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Learning from GDS, we have been focusing on the user interface recently. The current default looks like a disparate collection of panels arranged in a convention-breaking way and is probably the source of much confusion. Most of the work was spent on making the panels support enough skinning to make them look like they fit together. Another large part of the work was the complete rewrite of two of the widgets. Too many changes needed to be made and the widgets were unmaintainable spaghetti code from at least five years ago.

A not-insignificant amount of effort was expended on keeping the rewrites and new layout options compatible with the old defaults. Maintaining compatibility with the varied way people use and modify their UI probably increased the workload by at least 3x. Some compatibility options were missing over the month but they are probably all present by now.

Previously, the default only applies to clean installs. However, this policy has ended up painting us into a corner. The UI used by most players tends to be a snapshot of whatever the default UI was when they first installed ZK. At worst this UI is broken and at best it is not something we want to fully support. The situation we imagine is someone with an eight-month-old default suddenly having a window overlap issue due to more recent changes. Players with experience modifying their UI can simply remove the widget or move the window. Players that barely modify their UI should not be expected to be able to solve these problems themselves.

The old UI

Compared to the new one


We would like to apply the new default UI to anyone who is using an old default. Especially since the new window position handler is able to reset the UI to default upon detecting a screen resolution change.

The main balance change in this version is Aquanim's sea rework. Sonar ranges are less arbitrary than previously - all sea units have sonar equivalent to their vision radius. Many ships have been changed significantly. Serpent has been removed entirely but there is a new surface ship with a sonic gun and Impaler-like missile (Siren). Amphibious and Hovercraft haven't been changed besides sonar, but the new ships interact with those factories quite differently so you will still need to rethink your strategies.

In short: all sea units and Torpedo defense can see underwater units, underwater units are not detectable by radar and long-range sonar sources do not exist. Being underwater functions like radar jamming does on land, except you can't be seen by economy structures or land units.

If you feel like giving these a spin, or looking at them from a distance, you can try to spectate it, ingame or on Shadowfury333's hitbox/twitch/youtube casts.

Working on super weapons

Working on super weapons

The Cursed

The next release for the cursed will contain super weapons for both factions: the imperial nuke launcher and the cursed hellstorm.

Zero-K latest updates, new lobby, updated balance, improved model

Zero-K latest updates, new lobby, updated balance, improved model

Zero-K

Summary of latest updates and free steam keys in tournament.

Magnetonics 1.2

Magnetonics 1.2

Magnetonics

Released on April 7th 2016. Features two new units and a factory to construct those units.

Zero-k v1.4.3.3 - Dynamic light and rush balance

Zero-k v1.4.3.3 - Dynamic light and rush balance

Zero-K

Weapon fire now cast light. Better shader code and more shiny things will follow. The code was ported from BAR [another Spring RTS game in development...

Add game Games
The Cursed

The Cursed

Real Time Strategy

"The Cursed" is a very unique FREE realtime-strategy game based on the Spring engine. The game is about bones, undead, demons, space marines and magic...

Engines of War

Engines of War

Real Time Strategy

Engines of War brings you nonstop Real Time Tactics action from the first second of the game: You are the pilot of one of the massive combat vehicles...

Zero-K

Zero-K

Real Time Strategy

Zero-K is a FREE, multi-platform, open source Real Time Strategy game, which aims to be a dynamic, action-packed, hassle-free experience, full of clever...

Magnetonics

Magnetonics

Real Time Strategy

In this RTS game that is based on Total Annihilation mechanics, units don't deal damage. Instead they push or pull other units around. The only real way...

JauriaRTS

JauriaRTS

Real Time Strategy

Open source MOBA style RTS game built on the spring engine.

MechCommander: Legacy

MechCommander: Legacy

Real Time Strategy

MechCommander: Legacy is an upcoming free and open-source RTS game utilizing the Spring Engine.

Spring: 1944

Spring: 1944

Real Time Strategy

Legions of infantry, tanks, artillery guns and more await your command. Take up arms under the Stars & Stripes, Iron Cross, Hammer & Sickle, or...

Operation Red Dawn

Real Time Strategy

Opensource semi-realistic 3D RTS remake of westwoods 95/96 hit games command and conquer and red alert on a modern flexible engine.

Project Supremacy

Project Supremacy

Real Time Strategy

In the future, Private Military Companies have taken control of everything and are fighting each other for supremacy. I decided to start a RTS game project...

Evolution RTS

Evolution RTS

Real Time Strategy

A new war is brewing. A violent conflict, between the Six Colonies, each one convinced that it was in the right, each one sure of its own ability to defeat...

Comments  (0 - 10 of 35)
L1K3A8O5S
L1K3A8O5S

Okay, I doubt this is the place to put this, but I am a noob...

Every time that I try to start a game in the Spring lobby, the game gets to a loading screen after I push start, and then crashes back the the Spring lobby saying, "Spring has Crashed", and something like, "a stacktrace has been written to infolog.text". I looked around in that text file, but the computer's language is way beyond me, and I don't understand where the problem is. Does anyone have a possible solution?

I am using bots. The same problem for every mod I have. Only tried one map, but I doubt that's the problem.

The games for this look really fun...

Sorry to bore you, Thanks

Reply Good karma Bad karma+2 votes
archl
archl

ATI/Intel Cards easily got problems, try upgrade your Driver.

Else, you may join Multiplayer game, all spring games designed to be Multiplayer fun.

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Forboding_Angel Creator
Forboding_Angel

Most of the bots are *A only. If you are playing BA, then try using RAI or KAIK. AAI usually doesn't work all that well.

Reply Good karma+2 votes
Vancer2
Vancer2

ohai forby

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SciF-i
SciF-i

There are a couple mod specific ais you could try to work with.

Try using RAI works best,everything thats JAVA AI or NULL something dont use those are just for testing only, anyways if the problem persists visit spring main website and post detailed information.

http: //springrts.com/

I must say you should try multiplayer its the best part of this game, there are a couple Ais,but essencialy you are looking at a epic multiplayer RTS experience.

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neddiedrow Creator
neddiedrow

Well, the bot you're using may be the problem. I wish we had caught your question sooner, I doubt you'll check back here, but...

Reply Good karma+2 votes
Ichiman94
Ichiman94

very good engine for RTS games and looks nice

Reply Good karma Bad karma+3 votes
Lupus_of_nox_noctis
Lupus_of_nox_noctis

TA was the best, But this i thought i would never see. They finally brought it back.....

Reply Good karma Bad karma+3 votes
PsychoKnights
PsychoKnights

If you use this engine, can you sell your game you made with it!

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neddiedrow Creator
neddiedrow

Indeed yes.

Reply Good karma+3 votes
wilkub
wilkub

There is one game with this engine what is not free

P.U.R.E
Wolfegames.com

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lol1234
lol1234

actually you cant as far as i know :D (im hoping this stays free and never becomes like a $50.00 engine)

Reply Good karma Bad karma+1 vote
Forboding_Angel Creator
Forboding_Angel

Yes, you can. That said, the engine and changes you made to it must remain under the GPL.

Springrts.com

Reply Good karma+2 votes
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Highest Rated (3 agree) 10/10

i love this engine

Nov 23 2010 by Dominichax

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