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	<id>https://springrts-wiki.p2004a.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=210.11.113.96</id>
	<title>Spring - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://springrts-wiki.p2004a.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=210.11.113.96"/>
	<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/wiki/Special:Contributions/210.11.113.96"/>
	<updated>2026-11-08T23:55:11Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Community_news&amp;diff=4738</id>
		<title>Community news</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Community_news&amp;diff=4738"/>
		<updated>2005-10-12T08:31:18Z</updated>

		<summary type="html">&lt;p&gt;210.11.113.96: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page, you can post news items that will be seen in the top right section of the frontpage. You can use this to post if you have created or found something of interest to the Spring community, such as a new map, a useful tool or perhaps a new useful page in the wiki. Details on how to update this page can be found [[Community_news_editing | here]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===2005-10-12 - Maelstroms SMD Creator===&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2420 Maelstroms SMD Creator] has been relesed, to help people create SMD Map files with an easy to use GUI. &lt;br /&gt;
&lt;br /&gt;
===2005-10-11 - JCAI 0.20 Released===&lt;br /&gt;
[http://spring.clan-sy.com/phpbb/viewtopic.php?p=33275#33275 JCAI 0.20 skirmish AI] is released with a modified spring exe, it is much more stable now.&lt;br /&gt;
&lt;br /&gt;
===2005-09-28 - UberHack, SpringVersion1.2 Released===&lt;br /&gt;
This port of the famous balance mod for TA, done by NOiZE, has been made as good as bug free now. This mod would not have been possible without help from: zwzsg, Gnome and Kuroneko. For more info at [http://spring.clan-sy.com/phpbb/viewtopic.php?t=2364 read this thread]. And it can be downloaded from [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1552 FileUniverse].&lt;br /&gt;
&lt;br /&gt;
===2005-08-20 - wiki Button Added===&lt;br /&gt;
As you probably already have noticed, the SY&#039;s have added a wiki button (Made by aGorm) to the Navigation bar. Hopefully, this will make people more aware of the wiki, as some have never even heard of it! More info on [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1917 this thread]. If you don&#039;t see the wiki button, empty the cache of your browser and refresh.&lt;br /&gt;
&lt;br /&gt;
===2005-08-16 - JCAI Released===&lt;br /&gt;
Zaphod has released alpha 1 of his skirmish AI JCAI for spring,[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1920 see forum post]&lt;br /&gt;
TAI code has been released but doesnt work. [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1322 Get it here]&lt;br /&gt;
&lt;br /&gt;
===2005-08-03 - Mods and Maps===&lt;br /&gt;
zwzsg made a 3.6MB mod package with: OTA balance, Evolva models, UTASP Buildpics. Install and use easy thanks to the new mod switcher introduced in Spring 0.60b1.&lt;br /&gt;
&amp;lt;br&amp;gt;- [http://spring.clan-sy.com/phpbb/viewtopic.php?t=1843 More info and discussion]&lt;br /&gt;
&amp;lt;br&amp;gt;- [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1257 Download link]&lt;br /&gt;
&lt;br /&gt;
[http://zwzsg.hosted.luckz.de/img/spring/Azure%20Rampart%20-%20evnbp%20-%20Bomber.png http://www.fileuniverse.com/images/Azure%20Rampart%20-%20evnbp%20-%20Bomber.jpg-thumb.png][http://www.fileuniverse.com/images/Ahspen%20-%20evnbp%20-%20Tanks%20Tracks.jpg http://www.fileuniverse.com/images/Ahspen%20-%20evnbp%20-%20Tanks%20Tracks.jpg-thumb.png][http://www.fileuniverse.com/images/RedHaven%20-%20evnbp%20-%20Core.jpg http://www.fileuniverse.com/images/RedHaven%20-%20evnbp%20-%20Core.jpg-thumb.png][http://www.fileuniverse.com/images/causticscreenshot.jpg http://www.fileuniverse.com/images/causticscreenshot.jpg-thumb.png]&lt;br /&gt;
&lt;br /&gt;
Spring 0.60b1 made all previous maps obsolete, but as the pictures above show, there&#039;s a steadily increasing [http://www.fileuniverse.com/?p=listing&amp;amp;ID=121 choice of new maps], either old ones converted to the new format or brand new.&lt;br /&gt;
&lt;br /&gt;
===2005-07-08 - Buggi&#039;s Beta Update===&lt;br /&gt;
Buggi released a new version of his modified version of the game; This release added, among other things, custom models for weapons! [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1257 Get it here]&lt;br /&gt;
&lt;br /&gt;
===2005-07-05 - Map Editing Guide Updated===&lt;br /&gt;
You know you wanted to make that map? Well now you can! Check it out in the Wiki, or click on the link.&lt;br /&gt;
[[Create_maps]]&lt;br /&gt;
&lt;br /&gt;
===2005-07-03 - New strategy guide===&lt;br /&gt;
A new strategy guide to help out new players has been added to the wiki.&lt;br /&gt;
Here&#039;s the link: [[Spring guide!]]&lt;br /&gt;
&lt;br /&gt;
===2005-07-03 - Community news section===&lt;br /&gt;
A new site feature has been added, that allows users to contribute news that will be seen in this section.&lt;br /&gt;
&lt;br /&gt;
This might be useful to expose new maps for example to those that don&#039;t visit the map forum regularly... We&#039;ll see how it turns out.&lt;/div&gt;</summary>
		<author><name>210.11.113.96</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Mapdev:SMD&amp;diff=13550</id>
		<title>Mapdev:SMD</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Mapdev:SMD&amp;diff=13550"/>
		<updated>2005-10-05T11:41:26Z</updated>

		<summary type="html">&lt;p&gt;210.11.113.96: /* SMD Syntax */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Maelstrom&#039;s SMD Creator ==&lt;br /&gt;
Maelstrom has made a handy little SMD creating utility, which can be found in this forum thread: http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2420&lt;br /&gt;
&lt;br /&gt;
== SMD Syntax ==&lt;br /&gt;
The SMD, to work correctly, must be set out correctly. The following are a few of these requirements that you have to follow:&lt;br /&gt;
*All lines must end in a &#039;;&#039;. This is just like any C derived programming language&lt;br /&gt;
*Sections begin with a keyword wrapped in [Square brackets], and are wrapped in {Curly Brackets}&lt;br /&gt;
*Each different tag must be placed on a different line (?)&lt;br /&gt;
&lt;br /&gt;
The following are some recomendations to help other people read your SMD.&lt;br /&gt;
*Blank lines are allowed, and can be placed to help distinguish between different sections&lt;br /&gt;
*You may place comments in the SMD, and again like C programming languages, these are preceded by a &#039;//&#039;. Anything following a comment marker is ignored by the parser.&lt;br /&gt;
*You can tabulate your SMD to help the overall readability, and to show where sections begin and end.&lt;br /&gt;
&lt;br /&gt;
== Example SMD ==&lt;br /&gt;
&lt;br /&gt;
 [MAP]&lt;br /&gt;
 {&lt;br /&gt;
 	Description=Lot of metal in middle but look out for kbot walking over the mountains;&lt;br /&gt;
 	TidalStrength=20;&lt;br /&gt;
 	Gravity=130;&lt;br /&gt;
 	MaxMetal=0.03;&lt;br /&gt;
 &lt;br /&gt;
 	ExtractorRadius=400;&lt;br /&gt;
 	MapHardness=100;&lt;br /&gt;
&lt;br /&gt;
 	DetailTex=mydetailtex.bmp;&lt;br /&gt;
 	AutoShowMetal=1;&lt;br /&gt;
 	&lt;br /&gt;
 	[ATMOSPHERE]&lt;br /&gt;
 	{&lt;br /&gt;
 		Skybox=space.dds;&lt;br /&gt;
&lt;br /&gt;
 		FogColor=0.7 0.7 0.8;&lt;br /&gt;
 		FogStart=0.2;&lt;br /&gt;
 &lt;br /&gt;
 		CloudColor=0.9 0.9 0.9;&lt;br /&gt;
 		SkyColor=0.1 0.15 0.7;&lt;br /&gt;
 &lt;br /&gt;
 		SunColor=1.0 1.0 1.0;&lt;br /&gt;
 		CloudDensity=0.55;&lt;br /&gt;
 &lt;br /&gt;
 		MinWind=5;&lt;br /&gt;
 		MaxWind=20;&lt;br /&gt;
 	}&lt;br /&gt;
 	[WATER]&lt;br /&gt;
 	{&lt;br /&gt;
 		WaterTexture=mywatertexture.jpg;&lt;br /&gt;
 		WaterSurfaceColor=0.4 0.6 0.8;&lt;br /&gt;
 		WaterPlaneColor=0.4 0.6 0.8;&lt;br /&gt;
&lt;br /&gt;
 		WaterBaseColor=0.4 0.6 0.8;&lt;br /&gt;
 		WaterAbsorb=0.004 0.004 0.002;&lt;br /&gt;
 &lt;br /&gt;
 		WaterMinColor=0.1 0.1 0.3;&lt;br /&gt;
 		WaterDamage=20;&lt;br /&gt;
 	}&lt;br /&gt;
 	[LIGHT]&lt;br /&gt;
 	{&lt;br /&gt;
 		SunDir=0 1 2;&lt;br /&gt;
 		&lt;br /&gt;
 		GroundAmbientColor=0.4 0.4 0.4;&lt;br /&gt;
 		GroundSunColor=0.7 0.7 0.7;&lt;br /&gt;
 &lt;br /&gt;
 		GroundShadowDensity=0.8;&lt;br /&gt;
 &lt;br /&gt;
 		UnitAmbientColor=0.3 0.3 0.3;&lt;br /&gt;
 		UnitSunColor=0.8 0.8 0.8;&lt;br /&gt;
 		UnitShadowDensity=0.8;&lt;br /&gt;
&lt;br /&gt;
 		SpecularSunColor=0.3 0.3 0.3;&lt;br /&gt;
 	}&lt;br /&gt;
 	[TEAM0]&lt;br /&gt;
 	{&lt;br /&gt;
 		StartPosX=600;&lt;br /&gt;
 		StartPosZ=600;&lt;br /&gt;
 	}&lt;br /&gt;
 	[TEAM1]&lt;br /&gt;
 &lt;br /&gt;
 	{&lt;br /&gt;
 		StartPosX=3600;&lt;br /&gt;
 		StartPosZ=3600;&lt;br /&gt;
 	}&lt;br /&gt;
 	[TEAM2]&lt;br /&gt;
 	{&lt;br /&gt;
 		StartPosX=3600;&lt;br /&gt;
 		StartPosZ=600;&lt;br /&gt;
 	}&lt;br /&gt;
 	[TEAM3]&lt;br /&gt;
 	{&lt;br /&gt;
 		StartPosX=600;&lt;br /&gt;
 		StartPosZ=3600;&lt;br /&gt;
 &lt;br /&gt;
 	}&lt;br /&gt;
 	[TEAM4]&lt;br /&gt;
 	{&lt;br /&gt;
 		StartPosX=2000;&lt;br /&gt;
 		StartPosZ=600;&lt;br /&gt;
 	}&lt;br /&gt;
 	[TEAM5]&lt;br /&gt;
 &lt;br /&gt;
 	{&lt;br /&gt;
 		StartPosX=2000;&lt;br /&gt;
 		StartPosZ=3600;&lt;br /&gt;
 	}&lt;br /&gt;
 	//Up to [TEAM9]&lt;br /&gt;
 	[TERRAINTYPE0]&lt;br /&gt;
 	{&lt;br /&gt;
 		name=default;&lt;br /&gt;
 		hardness=1;&lt;br /&gt;
 		tankmovespeed=1;&lt;br /&gt;
 		kbotmovespeed=1;&lt;br /&gt;
 		hovermovespeed=1;&lt;br /&gt;
 		shipmovespeed=1;&lt;br /&gt;
 &lt;br /&gt;
 	}&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== SMD Tags List ==&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#C0C0C0&amp;quot;&amp;gt;Variable&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#C0C0C0&amp;quot;&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#C0C0C0&amp;quot;&amp;gt;Examples&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;[TEAM&#039;&#039;X&#039;&#039;]&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;The number of the team, starting at 0 for player 1 and going on up to 9 for player 10, where &#039;&#039;X&#039;&#039; is the player number&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;[TEAM3]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;[TERRAINTYPE&#039;&#039;X&#039;&#039;]&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;Used to define different terrain types that exist on the map. The value starts at 0 and goes on for as many terrain types as you have, where &#039;&#039;X&#039;&#039; is the type number. Which terrain type goes where on the map is determined by the typemap when compiling the map.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;[TERRAINTYPE0]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;AutoShowMetal&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;A boolean, turning it off makes it so the user must press F4 to view the metal map, leaving it on will make it so the metal map is turned on whenever they choose to build a metal extractor.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;AutoShowMetal=0;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;CloudColor&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;The color of the clouds. The values are in the order Red, Green, Blue. For all intensive purposes, 0.0 is black and 1.0 is white; however, giving values higher than 1.0 will give brighter fog and less than 0.0 will give darker.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;CloudColor=0.9 0.9 0.9;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;CloudDensity&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;The number of clouds in the sky. A percentage in decimal form, 0.0 to 1.0.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;CloudDensity=0.55;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;The description of the map that shows in the multiplayer battleroom.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;Description=Strong wind, good for 2v2 team games;&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;DetailTex&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;The texture which will be shown on the map in the color of the texture map when a player zooms very far in. Leaving this blank will make the game default to detailtex2.bmp. It is assumed you can only use the bitmap format for these textures.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;DetailTex=mydetailtex.bmp;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;ExtractorRadius&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;The radius of effect that a single extractor will extract from. If two radii intersect, both extractors will suffer from reduced output.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;ExtractorRadius=400;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;GroundAmbientColor&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;The ambient (non-sun-lit) color of ground, grass, trees and other features.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;GroundAmbientColor=0.4 0.4 0.4;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;GroundShadowDensity&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;How far from the non shadowed to the ambient color stuff in shadow will go.&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;GroundShadowDensity=0.8;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;GroundSunColor&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;The color of ground where it is fully sun lit (added to &amp;lt;i&amp;gt;GroundAmbientColor&amp;lt;/i&amp;gt;).&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;GroundSunColor=0.7 0.7 0.7;&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;FogColor&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;The color of the fog and the infinite plane below the world. The values are in the order Red, Green, Blue. For all intensive purposes, 0.0 is black and 1.0 is white; however, giving values higher than 1.0 will give brighter fog and less than 0.0 will give darker.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;FogColor=0.7 0.7 0.8;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;FogStart&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;The distance from the camera at which the fog will start.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;FogStart=0.2;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;Hardness (terraintype)&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;Used as a multiplier against the &amp;lt;i&amp;gt;MapHardness&amp;lt;/i&amp;gt; value. Can be used to make a particular terrain type softer or harder. A value of &#039;1&#039; will make it as hard as &amp;lt;i&amp;gt;MapHardness&amp;lt;/i&amp;gt;, and 0.5 will make it half as hard.&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;hardness=0.75;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;HoverNoveSpeed&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;Speed multiplier for hovercraft when travelling on the parent terrain type. A value of &#039;1&#039; is normal speed, 0.5 will make them travel at half speed on the parent terrain type.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;hovermovespeed=1;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;KbotMoveSpeed&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;Speed multiplier for Kbots when travelling on the parent terrain type. A value of &#039;1&#039; is normal speed, 0.5 will make them travel at half speed on the parent terrain type.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;kbotmovespeed=1;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;MapHardness&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;Defines how much the terrain will deform due to explosions and weapons.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;MapHardness=100;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;MaxMetal&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;How much metal a map square with the maximum metal value gives. Unsure how this is calculated, but a value of around 0.03 will give OTA-esque levels of metal from metal extractors.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;MaxMetal=0.03;&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;MaxWind&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;The maximum amount of energy the wind on the map will give.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;MaxWind=20;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;MinWind&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;The minimum amount of energy the wind on the map will give.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;MinWind=5;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;Name (terraintype)&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;Used to define the name of the type of terrain. &amp;quot;Snow&amp;quot; or &amp;quot;Rock&amp;quot; or whatever you want.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;Name=default;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;ShipMoveSpeed&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;Speed multiplier for Ship when travelling on the parent terrain type. A value of &#039;1&#039; is normal speed, 0.5 will make them travel at half speed on the parent terrain type.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;shipmovespeed=1;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;SkyBox&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;The image to display in the sky during gameplay, rather than having the engine dynamically render one. This allows for complex skies, which may include stars, planets, etc overhead. Skyboxes are stored as .DDS cubeboxes. A skybox&#039;s .dds file should be placed in the maps directory of a compressed file, along with the .smf, .smd, and .smt files.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;Skybox=space.dds;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;SkyColor&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;The color of the sky itself. Works the same way as &amp;lt;i&amp;gt;CloudColor&amp;lt;/i&amp;gt; and &amp;lt;i&amp;gt;FogColor&amp;lt;/i&amp;gt;.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;SkyColor=0.1 0.15 0.7;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;SpecularSunColor&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;The color of the reflected light off of stuff (otherwise will be UnitSunColor)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;SpecularSunColor=0.1 0.15 0.7;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;StartPosX&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;The X (east-west in the TA camera) coordinates on the map where the player will start.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;StartPosX=600;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;StartPosZ&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;The Z (north-south in the TA camera) coordinates on the map where the player will start.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;StartPosZ=600;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;SunColor&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;The color of the sun in the sky. This will also effect the size of the star. As the value increases (including over 1.0), the disc will get bigger; the inverse is also true.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;SunColor=1.0 1.0 1.0;&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;SunDir&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;The direction of the sun, which is normalized by Spring. The Y-axis is up. In the following chart, using the values in a square will make shadows fall in that square if the shadow caster (like a unit) is placed in the center. ie: you use the values from the top-left (North-West) corner box, shadows will be cast in a North-Westerly direction:&lt;br /&gt;
      &amp;lt;center&amp;gt;[[Image:ShadowDirection.gif]]&amp;lt;/center&amp;gt;&lt;br /&gt;
    &amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;SunDir=0 1 2;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;TankMoveSpeed&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;Speed multiplier for tanks when travelling on the parent terrain type. A value of &#039;1&#039; is normal speed, 0.5 will make them travel at half speed on the parent terrain type.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;tankmovespeed=1;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;TidalStrength&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;The amount of energy which will be given by tidal generators.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;TidalStrength=30;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;UnitAmbientColor&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;The ambient (non-sun-lit) color of units and corpses.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;UnitAmbientColor=0.3 0.3 0.3;&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;UnitShadowDensity&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;How far from the non shadowed to the ambient color stuff in shadow will go.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;UnitShadowDensity=0.8;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;UnitSunColor&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;The color of units where they is fully sun lit (added to &amp;lt;i&amp;gt;UnitAmbientColor&amp;lt;/i&amp;gt;).&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;UnitSunColor=0.8 0.8 0.8;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;WaterAbsorb&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;How fast different colors (RGB in order) are absorbed by the water. Can be used to make the water look murky at deeper sections and so on.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;WaterAbsorb=0.004 0.004 0.002;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;WaterBaseColor&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;The color of the water at the surface.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;WaterBaseColor=0.4 0.6 0.8;&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;WaterDamage&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;Amount of damage water does to units in it. Someone add the value that make water impassable (like lava) and the rate at which damage is applied. It is assumed for now that it does WaterDamage per 30 internal frames.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;WaterDamage=20;&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;WaterMinColor&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;The smallest values the water will go down to due to &amp;lt;i&amp;gt;WaterAbsorb&amp;lt;/i&amp;gt;.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;WaterMinColor=0.1 0.1 0.3;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;WaterSurfaceColor&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;Changes the surface color of the water (mother thinks this is an XOR thing with WaterTexture. WaterTexture is for non-reflective water and WaterSurfaceColor only for reflective water)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;WaterMinColor=0.1 0.1 0.3;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;WaterPlaneColor&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;The color of the &#039;water plane&#039; outside the map&#039;s bounds&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;WaterPlaneColor=0.1 0.1 0.3;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&#039;&#039;&#039;WaterTexture&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;Replaces the default ocean texture with the one specified. Must apparently be jpeg format, though bitmap might work.&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;WaterTexture=mywatertexture.jpg;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>210.11.113.96</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Using_Spring&amp;diff=19186</id>
		<title>Using Spring</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Using_Spring&amp;diff=19186"/>
		<updated>2005-09-19T02:46:02Z</updated>

		<summary type="html">&lt;p&gt;210.11.113.96: /* Repeat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;More Exaustive Decription of Contols, Interface and Features.  For Basic information, check the most current [http://cvs.sourceforge.net/viewcvs.py/*checkout*/springrts/taspring/README.html README.html] (should be mirrored [[Readme|here]])or [[Getting_Started]].&lt;br /&gt;
&lt;br /&gt;
For more advanced/current information check the most recent [http://taspring.clan-sy.com/changelog.txt changelog] or the [http://taspring.clan-sy.com/phpbb/ taspring/spring forums].&lt;br /&gt;
&lt;br /&gt;
=Camera Controls=&lt;br /&gt;
There are four camera modes in Spring. To change camera modes use CTRL+Middle Button (Mouse 3) or CTRL+J. Middle button or J toggle &amp;quot;free look&amp;quot; mode for the current camera view. (expand this seciton to include idividual controls for each camera mode)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Selections/Groups/Group Commands/Group AI=&lt;br /&gt;
&lt;br /&gt;
==The Selection Editor==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SelectionEditor.exe&#039;&#039;&#039; is a program installed in your install directory, which is used for editing your &#039;&#039;&#039;selectkeys.txt&#039;&#039;&#039; configuration file, allowing you to make your own shortcut keys for selecting/filtering selection.&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2190 This] forum topic that should be duplicated here, with cleaning up and additions made... and permission probably.&lt;br /&gt;
&lt;br /&gt;
==Default Selection Controls==&lt;br /&gt;
&lt;br /&gt;
===Selecting/Deselecting Units===&lt;br /&gt;
Unless you have issued a pending command(see [[#Left Mouse Control (Mouse 1)|Left Mouse Control (Mouse 1)]]), left-clicking(Mouse Button 1) a unit will clear the current selection and select the left-clicked unit, if a spot with no valid selection is clicked(empty space, ground, unowned units), the current selection will just be cleared. Left-clicking and dragging will draw a box, any units within this box will be selected when you release the mouse button.&lt;br /&gt;
&lt;br /&gt;
Shift+Left-clicking(including dragging a select box), unless you have a pending command, will add units to the current selection.&lt;br /&gt;
&lt;br /&gt;
CTRL+Left-clicking (including dragging a select box), unless you have a pending command, will remove units from the current selection.&lt;br /&gt;
&lt;br /&gt;
Unless the unit is in a group Double-left-clicking will select all visible(camera bounds) units of the clicked type(Shift+Double-left-clicking will add all units of the double-clicked unit&#039;s type to the current selection).&lt;br /&gt;
&lt;br /&gt;
CTRL+Z is a shortcut (which can be eddited in Selection Editor) to select all owned units of the current selected type.  For example, if a peewee and a brawler are selected, all peewees and brawlers will be selected.&lt;br /&gt;
&lt;br /&gt;
CTRL+A is a shortcut (which can be eddited in Selection Editor) to select all owned units.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;quot;Tooltips&amp;quot; are displayed in the bottom left of the current interface, if units are selected this information is the sum of all information about the selection (aka, select a bank of 5 solar collectors and it will show the total health and total energy being produced).  If you mouse-over a &amp;quot;build-pic&amp;quot; in a units command list it will show you the costs and stats associated with the unit represented by the &amp;quot;build-pic&amp;quot;.  If you have no selection, the tooltip will show information about what your mouse is over at that time (unit stats if it&#039;s a unit, otherwise information about the terrain).&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
[[Image:CommanderTooltip.png|thumb|120px|Commander Selected]]&lt;br /&gt;
[[Image:TerrainTooltip.png|thumb|120px|Terrain Hover (No Units Selected)]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
[[Image:BuildMexTooltip.png|thumb|120px|Metal Extractor Buildpic Hover]]&lt;br /&gt;
[[Image:RepairTooltip.png|thumb|120px|Repair Command Hover]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
[[Image:PeeweeGroupTooltip.png|frame|center|Group of units Selected]]&lt;br /&gt;
&lt;br /&gt;
===Basic Unit Groups===&lt;br /&gt;
&lt;br /&gt;
Spring supports what could be called quick control groups.  Basically you can assign the currently selected units to a numbered group with CTRL+# (where # is a number key) which will put that number(#) above all selected units, then later, you can quickly select these units by pressing SHIFT+#.&lt;br /&gt;
&lt;br /&gt;
If a factory is set to a group, all units built by this factory will also be automatically assigned to this group.&lt;br /&gt;
&lt;br /&gt;
Units can only be in one group at a time, so assigning a new group number to a unit will remove it from it&#039;s current group.&lt;br /&gt;
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Assigning a unit to a group overides normal double-clicking behaviour, if you double-click a member of a group, it&#039;s group is selected instead of the units of the same type in range.&lt;br /&gt;
&lt;br /&gt;
Also note, when you CTRL+# a group of units, the old group with that number will no longer exist. Therefore if you intend to add aditional units to a group, you must first SHIFT+# the current members and then add (by holding SHIFT) the additional units to the selection group and the use CTRL+# to re-assign all the units to that group.&lt;br /&gt;
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=Issuing Orders=&lt;br /&gt;
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===Left Mouse Control (Mouse 1)===&lt;br /&gt;
As covered in [[#Selecting/Deselecting Units|Selecting/Deselecting Units]], left clicking is the primary control for selecting units.  If, however, a pending order is issued using the menu that appears on the left side of the screen or using a Hotkey, the mouse pointer will change to a symbol representing this action.  If there is a pending order and you left click on a valid target for the action the selcted units will perform this action on that target, otherwise the units will &amp;quot;do their best&amp;quot; to perform the action(which could mean just cancelling the Order.&lt;br /&gt;
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The menu will show all available commands for all selected units, except for wait and self destruct, in the menu, mousing over a menu item will also display the Tooltip for this item.&lt;br /&gt;
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===Right Mouse Control (Mouse 2)===&lt;br /&gt;
Right clicking will always give the selected units the default action for the target, if the order is invalid for some members of the group, it may or may not choose a suitable action for those units to perform.&lt;br /&gt;
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===Queueing Orders===&lt;br /&gt;
&lt;br /&gt;
Use Shift to queue orders(this section needs expanding).&lt;br /&gt;
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==List of Orders, Behaviour, Valid Targets, Defaults and Hotkeys==&lt;br /&gt;
It is assumed that if a unit does not have an ability it will not be it&#039;s default action, priorities have been noted.&lt;br /&gt;
===Active State===&lt;br /&gt;
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===Attack(A)===&lt;br /&gt;
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===Capture===&lt;br /&gt;
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===Cloak(K)===&lt;br /&gt;
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===DGun(D)===&lt;br /&gt;
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===Fire State===&lt;br /&gt;
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===Guard(G)===&lt;br /&gt;
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===High Trajectory===&lt;br /&gt;
If this option is available, click the button to toggle this state.&amp;lt;br /&amp;gt;&lt;br /&gt;
A unit with High Trajectory mode enabled will shoot almost vertically, allowing it to shoot over hills as well as other units and masking the direction/source of the shot.&amp;lt;br /&amp;gt;&lt;br /&gt;
Using this mode reduces accuracy greatly and also the increased distance of the higher trajectory will increase the amount of time a shot will take to reach it&#039;s target.&amp;lt;br /&amp;gt;&lt;br /&gt;
===Move(M)===&lt;br /&gt;
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===Patrol(P)===&lt;br /&gt;
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===Reclaim(E)===&lt;br /&gt;
&amp;quot;Sucks in the meatal/energy of a unit/feature and add it to your storage.&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Valid Targets are enemy units, owned units, ally units, features and wreakage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Default Action for wreackage for units without Ressurect capability.&amp;lt;br /&amp;gt;&lt;br /&gt;
Default Action for features.&amp;lt;br /&amp;gt;&lt;br /&gt;
Default Action for enemy units for units without Attack or Capture capability.&amp;lt;br /&amp;gt;&lt;br /&gt;
Dragging as an area command draws a circle in which all features and wreakage will be reclaimed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Reclaiming a unit will slowly drain the life from the unit.&amp;lt;br /&amp;gt;&lt;br /&gt;
Energy and metal will be added to storage when reclaiming process is complete.&amp;lt;br /&amp;gt;&lt;br /&gt;
Assigning a group of units to reclaim will increase the speed at which the target is reclaimed.&amp;lt;br /&amp;gt;&lt;br /&gt;
===Repair(R)===&lt;br /&gt;
When repairing a damaged unit, uses a percentage of the metal and energy costs associated with a damaged unit to increase the speed at which a unit regains health.  When repairing a unit that is still being constructed the unit will help build the target, increasing the speed at which the unit is completed.&lt;br /&gt;
The repair command is cancelled when the target&#039;s health reaches 100%, so if a unit under construction is damaged the repair command will complete the building of the target and then continue to repair until the unit is at full health.&lt;br /&gt;
Valid targets are any damaged units(need to check but I believe this includes enemy units) and units currently being constucted.&lt;br /&gt;
Default behaviour for owned and ally units that are not at full health, including units being constructed by other units and factories.&lt;br /&gt;
The more units that are assigned to repair another unit, the faster the unit will be constructed/restored to full health, but the energy and metal costs will increase accordingly.&lt;br /&gt;
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===Repeat===&lt;br /&gt;
Moves any orders that have been completed to the back of the order queue. For instance, If you tell a unit to more to one side of the base, and then to the other side of the base, it would keep going back and forwards forever, because when it completed the first move command, it would place that command at the back of the queue again. This is most usefull when building units. If you want a factory to continuously pump out a Sampson, then a Flash, then two Stumpy&#039;s, turn on repeat, and watch the units pump out!&lt;br /&gt;
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===Restore===&lt;br /&gt;
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===Resurrect===&lt;br /&gt;
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===Select AI(CTRL+Q)===&lt;br /&gt;
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===Self Destruct(CTRL+D)===&lt;br /&gt;
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===Stop(S)===&lt;br /&gt;
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===Wait(W)===&lt;/div&gt;</summary>
		<author><name>210.11.113.96</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Features&amp;diff=7401</id>
		<title>Features</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Features&amp;diff=7401"/>
		<updated>2005-08-15T06:41:37Z</updated>

		<summary type="html">&lt;p&gt;210.11.113.96: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spring is a project aiming to create a new RTS.&lt;br /&gt;
Until it gets there we are using content such as units from Total Annihilation to get something to play with.&lt;br /&gt;
You officialy need to own a copy of the game.&lt;br /&gt;
&lt;br /&gt;
TA Spring reads the TA formats directly without conversions needed, so 3rd party units should work just as well as the original ones. Maps from TA are not supported though. They are not (that) suited for 3D view, as they are not drawn from above but at an angle. This means that the far side of hills for example lose a lot of detail.&lt;br /&gt;
&lt;br /&gt;
Here is an (incomplete) list of some of the currently implemented stuff in TA Spring, and also some of the ones that we have planned. &lt;br /&gt;
&lt;br /&gt;
Current features:&lt;br /&gt;
* High resolution maps, viewable from all angles and ranges&lt;br /&gt;
* Dynamic map with craters from weapon and unit explosions&lt;br /&gt;
* Work with unit files from Total annihilation &lt;br /&gt;
* Realistic 3D trajectories for weapons &lt;br /&gt;
* Fully 3D aircombat &lt;br /&gt;
* Several camera modes to suit different tastes&lt;br /&gt;
* Major w00tness and uber l337ness, amongst other things&lt;br /&gt;
&lt;br /&gt;
Currently in development:&lt;br /&gt;
* [[Mod switcher]]&lt;br /&gt;
* New GUI&lt;br /&gt;
* [https://opensvn.csie.org/traccgi/taspring_linux/trac.cgi/wiki/PortOfSpringClient New Platform-Independent Lobby Client]&lt;br /&gt;
* [https://opensvn.csie.org/traccgi/taspring_linux/trac.cgi/ TA Spring Linux Port]&lt;br /&gt;
&lt;br /&gt;
Planned features:&lt;br /&gt;
* New map format&lt;br /&gt;
* New unit format&lt;br /&gt;
* New ways to handle unit energy for more strategic gameplay &lt;br /&gt;
* New improved unit model and script formats&lt;/div&gt;</summary>
		<author><name>210.11.113.96</name></author>
	</entry>
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