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posted in MudRunner read more

Is this going to be the final fix for Mudrunner?

There are still unresolved issues

posted in MudRunner - General Discussion read more

Business Toxicity - at several points Spintires encountered some hiccups and accusations started being thrown:

  • that Oovee took Pavel's game and didn't pay him according to their contract;
  • that Pavel snuck in some code to sabotage the game;
  • etc...

Multiple things. Anyway, we're past that now.

Now we all want MR1 to be properly fixed so that we can look towards MR2 with more confidence. Alternatively we won't say no to Spintires rejuvenated with more and better features and content.

posted in MudRunner - General Discussion read more

@Unster Mudrunner also has better gamepad controls, at least for now. Anyway, I see you're active on Spintires forums so keep at it - if you can at least get that game improved with player feedback it'll still be a win.

But still, I mean, we get a game that is almost a whole niche by itself, has no competition for several years and most of its potential has been squandered away in business politics and easy to notice bugs that remain for months on end.

I think we were all hoping that Mudrunner would break free of whatever toxicity came out of the previous business relationship between development and publishers but it's deja vu already.

Worst (or best) of it all, Oovee, who weren't exactly the champions of communication, are starting to be rather active in forums and use community feedback to improve Spintires. Simultaneously, Pavel's new team at Focus is revving down on the updates and community interaction.

Can't we just get a proper Spintires/Mudrunner game with only minor bugs and annoyances if any? Is that too much to ask after 5 years of development across two games that can only rely on a faithful community to survive?

posted in MudRunner - General Discussion read more

There's been a new update for the Spintires beta. Simply put it's now beating MudRunner in several key aspects:

  • The graphics appear sharper in tone and there's little to no annoying level-of-detail switching for environmental objects. You can tell where Spintires starts to draw foliage but then the foliage doesn't swap details as it does with Mudrunner; As a result the visual experience is smoother in Spintires;

  • The sounds of the trucks are more defined and less repetitive in Spintires;

  • Mud doesn't clump together in huge blobs on tires in Spintires;

  • The automatic gearbox just works;

I didn't otherwise spend a lot of time testing for difference but the way this is going in a couple more updates the core of Spintires is going to be better than Mudrunner. Obviously Mudrunner still has more content, has a better UI and some better truck models here and there, but ... also has more bugs, some of which reported a long time ago ...

Come on, Mudrunner team! I know you can release another patch or two until MR2 to fix these remaining issues. I know you can at least try and make Mudrunner the better of the two Spintires games.

Do you really want Spintires: The Original Game to catch up to your product and surpass it? That will be bad marketing by the time MR2 shows up.

posted in MudRunner - General Discussion read more

Good map indeed and I also agree that limiting maps to only having loaded carts (there was also the 'Desert' on workshop with loaded trailers but for trucks) and/or no garages limits their potential.

Ideally for each map we could change a few options to have more flexibility:

-choose the amount of lumber points per mill ( 8 - 12 -16);
-choose whether we have lumber kiosks, scavenge or preloaded trailers;
-choose whether we have garages enabled or not and how many in maps with multiple garages;

I feel that these options would greatly increase the replay value and we wouldn't need to change to a specific map if we wanted a specific way to play.

posted in MudRunner read more

While MudRunner 2 is going to have a different gameplay when it comes to loading stuff, I can't help but think how much better it would be for MudRunner 1 if for each map we could customize a few options:

  • choose the amount of lumber points per mill ( 8 - 12 -16);
  • choose whether we have lumber kiosks, scavenge or preloaded trailers;
  • choose whether we have garages enabled or not and how many in maps with multiple garages;

I feel that these options would greatly increase the replay value and we wouldn't need to change to a specific map if we wanted a specific way to play.

For instance this new DLC maps is very good in itself but with no garages, only one lumber mill and only preloaded trailers it's done and over very quickly and there's little point in returning to it. Also, there's little point in bringing anything over the 1 star vehicles since you couldn't attack the trailers to it.

posted in MudRunner read more

@unster said in Free DLC Old-Timers Out Today!:

@xenorad What about the Chevy Bison, is it still missing the front suspension model? Any improvements in mud, visually or physics-wise?

The Bison looks unchanged. So does the Western Star with the missing front half-shafts. I didn't notice a change in the mud. The streetlights still remain on throughout the day and logs still do not collide with trees.

Looks like most issues already reported remain.

posted in MudRunner read more

I played a bit with the new map. Here are my impressions:

  • It's a good map in design with plenty of hill climbing. Overall it's not that difficult though there are a few tricky bits. That being said the fact that you don't have a garage and instead you need to find and deliver 4 small log carts to one lumber mill means that it's a short map. With some fumbling I got around to it in about 1 hour and 43 minutes;

  • The trucks are good (is the Chevy supposed to be FWD when not in 4x4?), though in my play-through I didn't really need to use the GMC much on this new map. Initially I was surprised to see it's only one star as compared to the other 4x6 USA trucks, but for this one the diff lock is not permanent so it needs manual engaging;

  • The F150 now has a front driveshaft. Hurray;

  • The USA cranes still have no lights. Not hurray;

  • Texture degradation still occurs, it's just a matter of how much you play a certain map. Also switching from a map to the proving grounds or simply exiting to the menu and returning increases the changes of it to trigger. I also noticed that once it triggers if you come back to that map in a new game then all visual representation of damage on trucks is gone. The damage still remains as points, but the trucks look completely undamaged. Most definitely not hurray;

  • The automatic transmission is still finicky and (almost) always shifts to 1st. The only way it doesn't do that is if you get an empty truck and coast on level pavement and even then it's 5-4-3-2-1 in as many seconds and then you're back to 1st. The original Spintires (with the new beta) does this better;

All in all I like the expansion, and it's good that some bugs also got fixed, but the main disappointment is that the more serious of issues still remain after many months. We already have a way of introducing mods to the game. These free DLCs are most welcome but not if they take away dev effort on fixing bugs. The focus should be on fixing the game first and then DLCs as second. Since these DLCs are free it's even more baffling as to why they take precedence over bug fixing.

posted in MudRunner - General Discussion read more

@unster "They don't have to listen to us and we don't have to buy their product."

I like that statement but I don't know whether that puts us on equal footing or implies there's an advantage to one side over the other. Several years from now hindsight will give that answer.

I get it. MudRunner isn't that important. At the end of the day there are multiple things that take precedence.

But we don't lose anything by trying to put a bit of pressure to get our woes heard. It's the least we could do if we're still here.

posted in MudRunner - General Discussion read more

@riskywisky said in My Big Pet Peeve With Mudrunner.:

If i took a Truck right now and drove it up a hill keeping momentum in the throttle, then i would 9/10 most likely not downshift with an automatic transmission. But the opposite happens in mudrunner.

In real life when climbing a hill rpm lowers in a decreasing fashion. Basically unless you're really in too high of a gear the vehicle will find a way to go across the hill, even if it's struggling.

As far as MR is concerned it's not even that much of a problem to figure it out. You don't have to do complicated calculations on the fly to figure out exactly which gear you need to downshift to. You could just apply a simple rule that you downshift 2 gears every time (except for when you're in second), then restart the calculation. Provided that the gears ratios are spaced out in a linear fashion you would just need to figure out the moment when you need to trigger the downshift and apply that regardless of current gear.

Of course, this would be the most basic way of tackling this. A more advanced way would be to do on the fly gear reduction calculations so that the gear you drop reaches a minimum amount of rpm.