Giant battles. Menacing robots. Heroic soldiers. Super weapons. Customizable UI. Squad controls. Huge maps. State-of-the-art graphics. Download at www.wolfegames.com.
0 comments by xenoargh on Jul 1st, 2009 digg this super bookmark
First off, we have new content coming.
Two (yes, two) new races will be added to the game for 1.3.
The Space Chickens will be feature-complete, and a new race, tentatively named the "Wolfoids" (kudos if you get the reference) will be in 1.3. We're not promising that they'll be perfectly balanced yet, but progress is being made!
Oh, and also we might finally have combat on the sea, with giant Resistance and Overmind warships dueling it out with giant guns and huge explosions. Just thought I'd mention that ;-)
And a new Demo build is about ready, featuring some new content and small fixes. We'll have links to it when it's done.






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wow... that mech looks battletech-ish
On a side note, this something good for a Linux Platform.
Isn't listing a publisher a bit erroneous as this game is indie?
Not if there is a moddb group behind it's development. ;)
Not very indie if they have the resources to also be their own publisher.
Most indies publish themselves as they have no contacts or resources to have a professional publisher do it for them. XD
Looks cool, like a mix between Total Annihilation and Warhammer 40K. One critisism I feel i should make though is the animations on the intantry looks a little weird, doesnt seem quite real. Piecing together the different pictures of intantry you have I can make a vague image of how they walk and it just seems a little funny. Make them slouch a little bit and have their legs go further forwards rather than really far back. The legs should also be a little buckled and the feet should be facing a little away from each other. Massive post on such a small thing I know but it could make the game so much better.
That's a weakness of the Spring engine - Spring uses a clone of TA's old scripting language for animation. That means that animation is hand-scripted, as in you have to literally write-out each rotation of each part as a loop. No nice IK-based 3D modelling software to help you animate.
However, there is a guy working on getting MD5 support into Spring. At that point, guys like Argh will be able to improve their animations.
how do you make spring mods?
The documentation is a little chaotic, but start here:
Spring.clan-sy.com
That's the Spring engine homepage. Also try the forums and the various chat-channels in Spring's IRC.
Essentially, there are several tiers to Spring modding - the most trivial is just editing text files that control unit stats and build lists. Spring mods are just renamed 7zips, so all you need is Notepad and 7-zip for that.
Also there is Lua scripts, which involve understanding coding in Lua and Spring's Lua API - PURE does a lot of this, but for a Total Annihilation style mod you don't need Lua, since the engine has built-in support for all TA gameplay (which it was originally built for.
For units, you model them in the modeling program of your choice, but don't animate - instead, you do the model as a heirarchy of parts with a shared skin, import that model into Spring through Upspring, and then script the movements of those parts with Spring's second scripting language, BOS, which is then compiled with COB.
Really, just go to the wiki and start reading, and hit the forum and start asking questions.