - Tank yards can now upgrade to include either Advanced Medium Tanks or Heavy Tanks (but not both, and retaining all options from previous factory)
  • Removed trucks from spawn and from HQ build list.
  • New units: - all skins by Spiked, Models by Dash/Yuri, UVmaps by FLOZi/Spiked
    - US M7 Priest - Self-propelled 105mm howitzer
    - Soviet SU-85 - Medium Tank Destroyer
    - Soviet SU-100 - Heavy Tank Destroyer
  • Set Command storage to 10k
  • Raised 'default' supply gap to 7.5 minutes between resupplies
  • US resupply gap 15% shorter than others.
  • Added Random Faction option in the lobby - also serves as the "Game Master/sandbox" faction, if that modOption is enabled (defaults to off - Random faction)

Balance
  • Everything mentioned above in 'gameplay'
  • Range nerf for ISU-152, puts in in the same level as StugIII range-wise.
  • Commissars no longer clone each other.
  • AT troops move more slowly, have larger decloak radii, and cost more (less effective in the 'commando' role now).
  • PTRD no longer gibs infantry, and mostly serves as a deterrent to rushing vehicles past Russian squads
  • Significantly lowered logistics costs of AA weapons
  • Raised logistic cost of rockets from 30 to 35 per rocket.
  • 10% nerf to Katyusha range
  • Substantially lowered deploy time for MGs, halftracks.
  • Changed base spawn back to 3 AA guns, added 2 MGs.
  • Raised BA-64 health to reflect the fact that it has more armor than a truck, reduced its buildtime slightly (10%)
  • +15% to ground attack plane LoS
  • Cost increases to Su-76 and T-60, T-60 lost a good bit of armor quality (takes more damage from non-penetrating hits).
  • +15% cost for all Tank Destroyers, except M10 Wolverine (US TD in the tank yard).
  • Made lots of copies of units to have their BTs suit the factories they're in. For example: a light tank from the upgraded light vehicle yard takes longer than the same light tank from the tank yard (same cost, different drain).
  • Substantial cost increases to British Commandos
  • Raised firing arc on Nebelwerfer and M-30
  • Moved M-30 howitzer into upgraded russian gunyards (either one)
  • Raised firing arc on AT guns to 70 degrees.
  • Removed +20 production from HQs/commander and made it 'disembodied'.
  • A fairly wide swath of armor cost tweaks. Generally scaling up the cost of heavy armor in relation to medium.
  • Dropped Bren MG burst from 5 to 4 (no longer can pin in a single burst).
  • 2.5% longer BT/higher cost for british HQ squad
  • 10% cheaper/faster building daimler and sdkfz250
  • Commando satchel charges can now be removed by the "minesweep" function that engineers have.
Game master/Sandbox tools and news
  • First draft of Game Master tool set - very basic for now; its an invisible plane that can fly anywhere, never lands, and can build any unit in the game very quickly. This allows for setting up things like dogfights/specific battles fairly easily (without needing cheat mode).
    - To access, turn on the "Enable GM toolset" modoption and play as the "random faction/GM" team
    - Hopefully more powerful functionality coming to this toolset in the not-too-distant-future.
  • Boats are ingame, but not yet buildable. You can access them by /giving, or by using the GM tools to build them.
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yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Re: Spring: 1944 "Operation Lyuban" (v1.06) Released!

Post by yuritch »

The installer was updated to Spring 0.79.1.2, and AIs incompatible with Spring:1944 (AAI, KAIK, RAI) were removed (now it only contains C.R.A.I.G.) New installer is available by the same URL as the old one.
umarzuki
Posts: 25
Joined: 25 Jan 2009, 03:03

Re: Spring: 1944 "Operation Lyuban" (v1.06) Released!

Post by umarzuki »

I had problem playing this mod
Spring 0.79.1.2
Build date/time: Jul 18 2009 21:59:13
Player Player connected with number 0 (client version 0.79.1.2)
GameID: 41ec614a4be21d6cf9d94ddc1cdf4421
SkirmishAI0: Error: Could not load mod and/or general config file, see .../log/AILog.txt for further information
movewarnings disabled
Also, I could not locate AILog.txt.

What does the message means? How do I make this work?
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Re: Spring: 1944 "Operation Lyuban" (v1.06) Released!

Post by Nemo »

It means you chose an AI which doesn't work with S44 - our fault for including them in the installer. CRAIG is the AI which works best with S44 (launch via springlobby "singleplayer" tab).
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zwzsg
Kernel Panic Co-Developer
Posts: 7049
Joined: 16 Nov 2004, 13:08

Re: Spring: 1944 "Operation Lyuban" (v1.06) Released!

Post by zwzsg »

SpikedHelmet wrote:no easy way to actually start a singleplayer game or anything. Hell I had to write a tutorial on how to start a single player game -- wtf game has to do that? Spring completely lacks a front-end user interface (like click on an .exe, game opens, you're brought to a main menu, can choose Single or Multiplayer, options, etc, from there -- no need for a fucking tutorial just to get a game going).
I made you a single player launcher: (More details over there.)
Image.
Last edited by zwzsg on 28 Jul 2009, 21:40, edited 1 time in total.
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Spring: 1944 "Operation Lyuban" (v1.06) Released!

Post by Neddie »

How many KP tournaments do I owe you for this, zwzsg?
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Spring: 1944 "Operation Lyuban" (v1.06) Released!

Post by CarRepairer »

I enjoyed playing my first real games of s44 last night. In the first round my teammate (SpikedHelmet) started the game off by firing off a few rounds of artillery at my army for lulz, leaving me with some poor dead brits. In the third, the host (Journier) kicked my teammate (SpikedHelmet) halfway through the game because apparently he was using OP airplanes. So I was left alone on the battlefield. I now have PTSD.

Anyway I enjoyed it nonetheless. I recommend you fix customformations as soon as possible and get it in there (of all games in Spring this one needs it the most!). Also add my widget from CA called selectbuttons_ca (a modified version of trepan's selectbuttons that allows you to move it around in ctrl+f11 tweakmode). This should be on by default. With the zillions of units you select on your screen it's crucial. It's really worth a shot to try out jK's buildbar widget as well.

Great job so far.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: Spring: 1944 "Operation Lyuban" (v1.06) Released!

Post by FLOZi »

Heh, playing with Journ and Spiked together is bound to be an experience.

There is a custom formations widget in, though it should be updated to the latest version. I guess we can add in the CA version of selection buttons too, though we are slowly working towards our own gui.
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zwzsg
Kernel Panic Co-Developer
Posts: 7049
Joined: 16 Nov 2004, 13:08

Re: Spring: 1944 "Operation Lyuban" (v1.06) Released!

Post by zwzsg »

FLOZi wrote:There is a custom formations widget in, though it should be updated to the latest version.
It's not a case of oh hey ok maybe one day we could update, it's case of the old one being crash-prone under Spring 0.79 sometimes taking down the the whole LuaUI with it.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: Spring: 1944 "Operation Lyuban" (v1.06) Released!

Post by FLOZi »

FWIW, I've never had any problems with the version that is currently in S44 :P
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zwzsg
Kernel Panic Co-Developer
Posts: 7049
Joined: 16 Nov 2004, 13:08

Re: Spring: 1944 "Operation Lyuban" (v1.06) Released!

Post by zwzsg »

It doesn't crash every game, it depends on how many unit you select, what mouse movement you do with your mouse, that kind of things.

Back when I still had the old version, I would get a "Mouse Release" error flood then a LuaUI crash which I had no idea where it came from in about 17% of my games. Then KP is more spammy, and my formation shapes very scribbled.

So maybe you never encountered it because of your playstyle, but that doesn't mean it's not a frequent and serious bug.
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Evil4Zerggin
Posts: 557
Joined: 16 May 2007, 06:34

Re: Spring: 1944 "Operation Lyuban" (v1.06) Released!

Post by Evil4Zerggin »

I put in CustomFormations2. What is this CustomFormationsMeta thing; should I remove it now that 2 is in?

Also, in one game before I put 2 in, custom formations was crashing like a motherfucker, so I can confirm this.
CarRepairer wrote:Also add my widget from CA called selectbuttons_ca (a modified version of trepan's selectbuttons that allows you to move it around in ctrl+f11 tweakmode).
I'm planning to program something like this; it will probably use NATO symbols and such. I think FLOZi spoke highly of your concept.
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Spring: 1944 "Operation Lyuban" (v1.06) Released!

Post by CarRepairer »

You really ought to consider using chili as it will save you a lot of time. I can help if you wish.
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Evil4Zerggin
Posts: 557
Joined: 16 May 2007, 06:34

Re: Spring: 1944 "Operation Lyuban" (v1.06) Released!

Post by Evil4Zerggin »

Thanks, I'll keep you in mind. Unfortunately I don't think I'll return to working on GUI stuff for a while.
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Re: Spring: 1944 "Operation Lyuban" (v1.06) Released!

Post by Das Bruce »

Fun, but there are problems, and these are the ones I noticed and can remember
- Russian anti tank rifle infantrys rifle jerks about when he was aiming/prone.
- One out of 3 of my mortars and bazookas would always get stuck in the barracks when playing as U.S.
- Its WW2, we fucking understand that jerry will be putting up a fight, it's kind of integral to the whole god damn senario, please delete sound file, or make it quiter, it seems to play at full volume always
- Aircraft sounds when no aircraft could be seen
- Jumbo sherman looks rediculous, is it supposed to?
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yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Re: Spring: 1944 "Operation Lyuban" (v1.06) Released!

Post by yuritch »

Jumbo model and sound volume are addressed in testing builds, get one of those (links are in #s44 in the lobby). Units getting stuck in things was also worked on, so maybe that one is fixed too.
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Re: Spring: 1944 "Operation Lyuban" (v1.06) Released!

Post by Das Bruce »

Excellent.
- The white experience bars seem out of place and unneccessary with the rank insignia
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Spring: 1944 "Operation Lyuban" (v1.06) Released!

Post by Neddie »

Das Bruce wrote:Excellent.
- The white experience bars seem out of place and unneccessary with the rank insignia
Agreed.
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Re: Spring: 1944 "Operation Lyuban" (v1.06) Released!

Post by Das Bruce »

- Need more info on upgrading, at the moment my factory just won't build for however many minutes it takes to upgrade, no apparent indication why or how long it will take or any option to cancel it.
- Could buildtime be displayed in seconds? It's nice that they're all round numbers that are easy to do arithmetic on, ie one of these for the time of three of those, but it'd be nicer if we just had it in seconds.
/edit/
- mg's should have a pistol or something rather than just standing there looking stupid when you flank them.
/edit2/
- Sometimes katyushas fire their rockets from the models base rather than the rocket rack. pic, it seemed to be firing properly at first then it switched to firing like that.
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