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		<title>Building Spring on MacOSX</title>
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		<summary type="html">&lt;p&gt;Af: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Building_spring|Building Spring]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
This is a guide to the requirements for building the Spring RTS engine on MacOS. If you want only to play a spring game, follow the [[Spring_on_MacOSX]] Tutorial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Building Spring on MacOS=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This guide is for x86/Intel based MacOS installs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even though it will not run, Spring should successfully compile on Mac for both 104.0 and the latest develop version.&lt;br /&gt;
&lt;br /&gt;
NOTE: Only official spring versions 99.0-103.1 will compile and run on MacOS. 104+ will compile, but uses an incompatible OpenGL version. When 105.0 is released, a MacOS - compatible OpenGL version will be used, however at this point in time &#039;&#039;&#039;there are other blocking issues&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Questions about this process should be asked [https://springrts.com/phpbb/viewforum.php?f=65 here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Requirements=&lt;br /&gt;
&lt;br /&gt;
==Command Line Tools==&lt;br /&gt;
&lt;br /&gt;
Install the [http://developer.apple.com/TOOLS/Xcode/ Xcode developers package] (this requires a free membership to apple&#039;s ADC website).&lt;br /&gt;
&lt;br /&gt;
==Package Manager==&lt;br /&gt;
&lt;br /&gt;
Either  [http://brew.sh Homebrew] or [http://www.macports.org/install.php MacPorts] may be used to fetch dependencies. The MacOS Buildbot (run by Turboss) uses Homebrew. The writer uses Macports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compiler==&lt;br /&gt;
&lt;br /&gt;
Compiler: GCC must be used, and dependencies must be compiled with GCC&lt;br /&gt;
&lt;br /&gt;
=== MacPorts ===&lt;br /&gt;
&lt;br /&gt;
For MacPorts:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
port install&lt;br /&gt;
sudo port select --set gcc mp-gcc8&lt;br /&gt;
hash -r # Reload the terminal&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To check for installed gcc:&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
port select --list gcc&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===HomeBrew===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
brew install gcc@8&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dependencies==&lt;br /&gt;
&lt;br /&gt;
===MacPorts===&lt;br /&gt;
&lt;br /&gt;
Necessary dependencies for the develop branch are below (as called by Macports):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
port install sudo port install cmake libsdl2 p7zip libdevil libvorbis minizip openal-soft glew freetype binutils libXcursor +gcc8&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(This list has not been tested for errors; please message MasterBel if they do not work for you.)&lt;br /&gt;
&lt;br /&gt;
Compiling Spring 104.0 (current master) or older will also require Boost. [https://sourceforge.net/projects/boost/ Retreive source] and compile with gcc. &#039;&#039;&#039;TODO: Instructions?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===HomeBrew===&lt;br /&gt;
&lt;br /&gt;
Note that this list is incomplete:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
brew install cmake minizip freetype glew openal-soft p7zip clang-format libvorbis jsoncpp PkgConfig devil sdl2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will also need to install XQuartz for the X11 dependency, however it will install the headers in a non-standard location. Use this command to symlink it to the standard location:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ln -s /opt/X11/include/X11 /usr/local/include/X11&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Obtaining Source==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
git clone --recursive git://github.com/spring/spring.git -b &amp;lt;branch&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The “master” branch is the latest stable release. “develop” branch is the latest development release. (Note: The recursive argument is important for submodules.)&amp;lt;br /&amp;gt;&lt;br /&gt;
Update with: &amp;lt;code&amp;gt;git pull --rebase&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Compiling Source=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cmake . -DCMAKE_CXX_COMPILER=/path/to/bin/g++-mp-8 -DCMAKE_C_COMPILER=/path/to/bin/gcc-mp-8&lt;br /&gt;
make spring&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other common Cmake flags are:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
-DGLEW_INCLUDE_DIR=/path/to/include &lt;br /&gt;
-DGLEW_LIBRARIES=/path/to/lib/libGLEW.a &lt;br /&gt;
-DOPENAL_INCLUDE_DIR=/path/to/include/AL &lt;br /&gt;
-DCMAKE_INSTALL_PREFIX:PATH=/path/to/output/directory &lt;br /&gt;
-DCMAKE_PREFIX_PATH=/path/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If boost is used:&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
-DBoost_Root=/path/to/boost&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Number of simultaneous jobs may be specified by: &amp;lt;code&amp;gt;make spring -j&amp;lt;n&amp;gt;&amp;lt;/code&amp;gt; Where n is number of jobs. It is common for n to be number of cores + 1&lt;br /&gt;
&lt;br /&gt;
Other targets may be made also/instead, e.g.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
make prdownloader -j&amp;lt;n&amp;gt;&lt;br /&gt;
make install-spring -j&amp;lt;n&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Additional Notes=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Using Macports==&lt;br /&gt;
As hint: set &amp;quot;buildmakejobs&amp;quot; to cpu-core count + 1 in /opt/local/etc/macports/macports.conf. For example:&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
buildmakejobs 5&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Using Homebrew==&lt;br /&gt;
&lt;br /&gt;
Hombrew can install boost, but it must be recompiled  with gcc &amp;lt;version&amp;gt;:&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
brew install boost --build-from-source --cc=gcc&amp;lt;version&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These flags were recommended by a previous editor:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cmake . -DAPPLE=1 -DCMAKE_CXX_COMPILER=/usr/local/Cellar/gcc48/4.8.3/bin/g++-4.8 \&lt;br /&gt;
-DCMAKE_C_COMPILER=/usr/local/Cellar/gcc48/4.8.3/bin/gcc-4.8 \&lt;br /&gt;
-DIL_INCLUDE_DIR=/usr/local/include \&lt;br /&gt;
-DGLEW_INCLUDE_DIR=/usr/local/include \&lt;br /&gt;
-DOPENAL_DIR=/usr/local/include/AL \&lt;br /&gt;
-DNO_SOUND=1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
==Macports==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Example setup script (for MacOS Catalina)&lt;br /&gt;
&lt;br /&gt;
# Macports must be installed prior to running this script. Macports requires XCode to be installed.&lt;br /&gt;
# Boost sources must be located in&lt;br /&gt;
&lt;br /&gt;
# Requires the following directory format:&lt;br /&gt;
# $DIR (customisable; set on line 16)&lt;br /&gt;
#	/setup.sh&lt;br /&gt;
#	/build.sh&lt;br /&gt;
# 	/Sources&lt;br /&gt;
#		/boost_1_68_0&lt;br /&gt;
#	/Builds&lt;br /&gt;
#	/Bunldes&lt;br /&gt;
&lt;br /&gt;
DIR=~/Spring # The root directory; to be set manually&lt;br /&gt;
&lt;br /&gt;
SCRIPTDIR=~/Documents/Spring/ # The directory the build script is located in&lt;br /&gt;
&lt;br /&gt;
SOURCES=$DIR/Sources&lt;br /&gt;
SPRING=$SOURCES/spring&lt;br /&gt;
BOOST=$SOURCES/boost_1_66_0/boost&lt;br /&gt;
&lt;br /&gt;
cd $DIR&lt;br /&gt;
&lt;br /&gt;
# Install the necessary compiler. Version gcc5 is oldest compatible with High Sierra; gcc48 is the oldest I know works&lt;br /&gt;
sudo port install gcc9&lt;br /&gt;
&lt;br /&gt;
# Set compiler as default&lt;br /&gt;
sudo port select --set gcc mp-gcc9&lt;br /&gt;
hash -r&lt;br /&gt;
&lt;br /&gt;
sudo port install cmake libsdl2 p7zip libdevil libvorbis minizip openal-soft glew freetype binutils dylibbundler xorg-libXcursor +gcc9&lt;br /&gt;
#dylibbundler is for the bundling stage, not actual dependency&lt;br /&gt;
&lt;br /&gt;
cd $SOURCES&lt;br /&gt;
&lt;br /&gt;
# Clone from git (creates the directory $SPRING for us)&lt;br /&gt;
git clone --recursive git://github.com/spring/spring.git&lt;br /&gt;
cd $SPRING&lt;br /&gt;
git fetch --all --tags --prune&lt;br /&gt;
git checkout tags/103.0 -b master&lt;br /&gt;
&lt;br /&gt;
# Install Boost&lt;br /&gt;
&lt;br /&gt;
cd $BOOST&lt;br /&gt;
&lt;br /&gt;
./bootstrap.sh --with-toolset=gcc --with-libraries=all # Not sure which libaries.&lt;br /&gt;
./b2 # install&lt;br /&gt;
&lt;br /&gt;
# Try compiling spring&lt;br /&gt;
&lt;br /&gt;
cd $SCRIPTDIR&lt;br /&gt;
&lt;br /&gt;
sh build.sh&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Example buildscript (for MacOS Catalina)&lt;br /&gt;
&lt;br /&gt;
# This script assumes that setup.sh (the above example) has been run.&lt;br /&gt;
&lt;br /&gt;
# Build Configuration&lt;br /&gt;
&lt;br /&gt;
BRANCH=&amp;lt;branch name&amp;gt; # The source branch to checkout and build.&lt;br /&gt;
REPOSITORY=spring # The name of the folder containing the git repository.&lt;br /&gt;
WIPE=0 # Wipes previous build on WIPE = 1 (flag -w)&lt;br /&gt;
&lt;br /&gt;
for arg in &amp;quot;$@&amp;quot;&lt;br /&gt;
do&lt;br /&gt;
if [ &amp;quot;$arg&amp;quot; == &amp;quot;-w&amp;quot; ]; then&lt;br /&gt;
echo &amp;quot;Initiating clean build.&amp;quot;&lt;br /&gt;
WIPE=1&lt;br /&gt;
else&lt;br /&gt;
echo &amp;quot;Unknown flag ${arg}&amp;quot;&lt;br /&gt;
fi&lt;br /&gt;
done&lt;br /&gt;
&lt;br /&gt;
echo &amp;quot;Building sources at/to ${REPOSITORY}&amp;quot;&lt;br /&gt;
&lt;br /&gt;
# Directory Setup&lt;br /&gt;
&lt;br /&gt;
DIR=~/Spring # Where everything is/will be&lt;br /&gt;
SOURCES=$DIR/Sources&lt;br /&gt;
SPRING=$SOURCES/$REPOSITORY&lt;br /&gt;
BUILD=$DIR/Builds/$REPOSITORY&lt;br /&gt;
BOOST=$SOURCES/boost_1_55_0 # Where boost can be found. Must be prepared as per the setup script (above).&lt;br /&gt;
&lt;br /&gt;
MACPORTS=/opt/local # The install directory of MACPORTS&lt;br /&gt;
&lt;br /&gt;
if [ -d $BUILD ]; then&lt;br /&gt;
	if [ $WIPE != 0 ]; then&lt;br /&gt;
		echo &amp;quot;Wiping previous build…&amp;quot;&lt;br /&gt;
		rm -r $BUILD # Wipe preivous build&lt;br /&gt;
&lt;br /&gt;
		echo &amp;quot;Making new build directory…&amp;quot;&lt;br /&gt;
		mkdir $BUILD # The others should have already been made&lt;br /&gt;
	fi&lt;br /&gt;
else&lt;br /&gt;
	echo &amp;quot;Making new build directory…&amp;quot;&lt;br /&gt;
	mkdir $BUILD # The others should have already been made&lt;br /&gt;
fi&lt;br /&gt;
&lt;br /&gt;
if [ -e $DIR/log.txt ]; then&lt;br /&gt;
	echo &amp;quot;Removing outdated log…&amp;quot;&lt;br /&gt;
	rm $DIR/log.txt&lt;br /&gt;
fi&lt;br /&gt;
&lt;br /&gt;
# Source setup&lt;br /&gt;
&lt;br /&gt;
if [ -d $SPRING ]; then&lt;br /&gt;
	cd $SPRING&lt;br /&gt;
else&lt;br /&gt;
	echo &amp;quot;Cloning remote…&amp;quot;&lt;br /&gt;
    cd $SOURCES&lt;br /&gt;
    git clone --recursive git://github.com/spring/spring.git $REPOSITORY&lt;br /&gt;
&lt;br /&gt;
	cd $SPRING&lt;br /&gt;
fi&lt;br /&gt;
&lt;br /&gt;
# Update repository&lt;br /&gt;
&lt;br /&gt;
CURRENTBRANCH=$(git rev-parse --abbrev-ref HEAD)&lt;br /&gt;
&lt;br /&gt;
if [ &amp;quot;$CURRENTBRANCH&amp;quot; != &amp;quot;$BRANCH&amp;quot; ]; then&lt;br /&gt;
git fetch --all&lt;br /&gt;
echo &amp;quot;Switching branch from ${CURRENTBRANCH} to ${BRANCH}&amp;quot;&lt;br /&gt;
git checkout $BRANCH&lt;br /&gt;
fi&lt;br /&gt;
&lt;br /&gt;
echo &amp;quot;Updating to latest…&amp;quot;&lt;br /&gt;
git pull # Update to latest&lt;br /&gt;
echo &amp;quot;Updating submodules&amp;quot;&lt;br /&gt;
git submodule update&lt;br /&gt;
&lt;br /&gt;
# Metadata&lt;br /&gt;
&lt;br /&gt;
REV=$(git describe --tags)&lt;br /&gt;
VERSION=`echo &amp;quot;${REV}&amp;quot; | tr &#039;&amp;lt;&amp;gt;:\&amp;quot;/\\|?*&#039; -`&lt;br /&gt;
&lt;br /&gt;
# Compile&lt;br /&gt;
&lt;br /&gt;
echo &amp;quot;Compiling Spring ${VERSION}&amp;quot;&lt;br /&gt;
&lt;br /&gt;
cd $BUILD&lt;br /&gt;
&lt;br /&gt;
cmake . $SPRING -DCMAKE_PREFIX_PATH=$MACPORTS -DCMAKE_CXX_COMPILER=$MACPORTS/bin/g++-mp-9 -DCMAKE_C_COMPILER=$MACPORTS/bin/gcc-mp-9 -DGLEW_INCLUDE_DIR=$MACPORTS/include -DGLEW_LIBRARIES=$MACPORTS/lib/libGLEW.a -DOPENAL_INCLUDE_DIR=$MACPORTS/include/AL -DBOOST_ROOT=$BOOST -DBoost_USE_STATIC_LIBS=YES -DCMAKE_CXX_FLAGS=&amp;quot;${FLAGS}&amp;quot; -DCMAKE_C_FLAGS=&amp;quot;${FLAGS}&amp;quot;&lt;br /&gt;
&lt;br /&gt;
make spring -j5 # &amp;gt;&amp;gt;$DIR/log.txt 2&amp;gt;&amp;amp;1&lt;br /&gt;
&lt;br /&gt;
make pr-downloader # -j5 &amp;gt;&amp;gt;$DIR/log.txt 2&amp;gt;&amp;amp;1&lt;br /&gt;
&lt;br /&gt;
make install-spring DESTDIR=$BUILD/temp #&amp;gt;&amp;gt;$DIR/log.txt 2&amp;gt;&amp;amp;1&lt;br /&gt;
&lt;br /&gt;
# Bundling spring&lt;br /&gt;
&lt;br /&gt;
BUNDLES=$DIR/Bundles&lt;br /&gt;
BUNDLE=$BUNDLES/Spring_${VERSION}.app&lt;br /&gt;
&lt;br /&gt;
mkdir $BUNDLES&lt;br /&gt;
mkdir $BUNDLE&lt;br /&gt;
mkdir $BUNDLE/Contents&lt;br /&gt;
mkdir $BUNDLE/Contents/MacOS&lt;br /&gt;
mkdir $BUNDLE/Contents/Resources&lt;br /&gt;
mkdir $BUNDLE/Contents/lib&lt;br /&gt;
&lt;br /&gt;
cp $BUILD/spring $BUNDLE/Contents/MacOS/spring #&amp;gt;&amp;gt;$DIR/log.txt 2&amp;gt;&amp;amp;1&lt;br /&gt;
cp $SPRING/installer/Mac/spring.icns $BUNDLE/Contents/Resources/spring.icns #&amp;gt;&amp;gt;$DIR/log.txt 2&amp;gt;&amp;amp;1&lt;br /&gt;
cp -R $BUILD/temp/usr/local/share $BUNDLE/Contents/share #&amp;gt;&amp;gt;$DIR/log.txt 2&amp;gt;&amp;amp;1&lt;br /&gt;
&lt;br /&gt;
cat $SPRING/installer/Mac/Info.plist | sed s/###VERSION###/${VERSION}/ &amp;gt; $BUNDLE/Contents/Info.plist&lt;br /&gt;
&lt;br /&gt;
cp $BUILD/tools/pr-downloader/src/pr-downloader $BUNDLE/Contents/MacOS #&amp;gt;&amp;gt;$DIR/log.txt 2&amp;gt;&amp;amp;1&lt;br /&gt;
&lt;br /&gt;
dylibbundler -cd -b -x $BUILD/temp/usr/local/lib/libunitsync.dylib -d $BUNDLE/Contents/MacOS -p @loader_path/../MacOS #&amp;gt;&amp;gt;$DIR/log.txt 2&amp;gt;&amp;amp;1&lt;br /&gt;
&lt;br /&gt;
dylibbundler -of -cd -b -x $BUNDLE/Contents/MacOS/spring -d $BUNDLE/Contents/lib -p @executable_path/../lib #&amp;gt;&amp;gt;$DIR/log.txt 2&amp;gt;&amp;amp;1&lt;br /&gt;
&lt;br /&gt;
install_name_tool -change $MACPORTS/lib/libX11.6.dylib @executable_path/../lib/libX11.6.dylib $BUNDLE/Contents/lib/libXcursor.1.dylib #&amp;gt;&amp;gt;$DIR/log.txt 2&amp;gt;&amp;amp;1&lt;br /&gt;
&lt;br /&gt;
dylibbundler -of -cd -b -x $BUNDLE/Contents/MacOS/pr-downloader -d $BUNDLE/Contents/lib -p @executable_path/../lib #&amp;gt;&amp;gt;$DIR/log.txt 2&amp;gt;&amp;amp;1&lt;br /&gt;
&lt;br /&gt;
dylibbundler -cd -b -x $BUNDLE/Contents/share/games/spring/AI/Interfaces/C/0.1/libAIInterface.dylib -d $BUNDLE/Contents/share/games/spring/AI/Interfaces/C/0.1 -p @loader_path/../0.1 #&amp;gt;&amp;gt;$DIR/log.txt 2&amp;gt;&amp;amp;1&lt;br /&gt;
&lt;br /&gt;
dylibbundler -cd -b -x $BUNDLE/Contents/share/games/spring/AI/Interfaces/Java/0.1/libAIInterface.dylib -d $BUNDLE/Contents/share/games/spring/AI/Interfaces/Java/0.1 -p @loader_path/../0.1 #&amp;gt;&amp;gt;$DIR/log.txt 2&amp;gt;&amp;amp;1&lt;br /&gt;
&lt;br /&gt;
dylibbundler -cd -b -x $BUNDLE/Contents/share/games/spring/AI/Skirmish/AAI/0.9/libSkirmishAI.dylib -d $BUNDLE/Contents/share/games/spring/AI/Skirmish/AAI/0.9 -p @loader_path/../0.9 #&amp;gt;&amp;gt;$DIR/log.txt 2&amp;gt;&amp;amp;1&lt;br /&gt;
&lt;br /&gt;
dylibbundler -cd -b -x $BUNDLE/Contents/share/games/spring/AI/Skirmish/CppTestAI/0.1/libSkirmishAI.dylib -d $BUNDLE/Contents/share/games/spring/AI/Skirmish/CppTestAI/0.1 -p @loader_path/../0.1 #&amp;gt;&amp;gt;$DIR/log.txt 2&amp;gt;&amp;amp;1&lt;br /&gt;
&lt;br /&gt;
dylibbundler -cd -b -x $BUNDLE/Contents/share/games/spring/AI/Skirmish/E323AI/3.25.0/libSkirmishAI.dylib -d $BUILD/Spring.app/Contents/share/games/spring/AI/Skirmish/E323AI/3.25.0 -p @loader_path/../3.25.0 #&amp;gt;&amp;gt;$DIR/log.txt 2&amp;gt;&amp;amp;1&lt;br /&gt;
&lt;br /&gt;
dylibbundler -cd -b -x $BUILD/Spring.app/Contents/share/games/spring/AI/Skirmish/KAIK/0.13/libSkirmishAI.dylib -d $BUILD/Spring.app/Contents/share/games/spring/AI/Skirmish/KAIK/0.13 -p @loader_path/../0.13 #&amp;gt;&amp;gt;$DIR/log.txt 2&amp;gt;&amp;amp;1&lt;br /&gt;
&lt;br /&gt;
dylibbundler -cd -b -x $BUNDLE/Contents/share/games/spring/AI/Skirmish/NullAI/0.1/libSkirmishAI.dylib -d $BUNDLE/Contents/share/games/spring/AI/Skirmish/NullAI/0.1 -p @loader_path/../0.1 #&amp;gt;&amp;gt;$DIR/log.txt 2&amp;gt;&amp;amp;1&lt;br /&gt;
&lt;br /&gt;
dylibbundler -cd -b -x $BUNDLE/Contents/share/games/spring/AI/Skirmish/RAI/0.601/libSkirmishAI.dylib -d $BUNDLE/Contents/share/games/spring/AI/Skirmish/RAI/0.601 -p @loader_path/../0.601 #&amp;gt;&amp;gt;$DIR/log.txt 2&amp;gt;&amp;amp;1&lt;br /&gt;
&lt;br /&gt;
dylibbundler -cd -b -x $BUNDLE/Contents/share/games/spring/AI/Skirmish/Shard/dev/libSkirmishAI.dylib -d $BUILD/Spring.app/Contents/share/games/spring/AI/Skirmish/Shard/dev -p @loader_path/../dev #&amp;gt;&amp;gt;$DIR/log.txt 2&amp;gt;&amp;amp;1&lt;br /&gt;
&lt;br /&gt;
if [ ! -e $BUNDLE/Contents/MacOS/spring ];then&lt;br /&gt;
echo &amp;quot;Error: App did not build correctly. Check log for details&amp;quot;&lt;br /&gt;
ERRORBUILD=1&lt;br /&gt;
fi&lt;br /&gt;
&lt;br /&gt;
if [ &amp;quot;$ERRORBUILD&amp;quot; = &amp;quot;1&amp;quot; ]; then&lt;br /&gt;
	echo &amp;quot;Build Failed.&amp;quot;&lt;br /&gt;
fi&lt;br /&gt;
&lt;br /&gt;
echo &amp;quot;Done!&amp;quot;&lt;br /&gt;
exit 0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Building_Spring_on_MacOSX&amp;diff=3508</id>
		<title>Building Spring on MacOSX</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Building_Spring_on_MacOSX&amp;diff=3508"/>
		<updated>2020-03-04T11:39:17Z</updated>

		<summary type="html">&lt;p&gt;Af: homebrew additions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Building_spring|Building Spring]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
This is a guide to the requirements for building the Spring RTS engine on MacOS. If you want only to play a spring game, follow the [[Spring_on_MacOSX]] Tutorial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Building Spring on MacOS=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This guide is for x86/Intel based MacOS installs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even though it will not run, Spring should successfully compile on Mac for both 104.0 and the latest develop version.&lt;br /&gt;
&lt;br /&gt;
NOTE: Only official spring versions 99.0-103.1 will compile and run on MacOS. 104+ will compile, but uses an incompatible OpenGL version. When 105.0 is released, a MacOS - compatible OpenGL version will be used, however at this point in time &#039;&#039;&#039;there are other blocking issues&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Questions about this process should be asked [https://springrts.com/phpbb/viewforum.php?f=65 here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Requirements=&lt;br /&gt;
&lt;br /&gt;
==Command Line Tools==&lt;br /&gt;
&lt;br /&gt;
Install the [http://developer.apple.com/TOOLS/Xcode/ Xcode developers package] (this requires a free membership to apple&#039;s ADC website).&lt;br /&gt;
&lt;br /&gt;
==Package Manager==&lt;br /&gt;
&lt;br /&gt;
Either  [http://brew.sh Homebrew] or [http://www.macports.org/install.php MacPorts] may be used to fetch dependencies. The MacOS Buildbot (run by Turboss) uses Homebrew. The writer uses Macports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compiler==&lt;br /&gt;
&lt;br /&gt;
Compiler: GCC must be used, and dependencies must be compiled with GCC&lt;br /&gt;
&lt;br /&gt;
=== MacPorts ===&lt;br /&gt;
&lt;br /&gt;
For MacPorts:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
port install&lt;br /&gt;
sudo port select --set gcc mp-gcc8&lt;br /&gt;
hash -r # Reload the terminal&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To check for installed gcc:&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
port select --list gcc&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===HomeBrew===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
brew install gcc@8&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dependencies==&lt;br /&gt;
&lt;br /&gt;
===MacPorts===&lt;br /&gt;
&lt;br /&gt;
Necessary dependencies for the develop branch are below (as called by Macports):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
port install sudo port install cmake libsdl2 p7zip libdevil libvorbis minizip openal-soft glew freetype binutils libXcursor +gcc8&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(This list has not been tested for errors; please message MasterBel if they do not work for you.)&lt;br /&gt;
&lt;br /&gt;
Compiling Spring 104.0 (current master) or older will also require Boost. [https://sourceforge.net/projects/boost/ Retreive source] and compile with gcc. &#039;&#039;&#039;TODO: Instructions?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===HomeBrew===&lt;br /&gt;
&lt;br /&gt;
Note that this list is incomplete:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
brew install cmake minizip freetype glew openal-soft p7zip clang-format libvorbis jsoncpp PkgConfig devil sdl2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Obtaining Source==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
git clone --recursive git://github.com/spring/spring.git -b &amp;lt;branch&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The “master” branch is the latest stable release. “develop” branch is the latest development release. (Note: The recursive argument is important for submodules.)&amp;lt;br /&amp;gt;&lt;br /&gt;
Update with: &amp;lt;code&amp;gt;git pull --rebase&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Compiling Source=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cmake . -DCMAKE_CXX_COMPILER=/path/to/bin/g++-mp-8 -DCMAKE_C_COMPILER=/path/to/bin/gcc-mp-8&lt;br /&gt;
make spring&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other common Cmake flags are:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
-DGLEW_INCLUDE_DIR=/path/to/include &lt;br /&gt;
-DGLEW_LIBRARIES=/path/to/lib/libGLEW.a &lt;br /&gt;
-DOPENAL_INCLUDE_DIR=/path/to/include/AL &lt;br /&gt;
-DCMAKE_INSTALL_PREFIX:PATH=/path/to/output/directory &lt;br /&gt;
-DCMAKE_PREFIX_PATH=/path/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If boost is used:&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
-DBoost_Root=/path/to/boost&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Number of simultaneous jobs may be specified by: &amp;lt;code&amp;gt;make spring -j&amp;lt;n&amp;gt;&amp;lt;/code&amp;gt; Where n is number of jobs. It is common for n to be number of cores + 1&lt;br /&gt;
&lt;br /&gt;
Other targets may be made also/instead, e.g.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
make prdownloader -j&amp;lt;n&amp;gt;&lt;br /&gt;
make install-spring -j&amp;lt;n&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Additional Notes=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Using Macports==&lt;br /&gt;
As hint: set &amp;quot;buildmakejobs&amp;quot; to cpu-core count + 1 in /opt/local/etc/macports/macports.conf. For example:&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
buildmakejobs 5&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Using Homebrew==&lt;br /&gt;
&lt;br /&gt;
Hombrew can install boost, but it must be recompiled  with gcc &amp;lt;version&amp;gt;:&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
brew install boost --build-from-source --cc=gcc&amp;lt;version&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These flags were recommended by a previous editor:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
cmake . -DAPPLE=1 -DCMAKE_CXX_COMPILER=/usr/local/Cellar/gcc48/4.8.3/bin/g++-4.8 \&lt;br /&gt;
-DCMAKE_C_COMPILER=/usr/local/Cellar/gcc48/4.8.3/bin/gcc-4.8 \&lt;br /&gt;
-DIL_INCLUDE_DIR=/usr/local/include \&lt;br /&gt;
-DGLEW_INCLUDE_DIR=/usr/local/include \&lt;br /&gt;
-DOPENAL_DIR=/usr/local/include/AL \&lt;br /&gt;
-DNO_SOUND=1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Pr-downloader&amp;diff=15335</id>
		<title>Pr-downloader</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Pr-downloader&amp;diff=15335"/>
		<updated>2017-09-06T15:45:27Z</updated>

		<summary type="html">&lt;p&gt;Af: fix borked formatting of code blocks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;pr-downloader is a console cross-platform download tool for spring. it can download games and maps supporting currently all main download systems, including [[rapid]], [[plasma]] and [[upq]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=download=&lt;br /&gt;
binaries of pr-downloader are included in the static builds of spring:&lt;br /&gt;
https://springrts.com/dl/buildbot/default/develop/&lt;br /&gt;
&lt;br /&gt;
=usage=&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
pr-downloader 0.7-1-g4aeb062&lt;br /&gt;
Usage: pr-downloader &lt;br /&gt;
--rapid-download &amp;lt;name&amp;gt;&lt;br /&gt;
--rapid-validate&lt;br /&gt;
--dump-sdp &amp;lt;name&amp;gt;&lt;br /&gt;
--plasma-download &amp;lt;name&amp;gt;&lt;br /&gt;
--http-download &amp;lt;name&amp;gt;&lt;br /&gt;
--http-search &amp;lt;name&amp;gt;&lt;br /&gt;
--download-map &amp;lt;name&amp;gt;&lt;br /&gt;
--download-game &amp;lt;name&amp;gt;&lt;br /&gt;
--download-engine &amp;lt;name&amp;gt;&lt;br /&gt;
--filesystem-writepath &amp;lt;name&amp;gt;&lt;br /&gt;
--help&lt;br /&gt;
--version&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==download the latest version of zero-k==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;pr-downloader zk:stable&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==download a map==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;pr-downloader DeltaSiegeDry&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==download the engine==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;pr-downloader --download-engine {{StableEngineVersion}}&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==PR-Downloader Frontend (Windows only)==&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/folderview?id=0B25BbZxm93S9T0syUlBwVUUyM2M&amp;amp;usp=sharing Easy to use Batch UI for PR-Downloader (windows only)]&lt;br /&gt;
&lt;br /&gt;
Must be extracted next to pr-downloader.exe&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Please report bugs to the [https://github.com/spring/pr-downloader/issues official bug tracker].&lt;br /&gt;
&lt;br /&gt;
[[Category: Download_Systems]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lobby_Development&amp;diff=10643</id>
		<title>Lobby Development</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lobby_Development&amp;diff=10643"/>
		<updated>2015-06-03T16:11:47Z</updated>

		<summary type="html">&lt;p&gt;Af: /* Work in progress, abandoned or unusable */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
=Documentation=&lt;br /&gt;
&lt;br /&gt;
==Protocol==&lt;br /&gt;
* [http://springrts.com/dl/LobbyProtocol/ HTML] (is updated once a day)&lt;br /&gt;
* [https://github.com/spring/LobbyProtocol/blob/master/ProtocolDescription.xml XML] (raw, always latest)&lt;br /&gt;
&lt;br /&gt;
==Download Systems==&lt;br /&gt;
* [http://springrts.com/wiki/Dev:LobbyDownloadSystems Lobby Download Systems]&lt;br /&gt;
&lt;br /&gt;
=Lobby client development=&lt;br /&gt;
&lt;br /&gt;
==Useable lobby clients==&lt;br /&gt;
&lt;br /&gt;
===[[SpringLobby]]===&lt;br /&gt;
&lt;br /&gt;
===flobby===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Linux&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;C++&amp;lt;/font&amp;gt;,&lt;br /&gt;
by &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;cleanrock&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://github.com/cleanrock/flobby github page]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weblobby===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;C++&amp;lt;/font&amp;gt;,&lt;br /&gt;
by &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;CarRepairer&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://github.com/springweblobby/swl-website#spring-web-lobby project site]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==WIP, abandoned or unusable==&lt;br /&gt;
&lt;br /&gt;
===[[TASClient]]===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Windows&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;Delphi&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;unmaintained&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alphalobby===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Windows&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;C&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;unmaintained&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alphalobby is still very much work in progress. If you still wish to use it, source available from the [http://code.google.com/p/alphalobby/source/checkout mercurial repository], binary available on the [http://springfiles.com/spring/lobby-clients/alphalobby springfiles page].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===CheeseLobby===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;Java&amp;lt;/font&amp;gt;,&lt;br /&gt;
by &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;Cheesecan&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://springrts.com/phpbb/viewtopic.php?f=64&amp;amp;t=24905 forum thread]&lt;br /&gt;
&lt;br /&gt;
[https://github.com/jahwag/cheeselobby binaries and code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===QtLobby===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;C++&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;unmaintained&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://github.com/tizbac/qtlobby project page]&lt;br /&gt;
&lt;br /&gt;
===muslce===&lt;br /&gt;
&lt;br /&gt;
Most useless spring lobby client ever&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;android&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;java&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;unmaintained&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://springrts.massive.ch/muslce/Muslce-20130617.tar.bz2&lt;br /&gt;
&lt;br /&gt;
===Zero-K Lobby===&lt;br /&gt;
&lt;br /&gt;
No longer uses the Spring lobby protocol&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Windows/Linux&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;C#&amp;lt;/font&amp;gt;,&lt;br /&gt;
by &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;Licho&amp;lt;/font&amp;gt; &amp;amp; &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;quantum&amp;lt;/font&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[https://github.com/ZeroK-RTS/Zero-K-Infrastructure/tree/master/ZeroKLobby Zero-K Lobby github]&lt;br /&gt;
&lt;br /&gt;
=Libraries and frameworks=&lt;br /&gt;
&lt;br /&gt;
==Spring-PythonBotFramework==&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;Python&amp;lt;/font&amp;gt;, by&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;BrainDamage&amp;lt;/font&amp;gt; &amp;amp; &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;koshi&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A bot framework written in python. [https://github.com/renemilk/tasbot/wiki GitHub wiki]&lt;br /&gt;
&lt;br /&gt;
==Go SpringLobbyClient==&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;Go&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A simple client implementation of the lobby protocol in Go.&lt;br /&gt;
[https://github.com/Agon/go-slc/ project page]&lt;br /&gt;
&lt;br /&gt;
=Lobby server development=&lt;br /&gt;
==Actively maintained==&lt;br /&gt;
===UberServer===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;Python&amp;lt;/font&amp;gt;,&lt;br /&gt;
by &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;aegis&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The primary lobby server currently running on springrts.com. Most protocol commands in the primary documentation should be fully-functional and compatible between both uberserver and SpringLS (SpringLS hasn&#039;t seen as many updates recently). See the dedicated [[uberserver]] for more info.&lt;br /&gt;
&lt;br /&gt;
==Abandoned==&lt;br /&gt;
===SpringLS===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;Java&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;hoijui&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The longest-running lobby server, created by Betalord. You can fetch the sources through &#039;&#039;git&#039;&#039;. Details can be found on the [http://github.com/spring/SpringLS development site].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Lobby]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lobby_Development&amp;diff=10642</id>
		<title>Lobby Development</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lobby_Development&amp;diff=10642"/>
		<updated>2015-06-03T16:11:25Z</updated>

		<summary type="html">&lt;p&gt;Af: /* muslce (most useless spring lobby client ever) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
=Documentation=&lt;br /&gt;
&lt;br /&gt;
==Protocol==&lt;br /&gt;
* [http://springrts.com/dl/LobbyProtocol/ HTML] (is updated once a day)&lt;br /&gt;
* [https://github.com/spring/LobbyProtocol/blob/master/ProtocolDescription.xml XML] (raw, always latest)&lt;br /&gt;
&lt;br /&gt;
==Download Systems==&lt;br /&gt;
* [http://springrts.com/wiki/Dev:LobbyDownloadSystems Lobby Download Systems]&lt;br /&gt;
&lt;br /&gt;
=Lobby client development=&lt;br /&gt;
&lt;br /&gt;
==Useable lobby clients==&lt;br /&gt;
&lt;br /&gt;
===[[SpringLobby]]===&lt;br /&gt;
&lt;br /&gt;
===flobby===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Linux&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;C++&amp;lt;/font&amp;gt;,&lt;br /&gt;
by &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;cleanrock&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://github.com/cleanrock/flobby github page]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weblobby===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;C++&amp;lt;/font&amp;gt;,&lt;br /&gt;
by &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;CarRepairer&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://github.com/springweblobby/swl-website#spring-web-lobby project site]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Work in progress, abandoned or unusable==&lt;br /&gt;
&lt;br /&gt;
===[[TASClient]]===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Windows&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;Delphi&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;unmaintained&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alphalobby===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Windows&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;C&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;unmaintained&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alphalobby is still very much work in progress. If you still wish to use it, source available from the [http://code.google.com/p/alphalobby/source/checkout mercurial repository], binary available on the [http://springfiles.com/spring/lobby-clients/alphalobby springfiles page].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===CheeseLobby===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;Java&amp;lt;/font&amp;gt;,&lt;br /&gt;
by &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;Cheesecan&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://springrts.com/phpbb/viewtopic.php?f=64&amp;amp;t=24905 forum thread]&lt;br /&gt;
&lt;br /&gt;
[https://github.com/jahwag/cheeselobby binaries and code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===QtLobby===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;C++&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;unmaintained&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://github.com/tizbac/qtlobby project page]&lt;br /&gt;
&lt;br /&gt;
===muslce===&lt;br /&gt;
&lt;br /&gt;
Most useless spring lobby client ever&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;android&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;java&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;unmaintained&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://springrts.massive.ch/muslce/Muslce-20130617.tar.bz2&lt;br /&gt;
&lt;br /&gt;
===Zero-K Lobby===&lt;br /&gt;
&lt;br /&gt;
No longer uses the Spring lobby protocol&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Windows/Linux&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;C#&amp;lt;/font&amp;gt;,&lt;br /&gt;
by &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;Licho&amp;lt;/font&amp;gt; &amp;amp; &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;quantum&amp;lt;/font&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[https://github.com/ZeroK-RTS/Zero-K-Infrastructure/tree/master/ZeroKLobby Zero-K Lobby github]&lt;br /&gt;
&lt;br /&gt;
=Libraries and frameworks=&lt;br /&gt;
&lt;br /&gt;
==Spring-PythonBotFramework==&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;Python&amp;lt;/font&amp;gt;, by&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;BrainDamage&amp;lt;/font&amp;gt; &amp;amp; &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;koshi&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A bot framework written in python. [https://github.com/renemilk/tasbot/wiki GitHub wiki]&lt;br /&gt;
&lt;br /&gt;
==Go SpringLobbyClient==&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;Go&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A simple client implementation of the lobby protocol in Go.&lt;br /&gt;
[https://github.com/Agon/go-slc/ project page]&lt;br /&gt;
&lt;br /&gt;
=Lobby server development=&lt;br /&gt;
==Actively maintained==&lt;br /&gt;
===UberServer===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;Python&amp;lt;/font&amp;gt;,&lt;br /&gt;
by &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;aegis&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The primary lobby server currently running on springrts.com. Most protocol commands in the primary documentation should be fully-functional and compatible between both uberserver and SpringLS (SpringLS hasn&#039;t seen as many updates recently). See the dedicated [[uberserver]] for more info.&lt;br /&gt;
&lt;br /&gt;
==Abandoned==&lt;br /&gt;
===SpringLS===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;Java&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;hoijui&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The longest-running lobby server, created by Betalord. You can fetch the sources through &#039;&#039;git&#039;&#039;. Details can be found on the [http://github.com/spring/SpringLS development site].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Lobby]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lobby_Development&amp;diff=10641</id>
		<title>Lobby Development</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lobby_Development&amp;diff=10641"/>
		<updated>2015-06-03T16:11:01Z</updated>

		<summary type="html">&lt;p&gt;Af: /* Zero-K Lobby (no longer uses the Spring lobby protocol) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
=Documentation=&lt;br /&gt;
&lt;br /&gt;
==Protocol==&lt;br /&gt;
* [http://springrts.com/dl/LobbyProtocol/ HTML] (is updated once a day)&lt;br /&gt;
* [https://github.com/spring/LobbyProtocol/blob/master/ProtocolDescription.xml XML] (raw, always latest)&lt;br /&gt;
&lt;br /&gt;
==Download Systems==&lt;br /&gt;
* [http://springrts.com/wiki/Dev:LobbyDownloadSystems Lobby Download Systems]&lt;br /&gt;
&lt;br /&gt;
=Lobby client development=&lt;br /&gt;
&lt;br /&gt;
==Useable lobby clients==&lt;br /&gt;
&lt;br /&gt;
===[[SpringLobby]]===&lt;br /&gt;
&lt;br /&gt;
===flobby===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Linux&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;C++&amp;lt;/font&amp;gt;,&lt;br /&gt;
by &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;cleanrock&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://github.com/cleanrock/flobby github page]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weblobby===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;C++&amp;lt;/font&amp;gt;,&lt;br /&gt;
by &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;CarRepairer&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://github.com/springweblobby/swl-website#spring-web-lobby project site]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Work in progress, abandoned or unusable==&lt;br /&gt;
&lt;br /&gt;
===[[TASClient]]===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Windows&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;Delphi&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;unmaintained&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alphalobby===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Windows&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;C&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;unmaintained&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alphalobby is still very much work in progress. If you still wish to use it, source available from the [http://code.google.com/p/alphalobby/source/checkout mercurial repository], binary available on the [http://springfiles.com/spring/lobby-clients/alphalobby springfiles page].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===CheeseLobby===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;Java&amp;lt;/font&amp;gt;,&lt;br /&gt;
by &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;Cheesecan&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://springrts.com/phpbb/viewtopic.php?f=64&amp;amp;t=24905 forum thread]&lt;br /&gt;
&lt;br /&gt;
[https://github.com/jahwag/cheeselobby binaries and code]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===QtLobby===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;C++&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;unmaintained&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://github.com/tizbac/qtlobby project page]&lt;br /&gt;
&lt;br /&gt;
===muslce (most useless spring lobby client ever)===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;android&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;java&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;unmaintained&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://springrts.massive.ch/muslce/Muslce-20130617.tar.bz2&lt;br /&gt;
&lt;br /&gt;
===Zero-K Lobby===&lt;br /&gt;
&lt;br /&gt;
No longer uses the Spring lobby protocol&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Windows/Linux&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;C#&amp;lt;/font&amp;gt;,&lt;br /&gt;
by &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;Licho&amp;lt;/font&amp;gt; &amp;amp; &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;quantum&amp;lt;/font&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[https://github.com/ZeroK-RTS/Zero-K-Infrastructure/tree/master/ZeroKLobby Zero-K Lobby github]&lt;br /&gt;
&lt;br /&gt;
=Libraries and frameworks=&lt;br /&gt;
&lt;br /&gt;
==Spring-PythonBotFramework==&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;Python&amp;lt;/font&amp;gt;, by&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;BrainDamage&amp;lt;/font&amp;gt; &amp;amp; &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;koshi&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A bot framework written in python. [https://github.com/renemilk/tasbot/wiki GitHub wiki]&lt;br /&gt;
&lt;br /&gt;
==Go SpringLobbyClient==&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;Go&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A simple client implementation of the lobby protocol in Go.&lt;br /&gt;
[https://github.com/Agon/go-slc/ project page]&lt;br /&gt;
&lt;br /&gt;
=Lobby server development=&lt;br /&gt;
==Actively maintained==&lt;br /&gt;
===UberServer===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;Python&amp;lt;/font&amp;gt;,&lt;br /&gt;
by &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;aegis&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The primary lobby server currently running on springrts.com. Most protocol commands in the primary documentation should be fully-functional and compatible between both uberserver and SpringLS (SpringLS hasn&#039;t seen as many updates recently). See the dedicated [[uberserver]] for more info.&lt;br /&gt;
&lt;br /&gt;
==Abandoned==&lt;br /&gt;
===SpringLS===&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;Java&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;hoijui&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The longest-running lobby server, created by Betalord. You can fetch the sources through &#039;&#039;git&#039;&#039;. Details can be found on the [http://github.com/spring/SpringLS development site].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Lobby]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Games&amp;diff=9069</id>
		<title>Games</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Games&amp;diff=9069"/>
		<updated>2015-06-03T16:05:17Z</updated>

		<summary type="html">&lt;p&gt;Af: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__There are a number of games made for the Spring Engine. Some of the more popular ones are listed below, sorted by their terms of use. &amp;lt;!--(/license schemes?)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can download games automatically, using your lobby (see [[Read_Me_First|Read Me First]]). &lt;br /&gt;
&lt;br /&gt;
Game can also be [[Getting_Spring_Content_and_Links|downloaded manually]], as sdz files, and placed into ../Spring/Games. Read the advice on [[Read_Me_First|this page]] if your lobby does not find your games. Some games also offer a stand-alone installer.&lt;br /&gt;
&lt;br /&gt;
=Open Source=&lt;br /&gt;
&#039;&#039;These games are all free to download and play and may be open to modifications, however, be sure to read the licenses before doing so.&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | &amp;lt;h2&amp;gt;[http://zero-k.info/ Zero-K]&amp;lt;/h2&amp;gt;&lt;br /&gt;
([http://code.google.com/p/zero-k/source/browse/trunk/mods/zk/legal.txt GPL, PD])&lt;br /&gt;
| width=40 |&lt;br /&gt;
|  | &amp;lt;h2&amp;gt;&#039;&#039;&#039;[http://spring1944.org/ Spring: 1944]&#039;&#039;&#039;&amp;lt;/h2&amp;gt;([http://spring1944.svn.sourceforge.net/viewvc/spring1944/trunk/S44Main.sdd/docs/License.txt CC-BY-NC])&lt;br /&gt;
|-&lt;br /&gt;
|  | {{navimgx|xsize=300|ysize=225|image=Zero-k_image.jpg|link=http://zero-k.info/}}&lt;br /&gt;
|&lt;br /&gt;
|  |{{navimgx|xsize=300|ysize=225|image=S44_tigers.jpg|link=http://spring1944.org}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | Zero-K is a fast, competitive game with a focus on a streamlined economy and advanced interface that takes the focus off tedious tasks and back on the action. A huge roster of interesting, unique units and a variety of unit abilities provides tremendous tactical and strategic depth to the game. [http://zero-k.info Download link]&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | Spring:1944 is a WWII themed game with four fully functional sides (US, Germany, USSR, Britain), period-accurate units and strengths. Realism comes second only to creating a game that is fun and accessible to play.&lt;br /&gt;
|-&lt;br /&gt;
|  | &amp;lt;h2&amp;gt;[http://www.evolutionrts.info Evolution RTS]&amp;lt;/h2&amp;gt;([http://creativecommons.org/licenses/by-nc-nd/3.0/us/ CC-BY-NC-ND])&lt;br /&gt;
| width=40 |&lt;br /&gt;
|  | &amp;lt;h2&amp;gt;[[Kernel Panic]]&amp;lt;/h2&amp;gt;([[Kernel_Panic#License:|FOSS, with only 2 FOSS maps]])&amp;lt;!-- Since you should be able to remove those, I wonâ€™t mark it as non-free. Other maps have non-free license or no license at all.) --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  valign=&amp;quot;top&amp;quot;| {{navimgx|xsize=300|ysize=188|image=Evoimg.jpg|link=http://www.evolutionrts.info}}&lt;br /&gt;
|&lt;br /&gt;
|  | {{navimg|xsize=300|ysize=225|image=Kernel_Panic_3.4.jpg|link=Kernel Panic}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | 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 its enemies. But they need Generals. They need soldiers. They need you.&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | A game based around combat &#039;&#039;&#039;inside&#039;&#039;&#039; a computer, with 3 unique sides: the System, the Hacker and the Network waging war in a matrix of DOOM! No resource economy exists in KP, with the only constraints being time and space.&lt;br /&gt;
|-&lt;br /&gt;
|  | &amp;lt;h2&amp;gt;&#039;&#039;&#039;[http://springfiles.com/spring/games/edge-1 On The Edge]&#039;&#039;&#039;&amp;lt;/h2&amp;gt;  (GPL, [http://creativecommons.org/licenses/by-nc-sa/3.0/us/ CC-BY-NC-SA])&lt;br /&gt;
|&lt;br /&gt;
|  | &amp;lt;h2&amp;gt;&#039;&#039;&#039;[http://www.moddb.com/games/conflict-terra Conflict Terra]&#039;&#039;&#039;&amp;lt;/h2&amp;gt;([http://code.google.com/p/conflictterra/source/browse/games/CT/License.txt FOSS])&amp;lt;!-- The sounds from EvoRTS were removed, so we&#039;re clean now. --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  |{{navimgx|xsize=300|ysize=225|image=start3.jpg||link=http://springfiles.com/spring/games/edge-1}}&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |{{navimgx|xsize=300|ysize=225|image=CT_Hojos.png|link=http://www.moddb.com/games/conflict-terra}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | First Spring MOBA with unique pre-game hero setup. Under heavy development. How to setup working the game read on [http://springrts.com/phpbb/viewtopic.php?f=55&amp;amp;t=31476 On The Edge forum thread]&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | A unique game with heavy emphasis on mobility and featuring Spring&#039;s first major &amp;quot;collect and drop-off&amp;quot; economy, Conflict Terra boasts a distinctive art style.  Play as one of two factions in an ever-changing battlefield as you struggle to come out on top.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; width=&amp;quot;300px&amp;quot; | &amp;lt;h2&amp;gt;[http://www.indiedb.com/games/the-cursed The Cursed]&amp;lt;/h2&amp;gt;&lt;br /&gt;
([http://creativecommons.org/licenses/by-nc-sa/4.0 CC-BY-NC-SA])&lt;br /&gt;
| width=40 |&lt;br /&gt;
| align=&amp;quot;center&amp;quot; width=&amp;quot;300px&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{navimgx|xsize=300|ysize=225|image=cursed_logo.jpg|link=http://www.indiedb.com/games/the-cursed}}&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | The game is about bones, undead, demons, space marines and magic settled in a futuristic environment. It is a fresh   mixture of gameplay elements from many popular RTS games like Starcraft and C&amp;amp;C. &lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Proprietary=&lt;br /&gt;
&#039;&#039;These games may or may not be free to play. Modifying their content (i.e. the art assets) is not allowed without the game authors explicit permission, although the code is GPL and some games include large GPL-friendly content collections.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|  width=&amp;quot;300px&amp;quot; | &amp;lt;h2&amp;gt; [https://springrts.com/phpbb/viewforum.php?f=46 Star Wars: Imperial Winter] &amp;lt;/h2&amp;gt;&lt;br /&gt;
| width=40 |&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | {{navimgx|xsize=300|ysize=225|image=Imperial Winter assault.jpg|link=https://springrts.com/phpbb/viewforum.php?f=46}}&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | A Star Wars themed game set in the troubled post-Return of the Jedi era.&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=TA-derived=&lt;br /&gt;
&#039;&#039;At least parts of these games are derived from data of the  Total Annihilation game (copyright Atari). As such, their distribution is potentially in breach of copyright laws and therefore not officially endorsed by the Spring RTS team.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|  |  &amp;lt;h2&amp;gt; [http://springrts.com/wiki/Balanced_Annihilation Balanced Annihilation] &amp;lt;/h2&amp;gt;&lt;br /&gt;
| width=40 |&lt;br /&gt;
|  |  &amp;lt;h2&amp;gt; [http://springfiles.com/spring/games/tech-annihilation-8 Tech Annihilation] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  | {{navimgx|xsize=300|ysize=225|image=BAScreenShot.jpg|link=http://springrts.com/phpbb/viewforum.php?f=44}}&lt;br /&gt;
|&lt;br /&gt;
|  | {{navimgx|xsize=300|ysize=200|image=Tech_Annihilation.png|link=http://springfiles.com/spring/games/tech-annihilation-8}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
Balanced Annihilation (BA) is a mature game and new versions feature only minor balance tweaks.&lt;br /&gt;
&lt;br /&gt;
BA gameplay develops in stages of progressively heavier units with a growing economy. Many strategies are viable in BA, including focusing on map control, aggression, defense, air power, sea power, or mobility.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
| align=&amp;quot;justify&amp;quot; valign=&amp;quot;top&amp;quot; | This Game is bigger, greater and more epic! Tech your Commander from a tiny Commander to a Galactic Commander! (by &#039;&#039;[BoS]Senna&#039;&#039;, currently no homepage)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|  |  &amp;lt;h2&amp;gt;[http://springfiles.com/spring/games/nota-37 NOTA]&amp;lt;/h2&amp;gt;&lt;br /&gt;
| width=40 |&lt;br /&gt;
|  |  &amp;lt;h2&amp;gt; [[XTA]] &amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  | {{navimgx|xsize=300|ysize=225|image=Nota2nukes.jpg|link=http://springfiles.com/spring/games/nota-37}}&lt;br /&gt;
| width=40 |&lt;br /&gt;
|  | {{navimg|xsize=300|ysize=225|image=Screen508_s.jpg|link=XTA}}&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Not Original Total Annihilation is a rethink of the Total Annihilation universe with a focus on strategic, base oriented gameplay. With its revised unit scale, huge battles erupt engaging hundreds of units and scores of unit types. NOTA&#039;s completely rethought air and sea gameplay forces participation in all elements and places the tide of conflict in your hands.&lt;br /&gt;
| width=40 |&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;  | Originally developed as a Total Annihilation game by the Swedish Yankspankers, XTA is the Original Public Game released with first versions of Spring. Development of this game by the SYs has stopped a while ago, but it is still played and actively developed by the community.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Installing Games in Spring=&lt;br /&gt;
Quite a few of the games listed above come with standalone installers, which makes things easy. Check their website to find out! &lt;br /&gt;
&lt;br /&gt;
In some cases however, the game will only distribute a game-file, for example &#039;&#039;BA750&#039;&#039;&#039;&#039;&#039;.sd7&#039;&#039;&#039; or &#039;&#039;XTA&#039;&#039;&#039;&#039;&#039;.sdz&#039;&#039;&#039;. For these games, you have to [[Download|install the stand-alone Spring-Engine]] first, and then place the game-file in the &#039;&#039;...\My Documents\My Games\Spring\Games\&#039;&#039; or &#039;&#039;...\Spring\games\&#039;&#039; folder (&#039;&#039;~/.spring/games/&#039;&#039; on Linux/Unix/Mac).&lt;br /&gt;
You may install multiple games in the same engine installation.&lt;br /&gt;
&lt;br /&gt;
To play a game, you also need a [[Maps|map]].&lt;br /&gt;
&lt;br /&gt;
Still not enough Games? There are [[Getting_Spring_Content_and_Links|some more]], not listed here or make your [[Game_and_Unit_development|own Game]]!&lt;br /&gt;
&lt;br /&gt;
[[Category: Games]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=12833</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=12833"/>
		<updated>2015-06-03T15:35:34Z</updated>

		<summary type="html">&lt;p&gt;Af: Split the dev section into 2 sub sections, content dev and engine dev are now separated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
{{Languages}}&lt;br /&gt;
--&amp;gt;{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;1&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot;  |&lt;br /&gt;
== Playing &amp;amp; General ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Read Me First]]&#039;&#039;&#039; Answers to questions often asked - Everyone should read this first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[FAQ]]&#039;&#039;&#039; Has it been asked before?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Keyboard]]&#039;&#039;&#039; Default Keyboard Layout in the Engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Games]]&#039;&#039;&#039; Games that use the Spring engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Maps]]&#039;&#039;&#039; All about maps for the Spring engine and where to get them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Getting Spring Content and Links]]&#039;&#039;&#039; Lists sites related to spring, and sites from which you can download spring Games, Maps, and more&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[AI:Skirmish]]&#039;&#039;&#039; Skirmish AIs for Singleplayer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lua Widgets]]&#039;&#039;&#039; All about installing and using LuaUI widgets...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Hosting Spring]]&#039;&#039;&#039; Autohosting and related topics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spring_on_MacOSX |Mac OS]]&#039;&#039;&#039; Mac OSX information.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[SetupGuide |Linux]]&#039;&#039;&#039; NetBSD / Solaris / Linux / Cross-platform information.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spring_Replays |Replays]]&#039;&#039;&#039; Watching recordings of previously played matches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Statistics]]&#039;&#039;&#039; Some links/infos to statistics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Advertisement|Advertising Spring RTS]]&#039;&#039;&#039; Description of campaigns and available resources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Lighter Side Of Spring]]&#039;&#039;&#039; Humour, comics and quotations.&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
=== Content Development ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Gamedev:Main|Game Development]]&#039;&#039;&#039; Lots of links to valuable Articles and forum threads regarding Game/Unit Development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lua Scripting]]&#039;&#039;&#039; Information regarding the use of the supplementary Lua scripting language for Widgets and beyond...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Map, Mod, And Unit Development Programs|Content Development Programs]]&#039;&#039;&#039; Links to all kind of useful programs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mapdev:Main|Map Development]]&#039;&#039;&#039; Tutorials and other useful information for creating maps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Chili|Chili UI framework]]&#039;&#039;&#039; Chili Ui framework designed by JK&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[General Resources]]&#039;&#039;&#039; Usable textures, sounds and code snippets by the community, for the community.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Associated Development Groups]]&#039;&#039;&#039; Teams, Forums and Groups associated with Spring content and code development.&lt;br /&gt;
&lt;br /&gt;
=== Engine and Native Development ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Development:Getting_Started|Engine Development]]&#039;&#039;&#039; Starting point for engine development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Building spring|Compiling Engine]]&#039;&#039;&#039; How to build the Spring engine from source.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lobby_Development|Lobby Development (Clients and Servers)]]&#039;&#039;&#039; Information regarding contributing to the source code of the different lobby clients and servers available for Spring.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[AI:Development|AI Development]]&#039;&#039;&#039; Lots of information about developing Skirmish, and Unit AIs for Spring.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{||&lt;br /&gt;
|&lt;br /&gt;
=This wiki needs your help!=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A wiki is a web application that allows users to add content, as on an Internet forum, but also allows anyone to edit the content.&amp;quot;&#039;&#039;&lt;br /&gt;
- [http://en.wikipedia.org/wiki/Wiki Wikipedia.org]&lt;br /&gt;
&lt;br /&gt;
The Spring project is very dependent on its community of users to help new players and developers. [[SpringWiki|Learn more here.]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| |&lt;br /&gt;
|&lt;br /&gt;
=Unable to log in?=&lt;br /&gt;
The login data for the wiki is the same as on the forum.&lt;br /&gt;
If you get the message &amp;quot;You have not specified a valid user name.&amp;quot; that is due a [http://springrts.com/mantis/view.php?id=1592 bug] with special characters in account names. &lt;br /&gt;
At the moment the only thing you can do, is create a new/second account that consists of letters only.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 __NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
[[Category:Spring]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=271</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=271"/>
		<updated>2015-06-03T15:35:34Z</updated>

		<summary type="html">&lt;p&gt;Af: Split the dev section into 2 sub sections, content dev and engine dev are now separated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
{{Languages}}&lt;br /&gt;
--&amp;gt;{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;1&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot;  |&lt;br /&gt;
== Playing &amp;amp; General ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Read Me First]]&#039;&#039;&#039; Answers to questions often asked - Everyone should read this first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[FAQ]]&#039;&#039;&#039; Has it been asked before?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Keyboard]]&#039;&#039;&#039; Default Keyboard Layout in the Engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Games]]&#039;&#039;&#039; Games that use the Spring engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Maps]]&#039;&#039;&#039; All about maps for the Spring engine and where to get them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Getting Spring Content and Links]]&#039;&#039;&#039; Lists sites related to spring, and sites from which you can download spring Games, Maps, and more&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[AI:Skirmish]]&#039;&#039;&#039; Skirmish AIs for Singleplayer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lua Widgets]]&#039;&#039;&#039; All about installing and using LuaUI widgets...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Hosting Spring]]&#039;&#039;&#039; Autohosting and related topics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spring_on_MacOSX |Mac OS]]&#039;&#039;&#039; Mac OSX information.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[SetupGuide |Linux]]&#039;&#039;&#039; NetBSD / Solaris / Linux / Cross-platform information.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spring_Replays |Replays]]&#039;&#039;&#039; Watching recordings of previously played matches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Statistics]]&#039;&#039;&#039; Some links/infos to statistics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Advertisement|Advertising Spring RTS]]&#039;&#039;&#039; Description of campaigns and available resources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Lighter Side Of Spring]]&#039;&#039;&#039; Humour, comics and quotations.&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
=== Content Development ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Gamedev:Main|Game Development]]&#039;&#039;&#039; Lots of links to valuable Articles and forum threads regarding Game/Unit Development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lua Scripting]]&#039;&#039;&#039; Information regarding the use of the supplementary Lua scripting language for Widgets and beyond...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Map, Mod, And Unit Development Programs|Content Development Programs]]&#039;&#039;&#039; Links to all kind of useful programs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mapdev:Main|Map Development]]&#039;&#039;&#039; Tutorials and other useful information for creating maps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Chili|Chili UI framework]]&#039;&#039;&#039; Chili Ui framework designed by JK&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[General Resources]]&#039;&#039;&#039; Usable textures, sounds and code snippets by the community, for the community.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Associated Development Groups]]&#039;&#039;&#039; Teams, Forums and Groups associated with Spring content and code development.&lt;br /&gt;
&lt;br /&gt;
=== Engine and Native Development ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Development:Getting_Started|Engine Development]]&#039;&#039;&#039; Starting point for engine development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Building spring|Compiling Engine]]&#039;&#039;&#039; How to build the Spring engine from source.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lobby_Development|Lobby Development (Clients and Servers)]]&#039;&#039;&#039; Information regarding contributing to the source code of the different lobby clients and servers available for Spring.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[AI:Development|AI Development]]&#039;&#039;&#039; Lots of information about developing Skirmish, and Unit AIs for Spring.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{||&lt;br /&gt;
|&lt;br /&gt;
=This wiki needs your help!=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A wiki is a web application that allows users to add content, as on an Internet forum, but also allows anyone to edit the content.&amp;quot;&#039;&#039;&lt;br /&gt;
- [http://en.wikipedia.org/wiki/Wiki Wikipedia.org]&lt;br /&gt;
&lt;br /&gt;
The Spring project is very dependent on its community of users to help new players and developers. [[SpringWiki|Learn more here.]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| |&lt;br /&gt;
|&lt;br /&gt;
=Unable to log in?=&lt;br /&gt;
The login data for the wiki is the same as on the forum.&lt;br /&gt;
If you get the message &amp;quot;You have not specified a valid user name.&amp;quot; that is due a [http://springrts.com/mantis/view.php?id=1592 bug] with special characters in account names. &lt;br /&gt;
At the moment the only thing you can do, is create a new/second account that consists of letters only.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 __NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
[[Category:Spring]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=7039</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=7039"/>
		<updated>2015-06-03T15:32:16Z</updated>

		<summary type="html">&lt;p&gt;Af: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;border: 0px; border-spacing:0px&amp;quot;&lt;br /&gt;
|width=&amp;quot;500px&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;padding-left:10px; padding-right:10px&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;[[FAQs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Frequently asked questions for the following: &lt;br /&gt;
* [[FAQ:general|General FAQ]]&lt;br /&gt;
* [[FAQ:technical|Technical FAQ]]&lt;br /&gt;
* [[FAQ:player|Playing ingame FAQ]]&lt;br /&gt;
* [[FAQ:trouble|Troubleshooting FAQ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Read_Me_First|Read Me]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How to start your first game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Keyboard]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Default Keyboard Layout in the Engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Games]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Games that use the Spring engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Maps]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All about maps for the Spring engine and where to get them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lua Widgets]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All about installing and using LuaUI widgets...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[AI:Skirmish|AIs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skirmish AIs, Lua AIs...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Hosting Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Autohosting and related topics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spring:CategoryStructure]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Check here to get an overview of the website.&lt;br /&gt;
&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; style=&amp;quot;padding:0px&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
== Quick Links ==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot; class=&amp;quot;&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;[http://springrts.com/phpbb/viewforum.php?f=11 Help/Bug forums]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Look at the help forums for more help with technical issues and crashes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot; class=&amp;quot;&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;[http://springrts.com/mantis/ Report Bugs/Submit a Patch]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Submit patches and bug reports here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot; class=&amp;quot;&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;[[Strategy and Tactics]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Basic ideas how to stand your ground.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot; class=&amp;quot;&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;[[Read Me First]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Answers to questions often asked - Everyone should read this first.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
[[Category:FAQ]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5713</id>
		<title>Development:Main</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5713"/>
		<updated>2015-06-03T15:31:23Z</updated>

		<summary type="html">&lt;p&gt;Af: fix the horrible mess that was the sidebar, and add the GitHub repo ( how can an opensource project bury the link to its source 4 levels deep into the site?! )&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|width=&amp;quot;100%&amp;quot; style=&amp;quot;border: 0px; border-spacing:0px&amp;quot;&lt;br /&gt;
|width=&amp;quot;500px&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;padding-left:10px; padding-right:10px&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://github.com/spring/spring GitHub and Source Code]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Engine source code&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Links|Important Links]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Important Community and Development links to git repos &amp;amp; subprojects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Building spring|Compiling Engine]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How to build the Spring engine from source.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Development:Getting_Started|Engine Development]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Information regarding contributing to the source code of the Spring engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lobby_Development|Lobby Development (Clients and Servers)]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Information regarding contributing to the source code of the different lobby clients and servers available for Spring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Gamedev:Main|Game Development]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lots of links to valuable Articles and forum threads regarding Game, Mod &amp;amp; Unit Development.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mapdev:Main|Map Development]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tutorials and other useful information for creating maps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lua_Scripting|Lua Development]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Information regarding the use of the supplementary Lua scripting language for Widgets and beyond.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[AI:Development|AI Development]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All you ever wanted to know about Skirmish AI Development for Spring, and more. This includes Skirmish and Lua AIs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; style=&amp;quot;padding:0px&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
== Quick Links ==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot; class=&amp;quot;&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;[http://spring.clan-sy.com/phpbb/viewforum.php?f=12 Development forums]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Look at the development forums for ongoing progress and discussion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot; class=&amp;quot;&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;[http://springrts.com/mantis/ Report Bugs]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Submit patches and bug reports here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot; class=&amp;quot;&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;[https://github.com/spring/spring/ Source Code]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| View and fork the project on GitHub.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot; class=&amp;quot;&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;[https://github.com/spring/spring/commits/develop.atom Commit Newsfeed]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|View git commits as they happen.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Development]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI:NTAI&amp;diff=969</id>
		<title>AI:NTAI</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI:NTAI&amp;diff=969"/>
		<updated>2012-11-26T14:14:17Z</updated>

		<summary type="html">&lt;p&gt;Af: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://img434.imageshack.us/img434/6500/screen0898vk.jpg http://img432.imageshack.us/img432/8080/thumb0896lz.jpg][http://img393.imageshack.us/img393/536/screen0920qb.jpg  http://img432.imageshack.us/img432/7251/thumb0924ca.jpg][http://img393.imageshack.us/img393/8756/screen0903up.jpg http://img432.imageshack.us/img432/5011/thumb0903nl.jpg]&lt;br /&gt;
&lt;br /&gt;
{{AI|NTai|Tom J Nowell([[User:AF|AF]])|XE10+|Unspecified Mod Support|Indefinite Hiatus|Open Source|C|LegacyCpp}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; AF: I would not use this page as a detail on my AI as I havent the time to maintain my wiki entries. This was also written at a time when I tended to overemphasise points while leaving important details out. Instead look at the project/portfolio sub site of my website www.darkstars.co.uk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Shard ==&lt;br /&gt;
&lt;br /&gt;
It&#039;s advise that you use my newer AI project instead, named [[AI:Shard|Shard]].&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://www.darkstars.co.uk AF&#039;s site]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[AI:Skirmish:List|&amp;lt;- Back to AI page]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category: AI]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI:NTAI&amp;diff=968</id>
		<title>AI:NTAI</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI:NTAI&amp;diff=968"/>
		<updated>2012-11-26T14:14:00Z</updated>

		<summary type="html">&lt;p&gt;Af: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://img434.imageshack.us/img434/6500/screen0898vk.jpg http://img432.imageshack.us/img432/8080/thumb0896lz.jpg][http://img393.imageshack.us/img393/536/screen0920qb.jpg  http://img432.imageshack.us/img432/7251/thumb0924ca.jpg][http://img393.imageshack.us/img393/8756/screen0903up.jpg http://img432.imageshack.us/img432/5011/thumb0903nl.jpg]&lt;br /&gt;
&lt;br /&gt;
{{AI|NTai|Tom J Nowell([[User:AF|AF]])|XE9+|Unspecified Mod Support|Indefinite Hiatus|Open Source|C|LegacyCpp}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; AF: I would not use this page as a detail on my AI as I havent the time to maintain my wiki entries. This was also written at a time when I tended to overemphasise points while leaving important details out. Instead look at the project/portfolio sub site of my website www.darkstars.co.uk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Shard ==&lt;br /&gt;
&lt;br /&gt;
It&#039;s advise that you use my newer AI project instead, named [[AI:Shard|Shard]].&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://www.darkstars.co.uk AF&#039;s site]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[AI:Skirmish:List|&amp;lt;- Back to AI page]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category: AI]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI:NTAI&amp;diff=967</id>
		<title>AI:NTAI</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI:NTAI&amp;diff=967"/>
		<updated>2012-11-26T14:12:51Z</updated>

		<summary type="html">&lt;p&gt;Af: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://img434.imageshack.us/img434/6500/screen0898vk.jpg http://img432.imageshack.us/img432/8080/thumb0896lz.jpg][http://img393.imageshack.us/img393/536/screen0920qb.jpg  http://img432.imageshack.us/img432/7251/thumb0924ca.jpg][http://img393.imageshack.us/img393/8756/screen0903up.jpg http://img432.imageshack.us/img432/5011/thumb0903nl.jpg]&lt;br /&gt;
&lt;br /&gt;
{{AI|NTai|Tom J Nowell([[User:AF|AF]])|XE9+|Unspecified Mod Support|Indefinite Hiatus|Open Source|C|LegacyCpp}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; AF: I would not use this page as a detail on my AI as I havent the time to maintain my wiki entries. This was also written at a time when I tended to overemphasise points while leaving important details out. Instead look at the project/portfolio sub site of my website www.darkstars.co.uk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Shard ===&lt;br /&gt;
&lt;br /&gt;
It&#039;s advise that you use my newer AI project instead, named [AI:Shard].&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
* [http://www.darkstars.co.uk AF&#039;s site]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[AI:Skirmish:List|&amp;lt;- Back to AI page]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category: AI]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI:Shard&amp;diff=1058</id>
		<title>AI:Shard</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI:Shard&amp;diff=1058"/>
		<updated>2012-11-26T14:11:16Z</updated>

		<summary type="html">&lt;p&gt;Af: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AI|Shard AI|[[User:AF|AF]]|0.4+|All|Under Active Development|LGPL V2|C++|C++-Wrapper}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shard is a lua AI built on top of a wrapper of the C++ AI interface. Written by Tom J Nowell/AF, it&#039;s distributed with the Spring Engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Source Code=&lt;br /&gt;
https://github.com/Tarendai/Shard&lt;br /&gt;
&lt;br /&gt;
=Bugs=&lt;br /&gt;
https://github.com/Tarendai/Shard/issues&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
http://springrts.com/phpbb/viewtopic.php?f=55&amp;amp;p=530088&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See also&lt;br /&gt;
http://springrts.com/phpbb/viewtopic.php?f=15&amp;amp;t=22582&lt;br /&gt;
&lt;br /&gt;
[[Category: AI]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI:Shard&amp;diff=1057</id>
		<title>AI:Shard</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI:Shard&amp;diff=1057"/>
		<updated>2012-11-26T14:09:31Z</updated>

		<summary type="html">&lt;p&gt;Af: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AI|Shard AI|[[User:AF|AF]]|0.4+|All|Under Active Development|LGPL V2|C++|C++-Wrapper}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shard is an native AI written by AF. Its distributed with the Spring Engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Source Code=&lt;br /&gt;
https://github.com/Tarendai/Shard&lt;br /&gt;
&lt;br /&gt;
=Bugs=&lt;br /&gt;
https://github.com/Tarendai/Shard/issues&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
http://springrts.com/phpbb/viewtopic.php?f=55&amp;amp;p=530088&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See also&lt;br /&gt;
http://springrts.com/phpbb/viewtopic.php?f=15&amp;amp;t=22582&lt;br /&gt;
&lt;br /&gt;
[[Category: AI]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI:Development:Lang:Cpp&amp;diff=591</id>
		<title>AI:Development:Lang:Cpp</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI:Development:Lang:Cpp&amp;diff=591"/>
		<updated>2011-10-19T11:01:22Z</updated>

		<summary type="html">&lt;p&gt;Af: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[AI:Development|AI Development]] &amp;lt; C++ AI Development&lt;br /&gt;
&lt;br /&gt;
=Writing a Skirmish AI in C++=&lt;br /&gt;
&lt;br /&gt;
There are two ways of writing a C++ AI, using the [[AIWrapper:LegacyCpp| deprecated legacy API]] or the [[AIWrapper:Cpp| C++ Wrapper API]]. The legacy API is for older AIs using the old interface ( e.g. KAI, RAI, AAI etc ).&lt;br /&gt;
&lt;br /&gt;
For an example of an AI using the new OO C++ Wrapper interface, refer to Shard by AF.&lt;br /&gt;
&lt;br /&gt;
For further info, have a look at the forum.&lt;br /&gt;
&lt;br /&gt;
[[Category: AI]]&lt;br /&gt;
[[Category: Development]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI:Development:Lang:Cpp&amp;diff=590</id>
		<title>AI:Development:Lang:Cpp</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI:Development:Lang:Cpp&amp;diff=590"/>
		<updated>2011-10-19T10:59:35Z</updated>

		<summary type="html">&lt;p&gt;Af: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[AI:Development|AI Development]] &amp;lt; C++ AI Development&lt;br /&gt;
&lt;br /&gt;
=Writing a Skirmish AI in C++=&lt;br /&gt;
&lt;br /&gt;
There are two ways of writing a C++ AI, using the legacy or the C++ Wrapper API. The legacy API is for older AIs using the old interface ( e.g. KAI, RAI, AAI etc ).&lt;br /&gt;
&lt;br /&gt;
For an example of an AI using the new OO C++ Wrapper interface, refer to Shard by AF.&lt;br /&gt;
&lt;br /&gt;
For further info, have a look at the forum.&lt;br /&gt;
&lt;br /&gt;
[[Category: AI]]&lt;br /&gt;
[[Category: Development]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI:Development:Lang:Cpp&amp;diff=589</id>
		<title>AI:Development:Lang:Cpp</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI:Development:Lang:Cpp&amp;diff=589"/>
		<updated>2011-10-19T10:59:10Z</updated>

		<summary type="html">&lt;p&gt;Af: Created page with &amp;quot;Development &amp;lt; AI Development &amp;lt; C AI Development  =Writing a Skirmish AI in C++=  There are two ways of writing a C++ AI, using the legac...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[AI:Development|AI Development]] &amp;lt; C AI Development&lt;br /&gt;
&lt;br /&gt;
=Writing a Skirmish AI in C++=&lt;br /&gt;
&lt;br /&gt;
There are two ways of writing a C++ AI, using the legacy or the C++ Wrapper API. The legacy API is for older AIs using the old interface ( e.g. KAI, RAI, AAI etc ).&lt;br /&gt;
&lt;br /&gt;
For an example of an AI using the new OO C++ Wrapper interface, refer to Shard by AF.&lt;br /&gt;
&lt;br /&gt;
For further info, have a look at the forum.&lt;br /&gt;
&lt;br /&gt;
[[Category: AI]]&lt;br /&gt;
[[Category: Development]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Building_Spring_on_Windows&amp;diff=3630</id>
		<title>Building Spring on Windows</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Building_Spring_on_Windows&amp;diff=3630"/>
		<updated>2011-10-19T10:49:50Z</updated>

		<summary type="html">&lt;p&gt;Af: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Building_spring|Building Spring]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
{{#css:&lt;br /&gt;
  code * {margin:inherit;}&lt;br /&gt;
}}&lt;br /&gt;
= Get the Source Code =&lt;br /&gt;
{{Obtaining_The_Source_Code}}&lt;br /&gt;
&lt;br /&gt;
=Compiling with MinGW=&lt;br /&gt;
Compiling Spring in MinGW requires GCC 4.x.&lt;br /&gt;
&lt;br /&gt;
Because the official MinGW installer and packages are outdated, we recommend to use the TDM web-installer instead, to install the official &amp;lt;code&amp;gt;MinGW Stable&amp;lt;/code&amp;gt; (not &amp;lt;s&amp;gt;&amp;lt;code&amp;gt;TDM-GCC&amp;lt;/code&amp;gt;&amp;lt;/s&amp;gt;) package:&lt;br /&gt;
&lt;br /&gt;
==TDM webinstaller==&lt;br /&gt;
Download and run the [http://tdm-gcc.tdragon.net/download On-Demand Installer] (tdm-gcc-webdl).&lt;br /&gt;
&lt;br /&gt;
Select at least the following components:&lt;br /&gt;
&lt;br /&gt;
[[File:400px-Mingwscreenshot.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
* gcc (version: &amp;lt;u&amp;gt;&amp;lt;code&amp;gt;MinGW Stable&amp;lt;/code&amp;gt;&amp;lt;/u&amp;gt;!)&lt;br /&gt;
** core&lt;br /&gt;
** g++&lt;br /&gt;
** openmp (optional)&lt;br /&gt;
* binutils&lt;br /&gt;
* mingw-runtime&lt;br /&gt;
* w32api&lt;br /&gt;
* mingw32-make (if you have no Make installed yet)&lt;br /&gt;
* gdb (recommended for debugging)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Possible Problems===&lt;br /&gt;
* If you get &amp;lt;span class=warning&amp;gt;undefined reference to `_Unwind_Resume&#039;&amp;lt;/span&amp;gt; linking errors, deinstall &#039;&#039;whole&#039;&#039; TDM/MinGW and reinstall it with &#039;&#039;dwarf2&#039;&#039; (&amp;lt;code&amp;gt;MinGW Stable&amp;lt;/code&amp;gt; should have it enabled).&lt;br /&gt;
&lt;br /&gt;
* When you installed an old version of MinGW/TDM and forgot to deinstall it correctly, &amp;lt;code&amp;gt;gcc.exe&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;g++.exe&amp;lt;/code&amp;gt; will be named &amp;lt;code&amp;gt;gcc-dw2.exe&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;g++-dw2.exe&amp;lt;/code&amp;gt;. CMake will then fail to find the correct one, first try to deinstall anything mingw related and reinstall everything. If that didn&#039;t helped just rename the files. If even that doesn&#039;t help open cmake-gui and click the advanced button and set the paths to the correct files yourself (&amp;lt;code&amp;gt;CMAKE_C_COMPILER&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;CMAKE_CXX_COMPILER&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Spring MinGW Dependencies (mingwlibs)==&lt;br /&gt;
You also need some Spring dependencies, prepackaged in the &#039;&#039;&#039;mingwlibs&#039;&#039;&#039; archive.&lt;br /&gt;
&lt;br /&gt;
You can download a tarball [http://github.com/spring/mingwlibs &#039;&#039;&#039;here&#039;&#039;&#039;] (&#039;&#039;&#039;Download Source&#039;&#039;&#039; button).&amp;lt;br&amp;gt;&lt;br /&gt;
Or (recommended) use git:&lt;br /&gt;
* open a console (cmd.exe) or use git&#039;s bash (you find it in the right click context menu when clicking the folder), &amp;lt;code&amp;gt;cd&amp;lt;/code&amp;gt; into your source dir&lt;br /&gt;
* make a dir named mingwlibs&lt;br /&gt;
* &amp;lt;code&amp;gt;cd mingwlibs&amp;lt;/code&amp;gt;&lt;br /&gt;
* run &amp;lt;code&amp;gt;git clone git://github.com/spring/mingwlibs.git&amp;lt;/code&amp;gt;&lt;br /&gt;
* and update it from time to time with: &amp;lt;code&amp;gt;git pull --rebase&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==mingwlibs install directory==&lt;br /&gt;
There are two ways to setup the MinGW libraries:&lt;br /&gt;
&lt;br /&gt;
* Make sure you install the package in the checkout directory, so the path is: /spring/mingwlibs. If done right, it will look like:&lt;br /&gt;
** */spring/&lt;br /&gt;
** */spring/...&lt;br /&gt;
** */spring/mingwlibs&lt;br /&gt;
** */spring/rts&lt;br /&gt;
&lt;br /&gt;
* Install the package somewhere else (preferably outside of the source tree), and pass its location with the &#039;&#039;MINGDIR&#039;&#039; option to CMake in the configure step (see further down, in the quick instructions).&lt;br /&gt;
&lt;br /&gt;
= Compiling with cmake =&lt;br /&gt;
First get [http://www.cmake.org/cmake/resources/software.html CMake here] and install it.&lt;br /&gt;
&lt;br /&gt;
then&lt;br /&gt;
* run the &#039;&#039;cmake-gui&#039;&#039; and select a source and a build directory&lt;br /&gt;
* configure and follow the instructions, and adjust variables to your needs (defaults are OK)&lt;br /&gt;
* press &#039;&#039;&#039;Generate&#039;&#039;&#039;&lt;br /&gt;
* open a console (&#039;&#039;cmd.exe&#039;&#039;), &#039;&#039;cd&#039;&#039; into your build directory&lt;br /&gt;
* &#039;&#039;optional:&#039;&#039; for multi-threaded compilation, the &#039;&#039;mingw32-make&#039;&#039; part may differ on your system: &amp;lt;code&amp;gt;&#039;&#039;&amp;lt;pre&amp;gt;set MAKE_COMMAND=mingw32-make -j2&amp;lt;/pre&amp;gt;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
* compile with: &amp;lt;code&amp;gt;&#039;&#039;&amp;lt;pre&amp;gt;mingw32-make install-spring&amp;lt;/pre&amp;gt;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Generating the AI Sources/Wrappers==&lt;br /&gt;
&lt;br /&gt;
you can either build the wrapper:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;make Cpp-AIWrapper&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or generate all sources, in case you don&#039;t need the binary:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;make generateSources&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Compiling with scons=&lt;br /&gt;
deprecated - use cmake&lt;br /&gt;
&lt;br /&gt;
=Compiling with Visual Studio=&lt;br /&gt;
&lt;br /&gt;
==General Visual Studio Notes==&lt;br /&gt;
When developing using Visual Studio keep in mind:&lt;br /&gt;
*Your VS build won&#039;t sync with GCC builds in multiplayer mode&lt;br /&gt;
*AIs built with Visual Studio will work with the mingw32 release builds thanks to the C AI Interface, however this interface may change when newer releases are made&lt;br /&gt;
*Most spring developers use linux based environments, and the Visual Studio projects may be slightly out of date or missing files at any one time. Please contribute any changes or fixes you find back into the project&lt;br /&gt;
&lt;br /&gt;
==2005 (v8)==&lt;br /&gt;
(possibly the free Express Edition) &lt;br /&gt;
&lt;br /&gt;
* Install the [https://github.com/downloads/spring/spring/spring-vc8libs-v8.7z vclibs library package]. You need to install this in the /spring directory from the SVN checkout or the zipped source. If done right, it will look like:&lt;br /&gt;
**/spring/&lt;br /&gt;
**/spring/installer&lt;br /&gt;
**/spring/rts&lt;br /&gt;
**/spring/... other dirs&lt;br /&gt;
**/spring/vclibs&lt;br /&gt;
* Install the [http://msdn.microsoft.com/directx/sdk/ DirectX SDK]&lt;br /&gt;
* Install the PlatformSDK. I got away with unchecking the parts of the PlatformSDK that were obviously not related (IIS, web stuff). Makes for a smaller download. Make &#039;&#039;&#039;sure&#039;&#039;&#039; the Platform SDK and DirectX SDK are in the VS search/include directories.&lt;br /&gt;
** Note that the most recent version of Platform SDK is called [http://www.microsoft.com/downloads/details.aspx?FamilyID=c17ba869-9671-4330-a63e-1fd44e0e2505&amp;amp;displaylang=en Windows SDK].&lt;br /&gt;
* After installing them, open Visual C++. Click Tools &amp;gt;&amp;gt; Options &amp;gt;&amp;gt; Projects and Solutions &amp;gt;&amp;gt; VC++ Directories. Add these entries to the corresponding sections (paths just a reference, yours may be different):&lt;br /&gt;
**Include files:&lt;br /&gt;
***$(ProgramFiles)\Microsoft DirectX SDK (August 2007)\Include&lt;br /&gt;
***$(ProgramFiles)\Microsoft Platform SDK\include&lt;br /&gt;
**Library files:&lt;br /&gt;
***$(ProgramFiles)\Microsoft DirectX SDK (August 2007)\Lib\x86 (Might need \x64 on a 64-bit platform, I don&#039;t know.)&lt;br /&gt;
***$(ProgramFiles)\Microsoft Platform SDK\lib&lt;br /&gt;
* Open the solution. /spring/rts/build/vstudio8/rts.sln&lt;br /&gt;
* Start building (usually you want to select the Release with error catching build, debug is really too slow and is used only when you really know what you want to test)&lt;br /&gt;
* Select the working directory in the project properties, otherwise spring will not work correctly&lt;br /&gt;
&lt;br /&gt;
=== Errors ===&lt;br /&gt;
* &amp;lt;span class=warning&amp;gt;...\Windows\v6.0A\include\shlwapi.h(196) : error C2061: syntax error : identifier &#039;PCUITEMID_CHILD&#039;&amp;lt;/span&amp;gt; - wrong version of Platform SDK is used; go to Tools &amp;gt;&amp;gt; Options &amp;gt;&amp;gt; &amp;gt;&amp;gt; Projects and Solutions &amp;gt;&amp;gt; VC++ Directories and move the one that&#039;s causing this problem all the way down.&lt;br /&gt;
&lt;br /&gt;
==2008 (v9)==&lt;br /&gt;
(possibly the free Express Edition)&lt;br /&gt;
&lt;br /&gt;
Not yet fully working as far as I know; you need at least this hotfix from Microsoft though:&lt;br /&gt;
&lt;br /&gt;
http://support.microsoft.com/kb/946040&lt;br /&gt;
&lt;br /&gt;
or update your Visual Studio using your Windows Update.&lt;br /&gt;
&lt;br /&gt;
For the rest the Visual Studio 8 instructions should apply, mostly. You probably won&#039;t need to add Windows SDK path references as they should be present by default.&lt;br /&gt;
&lt;br /&gt;
You need the [http://cloud.github.com/downloads/spring/spring/spring-vc9libs-v4.7z vclibs for VS2008], and not the ones for Visual Studio 2005. The installation procedure is the same though.&lt;br /&gt;
&lt;br /&gt;
Be aware that the project file isn&#039;t updated nearly as frequently as it should, so it&#039;s best to use the .vcproj file from VS8 build and VS2008 will automatically update it.&lt;br /&gt;
&lt;br /&gt;
==2010 (v10)==&lt;br /&gt;
&lt;br /&gt;
There is no project file or VCLibs package for Visual Studio 2010 at the moment, but the instructions for 2008 should work. All that is required is building the dependencies in the VCLibs package using 2010 versions.&lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Building_Spring_on_Windows&amp;diff=3629</id>
		<title>Building Spring on Windows</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Building_Spring_on_Windows&amp;diff=3629"/>
		<updated>2011-10-19T10:46:14Z</updated>

		<summary type="html">&lt;p&gt;Af: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Building_spring|Building Spring]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
{{#css:&lt;br /&gt;
  code * {margin:inherit;}&lt;br /&gt;
}}&lt;br /&gt;
= Get the Source Code =&lt;br /&gt;
{{Obtaining_The_Source_Code}}&lt;br /&gt;
&lt;br /&gt;
=Install MinGW=&lt;br /&gt;
Compiling Spring in MinGW requires GCC 4.x.&lt;br /&gt;
&lt;br /&gt;
Because the official MinGW installer and packages are outdated, we recommend to use the TDM web-installer instead, to install the official &amp;lt;code&amp;gt;MinGW Stable&amp;lt;/code&amp;gt; (not &amp;lt;s&amp;gt;&amp;lt;code&amp;gt;TDM-GCC&amp;lt;/code&amp;gt;&amp;lt;/s&amp;gt;) package:&lt;br /&gt;
&lt;br /&gt;
==TDM webinstaller==&lt;br /&gt;
Download and run the [http://tdm-gcc.tdragon.net/download On-Demand Installer] (tdm-gcc-webdl).&lt;br /&gt;
&lt;br /&gt;
Select at least the following components:&lt;br /&gt;
&lt;br /&gt;
[[File:400px-Mingwscreenshot.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
* gcc (version: &amp;lt;u&amp;gt;&amp;lt;code&amp;gt;MinGW Stable&amp;lt;/code&amp;gt;&amp;lt;/u&amp;gt;!)&lt;br /&gt;
** core&lt;br /&gt;
** g++&lt;br /&gt;
** openmp (optional)&lt;br /&gt;
* binutils&lt;br /&gt;
* mingw-runtime&lt;br /&gt;
* w32api&lt;br /&gt;
* mingw32-make (if you have no Make installed yet)&lt;br /&gt;
* gdb (recommended for debugging)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Possible Problems===&lt;br /&gt;
* If you get &amp;lt;span class=warning&amp;gt;undefined reference to `_Unwind_Resume&#039;&amp;lt;/span&amp;gt; linking errors, deinstall &#039;&#039;whole&#039;&#039; TDM/MinGW and reinstall it with &#039;&#039;dwarf2&#039;&#039; (&amp;lt;code&amp;gt;MinGW Stable&amp;lt;/code&amp;gt; should have it enabled).&lt;br /&gt;
&lt;br /&gt;
* When you installed an old version of MinGW/TDM and forgot to deinstall it correctly, &amp;lt;code&amp;gt;gcc.exe&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;g++.exe&amp;lt;/code&amp;gt; will be named &amp;lt;code&amp;gt;gcc-dw2.exe&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;g++-dw2.exe&amp;lt;/code&amp;gt;. CMake will then fail to find the correct one, first try to deinstall anything mingw related and reinstall everything. If that didn&#039;t helped just rename the files. If even that doesn&#039;t help open cmake-gui and click the advanced button and set the paths to the correct files yourself (&amp;lt;code&amp;gt;CMAKE_C_COMPILER&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;CMAKE_CXX_COMPILER&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Spring MinGW Dependencies (mingwlibs)==&lt;br /&gt;
You also need some Spring dependencies, prepackaged in the &#039;&#039;&#039;mingwlibs&#039;&#039;&#039; archive.&lt;br /&gt;
&lt;br /&gt;
You can download a tarball [http://github.com/spring/mingwlibs &#039;&#039;&#039;here&#039;&#039;&#039;] (&#039;&#039;&#039;Download Source&#039;&#039;&#039; button).&amp;lt;br&amp;gt;&lt;br /&gt;
Or (recommended) use git:&lt;br /&gt;
* open a console (cmd.exe) or use git&#039;s bash (you find it in the right click context menu when clicking the folder), &amp;lt;code&amp;gt;cd&amp;lt;/code&amp;gt; into your source dir&lt;br /&gt;
* make a dir named mingwlibs&lt;br /&gt;
* &amp;lt;code&amp;gt;cd mingwlibs&amp;lt;/code&amp;gt;&lt;br /&gt;
* run &amp;lt;code&amp;gt;git clone git://github.com/spring/mingwlibs.git&amp;lt;/code&amp;gt;&lt;br /&gt;
* and update it from time to time with: &amp;lt;code&amp;gt;git pull --rebase&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==mingwlibs install directory==&lt;br /&gt;
There are two ways to setup the MinGW libraries:&lt;br /&gt;
&lt;br /&gt;
* Make sure you install the package in the checkout directory, so the path is: /spring/mingwlibs. If done right, it will look like:&lt;br /&gt;
** */spring/&lt;br /&gt;
** */spring/...&lt;br /&gt;
** */spring/mingwlibs&lt;br /&gt;
** */spring/rts&lt;br /&gt;
&lt;br /&gt;
* Install the package somewhere else (preferably outside of the source tree), and pass its location with the &#039;&#039;MINGDIR&#039;&#039; option to CMake in the configure step (see further down, in the quick instructions).&lt;br /&gt;
&lt;br /&gt;
= Compiling with cmake =&lt;br /&gt;
First get [http://www.cmake.org/cmake/resources/software.html CMake here] and install it.&lt;br /&gt;
&lt;br /&gt;
then&lt;br /&gt;
* run the &#039;&#039;cmake-gui&#039;&#039; and select a source and a build directory&lt;br /&gt;
* configure and follow the instructions, and adjust variables to your needs (defaults are OK)&lt;br /&gt;
* press &#039;&#039;&#039;Generate&#039;&#039;&#039;&lt;br /&gt;
* open a console (&#039;&#039;cmd.exe&#039;&#039;), &#039;&#039;cd&#039;&#039; into your build directory&lt;br /&gt;
* &#039;&#039;optional:&#039;&#039; for multi-threaded compilation, the &#039;&#039;mingw32-make&#039;&#039; part may differ on your system: &amp;lt;code&amp;gt;&#039;&#039;&amp;lt;pre&amp;gt;set MAKE_COMMAND=mingw32-make -j2&amp;lt;/pre&amp;gt;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
* compile with: &amp;lt;code&amp;gt;&#039;&#039;&amp;lt;pre&amp;gt;mingw32-make install-spring&amp;lt;/pre&amp;gt;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Generating the AI Sources/Wrappers==&lt;br /&gt;
&lt;br /&gt;
you can either build the wrapper:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;make Cpp-AIWrapper&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or generate all sources, in case you don&#039;t need the binary:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;make generateSources&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Compiling with scons=&lt;br /&gt;
deprecated - use cmake&lt;br /&gt;
&lt;br /&gt;
=Visual Studio=&lt;br /&gt;
&lt;br /&gt;
==General Visual Studio Notes==&lt;br /&gt;
When developing using Visual Studio keep in mind:&lt;br /&gt;
*Your VS build won&#039;t sync with GCC builds in multiplayer mode&lt;br /&gt;
*AIs built with Visual Studio will work with the mingw32 release builds thanks to the C AI Interface, however this interface may change when newer releases are made&lt;br /&gt;
*Most spring developers use linux based environments, and the Visual Studio projects may be slightly out of date or missing files at any one time. Please contribute any changes or fixes you find back into the project&lt;br /&gt;
&lt;br /&gt;
==8 (2005)==&lt;br /&gt;
(possibly the free Express Edition) &lt;br /&gt;
&lt;br /&gt;
* Install the [https://github.com/downloads/spring/spring/spring-vc8libs-v8.7z vclibs library package]. You need to install this in the /spring directory from the SVN checkout or the zipped source. If done right, it will look like:&lt;br /&gt;
**/spring/&lt;br /&gt;
**/spring/installer&lt;br /&gt;
**/spring/rts&lt;br /&gt;
**/spring/... other dirs&lt;br /&gt;
**/spring/vclibs&lt;br /&gt;
* Install the [http://msdn.microsoft.com/directx/sdk/ DirectX SDK]&lt;br /&gt;
* Install the PlatformSDK. I got away with unchecking the parts of the PlatformSDK that were obviously not related (IIS, web stuff). Makes for a smaller download. Make &#039;&#039;&#039;sure&#039;&#039;&#039; the Platform SDK and DirectX SDK are in the VS search/include directories.&lt;br /&gt;
** Note that the most recent version of Platform SDK is called [http://www.microsoft.com/downloads/details.aspx?FamilyID=c17ba869-9671-4330-a63e-1fd44e0e2505&amp;amp;displaylang=en Windows SDK].&lt;br /&gt;
* After installing them, open Visual C++. Click Tools &amp;gt;&amp;gt; Options &amp;gt;&amp;gt; Projects and Solutions &amp;gt;&amp;gt; VC++ Directories. Add these entries to the corresponding sections (paths just a reference, yours may be different):&lt;br /&gt;
**Include files:&lt;br /&gt;
***$(ProgramFiles)\Microsoft DirectX SDK (August 2007)\Include&lt;br /&gt;
***$(ProgramFiles)\Microsoft Platform SDK\include&lt;br /&gt;
**Library files:&lt;br /&gt;
***$(ProgramFiles)\Microsoft DirectX SDK (August 2007)\Lib\x86 (Might need \x64 on a 64-bit platform, I don&#039;t know.)&lt;br /&gt;
***$(ProgramFiles)\Microsoft Platform SDK\lib&lt;br /&gt;
* Open the solution. /spring/rts/build/vstudio8/rts.sln&lt;br /&gt;
* Start building (usually you want to select the Release with error catching build, debug is really too slow and is used only when you really know what you want to test)&lt;br /&gt;
* Select the working directory in the project properties, otherwise spring will not work correctly&lt;br /&gt;
&lt;br /&gt;
=== Errors ===&lt;br /&gt;
* &amp;lt;span class=warning&amp;gt;...\Windows\v6.0A\include\shlwapi.h(196) : error C2061: syntax error : identifier &#039;PCUITEMID_CHILD&#039;&amp;lt;/span&amp;gt; - wrong version of Platform SDK is used; go to Tools &amp;gt;&amp;gt; Options &amp;gt;&amp;gt; &amp;gt;&amp;gt; Projects and Solutions &amp;gt;&amp;gt; VC++ Directories and move the one that&#039;s causing this problem all the way down.&lt;br /&gt;
&lt;br /&gt;
==9 (2008)==&lt;br /&gt;
(possibly the free Express Edition)&lt;br /&gt;
&lt;br /&gt;
Not yet fully working as far as I know; you need at least this hotfix from Microsoft though:&lt;br /&gt;
&lt;br /&gt;
http://support.microsoft.com/kb/946040&lt;br /&gt;
&lt;br /&gt;
or update your Visual Studio using your Windows Update.&lt;br /&gt;
&lt;br /&gt;
For the rest the Visual Studio 8 instructions should apply, mostly. You probably won&#039;t need to add Windows SDK path references as they should be present by default.&lt;br /&gt;
&lt;br /&gt;
You need the [http://cloud.github.com/downloads/spring/spring/spring-vc9libs-v4.7z vclibs for VS2008], and not the ones for Visual Studio 2005. The installation procedure is the same though.&lt;br /&gt;
&lt;br /&gt;
Be aware that the project file isn&#039;t updated nearly as frequently as it should, so it&#039;s best to use the .vcproj file from VS8 build and VS2008 will automatically update it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Building_Spring_on_Windows&amp;diff=3628</id>
		<title>Building Spring on Windows</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Building_Spring_on_Windows&amp;diff=3628"/>
		<updated>2011-10-19T10:43:20Z</updated>

		<summary type="html">&lt;p&gt;Af: /* General Visual Studio Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Building_spring|Building Spring]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
{{#css:&lt;br /&gt;
  code * {margin:inherit;}&lt;br /&gt;
}}&lt;br /&gt;
= Get the Source Code =&lt;br /&gt;
{{Obtaining_The_Source_Code}}&lt;br /&gt;
&lt;br /&gt;
=Install MinGW=&lt;br /&gt;
Compiling Spring in MinGW requires GCC 4.x.&lt;br /&gt;
&lt;br /&gt;
Because the official MinGW installer and packages are outdated, we recommend to use the TDM web-installer instead, to install the official &amp;lt;code&amp;gt;MinGW Stable&amp;lt;/code&amp;gt; (not &amp;lt;s&amp;gt;&amp;lt;code&amp;gt;TDM-GCC&amp;lt;/code&amp;gt;&amp;lt;/s&amp;gt;) package:&lt;br /&gt;
&lt;br /&gt;
==TDM webinstaller==&lt;br /&gt;
Download and run the [http://tdm-gcc.tdragon.net/download On-Demand Installer] (tdm-gcc-webdl).&lt;br /&gt;
&lt;br /&gt;
Select at least the following components:&lt;br /&gt;
&lt;br /&gt;
[[File:400px-Mingwscreenshot.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
* gcc (version: &amp;lt;u&amp;gt;&amp;lt;code&amp;gt;MinGW Stable&amp;lt;/code&amp;gt;&amp;lt;/u&amp;gt;!)&lt;br /&gt;
** core&lt;br /&gt;
** g++&lt;br /&gt;
** openmp (optional)&lt;br /&gt;
* binutils&lt;br /&gt;
* mingw-runtime&lt;br /&gt;
* w32api&lt;br /&gt;
* mingw32-make (if you have no Make installed yet)&lt;br /&gt;
* gdb (recommended for debugging)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Possible Problems===&lt;br /&gt;
* If you get &amp;lt;span class=warning&amp;gt;undefined reference to `_Unwind_Resume&#039;&amp;lt;/span&amp;gt; linking errors, deinstall &#039;&#039;whole&#039;&#039; TDM/MinGW and reinstall it with &#039;&#039;dwarf2&#039;&#039; (&amp;lt;code&amp;gt;MinGW Stable&amp;lt;/code&amp;gt; should have it enabled).&lt;br /&gt;
&lt;br /&gt;
* When you installed an old version of MinGW/TDM and forgot to deinstall it correctly, &amp;lt;code&amp;gt;gcc.exe&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;g++.exe&amp;lt;/code&amp;gt; will be named &amp;lt;code&amp;gt;gcc-dw2.exe&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;g++-dw2.exe&amp;lt;/code&amp;gt;. CMake will then fail to find the correct one, first try to deinstall anything mingw related and reinstall everything. If that didn&#039;t helped just rename the files. If even that doesn&#039;t help open cmake-gui and click the advanced button and set the paths to the correct files yourself (&amp;lt;code&amp;gt;CMAKE_C_COMPILER&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;CMAKE_CXX_COMPILER&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Spring MinGW Dependencies (mingwlibs)==&lt;br /&gt;
You also need some Spring dependencies, prepackaged in the &#039;&#039;&#039;mingwlibs&#039;&#039;&#039; archive.&lt;br /&gt;
&lt;br /&gt;
You can download a tarball [http://github.com/spring/mingwlibs &#039;&#039;&#039;here&#039;&#039;&#039;] (&#039;&#039;&#039;Download Source&#039;&#039;&#039; button).&amp;lt;br&amp;gt;&lt;br /&gt;
Or (recommended) use git:&lt;br /&gt;
* open a console (cmd.exe) or use git&#039;s bash (you find it in the right click context menu when clicking the folder), &amp;lt;code&amp;gt;cd&amp;lt;/code&amp;gt; into your source dir&lt;br /&gt;
* make a dir named mingwlibs&lt;br /&gt;
* &amp;lt;code&amp;gt;cd mingwlibs&amp;lt;/code&amp;gt;&lt;br /&gt;
* run &amp;lt;code&amp;gt;git clone git://github.com/spring/mingwlibs.git&amp;lt;/code&amp;gt;&lt;br /&gt;
* and update it from time to time with: &amp;lt;code&amp;gt;git pull --rebase&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==mingwlibs install directory==&lt;br /&gt;
There are two ways to setup the MinGW libraries:&lt;br /&gt;
&lt;br /&gt;
* Make sure you install the package in the checkout directory, so the path is: /spring/mingwlibs. If done right, it will look like:&lt;br /&gt;
** */spring/&lt;br /&gt;
** */spring/...&lt;br /&gt;
** */spring/mingwlibs&lt;br /&gt;
** */spring/rts&lt;br /&gt;
&lt;br /&gt;
* Install the package somewhere else (preferably outside of the source tree), and pass its location with the &#039;&#039;MINGDIR&#039;&#039; option to CMake in the configure step (see further down, in the quick instructions).&lt;br /&gt;
&lt;br /&gt;
= Compiling with cmake =&lt;br /&gt;
First get [http://www.cmake.org/cmake/resources/software.html CMake here] and install it.&lt;br /&gt;
&lt;br /&gt;
then&lt;br /&gt;
* run the &#039;&#039;cmake-gui&#039;&#039; and select a source and a build directory&lt;br /&gt;
* configure and follow the instructions, and adjust variables to your needs (defaults are OK)&lt;br /&gt;
* press &#039;&#039;&#039;Generate&#039;&#039;&#039;&lt;br /&gt;
* open a console (&#039;&#039;cmd.exe&#039;&#039;), &#039;&#039;cd&#039;&#039; into your build directory&lt;br /&gt;
* &#039;&#039;optional:&#039;&#039; for multi-threaded compilation, the &#039;&#039;mingw32-make&#039;&#039; part may differ on your system: &amp;lt;code&amp;gt;&#039;&#039;&amp;lt;pre&amp;gt;set MAKE_COMMAND=mingw32-make -j2&amp;lt;/pre&amp;gt;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
* compile with: &amp;lt;code&amp;gt;&#039;&#039;&amp;lt;pre&amp;gt;mingw32-make install-spring&amp;lt;/pre&amp;gt;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Generating the AI Sources/Wrappers==&lt;br /&gt;
&lt;br /&gt;
you can either build the wrapper:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;make Cpp-AIWrapper&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or generate all sources, in case you don&#039;t need the binary:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;make generateSources&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Compiling with scons=&lt;br /&gt;
deprecated - use cmake&lt;br /&gt;
&lt;br /&gt;
=Visual Studio 8 (2005)=&lt;br /&gt;
(possibly the free Express Edition) &lt;br /&gt;
&lt;br /&gt;
* Install the [https://github.com/downloads/spring/spring/spring-vc8libs-v8.7z vclibs library package]. You need to install this in the /spring directory from the SVN checkout or the zipped source. If done right, it will look like:&lt;br /&gt;
**/spring/&lt;br /&gt;
**/spring/installer&lt;br /&gt;
**/spring/rts&lt;br /&gt;
**/spring/... other dirs&lt;br /&gt;
**/spring/vclibs&lt;br /&gt;
* Install the [http://msdn.microsoft.com/directx/sdk/ DirectX SDK]&lt;br /&gt;
* Install the PlatformSDK. I got away with unchecking the parts of the PlatformSDK that were obviously not related (IIS, web stuff). Makes for a smaller download. Make &#039;&#039;&#039;sure&#039;&#039;&#039; the Platform SDK and DirectX SDK are in the VS search/include directories.&lt;br /&gt;
** Note that the most recent version of Platform SDK is called [http://www.microsoft.com/downloads/details.aspx?FamilyID=c17ba869-9671-4330-a63e-1fd44e0e2505&amp;amp;displaylang=en Windows SDK].&lt;br /&gt;
* After installing them, open Visual C++. Click Tools &amp;gt;&amp;gt; Options &amp;gt;&amp;gt; Projects and Solutions &amp;gt;&amp;gt; VC++ Directories. Add these entries to the corresponding sections (paths just a reference, yours may be different):&lt;br /&gt;
**Include files:&lt;br /&gt;
***$(ProgramFiles)\Microsoft DirectX SDK (August 2007)\Include&lt;br /&gt;
***$(ProgramFiles)\Microsoft Platform SDK\include&lt;br /&gt;
**Library files:&lt;br /&gt;
***$(ProgramFiles)\Microsoft DirectX SDK (August 2007)\Lib\x86 (Might need \x64 on a 64-bit platform, I don&#039;t know.)&lt;br /&gt;
***$(ProgramFiles)\Microsoft Platform SDK\lib&lt;br /&gt;
* Open the solution. /spring/rts/build/vstudio8/rts.sln&lt;br /&gt;
* Start building (usually you want to select the Release with error catching build, debug is really too slow and is used only when you really know what you want to test)&lt;br /&gt;
* Select the working directory in the project properties, otherwise spring will not work correctly&lt;br /&gt;
&lt;br /&gt;
== Errors ==&lt;br /&gt;
* &amp;lt;span class=warning&amp;gt;...\Windows\v6.0A\include\shlwapi.h(196) : error C2061: syntax error : identifier &#039;PCUITEMID_CHILD&#039;&amp;lt;/span&amp;gt; - wrong version of Platform SDK is used; go to Tools &amp;gt;&amp;gt; Options &amp;gt;&amp;gt; &amp;gt;&amp;gt; Projects and Solutions &amp;gt;&amp;gt; VC++ Directories and move the one that&#039;s causing this problem all the way down.&lt;br /&gt;
&lt;br /&gt;
=Visual Studio 9 (2008)=&lt;br /&gt;
(possibly the free Express Edition)&lt;br /&gt;
&lt;br /&gt;
Not yet fully working as far as I know; you need at least this hotfix from Microsoft though:&lt;br /&gt;
&lt;br /&gt;
http://support.microsoft.com/kb/946040&lt;br /&gt;
&lt;br /&gt;
or update your Visual Studio using your Windows Update.&lt;br /&gt;
&lt;br /&gt;
For the rest the Visual Studio 8 instructions should apply, mostly. You probably won&#039;t need to add Windows SDK path references as they should be present by default.&lt;br /&gt;
&lt;br /&gt;
You need the [http://cloud.github.com/downloads/spring/spring/spring-vc9libs-v4.7z vclibs for VS2008], and not the ones for Visual Studio 2005. The installation procedure is the same though.&lt;br /&gt;
&lt;br /&gt;
Be aware that the project file isn&#039;t updated nearly as frequently as it should, so it&#039;s best to use the .vcproj file from VS8 build and VS2008 will automatically update it.&lt;br /&gt;
&lt;br /&gt;
=General Visual Studio Notes=&lt;br /&gt;
So far the following aspects of Spring don&#039;t function properly or don&#039;t function at all when compiled with Visual Studio:&lt;br /&gt;
*Your VS build won&#039;t sync with GCC builds in multiplayer mode&lt;br /&gt;
*AIs built with Visual Studio will work with the mingw32 release builds thanks to the C AI Interface, however this interface may change when newer releases are made&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Building_Spring_on_Windows&amp;diff=3627</id>
		<title>Building Spring on Windows</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Building_Spring_on_Windows&amp;diff=3627"/>
		<updated>2011-10-19T10:41:22Z</updated>

		<summary type="html">&lt;p&gt;Af: /* Generating the AI Sources/Wrappers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Building_spring|Building Spring]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
{{#css:&lt;br /&gt;
  code * {margin:inherit;}&lt;br /&gt;
}}&lt;br /&gt;
= Get the Source Code =&lt;br /&gt;
{{Obtaining_The_Source_Code}}&lt;br /&gt;
&lt;br /&gt;
=Install MinGW=&lt;br /&gt;
Compiling Spring in MinGW requires GCC 4.x.&lt;br /&gt;
&lt;br /&gt;
Because the official MinGW installer and packages are outdated, we recommend to use the TDM web-installer instead, to install the official &amp;lt;code&amp;gt;MinGW Stable&amp;lt;/code&amp;gt; (not &amp;lt;s&amp;gt;&amp;lt;code&amp;gt;TDM-GCC&amp;lt;/code&amp;gt;&amp;lt;/s&amp;gt;) package:&lt;br /&gt;
&lt;br /&gt;
==TDM webinstaller==&lt;br /&gt;
Download and run the [http://tdm-gcc.tdragon.net/download On-Demand Installer] (tdm-gcc-webdl).&lt;br /&gt;
&lt;br /&gt;
Select at least the following components:&lt;br /&gt;
&lt;br /&gt;
[[File:400px-Mingwscreenshot.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
* gcc (version: &amp;lt;u&amp;gt;&amp;lt;code&amp;gt;MinGW Stable&amp;lt;/code&amp;gt;&amp;lt;/u&amp;gt;!)&lt;br /&gt;
** core&lt;br /&gt;
** g++&lt;br /&gt;
** openmp (optional)&lt;br /&gt;
* binutils&lt;br /&gt;
* mingw-runtime&lt;br /&gt;
* w32api&lt;br /&gt;
* mingw32-make (if you have no Make installed yet)&lt;br /&gt;
* gdb (recommended for debugging)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Possible Problems===&lt;br /&gt;
* If you get &amp;lt;span class=warning&amp;gt;undefined reference to `_Unwind_Resume&#039;&amp;lt;/span&amp;gt; linking errors, deinstall &#039;&#039;whole&#039;&#039; TDM/MinGW and reinstall it with &#039;&#039;dwarf2&#039;&#039; (&amp;lt;code&amp;gt;MinGW Stable&amp;lt;/code&amp;gt; should have it enabled).&lt;br /&gt;
&lt;br /&gt;
* When you installed an old version of MinGW/TDM and forgot to deinstall it correctly, &amp;lt;code&amp;gt;gcc.exe&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;g++.exe&amp;lt;/code&amp;gt; will be named &amp;lt;code&amp;gt;gcc-dw2.exe&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;g++-dw2.exe&amp;lt;/code&amp;gt;. CMake will then fail to find the correct one, first try to deinstall anything mingw related and reinstall everything. If that didn&#039;t helped just rename the files. If even that doesn&#039;t help open cmake-gui and click the advanced button and set the paths to the correct files yourself (&amp;lt;code&amp;gt;CMAKE_C_COMPILER&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;CMAKE_CXX_COMPILER&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Spring MinGW Dependencies (mingwlibs)==&lt;br /&gt;
You also need some Spring dependencies, prepackaged in the &#039;&#039;&#039;mingwlibs&#039;&#039;&#039; archive.&lt;br /&gt;
&lt;br /&gt;
You can download a tarball [http://github.com/spring/mingwlibs &#039;&#039;&#039;here&#039;&#039;&#039;] (&#039;&#039;&#039;Download Source&#039;&#039;&#039; button).&amp;lt;br&amp;gt;&lt;br /&gt;
Or (recommended) use git:&lt;br /&gt;
* open a console (cmd.exe) or use git&#039;s bash (you find it in the right click context menu when clicking the folder), &amp;lt;code&amp;gt;cd&amp;lt;/code&amp;gt; into your source dir&lt;br /&gt;
* make a dir named mingwlibs&lt;br /&gt;
* &amp;lt;code&amp;gt;cd mingwlibs&amp;lt;/code&amp;gt;&lt;br /&gt;
* run &amp;lt;code&amp;gt;git clone git://github.com/spring/mingwlibs.git&amp;lt;/code&amp;gt;&lt;br /&gt;
* and update it from time to time with: &amp;lt;code&amp;gt;git pull --rebase&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==mingwlibs install directory==&lt;br /&gt;
There are two ways to setup the MinGW libraries:&lt;br /&gt;
&lt;br /&gt;
* Make sure you install the package in the checkout directory, so the path is: /spring/mingwlibs. If done right, it will look like:&lt;br /&gt;
** */spring/&lt;br /&gt;
** */spring/...&lt;br /&gt;
** */spring/mingwlibs&lt;br /&gt;
** */spring/rts&lt;br /&gt;
&lt;br /&gt;
* Install the package somewhere else (preferably outside of the source tree), and pass its location with the &#039;&#039;MINGDIR&#039;&#039; option to CMake in the configure step (see further down, in the quick instructions).&lt;br /&gt;
&lt;br /&gt;
= Compiling with cmake =&lt;br /&gt;
First get [http://www.cmake.org/cmake/resources/software.html CMake here] and install it.&lt;br /&gt;
&lt;br /&gt;
then&lt;br /&gt;
* run the &#039;&#039;cmake-gui&#039;&#039; and select a source and a build directory&lt;br /&gt;
* configure and follow the instructions, and adjust variables to your needs (defaults are OK)&lt;br /&gt;
* press &#039;&#039;&#039;Generate&#039;&#039;&#039;&lt;br /&gt;
* open a console (&#039;&#039;cmd.exe&#039;&#039;), &#039;&#039;cd&#039;&#039; into your build directory&lt;br /&gt;
* &#039;&#039;optional:&#039;&#039; for multi-threaded compilation, the &#039;&#039;mingw32-make&#039;&#039; part may differ on your system: &amp;lt;code&amp;gt;&#039;&#039;&amp;lt;pre&amp;gt;set MAKE_COMMAND=mingw32-make -j2&amp;lt;/pre&amp;gt;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
* compile with: &amp;lt;code&amp;gt;&#039;&#039;&amp;lt;pre&amp;gt;mingw32-make install-spring&amp;lt;/pre&amp;gt;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Generating the AI Sources/Wrappers==&lt;br /&gt;
&lt;br /&gt;
you can either build the wrapper:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;make Cpp-AIWrapper&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or generate all sources, in case you don&#039;t need the binary:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;make generateSources&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Compiling with scons=&lt;br /&gt;
deprecated - use cmake&lt;br /&gt;
&lt;br /&gt;
=Visual Studio 8 (2005)=&lt;br /&gt;
(possibly the free Express Edition) &lt;br /&gt;
&lt;br /&gt;
* Install the [https://github.com/downloads/spring/spring/spring-vc8libs-v8.7z vclibs library package]. You need to install this in the /spring directory from the SVN checkout or the zipped source. If done right, it will look like:&lt;br /&gt;
**/spring/&lt;br /&gt;
**/spring/installer&lt;br /&gt;
**/spring/rts&lt;br /&gt;
**/spring/... other dirs&lt;br /&gt;
**/spring/vclibs&lt;br /&gt;
* Install the [http://msdn.microsoft.com/directx/sdk/ DirectX SDK]&lt;br /&gt;
* Install the PlatformSDK. I got away with unchecking the parts of the PlatformSDK that were obviously not related (IIS, web stuff). Makes for a smaller download. Make &#039;&#039;&#039;sure&#039;&#039;&#039; the Platform SDK and DirectX SDK are in the VS search/include directories.&lt;br /&gt;
** Note that the most recent version of Platform SDK is called [http://www.microsoft.com/downloads/details.aspx?FamilyID=c17ba869-9671-4330-a63e-1fd44e0e2505&amp;amp;displaylang=en Windows SDK].&lt;br /&gt;
* After installing them, open Visual C++. Click Tools &amp;gt;&amp;gt; Options &amp;gt;&amp;gt; Projects and Solutions &amp;gt;&amp;gt; VC++ Directories. Add these entries to the corresponding sections (paths just a reference, yours may be different):&lt;br /&gt;
**Include files:&lt;br /&gt;
***$(ProgramFiles)\Microsoft DirectX SDK (August 2007)\Include&lt;br /&gt;
***$(ProgramFiles)\Microsoft Platform SDK\include&lt;br /&gt;
**Library files:&lt;br /&gt;
***$(ProgramFiles)\Microsoft DirectX SDK (August 2007)\Lib\x86 (Might need \x64 on a 64-bit platform, I don&#039;t know.)&lt;br /&gt;
***$(ProgramFiles)\Microsoft Platform SDK\lib&lt;br /&gt;
* Open the solution. /spring/rts/build/vstudio8/rts.sln&lt;br /&gt;
* Start building (usually you want to select the Release with error catching build, debug is really too slow and is used only when you really know what you want to test)&lt;br /&gt;
* Select the working directory in the project properties, otherwise spring will not work correctly&lt;br /&gt;
&lt;br /&gt;
== Errors ==&lt;br /&gt;
* &amp;lt;span class=warning&amp;gt;...\Windows\v6.0A\include\shlwapi.h(196) : error C2061: syntax error : identifier &#039;PCUITEMID_CHILD&#039;&amp;lt;/span&amp;gt; - wrong version of Platform SDK is used; go to Tools &amp;gt;&amp;gt; Options &amp;gt;&amp;gt; &amp;gt;&amp;gt; Projects and Solutions &amp;gt;&amp;gt; VC++ Directories and move the one that&#039;s causing this problem all the way down.&lt;br /&gt;
&lt;br /&gt;
=Visual Studio 9 (2008)=&lt;br /&gt;
(possibly the free Express Edition)&lt;br /&gt;
&lt;br /&gt;
Not yet fully working as far as I know; you need at least this hotfix from Microsoft though:&lt;br /&gt;
&lt;br /&gt;
http://support.microsoft.com/kb/946040&lt;br /&gt;
&lt;br /&gt;
or update your Visual Studio using your Windows Update.&lt;br /&gt;
&lt;br /&gt;
For the rest the Visual Studio 8 instructions should apply, mostly. You probably won&#039;t need to add Windows SDK path references as they should be present by default.&lt;br /&gt;
&lt;br /&gt;
You need the [http://cloud.github.com/downloads/spring/spring/spring-vc9libs-v4.7z vclibs for VS2008], and not the ones for Visual Studio 2005. The installation procedure is the same though.&lt;br /&gt;
&lt;br /&gt;
Be aware that the project file isn&#039;t updated nearly as frequently as it should, so it&#039;s best to use the .vcproj file from VS8 build and VS2008 will automatically update it.&lt;br /&gt;
&lt;br /&gt;
=General Visual Studio Notes=&lt;br /&gt;
So far the following aspects of Spring don&#039;t function properly or don&#039;t function at all when compiled with Visual Studio:&lt;br /&gt;
*Your VS build won&#039;t sync with GCC builds in multiplayer mode&lt;br /&gt;
*Any external AI crashes immediatley at start, LUA AI works though&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Building_Spring_on_Windows&amp;diff=3626</id>
		<title>Building Spring on Windows</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Building_Spring_on_Windows&amp;diff=3626"/>
		<updated>2011-10-19T10:40:54Z</updated>

		<summary type="html">&lt;p&gt;Af: /* Generating the AI Sources/Wrappers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Building_spring|Building Spring]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
{{#css:&lt;br /&gt;
  code * {margin:inherit;}&lt;br /&gt;
}}&lt;br /&gt;
= Get the Source Code =&lt;br /&gt;
{{Obtaining_The_Source_Code}}&lt;br /&gt;
&lt;br /&gt;
=Install MinGW=&lt;br /&gt;
Compiling Spring in MinGW requires GCC 4.x.&lt;br /&gt;
&lt;br /&gt;
Because the official MinGW installer and packages are outdated, we recommend to use the TDM web-installer instead, to install the official &amp;lt;code&amp;gt;MinGW Stable&amp;lt;/code&amp;gt; (not &amp;lt;s&amp;gt;&amp;lt;code&amp;gt;TDM-GCC&amp;lt;/code&amp;gt;&amp;lt;/s&amp;gt;) package:&lt;br /&gt;
&lt;br /&gt;
==TDM webinstaller==&lt;br /&gt;
Download and run the [http://tdm-gcc.tdragon.net/download On-Demand Installer] (tdm-gcc-webdl).&lt;br /&gt;
&lt;br /&gt;
Select at least the following components:&lt;br /&gt;
&lt;br /&gt;
[[File:400px-Mingwscreenshot.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
* gcc (version: &amp;lt;u&amp;gt;&amp;lt;code&amp;gt;MinGW Stable&amp;lt;/code&amp;gt;&amp;lt;/u&amp;gt;!)&lt;br /&gt;
** core&lt;br /&gt;
** g++&lt;br /&gt;
** openmp (optional)&lt;br /&gt;
* binutils&lt;br /&gt;
* mingw-runtime&lt;br /&gt;
* w32api&lt;br /&gt;
* mingw32-make (if you have no Make installed yet)&lt;br /&gt;
* gdb (recommended for debugging)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Possible Problems===&lt;br /&gt;
* If you get &amp;lt;span class=warning&amp;gt;undefined reference to `_Unwind_Resume&#039;&amp;lt;/span&amp;gt; linking errors, deinstall &#039;&#039;whole&#039;&#039; TDM/MinGW and reinstall it with &#039;&#039;dwarf2&#039;&#039; (&amp;lt;code&amp;gt;MinGW Stable&amp;lt;/code&amp;gt; should have it enabled).&lt;br /&gt;
&lt;br /&gt;
* When you installed an old version of MinGW/TDM and forgot to deinstall it correctly, &amp;lt;code&amp;gt;gcc.exe&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;g++.exe&amp;lt;/code&amp;gt; will be named &amp;lt;code&amp;gt;gcc-dw2.exe&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;g++-dw2.exe&amp;lt;/code&amp;gt;. CMake will then fail to find the correct one, first try to deinstall anything mingw related and reinstall everything. If that didn&#039;t helped just rename the files. If even that doesn&#039;t help open cmake-gui and click the advanced button and set the paths to the correct files yourself (&amp;lt;code&amp;gt;CMAKE_C_COMPILER&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;CMAKE_CXX_COMPILER&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Spring MinGW Dependencies (mingwlibs)==&lt;br /&gt;
You also need some Spring dependencies, prepackaged in the &#039;&#039;&#039;mingwlibs&#039;&#039;&#039; archive.&lt;br /&gt;
&lt;br /&gt;
You can download a tarball [http://github.com/spring/mingwlibs &#039;&#039;&#039;here&#039;&#039;&#039;] (&#039;&#039;&#039;Download Source&#039;&#039;&#039; button).&amp;lt;br&amp;gt;&lt;br /&gt;
Or (recommended) use git:&lt;br /&gt;
* open a console (cmd.exe) or use git&#039;s bash (you find it in the right click context menu when clicking the folder), &amp;lt;code&amp;gt;cd&amp;lt;/code&amp;gt; into your source dir&lt;br /&gt;
* make a dir named mingwlibs&lt;br /&gt;
* &amp;lt;code&amp;gt;cd mingwlibs&amp;lt;/code&amp;gt;&lt;br /&gt;
* run &amp;lt;code&amp;gt;git clone git://github.com/spring/mingwlibs.git&amp;lt;/code&amp;gt;&lt;br /&gt;
* and update it from time to time with: &amp;lt;code&amp;gt;git pull --rebase&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==mingwlibs install directory==&lt;br /&gt;
There are two ways to setup the MinGW libraries:&lt;br /&gt;
&lt;br /&gt;
* Make sure you install the package in the checkout directory, so the path is: /spring/mingwlibs. If done right, it will look like:&lt;br /&gt;
** */spring/&lt;br /&gt;
** */spring/...&lt;br /&gt;
** */spring/mingwlibs&lt;br /&gt;
** */spring/rts&lt;br /&gt;
&lt;br /&gt;
* Install the package somewhere else (preferably outside of the source tree), and pass its location with the &#039;&#039;MINGDIR&#039;&#039; option to CMake in the configure step (see further down, in the quick instructions).&lt;br /&gt;
&lt;br /&gt;
= Compiling with cmake =&lt;br /&gt;
First get [http://www.cmake.org/cmake/resources/software.html CMake here] and install it.&lt;br /&gt;
&lt;br /&gt;
then&lt;br /&gt;
* run the &#039;&#039;cmake-gui&#039;&#039; and select a source and a build directory&lt;br /&gt;
* configure and follow the instructions, and adjust variables to your needs (defaults are OK)&lt;br /&gt;
* press &#039;&#039;&#039;Generate&#039;&#039;&#039;&lt;br /&gt;
* open a console (&#039;&#039;cmd.exe&#039;&#039;), &#039;&#039;cd&#039;&#039; into your build directory&lt;br /&gt;
* &#039;&#039;optional:&#039;&#039; for multi-threaded compilation, the &#039;&#039;mingw32-make&#039;&#039; part may differ on your system: &amp;lt;code&amp;gt;&#039;&#039;&amp;lt;pre&amp;gt;set MAKE_COMMAND=mingw32-make -j2&amp;lt;/pre&amp;gt;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
* compile with: &amp;lt;code&amp;gt;&#039;&#039;&amp;lt;pre&amp;gt;mingw32-make install-spring&amp;lt;/pre&amp;gt;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Generating the AI Sources/Wrappers==&lt;br /&gt;
&lt;br /&gt;
you can either build the wrapper:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;make Cpp-AIWrapper&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or generate all sources, in case you don&#039;t need the binary. this only works in develop, not for the release:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;make generateSources&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Compiling with scons=&lt;br /&gt;
deprecated - use cmake&lt;br /&gt;
&lt;br /&gt;
=Visual Studio 8 (2005)=&lt;br /&gt;
(possibly the free Express Edition) &lt;br /&gt;
&lt;br /&gt;
* Install the [https://github.com/downloads/spring/spring/spring-vc8libs-v8.7z vclibs library package]. You need to install this in the /spring directory from the SVN checkout or the zipped source. If done right, it will look like:&lt;br /&gt;
**/spring/&lt;br /&gt;
**/spring/installer&lt;br /&gt;
**/spring/rts&lt;br /&gt;
**/spring/... other dirs&lt;br /&gt;
**/spring/vclibs&lt;br /&gt;
* Install the [http://msdn.microsoft.com/directx/sdk/ DirectX SDK]&lt;br /&gt;
* Install the PlatformSDK. I got away with unchecking the parts of the PlatformSDK that were obviously not related (IIS, web stuff). Makes for a smaller download. Make &#039;&#039;&#039;sure&#039;&#039;&#039; the Platform SDK and DirectX SDK are in the VS search/include directories.&lt;br /&gt;
** Note that the most recent version of Platform SDK is called [http://www.microsoft.com/downloads/details.aspx?FamilyID=c17ba869-9671-4330-a63e-1fd44e0e2505&amp;amp;displaylang=en Windows SDK].&lt;br /&gt;
* After installing them, open Visual C++. Click Tools &amp;gt;&amp;gt; Options &amp;gt;&amp;gt; Projects and Solutions &amp;gt;&amp;gt; VC++ Directories. Add these entries to the corresponding sections (paths just a reference, yours may be different):&lt;br /&gt;
**Include files:&lt;br /&gt;
***$(ProgramFiles)\Microsoft DirectX SDK (August 2007)\Include&lt;br /&gt;
***$(ProgramFiles)\Microsoft Platform SDK\include&lt;br /&gt;
**Library files:&lt;br /&gt;
***$(ProgramFiles)\Microsoft DirectX SDK (August 2007)\Lib\x86 (Might need \x64 on a 64-bit platform, I don&#039;t know.)&lt;br /&gt;
***$(ProgramFiles)\Microsoft Platform SDK\lib&lt;br /&gt;
* Open the solution. /spring/rts/build/vstudio8/rts.sln&lt;br /&gt;
* Start building (usually you want to select the Release with error catching build, debug is really too slow and is used only when you really know what you want to test)&lt;br /&gt;
* Select the working directory in the project properties, otherwise spring will not work correctly&lt;br /&gt;
&lt;br /&gt;
== Errors ==&lt;br /&gt;
* &amp;lt;span class=warning&amp;gt;...\Windows\v6.0A\include\shlwapi.h(196) : error C2061: syntax error : identifier &#039;PCUITEMID_CHILD&#039;&amp;lt;/span&amp;gt; - wrong version of Platform SDK is used; go to Tools &amp;gt;&amp;gt; Options &amp;gt;&amp;gt; &amp;gt;&amp;gt; Projects and Solutions &amp;gt;&amp;gt; VC++ Directories and move the one that&#039;s causing this problem all the way down.&lt;br /&gt;
&lt;br /&gt;
=Visual Studio 9 (2008)=&lt;br /&gt;
(possibly the free Express Edition)&lt;br /&gt;
&lt;br /&gt;
Not yet fully working as far as I know; you need at least this hotfix from Microsoft though:&lt;br /&gt;
&lt;br /&gt;
http://support.microsoft.com/kb/946040&lt;br /&gt;
&lt;br /&gt;
or update your Visual Studio using your Windows Update.&lt;br /&gt;
&lt;br /&gt;
For the rest the Visual Studio 8 instructions should apply, mostly. You probably won&#039;t need to add Windows SDK path references as they should be present by default.&lt;br /&gt;
&lt;br /&gt;
You need the [http://cloud.github.com/downloads/spring/spring/spring-vc9libs-v4.7z vclibs for VS2008], and not the ones for Visual Studio 2005. The installation procedure is the same though.&lt;br /&gt;
&lt;br /&gt;
Be aware that the project file isn&#039;t updated nearly as frequently as it should, so it&#039;s best to use the .vcproj file from VS8 build and VS2008 will automatically update it.&lt;br /&gt;
&lt;br /&gt;
=General Visual Studio Notes=&lt;br /&gt;
So far the following aspects of Spring don&#039;t function properly or don&#039;t function at all when compiled with Visual Studio:&lt;br /&gt;
*Your VS build won&#039;t sync with GCC builds in multiplayer mode&lt;br /&gt;
*Any external AI crashes immediatley at start, LUA AI works though&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Building_Spring_on_Windows&amp;diff=3625</id>
		<title>Building Spring on Windows</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Building_Spring_on_Windows&amp;diff=3625"/>
		<updated>2011-10-19T10:40:36Z</updated>

		<summary type="html">&lt;p&gt;Af: AI wrapper generation via cmake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Building_spring|Building Spring]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
{{#css:&lt;br /&gt;
  code * {margin:inherit;}&lt;br /&gt;
}}&lt;br /&gt;
= Get the Source Code =&lt;br /&gt;
{{Obtaining_The_Source_Code}}&lt;br /&gt;
&lt;br /&gt;
=Install MinGW=&lt;br /&gt;
Compiling Spring in MinGW requires GCC 4.x.&lt;br /&gt;
&lt;br /&gt;
Because the official MinGW installer and packages are outdated, we recommend to use the TDM web-installer instead, to install the official &amp;lt;code&amp;gt;MinGW Stable&amp;lt;/code&amp;gt; (not &amp;lt;s&amp;gt;&amp;lt;code&amp;gt;TDM-GCC&amp;lt;/code&amp;gt;&amp;lt;/s&amp;gt;) package:&lt;br /&gt;
&lt;br /&gt;
==TDM webinstaller==&lt;br /&gt;
Download and run the [http://tdm-gcc.tdragon.net/download On-Demand Installer] (tdm-gcc-webdl).&lt;br /&gt;
&lt;br /&gt;
Select at least the following components:&lt;br /&gt;
&lt;br /&gt;
[[File:400px-Mingwscreenshot.jpg|right|400px]]&lt;br /&gt;
&lt;br /&gt;
* gcc (version: &amp;lt;u&amp;gt;&amp;lt;code&amp;gt;MinGW Stable&amp;lt;/code&amp;gt;&amp;lt;/u&amp;gt;!)&lt;br /&gt;
** core&lt;br /&gt;
** g++&lt;br /&gt;
** openmp (optional)&lt;br /&gt;
* binutils&lt;br /&gt;
* mingw-runtime&lt;br /&gt;
* w32api&lt;br /&gt;
* mingw32-make (if you have no Make installed yet)&lt;br /&gt;
* gdb (recommended for debugging)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Possible Problems===&lt;br /&gt;
* If you get &amp;lt;span class=warning&amp;gt;undefined reference to `_Unwind_Resume&#039;&amp;lt;/span&amp;gt; linking errors, deinstall &#039;&#039;whole&#039;&#039; TDM/MinGW and reinstall it with &#039;&#039;dwarf2&#039;&#039; (&amp;lt;code&amp;gt;MinGW Stable&amp;lt;/code&amp;gt; should have it enabled).&lt;br /&gt;
&lt;br /&gt;
* When you installed an old version of MinGW/TDM and forgot to deinstall it correctly, &amp;lt;code&amp;gt;gcc.exe&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;g++.exe&amp;lt;/code&amp;gt; will be named &amp;lt;code&amp;gt;gcc-dw2.exe&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;g++-dw2.exe&amp;lt;/code&amp;gt;. CMake will then fail to find the correct one, first try to deinstall anything mingw related and reinstall everything. If that didn&#039;t helped just rename the files. If even that doesn&#039;t help open cmake-gui and click the advanced button and set the paths to the correct files yourself (&amp;lt;code&amp;gt;CMAKE_C_COMPILER&amp;lt;/code&amp;gt; &amp;amp; &amp;lt;code&amp;gt;CMAKE_CXX_COMPILER&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Spring MinGW Dependencies (mingwlibs)==&lt;br /&gt;
You also need some Spring dependencies, prepackaged in the &#039;&#039;&#039;mingwlibs&#039;&#039;&#039; archive.&lt;br /&gt;
&lt;br /&gt;
You can download a tarball [http://github.com/spring/mingwlibs &#039;&#039;&#039;here&#039;&#039;&#039;] (&#039;&#039;&#039;Download Source&#039;&#039;&#039; button).&amp;lt;br&amp;gt;&lt;br /&gt;
Or (recommended) use git:&lt;br /&gt;
* open a console (cmd.exe) or use git&#039;s bash (you find it in the right click context menu when clicking the folder), &amp;lt;code&amp;gt;cd&amp;lt;/code&amp;gt; into your source dir&lt;br /&gt;
* make a dir named mingwlibs&lt;br /&gt;
* &amp;lt;code&amp;gt;cd mingwlibs&amp;lt;/code&amp;gt;&lt;br /&gt;
* run &amp;lt;code&amp;gt;git clone git://github.com/spring/mingwlibs.git&amp;lt;/code&amp;gt;&lt;br /&gt;
* and update it from time to time with: &amp;lt;code&amp;gt;git pull --rebase&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==mingwlibs install directory==&lt;br /&gt;
There are two ways to setup the MinGW libraries:&lt;br /&gt;
&lt;br /&gt;
* Make sure you install the package in the checkout directory, so the path is: /spring/mingwlibs. If done right, it will look like:&lt;br /&gt;
** */spring/&lt;br /&gt;
** */spring/...&lt;br /&gt;
** */spring/mingwlibs&lt;br /&gt;
** */spring/rts&lt;br /&gt;
&lt;br /&gt;
* Install the package somewhere else (preferably outside of the source tree), and pass its location with the &#039;&#039;MINGDIR&#039;&#039; option to CMake in the configure step (see further down, in the quick instructions).&lt;br /&gt;
&lt;br /&gt;
= Compiling with cmake =&lt;br /&gt;
First get [http://www.cmake.org/cmake/resources/software.html CMake here] and install it.&lt;br /&gt;
&lt;br /&gt;
then&lt;br /&gt;
* run the &#039;&#039;cmake-gui&#039;&#039; and select a source and a build directory&lt;br /&gt;
* configure and follow the instructions, and adjust variables to your needs (defaults are OK)&lt;br /&gt;
* press &#039;&#039;&#039;Generate&#039;&#039;&#039;&lt;br /&gt;
* open a console (&#039;&#039;cmd.exe&#039;&#039;), &#039;&#039;cd&#039;&#039; into your build directory&lt;br /&gt;
* &#039;&#039;optional:&#039;&#039; for multi-threaded compilation, the &#039;&#039;mingw32-make&#039;&#039; part may differ on your system: &amp;lt;code&amp;gt;&#039;&#039;&amp;lt;pre&amp;gt;set MAKE_COMMAND=mingw32-make -j2&amp;lt;/pre&amp;gt;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
* compile with: &amp;lt;code&amp;gt;&#039;&#039;&amp;lt;pre&amp;gt;mingw32-make install-spring&amp;lt;/pre&amp;gt;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Generating the AI Sources/Wrappers==&lt;br /&gt;
&lt;br /&gt;
you can either build the wrapper:&lt;br /&gt;
&amp;lt;code&amp;gt;make Cpp-AIWrapper&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or generate all sources, in case you don&#039;t need the binary. this only works in develop, not for the release:&lt;br /&gt;
&amp;lt;code&amp;gt;make generateSources&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Compiling with scons=&lt;br /&gt;
deprecated - use cmake&lt;br /&gt;
&lt;br /&gt;
=Visual Studio 8 (2005)=&lt;br /&gt;
(possibly the free Express Edition) &lt;br /&gt;
&lt;br /&gt;
* Install the [https://github.com/downloads/spring/spring/spring-vc8libs-v8.7z vclibs library package]. You need to install this in the /spring directory from the SVN checkout or the zipped source. If done right, it will look like:&lt;br /&gt;
**/spring/&lt;br /&gt;
**/spring/installer&lt;br /&gt;
**/spring/rts&lt;br /&gt;
**/spring/... other dirs&lt;br /&gt;
**/spring/vclibs&lt;br /&gt;
* Install the [http://msdn.microsoft.com/directx/sdk/ DirectX SDK]&lt;br /&gt;
* Install the PlatformSDK. I got away with unchecking the parts of the PlatformSDK that were obviously not related (IIS, web stuff). Makes for a smaller download. Make &#039;&#039;&#039;sure&#039;&#039;&#039; the Platform SDK and DirectX SDK are in the VS search/include directories.&lt;br /&gt;
** Note that the most recent version of Platform SDK is called [http://www.microsoft.com/downloads/details.aspx?FamilyID=c17ba869-9671-4330-a63e-1fd44e0e2505&amp;amp;displaylang=en Windows SDK].&lt;br /&gt;
* After installing them, open Visual C++. Click Tools &amp;gt;&amp;gt; Options &amp;gt;&amp;gt; Projects and Solutions &amp;gt;&amp;gt; VC++ Directories. Add these entries to the corresponding sections (paths just a reference, yours may be different):&lt;br /&gt;
**Include files:&lt;br /&gt;
***$(ProgramFiles)\Microsoft DirectX SDK (August 2007)\Include&lt;br /&gt;
***$(ProgramFiles)\Microsoft Platform SDK\include&lt;br /&gt;
**Library files:&lt;br /&gt;
***$(ProgramFiles)\Microsoft DirectX SDK (August 2007)\Lib\x86 (Might need \x64 on a 64-bit platform, I don&#039;t know.)&lt;br /&gt;
***$(ProgramFiles)\Microsoft Platform SDK\lib&lt;br /&gt;
* Open the solution. /spring/rts/build/vstudio8/rts.sln&lt;br /&gt;
* Start building (usually you want to select the Release with error catching build, debug is really too slow and is used only when you really know what you want to test)&lt;br /&gt;
* Select the working directory in the project properties, otherwise spring will not work correctly&lt;br /&gt;
&lt;br /&gt;
== Errors ==&lt;br /&gt;
* &amp;lt;span class=warning&amp;gt;...\Windows\v6.0A\include\shlwapi.h(196) : error C2061: syntax error : identifier &#039;PCUITEMID_CHILD&#039;&amp;lt;/span&amp;gt; - wrong version of Platform SDK is used; go to Tools &amp;gt;&amp;gt; Options &amp;gt;&amp;gt; &amp;gt;&amp;gt; Projects and Solutions &amp;gt;&amp;gt; VC++ Directories and move the one that&#039;s causing this problem all the way down.&lt;br /&gt;
&lt;br /&gt;
=Visual Studio 9 (2008)=&lt;br /&gt;
(possibly the free Express Edition)&lt;br /&gt;
&lt;br /&gt;
Not yet fully working as far as I know; you need at least this hotfix from Microsoft though:&lt;br /&gt;
&lt;br /&gt;
http://support.microsoft.com/kb/946040&lt;br /&gt;
&lt;br /&gt;
or update your Visual Studio using your Windows Update.&lt;br /&gt;
&lt;br /&gt;
For the rest the Visual Studio 8 instructions should apply, mostly. You probably won&#039;t need to add Windows SDK path references as they should be present by default.&lt;br /&gt;
&lt;br /&gt;
You need the [http://cloud.github.com/downloads/spring/spring/spring-vc9libs-v4.7z vclibs for VS2008], and not the ones for Visual Studio 2005. The installation procedure is the same though.&lt;br /&gt;
&lt;br /&gt;
Be aware that the project file isn&#039;t updated nearly as frequently as it should, so it&#039;s best to use the .vcproj file from VS8 build and VS2008 will automatically update it.&lt;br /&gt;
&lt;br /&gt;
=General Visual Studio Notes=&lt;br /&gt;
So far the following aspects of Spring don&#039;t function properly or don&#039;t function at all when compiled with Visual Studio:&lt;br /&gt;
*Your VS build won&#039;t sync with GCC builds in multiplayer mode&lt;br /&gt;
*Any external AI crashes immediatley at start, LUA AI works though&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI:NTAI&amp;diff=966</id>
		<title>AI:NTAI</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI:NTAI&amp;diff=966"/>
		<updated>2009-09-22T14:23:39Z</updated>

		<summary type="html">&lt;p&gt;Af: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://img434.imageshack.us/img434/6500/screen0898vk.jpg http://img432.imageshack.us/img432/8080/thumb0896lz.jpg][http://img393.imageshack.us/img393/536/screen0920qb.jpg  http://img432.imageshack.us/img432/7251/thumb0924ca.jpg][http://img393.imageshack.us/img393/8756/screen0903up.jpg http://img432.imageshack.us/img432/5011/thumb0903nl.jpg]&lt;br /&gt;
&lt;br /&gt;
{{AI|NTai|Tom J Nowell([[User:AF|AF]])|XE9+|Unspecified Mod Support|Under Active Development|Open Source|C|LegacyCpp}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; AF: I would not use this page as a detail on my AI as I havent the time to maintain my wiki entries. This was also written at a time when I tended to overemphasise points while leaving important details out. Instead look at the project/portfolio sub site of my website www.darkstars.co.uk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
* [http://www.darkstars.co.uk AF&#039;s site]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[AI:Skirmish:List|&amp;lt;- Back to AI page]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category: AI]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:AF&amp;diff=20364</id>
		<title>User:AF</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=User:AF&amp;diff=20364"/>
		<updated>2009-06-08T10:41:04Z</updated>

		<summary type="html">&lt;p&gt;Af: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;This is a page on AF. He is an AI maker. Who has lots of cookies. &#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
AF King of Cookies!!!!!&lt;br /&gt;
ALL HAIL&lt;br /&gt;
&lt;br /&gt;
no really, go to www.darkstars.co.uk I just happen to do a lot of other things too side from making AIs&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Balanced_Annihilation:Giving_Orders&amp;diff=2778</id>
		<title>Balanced Annihilation:Giving Orders</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Balanced_Annihilation:Giving_Orders&amp;diff=2778"/>
		<updated>2008-10-27T14:26:31Z</updated>

		<summary type="html">&lt;p&gt;Af: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[[Using_Spring|&amp;lt;--Back to Using Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Issuing Orders/Building==&lt;br /&gt;
&lt;br /&gt;
====Left Mouse Control (Mouse 1)====&lt;br /&gt;
As covered in [[Using_Selections#Selecting.2FDeselecting_Units|Selecting/Deselecting Units]], left clicking is the primary control for selecting units.  If 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;
&lt;br /&gt;
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;
&lt;br /&gt;
====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;
&lt;br /&gt;
====Queueing Orders====&lt;br /&gt;
&lt;br /&gt;
Holding down SHIFT while giving a unit an order adds that order to its queue. Queueing orders means that you can tell a unit, or a group of units to do multiple tasks, and they will go off and do them in the order they were given without any more input from you. For example, if you you want a Construction Vehicle to build a line of defences around your base, you can select the structure you want, hold shift and click where you want them few times. The construction vehicle will now go and build (or try to build) all of the selected structures while you go and pay attention to other things. You can queue any order, and any number of orders. It would be possible (but not very smart) to order your commander to build a whole base for you while you go off and have lunch!&lt;br /&gt;
&lt;br /&gt;
If you have a unit selected, holding SHIFT will show the unit&#039;s order queue. Green lines indicate movement orders, red lines attack orders, light blue lines patrol orders, dark blue lines Guard orders, and purple lines reclaim orders. Green rectangles will show where you have construction orders queued. If you have a construction unit selected, you&#039;ll see ghosted images of the buildings that unit is going to build inside the green rectangles, linked by green &amp;quot;movement order&amp;quot; lines.&lt;br /&gt;
&lt;br /&gt;
You can remove an order from the order queue by holding shift and repeating the same order. This doesn&#039;t work very well on area or movement type orders but can be useful for cancelling the construction of an un-needed building.&lt;br /&gt;
&lt;br /&gt;
Another use for this is to issue complicated movement orders. Say you want your army to attack your enemy, but you want to attack from the side, where they are their weakest. Just issuing one move command to attack the side of their base would send our units moving THROUGH your enemy&#039;s base to try to get to the side. This is not very good. But if you tell your units to move to a location AWAY from the base and them back towards it, by queuing up two or more move commands, this problem can be successfully avoided. Or you could tell your units to attack certain buildings in a certain order, for instance attack all the outlying metal extractors, and them go for the power plants in the base, they will follow these orders oblivious to anything else, while you go in and attack the other important things.&lt;br /&gt;
&lt;br /&gt;
This is also good for building complicated patrol paths. Note that units given a patrol order will return to their starting point after executing the last patrol order, so queuing up other orders after a patrol order is very pointless.&lt;br /&gt;
&lt;br /&gt;
When you issue a order without holding shift, it clears the unit&#039;s queue and immediately starts it executing that order.&lt;br /&gt;
&lt;br /&gt;
Learning how to use your units&#039; order queues is a vital part of the game.&lt;br /&gt;
&lt;br /&gt;
===Building Buildings===&lt;br /&gt;
When a contruction unit is selected you will see images in it&#039;s command list (menu on the left) representing the buildings that it can build. These are referred to as &amp;quot;buildpics&amp;quot;.  Mousing over a buildpic will make the tooltip show information about the structure or unit.  Clicking on a structure&#039;s buildpic will select it for contruction.  If multiple units are selected, all available structures (and mobile units) will appear in the command list.  Choosing to build a building when you have multiple units selected will usually assign all units to help build those buildings if this is a valid command.&lt;br /&gt;
&lt;br /&gt;
When you build a unit with a non-factory you will need to choose a ground plate for it to be built on (represented by a grid on the map under your cursor).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;500px&amp;quot; border=&amp;quot;1px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
If the grid is green, you can build at that location.&lt;br /&gt;
|[[Image:BuildPlateOkay.png]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
If the grid is green with some yellow-green squares in it somewhere, it means the groundplate is blocked by a mobile unit or reclaimable feature.  This situation should be resolved automaticly by the constructing unit.&lt;br /&gt;
|[[Image:BuildPlateResolvable.png]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
If the grid has any red squares in it, this is an invalid build position, the non red squares of the grid represent unobstructed parts of the obstructed grid.&lt;br /&gt;
|[[Image:BuildPlateBad.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Build (select structure then left-click)====&lt;br /&gt;
&lt;br /&gt;
Builds whatever structure selected in the location clicked by moving the builder unit selected there.&lt;br /&gt;
&lt;br /&gt;
====Rotate the Building====&lt;br /&gt;
&lt;br /&gt;
Press &#039;&#039;&#039;[&#039;&#039;&#039; or &#039;&#039;&#039;]&#039;&#039;&#039; while placing the Building to rotate it 90Ã‚Â°.&lt;br /&gt;
On German Keyboards, use &#039;&#039;&#039;ÃƒÅ¸&#039;&#039;&#039; and &#039;&#039;&#039;Ã‚Â´&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Build Queue (select structure then shift   left-click)====&lt;br /&gt;
&lt;br /&gt;
Puts the build order into your unit&#039;s order queue, just as with any other order.&lt;br /&gt;
&lt;br /&gt;
====Build Line (SHIFT)====&lt;br /&gt;
(select structure then shift   left-hold-drag then release left mouse)&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
Adds a straight line of the selected structure into your unit&#039;s build queue starting where you first depressed the leftmouse and ending at the location you release the leftmouse.&lt;br /&gt;
|[[Image:BUILDSHIFT.png|thumb|200px|Shift-Build]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Build Grid Line (SHIFT CTRL)====&lt;br /&gt;
(select structure then shift ctrl left-hold-drag then release left mouse)&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
Adds a straight line of the selected structure into your unit&#039;s build queue starting where you first depressed the leftmouse and ending aligned to the location you release. This line, however, will be either vertical or horizontal and aligned to the map&#039;s grid.&lt;br /&gt;
|[[Image:BUILDCTRLSHIFT.png|thumb|200px|Shift-Ctrl-Build]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Build Perimeter (SHIFT CTRL ALT)====&lt;br /&gt;
(select structure then shift ctrl alt left-hold-drag then release left mouse)&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
Adds an empty square or rectangle box of the selected structures to your unit&#039;s build queue.  The location you first depressed the leftmouse is one corner border and the location you release is the opposing corner.  If you move the mouse straight up your box will look like a grid alligned vertical line.&lt;br /&gt;
|[[Image:BUILDCTRLALTSHIFT.png|thumb|200px|Shift-Ctrl-Alt-Build]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Build Block (SHIFT ALT)====&lt;br /&gt;
(select structure then shift   alt   left-hold-drag then release left mouse)&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
Adds a filled in square or rectangle box of the selected structures to your unit&#039;s build queue.  The location you first depressed the leftmouse is one corner border and the location you release is the opposing corner.  If you move the mouse straigt up your box will look like a grid alligned vertical line.&lt;br /&gt;
|[[Image:BUILDSHIFTALT.png|thumb|200px|Shift-Alt-Build]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Build &amp;quot;Wall&amp;quot; ====&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
Add a wall of the selected structure surrounding the clicked unit to your builders build queue.&lt;br /&gt;
&lt;br /&gt;
Select a builder unit, select building to build, then hold CTRL + SHIFT ant move your mouse over selected building. You should see a &amp;quot;wall&amp;quot; of your selected buildings around it. Click on the structure and the building will begin.&lt;br /&gt;
|[[Image:BUILDCTRLSHIFTUNIT.png|thumb|200px|Shift-Ctrl-Build]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Space Build (MOUSE4/Z and MOUSE5/X)====&lt;br /&gt;
(select structure then shift   ctrl   mouse5/mouse4 or z/x)&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
Spring allows you to automatically specify the spacing between buildings for batch (line, perimeter, block, wall) orders. This spacing is set with the z (decrease by one) or x (increase by one) keys. The default spacing is zero, with the buildings pressed right up against each other. Each level of spacing gives you an extra 2x2-sized (LLT-sized for OTA-based mods) space in between each structure on all 4 dimensions. Similarly, each click of the spacing contract button(z) removes that amount of space. You cannot remove spaces when structures are already placed with no spacing between them.&lt;br /&gt;
&lt;br /&gt;
This is most useful when you&#039;re holding down SHIFT CTRL, SHIFT ALT, or SHIFT CTRL ALT to give a line/perimeter/block order. When doing this, you can actually see the spacing between the structures increase or decrease.&lt;br /&gt;
&lt;br /&gt;
Note: The mapping of this function to Z and X is as of 0.70b1.  As Z and X are used by many players for other units, it&#039;s valuable to note that the key mappings for &amp;quot;mouse4&amp;quot; and &amp;quot;mouse5&amp;quot; can be changed in the &amp;quot;uikeys.txt&amp;quot; file in your spring directory. If you have a 5-button mouse, buttons 4 and 5 are probably the side buttons. Experiment with your mouse to find out where they are on it.&lt;br /&gt;
|[[Image:BUILDCTRLALTSHIFTX.png|thumb|200px|Spaced-Shift-Ctrl-Alt-Build]]&lt;br /&gt;
[[Image:BUILDSHIFTALTX.png|thumb|200px|Spaced-Shift-Alt-Build]]&lt;br /&gt;
[[Image:BUILDCTRLSHIFTX.png|thumb|200px|Spaced-Shift-Ctrl-Build]]&lt;br /&gt;
[[Image:BUILDSHIFTX.png|thumb|200px|Spaced-Shift-Build]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Building Mobile Units (Building with Factories)===&lt;br /&gt;
&lt;br /&gt;
Click on the picture of the unit you want to queue up for building. You can queue up many units this way. A number will appear over the buildpic, showing how many units of that type are in the queue.&lt;br /&gt;
&lt;br /&gt;
Hold SHIFT while clicking a buildpic to order 5 units at one time, hold CTRL while clicking to order 20, hold CTRL SHIFT while clicking to order 100. Hold ALT while clicking a buildpic to cancel the current construction and starting the constuction of that unit immediately. Right clicking a buildpic will cancel 1,5,20 or 100 orders for that unit using the same SHIFT and/or CTRL modifiers mentioned before. Note that you can use, say, ALT SHIFT to put five build orders for that unit at the start of the queue.&lt;br /&gt;
&lt;br /&gt;
Assigning a group number to a factory will cause the factory to pass this group number to the units it builds.&lt;br /&gt;
&lt;br /&gt;
You can give factories a Move, Guard, Patrol, or other order and the factory will pass it on to the units it builds. You can use this to choose a better place for new units to go after being built, or to send them straight into construction or a battle without micromanaging them. This includes assigning queued orders (for example: multiple move points to get a unit out of the base in a straight line and then a guard repair order on a specific large unit under construction and then a guard order back on the original factory to increase build speed). You can also issue orders to the unit currently under construction by clicking on it first instead of the factory.&lt;br /&gt;
&lt;br /&gt;
Note that it is currently possible for units to get stuck in factories. Thus, it&#039;s a good idea for the first order to always be a move order that takes the unit directly out of the factory doors.&lt;br /&gt;
&lt;br /&gt;
Construction/Repair units can be assigned to guard a factory to increase the speed of production for each of the units the factory makes. They can also be assigned to Repair the unit currently under construction to just help with its construction.&lt;br /&gt;
&lt;br /&gt;
=== Default Commands and Hotkeys===&lt;br /&gt;
It is assumed that if a unit does not have an ability, it will not be able to perform that action, and will ignore any orders of that type given to a group it&#039;s part of. Priorities have been noted.&lt;br /&gt;
&lt;br /&gt;
====Active State (X)====&lt;br /&gt;
This command toggles the &amp;quot;active state&amp;quot; of a unit, turning it on or off.&lt;br /&gt;
If a unit can be turned off this will usually stop it&#039;s prodution and/or use of energy and/or metal and/or stop it from doing something and/or change it&#039;s stats.&lt;br /&gt;
For example, turning off a radar jamming building would make it stop drawing power and prevent it from jamming radar. Turning off a solar collector would stop it from producing power and cause it to &amp;quot;close up&amp;quot;, increasing it&#039;s armor.&lt;br /&gt;
This behaviour is unit-scriptable so it could technically do anything the designer of the unit wants it to do.&lt;br /&gt;
&lt;br /&gt;
====Attack (A)====&lt;br /&gt;
Orders the unit to attack the target or location. If ordered to attack a unit, the selected unit or building will keep firing at the targeted unit/building until it is dead. If the targeted unit moves out of range, or out of sight, the selected unit will move to follow it and continue to attack it. Note that units are very stupid about this, and will continue to execute this order even if they come under heavy attack.&lt;br /&gt;
&lt;br /&gt;
If ordered to attack ground, the unit will never stop until told to do so by the user. Note that units automatically attack any visible enemy units inside their range, and will pursue them (depending on their [[#Move State|Move State]]) a certain distance before returning to their starting location.&lt;br /&gt;
&lt;br /&gt;
====Capture====&lt;br /&gt;
The unit will move up to the targeted unit or building and attempt to convert it to your team. So if the enemy has built a Geothermal power plant and forgotten to protect it, grab a nearby construction unit and try to capture it! Note that this takes quite a while, and it is not a good idea to try to capture a unit that is shooting at you.  The closer the unit is to 0 health the faster it will be captured.  Be careful to set your Commander&#039;s [[#Fire State|fire state]] to &amp;quot;hold fire&amp;quot; if you are trying to capture a unit with him, as his laser will likely destroy the target before it is captured.&lt;br /&gt;
&lt;br /&gt;
====Cloak (K)====&lt;br /&gt;
Makes a unit inivisble to the enemy&#039;s units. Enemy units will not be able to see a unit while it is cloaked, but will still be able to spot it (and fire at it) if they can see the unit VIA radar. Note that this usually uses an immense amount of energy, uses even more energy when the unit&#039;s moving, and units uncloak for a few seconds when they shoot.  This means that you might want to set the unit to Hold Fire, so the unit doesn&#039;t accidentally reveal itself.  Cloaking a unit also causes atacking units to lose their target lock and move on to a new target, unless they have radar coverage.&lt;br /&gt;
&lt;br /&gt;
====DGun (D)====&lt;br /&gt;
Disintegrator Gun. A weapon used by the Commander. It is a very powerful gun that will kill ANY unit in game. Use it in early game to ward off rushes, or against super units like the Krogoth, or the Goliath. Be careful, as it also destroys your units and buildings at the same time! Uses alot of energy to fire, so make sure you have the required energy before attmpting this.&lt;br /&gt;
&lt;br /&gt;
====Fire State====&lt;br /&gt;
Fire States are fairly simple to work out, and are fairly self explanatory. There are three different states, each with their advantages and disadvantages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Fire at Will :&#039;&#039;&#039; This is the default setting for all new units. It makes units fire at any visible enemy unit within range. It is good for general destruction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hold Fire :&#039;&#039;&#039; This makes units never fire unless ordered to. Even if they are attacked, they will not do anything. This is good for sneaking units around the back of a base, as they will not draw any attention to themselves, or for units that draw a lot of power when they fire, or which have a long reload time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Return Fire :&#039;&#039;&#039; Units only fire at untis that shoot at them. Again, this is good for sneak attacks, but makes them a little smarter and better at defending themselves.&lt;br /&gt;
&lt;br /&gt;
====Guard (G)====&lt;br /&gt;
The current selection will &amp;quot;guard&amp;quot; the target owned or allied unit.&lt;br /&gt;
&lt;br /&gt;
When a unit is ordered to guard another unit it will:&lt;br /&gt;
&lt;br /&gt;
1) Attempt to follow it&#039;s target anywhere, staying relatively close to it.&lt;br /&gt;
&lt;br /&gt;
2) Defend the target if it becomes threatened and the guard has weapons.&lt;br /&gt;
&lt;br /&gt;
3) Repair if the target if it gets damaged and the guard has repair capabilities.&lt;br /&gt;
&lt;br /&gt;
4) Assist in any construction projects the target is working on if the guard can repair. This also applies to construction units guarding a factory.&lt;br /&gt;
&lt;br /&gt;
5) Repair a unit that has been just resurrected (if capable). But it will not attempt to assist in the actual resurrection, even if the guard can resurrect.&lt;br /&gt;
&lt;br /&gt;
Guard orders &amp;quot;chain&amp;quot;. So if Unit 1 guards Unit 2, Unit 2 guards Unit 3, and Unit 3 is told to build or repair or attack, Units 1 and 2 would also join Unit 3 in doing what it was ordered to do.&lt;br /&gt;
&lt;br /&gt;
====High Trajectory====&lt;br /&gt;
If this option is available, click the button to toggle this state.&lt;br /&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.&lt;br /&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.&lt;br /&gt;
&lt;br /&gt;
With some mods, units may gain extra firepower or a larger area of effect when told to use High Trajectory mode.&lt;br /&gt;
&lt;br /&gt;
====Move (M)====&lt;br /&gt;
There are 4 ways to move a group of units in Spring: &lt;br /&gt;
&lt;br /&gt;
1) The usual move to point (works for single units or groups, pretty standard.) &lt;br /&gt;
&lt;br /&gt;
2) Holding down on ctrl while giving a move order issues a &amp;quot;Move in formation&amp;quot; command. In this case, formation means whatever formation or configuration the units were in when they were given the order.&lt;br /&gt;
&lt;br /&gt;
3) Holding down Alt during a move command issues a &amp;quot;Move into a square&amp;quot;. Units will try to move into a nice, organised formation. However, this rarley ever works, as units tend to shove each other out of the way when trying to get into position.&lt;br /&gt;
&lt;br /&gt;
4) Click and drag at the waypoint and it issues a &amp;quot;Move to this line&amp;quot; command. In this case the line can be oriented however the user wants.  The shorter the line the deeper the units will line up. The longer the line, the more the units will be able to line up along with it. If there&#039;s enough units in the group they will form double or even triple lines, which may cause some shoving, as with the &amp;quot;Square Move&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; Certain formation commands might not work on every type of aircraft.&lt;br /&gt;
&lt;br /&gt;
By turning on [[#Repeat|Repeat]], units will move back into formation when shoved out of position. However, this should be used with caution, as it can lead to problems when trying to move units later.&lt;br /&gt;
&lt;br /&gt;
Left-clicking with a unit selected is usually as good as pressing the &amp;quot;M&amp;quot; key if the selected point doesn&#039;t have any objects at that location.&lt;br /&gt;
&lt;br /&gt;
====Move State====&lt;br /&gt;
&lt;br /&gt;
Like [[#Fire State|Fire State]], this controls how the unit will maneuver in response to enemy units. Units set to Hold Position will not move very far from their current position, if they move from it at all. Units set to Maneuver will move a moderate distance from their current position while chasing enemies. Units set to Roam will move however they want to.&lt;br /&gt;
&lt;br /&gt;
Maneuver is usually the most sensible setting here, as Roam leaves you open to a clever enemy pulling your units into heavy defences.&lt;br /&gt;
&lt;br /&gt;
====Patrol (P)====&lt;br /&gt;
&lt;br /&gt;
A unit given a command to patrol will move back and forth between its current position and the taget location.  Holding CTRL when giving a patrol command to a selection with more then one unit will cause the units to move to a location relative the the target point compared to the distance of the unit from the center of the selection.  Holding SHIFT while issueing a series of patrol orders will cause the unit to repeat this command, moving from current location to the targets and &amp;quot;circle around&amp;quot; through the points on the queued path.&lt;br /&gt;
&lt;br /&gt;
When a unit is patroling, it will do whatever it can to &amp;quot;help out&amp;quot; along the path of it&#039;s patrol route. A construction unit will aid in construction projects, a combat unit will engage enemies, etc. How far it will go out of it&#039;s designated route is partially defined by line of sight, radar coverage, [[#Move State|move state]], and [[#Fire State|fire state]].&lt;br /&gt;
&lt;br /&gt;
Examples of Patrol Behaviour:&lt;br /&gt;
&lt;br /&gt;
*If a unit that can repair patrols within range of a damaged (or under contsruction) owned or allied unit, the patrolling unit will repair the damaged unit.&lt;br /&gt;
&lt;br /&gt;
*If a unit that can attack patrols within range of an enemy it will attack the enemy unit.&lt;br /&gt;
&lt;br /&gt;
====Reclaim (E)====&lt;br /&gt;
&lt;br /&gt;
Reclaiming will break down something and give you metal/energy from it. Only certain units (namely, construction units and the Commander) have reclaim capabilities. Wrecks, enemy units, features, and your own units are reclaimable.&lt;br /&gt;
&lt;br /&gt;
Energy and metal will be added to storage when reclaiming process is complete. You must have enough storage space to hold the energy/metal, or you will lose it!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default Behavior:&#039;&#039;&#039; Simply clicking on a feature, a wreck, or an enemy unit with a construction unit will reclaim it by default. Hitting &#039;E&#039; and dragging with the left mouse button issues an area reclaim order, and tells the unit to reclaim any wrecks or features in that area.&lt;br /&gt;
&lt;br /&gt;
Assigning multiple units to reclaim a target will not increase the speed at which the target is reclaimed.&lt;br /&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. This percentage is set per-mod, and many mods have it set to zero, making repairs free. 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 but also increasing the rate at which your resources are consumed.&lt;br /&gt;
&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 and units currently being constucted.&lt;br /&gt;
&lt;br /&gt;
This is the default command for owned and ally units that are not at full health, including units being constructed by other units and factories, when a construction unit is selected.&lt;br /&gt;
&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;
&lt;br /&gt;
====Assign/Select Current Group (Q)====&lt;br /&gt;
This key has a several functions.&lt;br /&gt;
&lt;br /&gt;
If you have one unit belonging to a group selected, when pressing &amp;quot;Q&amp;quot; it will select all the units that belong to this group.&lt;br /&gt;
&lt;br /&gt;
If several units are selected, and one belongs to any group, then, when pressing &amp;quot;Q&amp;quot; it will assign ALL the selected units to this group, and after that will select the group.&lt;br /&gt;
&lt;br /&gt;
Finally, if you have a group created, and want to &amp;quot;detach&amp;quot; units from it:&lt;br /&gt;
select the unit you wish to detach, and press Shift   &amp;quot;Q&amp;quot;, selected units will be removed from the group they belonged.&lt;br /&gt;
&lt;br /&gt;
It works with AI groups as well as user-specified groups.&lt;br /&gt;
&lt;br /&gt;
See [http://taspring.clan-sy.com/wiki/Using_Spring#Default_Selection_Controls Default selection Controls] for more info on groups.&lt;br /&gt;
&lt;br /&gt;
====Repeat====&lt;br /&gt;
&lt;br /&gt;
When turned on, Repeat 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 useful when building units. If you want a factory to continuously pump out a Samson, then a Flash, then two Stumpy&#039;s, issue the orders, turn on repeat, and watch the units roll out!&lt;br /&gt;
&lt;br /&gt;
Repeat may literally be used with any command set. The power of this command must not be underestimated! For example, it is possible to create a an air transport whose sole purpose is to fly units to the front lines or to another area automatically from the factory:&lt;br /&gt;
&amp;lt;Repeat&amp;gt; Group-Load, Group-Unload&lt;br /&gt;
&lt;br /&gt;
It is possible to create a &amp;quot;repair zone&amp;quot; using Group-Repair and repeat:&lt;br /&gt;
&amp;lt;Repeat&amp;gt; Group-Repair&lt;br /&gt;
&lt;br /&gt;
It is possible to create a &amp;quot;reclaim zone&amp;quot; at the front lines using a nano tower or other construction unit, and repeat:&lt;br /&gt;
&amp;lt;Repeat&amp;gt; Group-Reclaim&lt;br /&gt;
&lt;br /&gt;
It is even possible, to bypass the limitations of the Patrol command using repeat. Units on patrol tend chase down enemies; however, if Repeat is used in conjunction with the standard Move command, you could pontentially set artillery units to go near the enemy front lines, fire several shots, and then come back to a repair zone, only to go back and repeat the cycle!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Restore====&lt;br /&gt;
&lt;br /&gt;
Drag an area of terrain to restore the terrain to it&#039;s original form if it has been &amp;quot;deformed&amp;quot; by explosions or the contruction of a building.&lt;br /&gt;
&lt;br /&gt;
====Resurrect====&lt;br /&gt;
&lt;br /&gt;
In XTA only the Arm F.A.R.K. and the Core necro can use this order. Use this to ressurect dead units. If you see some wreakage on the map from some dead units, select a FARK or Necro and ressurect the dead units to have them fight along side your army. A good way to gain the upper hand later in game is to ressurect your opponent&#039;s army after a battle. This does take a lot of energy and metal(half as much as building the unit originally), and ressurected units will start on 1 health, so are very vunerable.&lt;br /&gt;
&lt;br /&gt;
Ressurect is the default order for corpses from destroyed units, this unfortunately includes wreackage that can&#039;t acctually be resurrected.(Tip: if you cannot tell what unit the wreakage was then most likely you cannot resurrect it)&lt;br /&gt;
&lt;br /&gt;
Dragging this order as an area will cause all selected units to ressurect all valid targets in that area. If multiple units are given a common ressurect order, the target will be resurrected faster but only one of them (probably the one the engine decides actually completed the process) will try to restore it to health.  In the case of an area command the units who do not stay behind to repair the target will move on to a new target.&lt;br /&gt;
&lt;br /&gt;
====Select AI (CTRL Q)====&lt;br /&gt;
&lt;br /&gt;
Press Control Q or choose &amp;quot;Select AI&amp;quot; from the Menu to assign a &amp;quot;[[AIs|Group AI]]&amp;quot; to the currently selected units.&lt;br /&gt;
&lt;br /&gt;
Setting an AI will generate a &amp;quot;group&amp;quot; from that selection of units using a number above 10.&lt;br /&gt;
&lt;br /&gt;
In Spring, the term &amp;quot;Group AI&amp;quot; stands more for an aid or &amp;quot;helper&amp;quot; than for a Complete Control AI (as NTAI, ZCAIN, JCAI).&lt;br /&gt;
&lt;br /&gt;
The following [[AIs|Group AI]]s ship with Spring. More might be available from other sources.&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
[[Simple Formation]]&lt;br /&gt;
[[Central Build AI]]&lt;br /&gt;
[[Metal Maker AI]]&lt;br /&gt;
[[Radar AI]]&lt;br /&gt;
Default = Will assign default AI for that unit (?)&lt;br /&gt;
&lt;br /&gt;
====Self Destruct (CTRL D)====&lt;br /&gt;
Will detonate the selected units/buildings in a very spectacular explosion after a specific count-down (default is 5 seconds). Use this when destroying units/building that are in the way, or when detonationg mines or crawling bombs. A way to literally go out with a bang is to press Ctrl A (Select All), Ctrl D (Self Destruct). Note that this will make you lose the game, but is very spectacular!&lt;br /&gt;
&lt;br /&gt;
====Stop (S)====&lt;br /&gt;
Makes the selected units stop any queued commands immediately. They will not automatically stop attacking units, unless their fire state is set to Hold Fire, but they will cancel any ongoing attack orders, allowing them to select and engage targets based on their default AI.&lt;br /&gt;
&lt;br /&gt;
====Wait (W)====&lt;br /&gt;
&lt;br /&gt;
Start issuing your chain of commands (Holding Shift). BEFORE a command that you want your units to wait for a go command to execute, press Shift W, and then continue queuing up orders. Now, to cancel the first wait queued on this group, and have them continue with the rest of the queue, select the units when they&#039;re waiting and hit W. Many of these wait waypoints can be chained together. Note that if you hit W before some or all of the selected units have completed the command before the wait, only those that have completed the preceding command will continue.&lt;br /&gt;
&lt;br /&gt;
Units are automatically issued a &amp;quot;stop waiting&amp;quot; command when loaded into and unloaded from a transport.&lt;br /&gt;
&lt;br /&gt;
Wait is a standard command; by using Repeat in conjunction with wait, it is possible to create precisely timed strike and raiding groups.&lt;br /&gt;
&lt;br /&gt;
=== Unbinded Commands===&lt;br /&gt;
These have no default hotkeys. You must bind them yourself, either by typing in the console something like &#039;&#039;&#039;/bind shift+k timewait 60 enqueued&#039;&#039;&#039; or by editing your uikeys.txt file.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====GatherWait====&lt;br /&gt;
- Use it after a movement command of some sort (move / fight)&amp;lt;br&amp;gt;&lt;br /&gt;
- Units will wait until all members of the GatherWait command have arrived at their destinations before continuing&amp;lt;br&amp;gt;&lt;br /&gt;
- If you have &amp;quot;gathermode&amp;quot; enabled, a gatherwait command is automatically added after every move and fight command (the default move cursor will be changed to the gather cursor to indicate that you are in gathermode)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====SquadWait====&lt;br /&gt;
- Usually used with factories (but does work on groups without a factory)&amp;lt;br&amp;gt;&lt;br /&gt;
- Pick a factory, and give it a rallypoint, then add a squadwait command with the number of units you want in your squads. units will wait at the initial rally point until enough of them have arrived to make up a squad, then they&#039;ll continue along their queue.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====DeathWait====&lt;br /&gt;
- Units will not wait on themselves&amp;lt;br&amp;gt;&lt;br /&gt;
- One possible use is to have a group of aircraft wait for an enemy&#039;s anti-aircraft defenses to crumble before passing over their ruins to attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TimeWait====&lt;br /&gt;
- With the time in seconds&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Using_Spring|&amp;lt;--Back to Using Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Using Spring]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5663</id>
		<title>Development:Main</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5663"/>
		<updated>2008-10-08T15:58:39Z</updated>

		<summary type="html">&lt;p&gt;Af: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;10&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;500px&amp;quot; valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;[[Building spring|Building/Compiling the Spring Engine]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Information regarding the source code of Spring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod_and_Unit_development#Mod_development|Game Development And Unit Creation]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lots of links to valuable Articles and forum threads regarding Mod/Unit Development.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Map_development|Map Development]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tutorials and other useful information for creating maps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lua Scripting]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Information regarding the use of the supplementary Lua scripting language for Widgets and beyond...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Map, Mod, And Unit Development Programs|Content Development Programs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Links to all kind of useful programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mission development]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Help on writing campaigns, demos and missions using Lua.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[AI|AI Development]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lots of information about developing Skirmish, Unit and Group AIs for Spring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Linux_Page |Linux and Mac OS]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mac OSX / NetBSD / Solaris / Linux / Cross-platform information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Monthly Topic Rotation]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Generally related to development of the engine or particular mods. Read before posting on the forums.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[General Resources]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Usable textures, sounds and code snippets by the community, for the community.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Associated Development Groups]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Teams, Forums and Groups associated with Spring content and code development.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #41545c; padding:5px; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;[http://spring.clan-sy.com/phpbb/viewforum.php?f=12 Development forums]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Look at the development forums for ongoing progress and discussion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #41545c; padding:5px; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;[http://spring.clan-sy.com/mantis/ Report Bugs/Submit a Patch]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Submit patches and bug reports here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #41545c; padding:5px; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;Commit Mailing List&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
View svn commits in your email as they happen&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5662</id>
		<title>Development:Main</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5662"/>
		<updated>2008-10-08T15:57:12Z</updated>

		<summary type="html">&lt;p&gt;Af: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;10&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;500px&amp;quot; valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;[[Building spring|Building/Compiling the Spring Engine]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Information regarding the source code of Spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Mod_and_Unit_development#Mod_development|Game Development And Unit Creation]]&#039;&#039;&#039;&lt;br /&gt;
Lots of links to valuable Articles and forum threads regarding Mod/Unit Development.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Map_development|Map Development]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tutorials and other useful information for creating maps.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lua Scripting]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Information regarding the use of the supplementary Lua scripting language for Widgets and beyond...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Map, Mod, And Unit Development Programs|Content Development Programs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Links to all kind of useful programs.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Mission development]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Help on writing campaigns, demos and missions using Lua.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[AI|AI Development]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lots of information about developing Skirmish, Unit and Group AIs for Spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Linux_Page |Linux and Mac OS]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mac OSX / NetBSD / Solaris / Linux / Cross-platform information.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Monthly Topic Rotation]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Generally related to development of the engine or particular mods. Read before posting on the forums.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[General Resources]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Usable textures, sounds and code snippets by the community, for the community.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Associated Development Groups]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Teams, Forums and Groups associated with Spring content and code development.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #41545c; padding:5px; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;[http://spring.clan-sy.com/phpbb/viewforum.php?f=12 Development forums]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Look at the development forums for ongoing progress and discussion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #41545c; padding:5px; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;[http://spring.clan-sy.com/mantis/ Report Bugs/Submit a Patch]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Submit patches and bug reports here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #41545c; padding:5px; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;Commit Mailing List&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
View svn commits in your email as they happen&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=The_Lighter_Side_Of_Spring&amp;diff=18259</id>
		<title>The Lighter Side Of Spring</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=The_Lighter_Side_Of_Spring&amp;diff=18259"/>
		<updated>2008-10-08T15:56:34Z</updated>

		<summary type="html">&lt;p&gt;Af: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Even developers, content creators and rabid players occassionally have abberant moments of comedic genius. Therefore, there is a section of the Spring Wiki dedicated to the lighter side of what we as a community do and who we as a community are.&lt;br /&gt;
&lt;br /&gt;
===Comics &amp;amp; Images===&lt;br /&gt;
*[[1v0ry_k1ng&#039;s Works]]&lt;br /&gt;
*[http://spring.clan-sy.com/phpbb/viewtopic.php?t=8428&amp;amp;highlight=smug Smug Guide to Running Your Boy]&lt;br /&gt;
*[[Ra1ders Works]]&lt;br /&gt;
*[[http://spring.clan-sy.com/phpbb/viewtopic.php?f=10&amp;amp;t=15187&amp;amp;start=36 The Battlefield in CORE SUXXX from the-middleman]]&lt;br /&gt;
*[[http://spring.clan-sy.com/phpbb/viewtopic.php?f=10&amp;amp;t=15405 The Battlefield in Roleplay from the-middleman]]&lt;br /&gt;
&lt;br /&gt;
===Quotations &amp;amp; Sound Clips===&lt;br /&gt;
&lt;br /&gt;
*[http://springbash.lcc-clan.com/ SpringBash] - Real quotes from lobby, taken out of context! (Domain issuer. Plz fix)&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Using_Spring&amp;diff=19386</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=19386"/>
		<updated>2008-10-08T15:55:46Z</updated>

		<summary type="html">&lt;p&gt;Af: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;10&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;100%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #41545c; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
===Using Spring===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a fairly exhaustive description of controls, interface and features.  For basic information, check the most current readme [[Readme|here]] or [[Read_Me_First|Read me first]].  For an introduction to the strategy and overall gameplay in XTA (and most mods based on the original Cavedog units) check out the [[Spring_guide%21|Spring Guide!]]. Other mods should have more specific documentation on their web sites or on the Wiki. Please see the links in the [[Mods]] section.&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/ Spring Forums].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;10&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;100%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #41545c; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Articles===&lt;br /&gt;
&#039;&#039;&#039;[[Starting_A_Game|Starting A Game]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Using_Orders|Issuing Orders]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Command_Reference|Command Quick Reference]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://img108.imagevenue.com/img.php?image=03721_PK06A_Compact_Keyboard_ProdImage_Black_V2_122_972lo.jpg Spring default Keyboard layout]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Using_Camera | Using the Cameras]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Using_Selections|Selections/Groups/Group Commands/Group AI]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Using_chat|Chat, Cheats, and Text Commands]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Using_doodles|Map drawing/doodles]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Using_custom_keys| Customized key shortcuts/bindings and the key/selection editor]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spring on a LAN]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Playing]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6998</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6998"/>
		<updated>2008-10-08T15:54:06Z</updated>

		<summary type="html">&lt;p&gt;Af: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;10&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;500px&amp;quot; valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[FAQ:general|General FAQ]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An FAQ containing generic questions about spring and the project itself&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[FAQ:requirements| System Requirements FAQ]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An FAQ on system requirements, and other helpful questions&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[FAQ:technical|Technical FAQ]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An FAQ on some common issues&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[FAQ:player|Playing ingame FAQ]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An FAQ with questions about the ingame GUI and playing with the spring engine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[FAQ:content|Content FAQ]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An FAQ on content, be that games or maps&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Using_Spring|Playing Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How to play the game. Controls, issuing orders, and related topics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mods]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Games that use the Spring engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Getting Spring Content and Links]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lists sites related to spring, and sites from which you can download spring Mods/Games, Maps, and more&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Maps]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All about maps for the Spring engine and where to get them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[AIs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skirmish AIs, Helper AIs...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Clans]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A list of the official clans in spring.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[King Titles]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Titles of importance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Hosting Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Autohosting and related topics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Lighter Side Of Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Humour, comics and quotations.&lt;br /&gt;
&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #41545c; padding:5px; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;[http://spring.clan-sy.com/phpbb/viewforum.php?f=11 Help/Bug forums]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Look at the help forums for more help with technical issues and crashes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #41545c; padding:5px; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;[http://spring.clan-sy.com/mantis/ Report Bugs/Submit a Patch]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Submit patches and bug reports here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #41545c; padding:5px; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;[[Glossary]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What does &amp;quot;AA&amp;quot; or &amp;quot;XTA&amp;quot; mean? Explanations for common terms and shorthand.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #41545c; padding:5px; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;[[Strategy and Tactics]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Basic ideas how to stand your ground.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #41545c; padding:5px; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;[[Spreading Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Read before advertising.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #41545c; padding:5px; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;[[Read Me First]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Answers to questions often asked - Everyone should read this first.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6997</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6997"/>
		<updated>2008-10-08T15:53:23Z</updated>

		<summary type="html">&lt;p&gt;Af: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;10&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;500px&amp;quot; valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[FAQ:general|General FAQ]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An FAQ containing generic questions about spring and the project itself&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[FAQ:requirements| System Requirements FAQ]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An FAQ on system requirements, and other helpful questions&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[FAQ:technical|Technical FAQ]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An FAQ on soem common issues&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[FAQ:player|Playing ingame FAQ]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An FAQ with questions about the ingame GUI and playing with the spring engine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[FAQ:content|Content FAQ]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An FAQ on content, be that games or maps&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Read Me First]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Answers to questions often asked - Everyone should read this first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Using_Spring|Playing Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How to play the game. Controls, issuing orders, and related topics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mods]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Games that use the Spring engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Getting Spring Content and Links]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lists sites related to spring, and sites from which you can download spring Mods/Games, Maps, and more&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Maps]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All about maps for the Spring engine and where to get them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[AIs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skirmish AIs, Helper AIs...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Clans]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A list of the official clans in spring.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[King Titles]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Titles of importance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Hosting Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Autohosting and related topics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Lighter Side Of Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Humour, comics and quotations.&lt;br /&gt;
&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #41545c; padding:5px; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;[http://spring.clan-sy.com/phpbb/viewforum.php?f=11 Help/Bug forums]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Look at the help forums for more help with technical issues and crashes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #41545c; padding:5px; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;[http://spring.clan-sy.com/mantis/ Report Bugs/Submit a Patch]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Submit patches and bug reports here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #41545c; padding:5px; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;[[Glossary]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What does &amp;quot;AA&amp;quot; or &amp;quot;XTA&amp;quot; mean? Explanations for common terms and shorthand.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #41545c; padding:5px; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;[[Strategy and Tactics]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Basic ideas how to stand your ground.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #41545c; padding:5px; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;[[Spreading Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Read before advertising.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6996</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6996"/>
		<updated>2008-10-08T15:46:31Z</updated>

		<summary type="html">&lt;p&gt;Af: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;10&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;500px&amp;quot; valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[FAQ:general|General FAQ]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An FAQ containing generic questions about spring and the project itself&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[FAQ:requirements| System Requirements FAQ]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An FAQ on system requirements, and other helpful questions&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[FAQ:technical|Technical FAQ]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An FAQ on soem common issues&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[FAQ:player|Playing ingame FAQ]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An FAQ with questions about the ingame GUI and playing with the spring engine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[FAQ:content|Content FAQ]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An FAQ on content, be that games or maps&lt;br /&gt;
&lt;br /&gt;
|width=&amp;quot;250px&amp;quot; valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #41545c; padding:5px; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;[http://spring.clan-sy.com/phpbb/viewforum.php?f=11 Help/Bug forums]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Look at the help forums for more help with technical issues and crashes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #41545c; padding:5px; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;[http://spring.clan-sy.com/mantis/ Report Bugs/Submit a Patch]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Submit patches and bug reports here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ:content&amp;diff=7108</id>
		<title>FAQ:content</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ:content&amp;diff=7108"/>
		<updated>2008-10-08T15:41:44Z</updated>

		<summary type="html">&lt;p&gt;Af: New page: =Content=   ==Do Spring maps need a &amp;quot;ground&amp;quot;?==  Spring maps do require a ground. We have had many requests to have space maps, however, a &amp;quot;true&amp;quot; (ala Homeworld) space setting is not likel...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Content=&lt;br /&gt;
 &lt;br /&gt;
==Do Spring maps need a &amp;quot;ground&amp;quot;?==&lt;br /&gt;
&lt;br /&gt;
Spring maps do require a ground. We have had many requests to have space maps, however, a &amp;quot;true&amp;quot; (ala Homeworld) space setting is not likely. It would have to wait until a much later stage. This does not mean that TA&#039;s style of &amp;quot;space&amp;quot; maps won&#039;t be possible, (see the Final Frontier TC for examples of this).&lt;br /&gt;
&lt;br /&gt;
==You stated that Spring uses the TA unit format.==&lt;br /&gt;
&lt;br /&gt;
Spring does use the Total Annihilation unit format. However, there is also a new format dubbed &#039;.s3o&#039; which uses a UV mapped texture instead of 3do&#039;s per face texturing system, as well as other improvements.&lt;br /&gt;
&lt;br /&gt;
==How powerful will Spring&#039;s custom format be?==&lt;br /&gt;
&lt;br /&gt;
Total Annihilation&#039;s unit format was extremely limited. Most of these limitations will either be expanded or non-existent in Spring&#039;s custom unit format. One of the most exciting improvements is the introduction of an entirely new method of scripting, with nearly complete control over every aspect of a unit&#039;s actions and behaviors.&lt;br /&gt;
&lt;br /&gt;
==Does Spring have a limited number of weapons?==&lt;br /&gt;
No. Unlike Total Annihilation, Spring&#039;s weapon IDs will be unlimited. Meaning it will be possible to add as many third-party units as you want.  However, the current model format limits 16 weapons to each unit.&lt;br /&gt;
&lt;br /&gt;
==Does Spring have a limited number of unique units?==&lt;br /&gt;
&lt;br /&gt;
No. Unit IDs, like weapon IDs, will be unlimited.&lt;br /&gt;
&lt;br /&gt;
==Will units have a maximum of 3 unique weapons?==&lt;br /&gt;
&lt;br /&gt;
Total Annihilation had a limitation that permitted a maximum of 3 unique weapons per unit. Spring currently has a way to have 16 weapons per unit. (Replace Primary, Secondary, Tertiary by 1 2 3 ...16). More can be made possible by modifying the source if there&#039;s a sufficient demand by mod makers.&lt;br /&gt;
&lt;br /&gt;
==I&#039;m curious as to the per-unit polygon limit.==&lt;br /&gt;
&lt;br /&gt;
The engine itself does not have a polygon count limit. The limit is that of the processing power of today&#039;s computers. Since Spring requires a 3D card, the maximum polygon count per unit will be several times higher than Total Annihilation&#039;s. That means for your average mod, 300 polygons for common units and 700 for the more expensive ones is quite reasonable. (But don&#039;t waste polies unnecessarily!)&lt;br /&gt;
&lt;br /&gt;
==Will units be able to perform basic terraforming?==&lt;br /&gt;
&lt;br /&gt;
Total Annihilation units probably won&#039;t have any terrain editable functionality. Future units may be endowed with such functionality, but it&#039;s more of a gameplay issue and has not been decided upon yet. However construction units can restore ground, and certain weapons (especially explosive ones) can be used to deform the ground.&lt;br /&gt;
&lt;br /&gt;
==Will tunnel building be possible?==&lt;br /&gt;
&lt;br /&gt;
Subterranean areas of any sort is impossible. However, it is possible to heavily deform the ground with explosives.. Which is great fun!&lt;br /&gt;
&lt;br /&gt;
==Will the ground&#039;s water retention be editable?==&lt;br /&gt;
&lt;br /&gt;
No. Water will always collect when a piece of land has a height below sea level.&lt;br /&gt;
&lt;br /&gt;
==Does Spring have a limit on the number of races?==&lt;br /&gt;
&lt;br /&gt;
Spring has no limit on the total number of sides/races.&lt;br /&gt;
&lt;br /&gt;
==What are the sizes of the biggest and smallest units?==&lt;br /&gt;
&lt;br /&gt;
Static units (buildings, defenses, etc.) have no size limitations in the engine. Technically, neither do mobile units, but units with a footprint larger than 4x4 &amp;quot;squares&amp;quot; (an arbitrary size standard created by Cavedog) might have problems pathfinding.&lt;br /&gt;
&lt;br /&gt;
==What is going to be the maximum possible sea depth?==&lt;br /&gt;
&lt;br /&gt;
For all practical purposes, it will be unlimited. The depth values are stored as &amp;quot;float variables&amp;quot;, so it is doubtful that maps would ever be made which even come close to approaching the limit.&lt;br /&gt;
&lt;br /&gt;
==Will Spring support campaigns?==&lt;br /&gt;
&lt;br /&gt;
Basic Map scripting has been implemented, using a Lua scripting engine. From that, it would be possible to make a basic campaign, but for ease of use a better way of selecting scripts and an improved Single player menu is needed.&lt;br /&gt;
&lt;br /&gt;
See [[Mission development]] for more details.&lt;br /&gt;
&lt;br /&gt;
==How big are the Spring files?==&lt;br /&gt;
&lt;br /&gt;
Spring will be as small as however much content is included with it. The &amp;quot;essential&amp;quot; files are only be several megabytes large. Content (such as maps and units) will add considerable size to the Spring download. Currently, the file size is roughly 30 MB.&lt;br /&gt;
&lt;br /&gt;
==How will Spring render sound effects?==&lt;br /&gt;
&lt;br /&gt;
Sound is rendered 3D, meaning that the volume and direction (assuming a multi-speaker setup) vary with the location of the camera from the sound &amp;quot;emitter&amp;quot;. What this translates into gameplay terms means that the closer you are to a unit making a sound or motion, the louder the sound will be. Additionally, the sound will be heard differently depending on which way the camera is facing relative to units making sound.&lt;br /&gt;
&lt;br /&gt;
==Will Spring have ambient sound?==&lt;br /&gt;
&lt;br /&gt;
There is no ambient sound, and we haven&#039;t planned on adding it thus far.&lt;br /&gt;
&lt;br /&gt;
==Will there be an AI or a &amp;quot;skirmish&amp;quot; mode?==&lt;br /&gt;
&lt;br /&gt;
We have created an interface for artificial intelligences (AIs), and several are currently under development. Information on these can be found at the [[AIs]] wiki page.&lt;br /&gt;
&lt;br /&gt;
==Will a &amp;quot;possess&amp;quot; or a FPS option be present?==&lt;br /&gt;
&lt;br /&gt;
Yes, it is possible to fully control a unit from the first person view. It is more of a gimmick, but it still allows for a nice diversion once in a while.  Instructions on its use are in the [[Using_Spring#FPS_.22Mode.22_.28C.29|Using Spring]] article.&lt;br /&gt;
&lt;br /&gt;
==How do I create maps?==&lt;br /&gt;
&lt;br /&gt;
See the [[Map development]] page for all the map info.&lt;br /&gt;
&lt;br /&gt;
==How do I create units/mods?==&lt;br /&gt;
&lt;br /&gt;
See the [[Mod_and_Unit_development#Mod_devlopement|Mod and Unit development]] page on creating units/ mods.&lt;br /&gt;
&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6995</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6995"/>
		<updated>2008-10-08T15:41:38Z</updated>

		<summary type="html">&lt;p&gt;Af: Replacing page with &amp;#039;Here are some FAQs

General FAQ

 System Requirements FAQ

Technical FAQ

Playing ingame FAQ

[[FAQ:conten...&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some FAQs&lt;br /&gt;
&lt;br /&gt;
[[FAQ:general|General FAQ]]&lt;br /&gt;
&lt;br /&gt;
[[FAQ:requirements| System Requirements FAQ]]&lt;br /&gt;
&lt;br /&gt;
[[FAQ:technical|Technical FAQ]]&lt;br /&gt;
&lt;br /&gt;
[[FAQ:player|Playing ingame FAQ]]&lt;br /&gt;
&lt;br /&gt;
[[FAQ:content|Content FAQ]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ:player&amp;diff=7160</id>
		<title>FAQ:player</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ:player&amp;diff=7160"/>
		<updated>2008-10-08T15:39:08Z</updated>

		<summary type="html">&lt;p&gt;Af: New page: =Playing=  ==What is with this weird right-click mode? I&amp;#039;m &amp;#039;bout to break my keyboard.==  Sorry, you&amp;#039;ll just have to get used to it. As of now it can&amp;#039;t be changed.  ==Why is somebody else ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Playing=&lt;br /&gt;
&lt;br /&gt;
==What is with this weird right-click mode? I&#039;m &#039;bout to break my keyboard.==&lt;br /&gt;
&lt;br /&gt;
Sorry, you&#039;ll just have to get used to it. As of now it can&#039;t be changed.&lt;br /&gt;
&lt;br /&gt;
==Why is somebody else also controlling my units?==&lt;br /&gt;
&lt;br /&gt;
In the &#039;game lobby&#039; there are two sets of teams. There are the &#039;Ids&#039; and the &#039;Teams&#039;. If you are on the same &#039;Id&#039;, then you both get the same commander, and can control the same units. If you are on the same &#039;Team&#039;, then you both get different commanders and can&#039;t control each others units.&lt;br /&gt;
&lt;br /&gt;
==Is there a way that I can play music directly through TA-Spring, with alternating tracks for building/attacking like in the original Total Annihilation?==&lt;br /&gt;
&lt;br /&gt;
Yes, there is. It is an add on (GroupAI) you have to download separately:&lt;br /&gt;
http://jobjol.nl/1188&lt;br /&gt;
&lt;br /&gt;
There is also an ingame sound-volume-slider you might find usefull (lua-script):&lt;br /&gt;
http://jobjol.nl/1218&lt;br /&gt;
&lt;br /&gt;
==Then why would I want to be on the same &#039;Team&#039; as somebody?==&lt;br /&gt;
&lt;br /&gt;
Because it&#039;s fun to just drive around units and not have to worry about commanding. (Assuming that one of the people on the team is commanding.)&lt;br /&gt;
Most importantly, however, you can split tasks, such as base building, and troops management.&lt;br /&gt;
&lt;br /&gt;
==Sometimes I can&#039;t write anything but numbers and some other symbols. Why is that?==&lt;br /&gt;
&lt;br /&gt;
This is most likely because of the Windows language bar change from which &amp;lt;br&amp;gt;Spring doesn&#039;t recognize the characters written. &lt;br /&gt;
 Note: That Default hotkeys in Windows XP for changing the language is &amp;lt;br&amp;gt;Shift+Alt, which is similar to square build hotkeys in Spring!&lt;br /&gt;
&lt;br /&gt;
==How do I talk to my allies only?==&lt;br /&gt;
&lt;br /&gt;
You must type &#039;a:&#039; before you speak, or press &amp;quot;Alt Enter&amp;quot; at the same time. Here&#039;s an example: a: Now I am talking to my allies only.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Help! After I&#039;m finished driving a unit, the camera is all insane! This is nuts! How do I fix it?==&lt;br /&gt;
&lt;br /&gt;
Whoa now. Calm down. Just press ctrl + mouse button 3 to change camera modes.  If your unit is destroyed in FPS mode, you will stay in FPS mode until you change camera modes.  Also, the camera will stay in &amp;quot;free look&amp;quot; when FPS mode is disengaged, press middle-mouse or J to switch to normal scrolling.&lt;br /&gt;
&lt;br /&gt;
==After I&#039;m finished driving a unit, where what used to be my mouse pointer is now a crosshair. Why?==&lt;br /&gt;
&lt;br /&gt;
-This is a special &#039;view mode&#039; that allows you to move around the screen much faster. It&#039;s good for viewing the battle or getting screenshots. Simply press on your third mouse button or &#039;delete&#039; to revert back to your mouse pointer.&lt;br /&gt;
&lt;br /&gt;
==But I don&#039;t have a third mouse button!==&lt;br /&gt;
&lt;br /&gt;
The key &#039;J&#039; works in the same way as the &#039;middle mouse button&#039; does. So where you would use ctrl + middle mouse button to change camera modes, ctrl + j does the same thing. Pressing J once will also switch you from &#039;crosshair mode&#039; to &#039;pointer mode&#039; and vice versa.&lt;br /&gt;
&lt;br /&gt;
==IÃ‚Â´ve managed to get stuck in this weird camera mode and my perspective is all messed up. How do I switch to the overhead (OTA style) camera?==&lt;br /&gt;
&lt;br /&gt;
Shift+Backspace (or Shift+J or Shift+MiddleMouseClick) switches between the fps style, total war style and OTA style cameras. Use it to get your camera back to normal in this situation.&lt;br /&gt;
&lt;br /&gt;
==People are cheating! How do I stop it?!==&lt;br /&gt;
Well currently, you can&#039;t.&lt;br /&gt;
&lt;br /&gt;
Only the host can &amp;quot;activate&amp;quot; the cheat codes. After that, any player can do almost all cheats.&lt;br /&gt;
&lt;br /&gt;
The best thing to do is just not play with the cheaters anymore. But with new spring version cheats are disabled in multiplayer, so that paragraph is hopefully now irrelevant.&lt;br /&gt;
&lt;br /&gt;
==Well how do you cheat?==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Cheat Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;.cheat&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;enable cheats - Cheats don&#039;t work in multiplayer until the host types this&#039;&#039;&#039;&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&amp;gt;.nocost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;instabuild (doesn&#039;t work on things already under construction, only on new ones)&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&amp;gt;.setmaxspeed 50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the maximum speed multiplier (default is 3.0)&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&amp;gt;.setminspeed 0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the minimum speed multiplier (default is 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&amp;gt;.spectator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows you to see the entire map... but you lose control of your units&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&amp;gt;.team 0, .team 1, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Change player&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&amp;gt;.give ARMCOM, .give 10 CORKROG, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Place 1 or specified number of specified unit.  Valid units are the internal names of units as specified in the unit definition.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
You can use auto-completion in the spring console if you don&#039;t remember the internal unit name. To do that type: &lt;br /&gt;
 &amp;quot;.give arm&amp;quot; and then press your &#039;&#039;&#039;TAB key&#039;&#039;&#039; &lt;br /&gt;
A list of all matching units will be shown.&lt;br /&gt;
&lt;br /&gt;
==In Game Commands==&lt;br /&gt;
&lt;br /&gt;
The following &#039;&#039;non-cheating&#039;&#039; commands are also available in game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&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&amp;gt;/info&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you what colour each player is and their ping delay in the bottom right corner of the screen.&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&amp;gt;/clock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you the elapsed game time in minutes and seconds in the upper right corner of the screen&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&amp;gt;.take&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pulls all allied units, that are owned by players who have lost connection to the server, to your team.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How do I ally or unally in game?==&lt;br /&gt;
&lt;br /&gt;
I&#039;m pretty sure you can&#039;t. Yet.&lt;br /&gt;
&lt;br /&gt;
==How do I give somebody units or metal or energy?==&lt;br /&gt;
&lt;br /&gt;
Press the &#039;H&#039; key. Then select the amount of metal and/or energy to share. Then select the receiving player and press OK.&lt;br /&gt;
&lt;br /&gt;
When sharing units, you must first select the units to share, then press &#039;H&#039; key. Tick share units checkbox and choose a receiving player.&lt;br /&gt;
&lt;br /&gt;
==How do I continually give somebody metal and/or energy after a certain point (i.e. Original TA commands +setshare..., +shareall)?==&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that on your metal and energy bars (top of screen), there are two red bars. You have to put them wherever you want your metal and energy to be shared after.&lt;br /&gt;
&lt;br /&gt;
==This game is different than TA, the units HP and damage are not the same==&lt;br /&gt;
 &lt;br /&gt;
There were several third party &amp;quot;balance&amp;quot; mods for the original TA game.&lt;br /&gt;
&lt;br /&gt;
One of those mods were xTA, and was developed by the same clan (SY) that has brought life back to TA, making Spring.&lt;br /&gt;
&lt;br /&gt;
This balance mod is what is bundled by default with the spring engine, and is the mod that was ready to play when Spring was released.&lt;br /&gt;
&lt;br /&gt;
Now are several mods available, install the mod of your choice.&lt;br /&gt;
&lt;br /&gt;
* http://spring.jobjol.nl/files.php?subcategory_id=5&lt;br /&gt;
* http://spring-portal.com/index.php/docman/cat_view/36-mods&lt;br /&gt;
* http://www.tasdownloads.com/?ta=2&lt;br /&gt;
&lt;br /&gt;
==XTA? OTA? AA? OMFGLAMO? WTF do those abbreviations mean?==&lt;br /&gt;
&lt;br /&gt;
zwzsg maintains a handy dandy FAQ about TA, and the abbreviations that relate to Spring too, of course.&lt;br /&gt;
[http://www.tauniverse.com/forum/showthread.php?t=27309 click here]. See also the Spring [[Glossary]], which contains brief explanations for all non-standard words and phrases.&lt;br /&gt;
&lt;br /&gt;
==Why am I destroyed so easily by long range assaults?==&lt;br /&gt;
&lt;br /&gt;
This is a realistic feature of Spring. Units will automatically attack &#039;radar blips&#039; (units that they can not actually see, but that are indicated on radar). However, the accuracy is very bad while shooting at radar blips until:&lt;br /&gt;
&lt;br /&gt;
* Your unit kills a lot of units and gets experience&lt;br /&gt;
* You get a targeting facility.&lt;br /&gt;
&lt;br /&gt;
==Can I kick people from my &#039;game lobby&#039; or my game?==&lt;br /&gt;
&lt;br /&gt;
First of all, you have to be the host to kick. Use the good old &amp;quot;.kick playernamehere&amp;quot; command. Works in-game too, use it wisely.&lt;br /&gt;
&lt;br /&gt;
==When I&#039;m &#039;driving&#039; my commander, why can&#039;t I use my laser?==&lt;br /&gt;
&lt;br /&gt;
The Spring team will most likely add a way for you to use your commander&#039;s laser soon.&lt;br /&gt;
&lt;br /&gt;
==I hate driving around with the &#039;arrow keys&#039;. Is there any way I can use the &#039;W-A-S-D&#039; controls (the controls most First Person Shooters use) anymore?==&lt;br /&gt;
&lt;br /&gt;
Go into your Spring directory and edit the uikeys file. Keep in mind that &#039;S&#039; is originally a &#039;hot-key&#039; that will stop your units and that &#039;D&#039; is a &#039;hot-key&#039; for your commander&#039;s D-Gun. You might want to change those too.&lt;br /&gt;
&lt;br /&gt;
==I turned the shadows feature on; I still don&#039;t see shadows. What gives?==&lt;br /&gt;
&lt;br /&gt;
Your graphics card can&#039;t handle shadows, so Spring automatically turns them off.&lt;br /&gt;
&lt;br /&gt;
==I can&#039;t go backwards when I am &#039;driving&#039; a unit. Why not?==&lt;br /&gt;
&lt;br /&gt;
Because TA units were never intended to go backwards. Sorry, but you just cant.&lt;br /&gt;
&lt;br /&gt;
==I&#039;m in an Unreal Tournament kind of mood. How do I strafe?==&lt;br /&gt;
&lt;br /&gt;
You can only strafe in &#039;brawler type&#039; ships, such as the brawler, rapier, and light gunships.&lt;br /&gt;
&lt;br /&gt;
==How can I record and watch demos/replays?==&lt;br /&gt;
&lt;br /&gt;
From version 0.62 onwards recordings of all the games you play are easily available for replay via the Replays button in the TASClient.&lt;br /&gt;
&lt;br /&gt;
You can use the Speed up/Slow down game keys while watching the replay, along with other in-game commands like .team&lt;br /&gt;
&lt;br /&gt;
From version 0.60b1 onwards, demos are automatically recorded in the &amp;quot;demos&amp;quot; folder, underneath your Spring folder (default is C:\Program Files\Spring\demos), named for the date and map they were played on. If you play multiple games in the same day on the same map, the games will also be numbered to prevent them from overwriting each other.&lt;br /&gt;
&lt;br /&gt;
From version 0.62 onwards, to view a demo from the Windows file manager you can just double click the file name.&lt;br /&gt;
&lt;br /&gt;
==Sometimes when I play get &amp;quot;not sync&amp;quot; &amp;quot;delayed synch&amp;quot; errors==&lt;br /&gt;
&lt;br /&gt;
That&#039;s caused because of lag. One of the players in the game is having some lag issues. Ask him/her to free up its bandwidth for the game to use.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use the pause key and wait till the connection gets more stable.&lt;br /&gt;
&lt;br /&gt;
Lag is the seccond number showed when you use the .info command ingame, numbers bigger than 40 are not usual in a normal game and are a signal of lag.&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6994</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6994"/>
		<updated>2008-10-08T15:36:38Z</updated>

		<summary type="html">&lt;p&gt;Af: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[FAQ:general|General FAQ]]&lt;br /&gt;
&lt;br /&gt;
[[FAQ:requirements| System Requirements FAQ]]&lt;br /&gt;
&lt;br /&gt;
[[FAQ:technical|Technical FAQ]]&lt;br /&gt;
&lt;br /&gt;
[[FAQ:player|Playing ingame FAQ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Content==&lt;br /&gt;
 &lt;br /&gt;
===Do Spring maps need a &amp;quot;ground&amp;quot;?===&lt;br /&gt;
Spring maps do require a ground. We have had many requests to have space maps, however, a &amp;quot;true&amp;quot; (ala Homeworld) space setting is not likely. It would have to wait until a much later stage. This does not mean that TA&#039;s style of &amp;quot;space&amp;quot; maps won&#039;t be possible, (see the Final Frontier TC for examples of this).&lt;br /&gt;
&lt;br /&gt;
===You stated that Spring uses the TA unit format.===&lt;br /&gt;
Spring does use the Total Annihilation unit format. However, there is also a new format dubbed &#039;.s3o&#039; which uses a UV mapped texture instead of 3do&#039;s per face texturing system, as well as other improvements.&lt;br /&gt;
&lt;br /&gt;
===How powerful will Spring&#039;s custom format be?===&lt;br /&gt;
Total Annihilation&#039;s unit format was extremely limited. Most of these limitations will either be expanded or non-existent in Spring&#039;s custom unit format. One of the most exciting improvements is the introduction of an entirely new method of scripting, with nearly complete control over every aspect of a unit&#039;s actions and behaviors.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limited number of weapons?===&lt;br /&gt;
No. Unlike Total Annihilation, Spring&#039;s weapon IDs will be unlimited. Meaning it will be possible to add as many third-party units as you want.  However, the current model format limits 16 weapons to each unit.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limited number of unique units?===&lt;br /&gt;
No. Unit IDs, like weapon IDs, will be unlimited.&lt;br /&gt;
&lt;br /&gt;
===Will units have a maximum of 3 unique weapons?===&lt;br /&gt;
Total Annihilation had a limitation that permitted a maximum of 3 unique weapons per unit. Spring currently has a way to have 16 weapons per unit. (Replace Primary, Secondary, Tertiary by 1 2 3 ...16). More can be made possible by modifying the source if there&#039;s a sufficient demand by mod makers.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m curious as to the per-unit polygon limit.===&lt;br /&gt;
The engine itself does not have a polygon count limit. The limit is that of the processing power of today&#039;s computers. Since Spring requires a 3D card, the maximum polygon count per unit will be several times higher than Total Annihilation&#039;s. That means for your average mod, 300 polygons for common units and 700 for the more expensive ones is quite reasonable. (But don&#039;t waste polies unnecessarily!)&lt;br /&gt;
&lt;br /&gt;
===Will units be able to perform basic terraforming?===&lt;br /&gt;
Total Annihilation units probably won&#039;t have any terrain editable functionality. Future units may be endowed with such functionality, but it&#039;s more of a gameplay issue and has not been decided upon yet. However construction units can restore ground, and certain weapons (especially explosive ones) can be used to deform the ground.&lt;br /&gt;
&lt;br /&gt;
===Will tunnel building be possible?===&lt;br /&gt;
Subterranean areas of any sort is impossible. However, it is possible to heavily deform the ground with explosives.. Which is great fun!&lt;br /&gt;
&lt;br /&gt;
===Will the ground&#039;s water retention be editable?===&lt;br /&gt;
No. Water will always collect when a piece of land has a height below sea level.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limit on the number of races?===&lt;br /&gt;
Spring has no limit on the total number of sides/races.&lt;br /&gt;
&lt;br /&gt;
===What are the sizes of the biggest and smallest units?===&lt;br /&gt;
Static units (buildings, defenses, etc.) have no size limitations in the engine. Technically, neither do mobile units, but units with a footprint larger than 4x4 &amp;quot;squares&amp;quot; (an arbitrary size standard created by Cavedog) might have problems pathfinding.&lt;br /&gt;
&lt;br /&gt;
===What is going to be the maximum possible sea depth?===&lt;br /&gt;
For all practical purposes, it will be unlimited. The depth values are stored as &amp;quot;float variables&amp;quot;, so it is doubtful that maps would ever be made which even come close to approaching the limit.&lt;br /&gt;
&lt;br /&gt;
===Will Spring support campaigns?===&lt;br /&gt;
Basic Map scripting has been implemented, using a Lua scripting engine. From that, it would be possible to make a basic campaign, but for ease of use a better way of selecting scripts and an improved Single player menu is needed.&lt;br /&gt;
&lt;br /&gt;
See [[Mission development]] for more details.&lt;br /&gt;
&lt;br /&gt;
===How big are the Spring files?===&lt;br /&gt;
Spring will be as small as however much content is included with it. The &amp;quot;essential&amp;quot; files are only be several megabytes large. Content (such as maps and units) will add considerable size to the Spring download. Currently, the file size is roughly 30 MB.&lt;br /&gt;
&lt;br /&gt;
===How will Spring render sound effects?===&lt;br /&gt;
Sound is rendered 3D, meaning that the volume and direction (assuming a multi-speaker setup) vary with the location of the camera from the sound &amp;quot;emitter&amp;quot;. What this translates into gameplay terms means that the closer you are to a unit making a sound or motion, the louder the sound will be. Additionally, the sound will be heard differently depending on which way the camera is facing relative to units making sound.&lt;br /&gt;
&lt;br /&gt;
===Will Spring have ambient sound?===&lt;br /&gt;
There is no ambient sound, and we haven&#039;t planned on adding it thus far.&lt;br /&gt;
&lt;br /&gt;
===Will there be an AI or a &amp;quot;skirmish&amp;quot; mode?===&lt;br /&gt;
We have created an interface for artificial intelligences (AIs), and several are currently under development. Information on these can be found at the [[AIs]] wiki page.&lt;br /&gt;
&lt;br /&gt;
===Will a &amp;quot;possess&amp;quot; or a FPS option be present?===&lt;br /&gt;
Yes, it is possible to fully control a unit from the first person view. It is more of a gimmick, but it still allows for a nice diversion once in a while.  Instructions on its use are in the [[Using_Spring#FPS_.22Mode.22_.28C.29|Using Spring]] article.&lt;br /&gt;
&lt;br /&gt;
===How do I create maps?===&lt;br /&gt;
See the [[Map development]] page for all the map info.&lt;br /&gt;
&lt;br /&gt;
===How do I create units/mods?===&lt;br /&gt;
See the [[Mod_and_Unit_development#Mod_devlopement|Mod and Unit development]] page on creating units/ mods.&lt;br /&gt;
&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ:getting_a_game_started&amp;diff=7151</id>
		<title>FAQ:getting a game started</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ:getting_a_game_started&amp;diff=7151"/>
		<updated>2008-10-08T15:35:33Z</updated>

		<summary type="html">&lt;p&gt;Af: New page: =Getting into a game=  ==People talk about &amp;#039;Single Player&amp;#039;. How do I start a single player game?==  Simply start a game in the lobby, and enter a password, so that nobody can join. Then cl...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Getting into a game=&lt;br /&gt;
&lt;br /&gt;
==People talk about &#039;Single Player&#039;. How do I start a single player game?==&lt;br /&gt;
&lt;br /&gt;
Simply start a game in the lobby, and enter a password, so that nobody can join. Then click ready, and start and away you go !&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can get [http://spring-portal.com/index.php/docman/doc_download/232-springsp-v09 Spring Single Player] (new link) , a handy tool that lets you create single player games without cluttering up the lobby, as well as watch replays easily.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also very easy to set up singleplayer games using SpringLobby. Just click on the singleplayer tab, add some bots, and play. You can grab it from the  [http://springlobby.info SpringLobby website].&lt;br /&gt;
&lt;br /&gt;
==When I try to make a single player game, it gives me an error.==&lt;br /&gt;
&lt;br /&gt;
Your graphics card probably can&#039;t support Spring. If you read the requirements it did say GeForce 3 or better. Go to the settings file in your Spring directory and lower some of the options. Sometimes that works.&lt;br /&gt;
&lt;br /&gt;
==Does Spring support AI Players?==&lt;br /&gt;
&lt;br /&gt;
Yes, see [[AI]] You can also use the [[random_enemies]] script, which spawns units out of thin air and sends them to attack you.&lt;br /&gt;
&lt;br /&gt;
==How do I join an Internet multiplayer game?==&lt;br /&gt;
&lt;br /&gt;
Run the &amp;quot;TA Spring multiplayer battleroom&amp;quot; from the Start menu or the TASClient.exe from your installation folder.  In the &amp;quot;Server&amp;quot; tab change the server to &amp;quot;Official Host&amp;quot;.  Hit &amp;quot;Apply and close&amp;quot;.  Re-open the TA Spring client.  Create an account on the &amp;quot;Account&amp;quot; tab.  &lt;br /&gt;
&lt;br /&gt;
==When I try to connect to the lobby it gives me an error.==&lt;br /&gt;
&lt;br /&gt;
There could be 3 problems. Either you don&#039;t have an account, the server is down, or you have not configured your router/firewall correctly. If you don&#039;t have an account, make one. If the server is down, you&#039;ll just have to wait (this doesn&#039;t happen often, though). If you have a router/firewall read below. Have a look at this website&#039;s News page and/or the Messageboard, it is likely that you will get some information there in the eventuality that the server is down.&lt;br /&gt;
&lt;br /&gt;
Also make sure that you don&#039;t have any spaces in your username.&lt;br /&gt;
&lt;br /&gt;
==I have a router and I don&#039;t seem to be able to get a game==&lt;br /&gt;
&lt;br /&gt;
If you are using a router you may have other problems. Explanations of [http://www.portforward.com/routers.htm how to forward ports] has instructions for every router.&lt;br /&gt;
&lt;br /&gt;
==Where can I download more maps?==&lt;br /&gt;
&lt;br /&gt;
Please refer to the [[Maps| Maps section]].&lt;br /&gt;
&lt;br /&gt;
==How do I install downloaded maps?==&lt;br /&gt;
&lt;br /&gt;
Most maps are released as .sdz or .sd7 files. These can be put directly into the &amp;quot;maps&amp;quot; folder inside the Spring folder. Spring now includes a script to move maps and mods to the proper directory on Windows if you double click them. If they are compressed into another type of archive you will have to unpack them first. Just unzip them into your spring maps folder. Some map files use newer (smaller) file formats such as .rar or .7z, to unzip these newer formats, you&#039;ll need to download 7-Zip [http://www.7-zip.org/ http://www.7-zip.org/] or Zip-genius [http://downloads.zipgenius.it/ http://downloads.zipgenius.it/]. They both handle almost all formats and are totally free.  There is also now a map browser in the TASClient lobby software, click the more maps button in a battle screen to access it.&lt;br /&gt;
&lt;br /&gt;
==Sometimes when I try to join games it gives me an error.==&lt;br /&gt;
&lt;br /&gt;
The host is behind a firewall that has not opened the correct ports for Spring.&lt;br /&gt;
&lt;br /&gt;
==When a multiplayer game starts I never make it past the loading screen.==&lt;br /&gt;
&lt;br /&gt;
This indicates a problem with your video card. Once again the best way to deal with this situation is to make sure your video card has the latest driver updates and that all Spring video features are on the lowest settings.&lt;br /&gt;
&lt;br /&gt;
==When a multiplayer game starts, I make it past the loading screen, but when I get into the game it says, &amp;quot;Waiting for Host&amp;quot;, and does a 10 second countdown. It always reaches zero and boots me out, what gives?==&lt;br /&gt;
&lt;br /&gt;
This is a firewall issue. There are three things you can do to fix this. First, make sure your windows firewall is either off, or is not blocking the TA: Spring application. Secondly, if you are behind a router, you can forward the ports that the host is using (especially if you are the host), and it usually fixes the problem. To do this you must go to your router configuration page. You can see what port &#039;you&#039; are using (as the host), by hosting a multiplayer game in the Spring Lobby. You must make this your trigger port, and make sure that it is open for both TCP and UDP. Thirdly, if none of the aforementioned worked. The easiest thing to do (assuming you are behind a router) is to set the DMZ (Demilitarized Zone). This means your computer will be completely exposed to the internet, which will make you vulnerable to any unknown or unpatched exploits in windows. All you have to do is find the personal IP if the computer you are using and add it to your router&#039;s DMZ list. Please only try this last option if you can&#039;t get the others to work.&lt;br /&gt;
Good Luck&lt;br /&gt;
&lt;br /&gt;
==I got into the game, but some people didn&#039;t.==&lt;br /&gt;
&lt;br /&gt;
The host may have reached the number of players it has set.&lt;br /&gt;
Or the players may be experiencing firewall or video card difficulty. That is not your fault. Please ask them too leave if they are still there when you get into the &#039;game lobby&#039;. Some people have problem connecting to &amp;quot;hole punching&amp;quot; hosts.&lt;br /&gt;
&lt;br /&gt;
==I got into a game but my name is red, nobody can hear me speak, and eventually I get disconnected==&lt;br /&gt;
&lt;br /&gt;
This is to do with how long it takes the game to start up (the &amp;quot;load time&amp;quot;). If it takes too long you will see this problem. The load time can be reduced by changing the game graphics settings to lower quality. In particular try setting texture quality to lowest.&lt;br /&gt;
&lt;br /&gt;
==What do all those icons mean in the server list?==&lt;br /&gt;
&lt;br /&gt;
Server status icons inform you, at a quick glance, what the server is doing at the moment, and what state it&#039;s in (password protected, locked, open, full, etc). Read all about the server status icons and what they mean [[Server Status|here]].  Or hit F1 in the Battle room for even more information on the icons and their meaning.&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6993</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6993"/>
		<updated>2008-10-08T15:34:23Z</updated>

		<summary type="html">&lt;p&gt;Af: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[FAQ:general|General FAQ]]&lt;br /&gt;
&lt;br /&gt;
[[FAQ:requirements| System Requirements FAQ]]&lt;br /&gt;
&lt;br /&gt;
[[FAQ:getting_a_game_started|Getting a game started FAQ]]&lt;br /&gt;
&lt;br /&gt;
[[FAQ:technical|Technical FAQ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Playing==&lt;br /&gt;
&lt;br /&gt;
===What is with this weird right-click mode? I&#039;m &#039;bout to break my keyboard.===&lt;br /&gt;
Sorry, you&#039;ll just have to get used to it. As of now it can&#039;t be changed.&lt;br /&gt;
&lt;br /&gt;
===Why is somebody else also controlling my units?===&lt;br /&gt;
In the &#039;game lobby&#039; there are two sets of teams. There are the &#039;Ids&#039; and the &#039;Teams&#039;. If you are on the same &#039;Id&#039;, then you both get the same commander, and can control the same units. If you are on the same &#039;Team&#039;, then you both get different commanders and can&#039;t control each others units.&lt;br /&gt;
&lt;br /&gt;
===Is there a way that I can play music directly through TA-Spring, with alternating tracks for building/attacking like in the original Total Annihilation?===&lt;br /&gt;
Yes, there is. It is an addon (GroupAI) you have to download separately:&lt;br /&gt;
http://jobjol.nl/1188&lt;br /&gt;
&lt;br /&gt;
There is also an ingame sound-volume-slider you might find usefull (lua-script):&lt;br /&gt;
http://jobjol.nl/1218&lt;br /&gt;
&lt;br /&gt;
===Then why would I want to be on the same &#039;Team&#039; as somebody?===&lt;br /&gt;
Because it&#039;s fun to just drive around units and not have to worry about commanding. (Assuming that one of the people on the team is commanding.)&lt;br /&gt;
Most importantly, however, you can split tasks, such as base building, and troops management.&lt;br /&gt;
&lt;br /&gt;
===Sometimes I can&#039;t write anything but numbers and some other symbols. Why is that?===&lt;br /&gt;
This is most likely because of the Windows language bar change from which &amp;lt;br&amp;gt;Spring doesn&#039;t recognize the characters written. &lt;br /&gt;
 Note: That Default hotkeys in Windows XP for changing the language is &amp;lt;br&amp;gt;Shift+Alt, which is similar to square build hotkeys in Spring!&lt;br /&gt;
&lt;br /&gt;
===How do I talk to my allies only?===&lt;br /&gt;
You must type &#039;a:&#039; before you speak, or press &amp;quot;Alt Enter&amp;quot; at the same time. Here&#039;s an example: a: Now I am talking to my allies only.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Help! After I&#039;m finished driving a unit, the camera is all insane! This is nuts! How do I fix it?===&lt;br /&gt;
Whoa now. Calm down. Just press ctrl + mouse button 3 to change camera modes.  If your unit is destroyed in FPS mode, you will stay in FPS mode until you change camera modes.  Also, the camera will stay in &amp;quot;free look&amp;quot; when FPS mode is disengaged, press middle-mouse or J to switch to normal scrolling.&lt;br /&gt;
&lt;br /&gt;
===After I&#039;m finished driving a unit, where what used to be my mouse pointer is now a crosshair. Why?===&lt;br /&gt;
-This is a special &#039;view mode&#039; that allows you to move around the screen much faster. It&#039;s good for viewing the battle or getting screenshots. Simply press on your third mouse button or &#039;delete&#039; to revert back to your mouse pointer.&lt;br /&gt;
&lt;br /&gt;
===But I don&#039;t have a third mouse button!===&lt;br /&gt;
The key &#039;J&#039; works in the same way as the &#039;middle mouse button&#039; does. So where you would use ctrl + middle mouse button to change camera modes, ctrl + j does the same thing. Pressing J once will also switch you from &#039;crosshair mode&#039; to &#039;pointer mode&#039; and vice versa.&lt;br /&gt;
&lt;br /&gt;
===IÃ‚Â´ve managed to get stuck in this weird camera mode and my perspective is all messed up. How do I switch to the overhead (OTA style) camera?===&lt;br /&gt;
Shift+Backspace (or Shift+J or Shift+MiddleMouseClick) switches between the fps style, total war style and OTA style cameras. Use it to get your camera back to normal in this situation.&lt;br /&gt;
&lt;br /&gt;
===People are cheating! How do I stop it?!===&lt;br /&gt;
Well currently, you can&#039;t.&lt;br /&gt;
&lt;br /&gt;
Only the host can &amp;quot;activate&amp;quot; the cheat codes. After that, any player can do almost all cheats.&lt;br /&gt;
&lt;br /&gt;
The best thing to do is just not play with the cheaters anymore. But with new spring version cheats are disabled in multiplayer, so that paragraph is hopefully now irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Well how do you cheat?===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Cheat Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;.cheat&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;enable cheats - Cheats don&#039;t work in multiplayer until the host types this&#039;&#039;&#039;&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&amp;gt;.nocost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;instabuild (doesn&#039;t work on things already under construction, only on new ones)&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&amp;gt;.setmaxspeed 50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the maximum speed multiplier (default is 3.0)&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&amp;gt;.setminspeed 0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the minimum speed multiplier (default is 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&amp;gt;.spectator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows you to see the entire map... but you lose control of your units&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&amp;gt;.team 0, .team 1, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Change player&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&amp;gt;.give ARMCOM, .give 10 CORKROG, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Place 1 or specified number of specified unit.  Valid units are the internal names of units as specified in the unit definition.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
You can use auto-completion in the spring console if you don&#039;t remember the internal unit name. To do that type: &lt;br /&gt;
 &amp;quot;.give arm&amp;quot; and then press your &#039;&#039;&#039;TAB key&#039;&#039;&#039; &lt;br /&gt;
A list of all matching units will be shown.&lt;br /&gt;
&lt;br /&gt;
===In Game Commands===&lt;br /&gt;
The following &#039;&#039;non-cheating&#039;&#039; commands are also available in game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&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&amp;gt;/info&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you what colour each player is and their ping delay in the bottom right corner of the screen.&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&amp;gt;/clock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you the elapsed game time in minutes and seconds in the upper right corner of the screen&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&amp;gt;.take&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pulls all allied units, that are owned by players who have lost connection to the server, to your team.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How do I ally or unally in game?===&lt;br /&gt;
I&#039;m pretty sure you can&#039;t. Yet.&lt;br /&gt;
&lt;br /&gt;
===How do I give somebody units or metal or energy?===&lt;br /&gt;
Press the &#039;H&#039; key. Then select the amount of metal and/or energy to share. Then select the receiving player and press OK.&lt;br /&gt;
&lt;br /&gt;
When sharing units, you must first select the units to share, then press &#039;H&#039; key. Tick share units checkbox and choose a receiving player.&lt;br /&gt;
&lt;br /&gt;
===How do I continually give somebody metal and/or energy after a certain point (i.e. Original TA commands +setshare..., +shareall)?===&lt;br /&gt;
You&#039;ll notice that on your metal and energy bars (top of screen), there are two red bars. You have to put them wherever you want your metal and energy to be shared after.&lt;br /&gt;
&lt;br /&gt;
===This game is different than TA, the units HP and damage are not the same===&lt;br /&gt;
 &lt;br /&gt;
There were several third party &amp;quot;balance&amp;quot; mods for the original TA game.&lt;br /&gt;
&lt;br /&gt;
One of those mods were xTA, and was developed by the same clan (SY) that has brought life back to TA, making Spring.&lt;br /&gt;
&lt;br /&gt;
This balance mod is what is bundled by default with the spring engine, and is the mod that was ready to play when Spring was released.&lt;br /&gt;
&lt;br /&gt;
Now are several mods available, install the mod of your choice.&lt;br /&gt;
&lt;br /&gt;
* http://spring.jobjol.nl/files.php?subcategory_id=5&lt;br /&gt;
&lt;br /&gt;
* http://spring-portal.com/index.php/docman/cat_view/36-mods&lt;br /&gt;
&lt;br /&gt;
* http://www.tasdownloads.com/?ta=2&lt;br /&gt;
&lt;br /&gt;
===XTA? OTA? AA? OMFGLAMO? WTF do those abbreviations mean?===&lt;br /&gt;
zwzsg maintains a handy dandy FAQ about TA, and the abbreviations that relate to Spring too, of course.&lt;br /&gt;
[http://www.tauniverse.com/forum/showthread.php?t=27309 click here]. See also the Spring [[Glossary]], which contains brief explanations for all non-standard words and phrases.&lt;br /&gt;
&lt;br /&gt;
===Why am I destroyed so easily by long range assaults?===&lt;br /&gt;
This is a realistic feature of Spring. Units will automatically attack &#039;radar blips&#039; (units that they can not actually see, but that are indicated on radar). However, the accuracy is very bad while shooting at radar blips until:&lt;br /&gt;
* Your unit kills a lot of units and gets experience&lt;br /&gt;
* You get a targeting facility.&lt;br /&gt;
&lt;br /&gt;
===Can I kick people from my &#039;game lobby&#039; or my game?===&lt;br /&gt;
First of all, you have to be the host to kick. Use the good old &amp;quot;.kick playernamehere&amp;quot; command. Works in-game too, use it wisely.&lt;br /&gt;
&lt;br /&gt;
===When I&#039;m &#039;driving&#039; my commander, why can&#039;t I use my laser?===&lt;br /&gt;
The Spring team will most likely add a way for you to use your commander&#039;s laser soon.&lt;br /&gt;
&lt;br /&gt;
===I hate driving around with the &#039;arrow keys&#039;. Is there any way I can use the &#039;W-A-S-D&#039; controls (the controls most First Person Shooters use) anymore?===&lt;br /&gt;
Go into your Spring directory and edit the uikeys file. Keep in mind that &#039;S&#039; is originally a &#039;hot-key&#039; that will stop your units and that &#039;D&#039; is a &#039;hot-key&#039; for your commander&#039;s D-Gun. You might want to change those too.&lt;br /&gt;
&lt;br /&gt;
===I turned the shadows feature on; I still don&#039;t see shadows. What gives?===&lt;br /&gt;
Your graphics card can&#039;t handle shadows, so Spring automatically turns them off.&lt;br /&gt;
&lt;br /&gt;
===I can&#039;t go backwards when I am &#039;driving&#039; a unit. Why not?===&lt;br /&gt;
Because TA units were never intended to go backwards. Sorry, but you just cant.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m in an Unreal Tournament kind of mood. How do I strafe?===&lt;br /&gt;
You can only strafe in &#039;brawler type&#039; ships, such as the brawler, rapier, and light gunships.&lt;br /&gt;
&lt;br /&gt;
===How can I record and watch demos/replays?===   &lt;br /&gt;
From version 0.62 onwards recordings of all the games you play are easily available for replay via the Replays button in the TASclient.&lt;br /&gt;
&lt;br /&gt;
You can use the Speed up/Slow down game keys while watching the replay, along with other in-game commands like .team&lt;br /&gt;
&lt;br /&gt;
From version 0.60b1 onwards, demos are automatically recorded in the &amp;quot;demos&amp;quot; folder, underneath your Spring folder (default is C:\Program Files\Spring\demos), named for the date and map they were played on. If you play multiple games in the same day on the same map, the games will also be numbered to prevent them from overwriting each other.&lt;br /&gt;
&lt;br /&gt;
From version 0.62 onwards, to view a demo from the Windows file manager you can just double click the file name.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I play get &amp;quot;not sync&amp;quot; &amp;quot;delayed synch&amp;quot; errors===&lt;br /&gt;
&lt;br /&gt;
Thats caused because of lag. One of the players in the game is having some lag issues. Ask him/her to free up its bandwidth for the game to use.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use the pause key and wait till the connection gets more stable.&lt;br /&gt;
&lt;br /&gt;
Lag is the seccond number showed when you use the .info command ingame, numbers bigger than 40 are not usual in a normal game and are a signal of lag.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Content==&lt;br /&gt;
 &lt;br /&gt;
===Do Spring maps need a &amp;quot;ground&amp;quot;?===&lt;br /&gt;
Spring maps do require a ground. We have had many requests to have space maps, however, a &amp;quot;true&amp;quot; (ala Homeworld) space setting is not likely. It would have to wait until a much later stage. This does not mean that TA&#039;s style of &amp;quot;space&amp;quot; maps won&#039;t be possible, (see the Final Frontier TC for examples of this).&lt;br /&gt;
&lt;br /&gt;
===You stated that Spring uses the TA unit format.===&lt;br /&gt;
Spring does use the Total Annihilation unit format. However, there is also a new format dubbed &#039;.s3o&#039; which uses a UV mapped texture instead of 3do&#039;s per face texturing system, as well as other improvements.&lt;br /&gt;
&lt;br /&gt;
===How powerful will Spring&#039;s custom format be?===&lt;br /&gt;
Total Annihilation&#039;s unit format was extremely limited. Most of these limitations will either be expanded or non-existent in Spring&#039;s custom unit format. One of the most exciting improvements is the introduction of an entirely new method of scripting, with nearly complete control over every aspect of a unit&#039;s actions and behaviors.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limited number of weapons?===&lt;br /&gt;
No. Unlike Total Annihilation, Spring&#039;s weapon IDs will be unlimited. Meaning it will be possible to add as many third-party units as you want.  However, the current model format limits 16 weapons to each unit.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limited number of unique units?===&lt;br /&gt;
No. Unit IDs, like weapon IDs, will be unlimited.&lt;br /&gt;
&lt;br /&gt;
===Will units have a maximum of 3 unique weapons?===&lt;br /&gt;
Total Annihilation had a limitation that permitted a maximum of 3 unique weapons per unit. Spring currently has a way to have 16 weapons per unit. (Replace Primary, Secondary, Tertiary by 1 2 3 ...16). More can be made possible by modifying the source if there&#039;s a sufficient demand by mod makers.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m curious as to the per-unit polygon limit.===&lt;br /&gt;
The engine itself does not have a polygon count limit. The limit is that of the processing power of today&#039;s computers. Since Spring requires a 3D card, the maximum polygon count per unit will be several times higher than Total Annihilation&#039;s. That means for your average mod, 300 polygons for common units and 700 for the more expensive ones is quite reasonable. (But don&#039;t waste polies unnecessarily!)&lt;br /&gt;
&lt;br /&gt;
===Will units be able to perform basic terraforming?===&lt;br /&gt;
Total Annihilation units probably won&#039;t have any terrain editable functionality. Future units may be endowed with such functionality, but it&#039;s more of a gameplay issue and has not been decided upon yet. However construction units can restore ground, and certain weapons (especially explosive ones) can be used to deform the ground.&lt;br /&gt;
&lt;br /&gt;
===Will tunnel building be possible?===&lt;br /&gt;
Subterranean areas of any sort is impossible. However, it is possible to heavily deform the ground with explosives.. Which is great fun!&lt;br /&gt;
&lt;br /&gt;
===Will the ground&#039;s water retention be editable?===&lt;br /&gt;
No. Water will always collect when a piece of land has a height below sea level.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limit on the number of races?===&lt;br /&gt;
Spring has no limit on the total number of sides/races.&lt;br /&gt;
&lt;br /&gt;
===What are the sizes of the biggest and smallest units?===&lt;br /&gt;
Static units (buildings, defenses, etc.) have no size limitations in the engine. Technically, neither do mobile units, but units with a footprint larger than 4x4 &amp;quot;squares&amp;quot; (an arbitrary size standard created by Cavedog) might have problems pathfinding.&lt;br /&gt;
&lt;br /&gt;
===What is going to be the maximum possible sea depth?===&lt;br /&gt;
For all practical purposes, it will be unlimited. The depth values are stored as &amp;quot;float variables&amp;quot;, so it is doubtful that maps would ever be made which even come close to approaching the limit.&lt;br /&gt;
&lt;br /&gt;
===Will Spring support campaigns?===&lt;br /&gt;
Basic Map scripting has been implemented, using a Lua scripting engine. From that, it would be possible to make a basic campaign, but for ease of use a better way of selecting scripts and an improved Single player menu is needed.&lt;br /&gt;
&lt;br /&gt;
See [[Mission development]] for more details.&lt;br /&gt;
&lt;br /&gt;
===How big are the Spring files?===&lt;br /&gt;
Spring will be as small as however much content is included with it. The &amp;quot;essential&amp;quot; files are only be several megabytes large. Content (such as maps and units) will add considerable size to the Spring download. Currently, the file size is roughly 30 MB.&lt;br /&gt;
&lt;br /&gt;
===How will Spring render sound effects?===&lt;br /&gt;
Sound is rendered 3D, meaning that the volume and direction (assuming a multi-speaker setup) vary with the location of the camera from the sound &amp;quot;emitter&amp;quot;. What this translates into gameplay terms means that the closer you are to a unit making a sound or motion, the louder the sound will be. Additionally, the sound will be heard differently depending on which way the camera is facing relative to units making sound.&lt;br /&gt;
&lt;br /&gt;
===Will Spring have ambient sound?===&lt;br /&gt;
There is no ambient sound, and we haven&#039;t planned on adding it thus far.&lt;br /&gt;
&lt;br /&gt;
===Will there be an AI or a &amp;quot;skirmish&amp;quot; mode?===&lt;br /&gt;
We have created an interface for artificial intelligences (AIs), and several are currently under development. Information on these can be found at the [[AIs]] wiki page.&lt;br /&gt;
&lt;br /&gt;
===Will a &amp;quot;possess&amp;quot; or a FPS option be present?===&lt;br /&gt;
Yes, it is possible to fully control a unit from the first person view. It is more of a gimmick, but it still allows for a nice diversion once in a while.  Instructions on its use are in the [[Using_Spring#FPS_.22Mode.22_.28C.29|Using Spring]] article.&lt;br /&gt;
&lt;br /&gt;
===How do I create maps?===&lt;br /&gt;
See the [[Map development]] page for all the map info.&lt;br /&gt;
&lt;br /&gt;
===How do I create units/mods?===&lt;br /&gt;
See the [[Mod_and_Unit_development#Mod_devlopement|Mod and Unit development]] page on creating units/ mods.&lt;br /&gt;
&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ:technical&amp;diff=7224</id>
		<title>FAQ:technical</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ:technical&amp;diff=7224"/>
		<updated>2008-10-08T15:33:39Z</updated>

		<summary type="html">&lt;p&gt;Af: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Technical=&lt;br /&gt;
&lt;br /&gt;
==What port numbers does Spring use?==&lt;br /&gt;
Game uses port 8452 UDP by default, which can be changed in the lobby. If you are behind a router, and are having problems hosting, try forwarding the correct port and also make sure the firewall is not blocking it.&lt;br /&gt;
&lt;br /&gt;
==What APIs does Spring use?==&lt;br /&gt;
The Windows version of the program (Which is the Binary that can be downloaded from this site) uses: OpenGL for rendering, DirectSound for sound, and Winsock for networking.&lt;br /&gt;
&lt;br /&gt;
The Linux port, see [[Linux Page]] with more info below, uses SDL/OpenGL for rendering, OpenAL for sound (which will connect to DirectSound on Windows and OSS or ALSA on Linux), BSD  sockets for networking.&lt;br /&gt;
&lt;br /&gt;
==I am having really bad framerates (fps) on my dual core! What am I doing wrong?==&lt;br /&gt;
Currently spring does not like dual/quad cores, you will get really bad framerates. To solve this, you have to restrict it to run on one core. Download the file from http://www.robpol86.com/pages/imagecfg.php follow the instructions, and make all of the spring exe files (spring.exe, TASClient.exe, all others) run on one core. It will run much faster.&lt;br /&gt;
&lt;br /&gt;
Additionally, install the latest processor drivers and Windows hotfixes for your system.&lt;br /&gt;
&lt;br /&gt;
==I am having really bad framerates (fps) on my brand new nVidia graphics card! What am I doing wrong?==&lt;br /&gt;
Turn off &#039;threaded optimizations&#039; for Spring in the nVidia control panel.&lt;br /&gt;
&lt;br /&gt;
==What language is Spring written in?==&lt;br /&gt;
The spring game engine is written in C and C++. The Windows lobby client is written in Delphi, the lobby server is java. Of multiplatform lobby clients, SpringLobby is in C++ and AFLobby in java.&lt;br /&gt;
&lt;br /&gt;
==Is Spring open source?==&lt;br /&gt;
Yes, it is. Go to the [http://spring.clan-sy.com/download.php downloads] section of the site to download the source code.&lt;br /&gt;
&lt;br /&gt;
==Is there any documentation for the source code?==&lt;br /&gt;
Yes, doxygen is used to automatically generate the [http://taspring.clan-sy.com/doxygen/ documentation] (&#039;&#039;link is dead&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
==Is Spring a Portable Application?==&lt;br /&gt;
&lt;br /&gt;
At present, I play Spring at my college by using my IPOD as a portable bit of storage for the game, so yes, it does appear to be portable. Also, I managed to run AFLobby from the IPOD as well.&lt;br /&gt;
&lt;br /&gt;
If both of those can run off a bleedin&#039; IPOD, they can run off of anything, in my opinion.&lt;br /&gt;
&lt;br /&gt;
If I&#039;m wrong, edit.&lt;br /&gt;
&lt;br /&gt;
See [http://en.wikipedia.org/wiki/Portable_application] for more information about portable applications.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Sangue&lt;br /&gt;
&lt;br /&gt;
I have always played Spring off a two GB flash card and I have never had any probs with the registry. There is a little bit of a memory problem though x). I would say that Spring right now is definately portable as long as you leave it alone without adding a bunch of third party servers and such.&lt;br /&gt;
&lt;br /&gt;
- Wred XIII&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ:requirements&amp;diff=7214</id>
		<title>FAQ:requirements</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ:requirements&amp;diff=7214"/>
		<updated>2008-10-08T15:32:59Z</updated>

		<summary type="html">&lt;p&gt;Af: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Requirements=&lt;br /&gt;
&lt;br /&gt;
==What platforms will Spring run on?==&lt;br /&gt;
At the moment, it runs on Windows, Linux and basically on [[Spring_on_MacOSX |Mac OS X]]. Support for FreeBSD is in work.&lt;br /&gt;
&lt;br /&gt;
==What sort of a system do I need to run Spring?==&lt;br /&gt;
You need a 3D graphics card to run Spring, which will probably require at least a a GeForce4 MX and the latest driver supported. Minimum CPU requirements are a little more complex. A more powerful CPU will have the capability to support larger maps and a greater maximum unit limit. A 1 GHz CPU should be able to support an estimated 500 units. The needed memory will also vary with unit count and map size, and Spring has been known to have worked with 256 MB of Ram (albeit with lowest detail levels).&lt;br /&gt;
&lt;br /&gt;
For further details and tested Systems check the [[Requirements]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spring says &#039;Missing Default Cursor&#039;==&lt;br /&gt;
&lt;br /&gt;
That means you are playing a mod or &#039;game content&#039; that depends on files you do not have. Most of times, it&#039;s due to trying to play a TA mod without having the TA base files (/base/otacontent.sdz, /base/tacontent_v2.sdz, /base/tatextures_v062.sdz). You can download them from [http://spring.clan-sy.com/dl/installer/base/ here] (After download, move them to the /base/ subfolder of your Spring folder). However, that would be illegal if you do not own the disc from a ten years old video game called Total Annihilation. Pretty sure it&#039;s illegal if you own it too. And don&#039;t even try to dump genuine TA data in your Spring folder, that won&#039;t work. To remain legal, play mod / &#039;game content&#039; that do not depend on repacked TA contents.&lt;br /&gt;
&lt;br /&gt;
==I need the GL_ARB_texture_env_combine extension==&lt;br /&gt;
&lt;br /&gt;
This error can be caused by various things:&lt;br /&gt;
&lt;br /&gt;
#Old video Hardware.&lt;br /&gt;
#Old drivers.&lt;br /&gt;
#Bad installed Drivers.&lt;br /&gt;
#Bad game settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If your hardware is old check [http://www.delphi3d.net/hardware/extsupport.php?extension=GL_ARB_texture_env_combine THIS] ([http://web.archive.org/web/20070627091726/http://www.delphi3d.net/hardware/extsupport.php?extension=GL_ARB_texture_env_combine alternative Link]) list, if you cant find your video card then, sorry, you have to buy a new video card.&lt;br /&gt;
&lt;br /&gt;
If your hardware is in the above list or you are sure that your video card support this opengl extension download [http://www.realtech-vr.com/glview/download.html THIS] software. Intall, run, and check if under the &#039;&#039;Report&#039;&#039; tab there is the &#039;&#039;GL_ARB_texture_env_combine&#039;&#039; string.&lt;br /&gt;
If the string is present then the problem resides in your Spring settings, try lower screen resolution and disable all graphics effect.&lt;br /&gt;
If the string is not present and your hardware is in the list the problem are your video card drivers. To solve this &#039;&#039;&#039;UNINSTALL ALL PREVIOUS DRIVERS&#039;&#039;&#039; and install last stable drivers for your video card. Usually the problem shows when there are uninstalled old video drivers on the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Use &#039;&#039;&#039;glxinfo&#039;&#039;&#039; on a Linux system. You don&#039;t need to download any third party application because most if not all systems with x11 should have that program already.&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ:requirements&amp;diff=7213</id>
		<title>FAQ:requirements</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ:requirements&amp;diff=7213"/>
		<updated>2008-10-08T15:32:26Z</updated>

		<summary type="html">&lt;p&gt;Af: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Requirements=&lt;br /&gt;
&lt;br /&gt;
==What platforms will Spring run on?==&lt;br /&gt;
At the moment, it runs on Windows, Linux and basically on [[Spring_on_MacOSX |Mac OS X]]. Support for FreeBSD is in work.&lt;br /&gt;
&lt;br /&gt;
==What sort of a system do I need to run Spring?==&lt;br /&gt;
You need a 3D graphics card to run Spring, which will probably require at least a a GeForce4 MX and the latest driver supported. Minimum CPU requirements are a little more complex. A more powerful CPU will have the capability to support larger maps and a greater maximum unit limit. A 1 GHz CPU should be able to support an estimated 500 units. The needed memory will also vary with unit count and map size, and Spring has been known to have worked with 256 MB of Ram (albeit with lowest detail levels).&lt;br /&gt;
&lt;br /&gt;
For further details and tested Systems check the [[Requirements]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spring says &#039;Missing Default Cursor&#039;==&lt;br /&gt;
&lt;br /&gt;
That means you are playing a mod or &#039;game content&#039; that depends on files you do not have. Most of times, it&#039;s due to trying to play a TA mod without having the TA base files (/base/otacontent.sdz, /base/tacontent_v2.sdz, /base/tatextures_v062.sdz). You can download them from [http://spring.clan-sy.com/dl/installer/base/ here] (After download, move them to the /base/ subfolder of your Spring folder). However, that would be illegal if you do not own the disc from a ten years old video game called Total Annihilation. Pretty sure it&#039;s illegal if you own it too. And don&#039;t even try to dump genuine TA data in your Spring folder, that won&#039;t work. To remain legal, play mod / &#039;game content&#039; that do not depend on repacked TA contents.&lt;br /&gt;
&lt;br /&gt;
==I need the GL_ARB_texture_env_combine extension, what can I do?==&lt;br /&gt;
&lt;br /&gt;
This error can be caused by various things:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1:&#039;&#039;&#039; Old video Hardware.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039; Old drivers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039; Bad installed Drivers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3:&#039;&#039;&#039; Bad game settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If your hardware is old check [http://www.delphi3d.net/hardware/extsupport.php?extension=GL_ARB_texture_env_combine THIS] ([http://web.archive.org/web/20070627091726/http://www.delphi3d.net/hardware/extsupport.php?extension=GL_ARB_texture_env_combine alternative Link]) list, if you cant find your video card then, sorry, you have to buy a new video card.&lt;br /&gt;
&lt;br /&gt;
If your hardware is in the above list or you are sure that your video card support this opengl extension download [http://www.realtech-vr.com/glview/download.html THIS] software. Intall, run, and check if under the &#039;&#039;Report&#039;&#039; tab there is the &#039;&#039;GL_ARB_texture_env_combine&#039;&#039; string.&lt;br /&gt;
If the string is present then the problem resides in your Spring settings, try lower screen resolution and disable all graphics effect.&lt;br /&gt;
If the string is not present and your hardware is in the list the problem are your video card drivers. To solve this &#039;&#039;&#039;UNINSTALL ALL PREVIOUS DRIVERS&#039;&#039;&#039; and install last stable drivers for your video card. Usually the problem shows when there are uninstalled old video drivers on the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Use &#039;&#039;&#039;glxinfo&#039;&#039;&#039; on a Linux system. You don&#039;t need to download any third party application because most if not all systems with x11 should have that program already.&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ:requirements&amp;diff=7212</id>
		<title>FAQ:requirements</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ:requirements&amp;diff=7212"/>
		<updated>2008-10-08T15:31:57Z</updated>

		<summary type="html">&lt;p&gt;Af: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Requirements=&lt;br /&gt;
&lt;br /&gt;
==What platforms will Spring run on?==&lt;br /&gt;
At the moment, it runs on Windows, Linux and basically on [[Spring_on_MacOSX |Mac OS X]]. Support for FreeBSD is in work.&lt;br /&gt;
&lt;br /&gt;
==What sort of a system do I need to run Spring?==&lt;br /&gt;
You need a 3D graphics card to run Spring, which will probably require at least a a GeForce4 MX and the latest driver supported. Minimum CPU requirements are a little more complex. A more powerful CPU will have the capability to support larger maps and a greater maximum unit limit. A 1 GHz CPU should be able to support an estimated 500 units. The needed memory will also vary with unit count and map size, and Spring has been known to have worked with 256 MB of Ram (albeit with lowest detail levels).&lt;br /&gt;
&lt;br /&gt;
For further details and tested Systems check the [[Requirements]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spring says &#039;Missing Default Cursor&#039;==&lt;br /&gt;
&lt;br /&gt;
That means you are playing a mod or &#039;game content&#039; that depends on files you do not have. Most of times, it&#039;s due to trying to play a TA mod without having the TA base files (/base/otacontent.sdz, /base/tacontent_v2.sdz, /base/tatextures_v062.sdz). You can download them from [http://spring.clan-sy.com/dl/installer/base/ here] (After download, move them to the /base/ subfolder of your Spring folder). However, that would be illegal if you do not own the disc from a ten years old video game called Total Annihilation. Pretty sure it&#039;s illegal if you own it too. And don&#039;t even try to dump genuine TA data in your Spring folder, that won&#039;t work. To remain legal, play mod / &#039;game content&#039; that do not depend on repacked TA contents.&lt;br /&gt;
&lt;br /&gt;
==Spring says I need the GL_ARB_texture_env_combine extension, what can I do?==&lt;br /&gt;
&lt;br /&gt;
This error can be caused by various things:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1:&#039;&#039;&#039; Old video Hardware.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039; Old drivers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039; Bad installed Drivers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3:&#039;&#039;&#039; Bad game settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If your hardware is old check [http://www.delphi3d.net/hardware/extsupport.php?extension=GL_ARB_texture_env_combine THIS] ([http://web.archive.org/web/20070627091726/http://www.delphi3d.net/hardware/extsupport.php?extension=GL_ARB_texture_env_combine alternative Link]) list, if you cant find your video card then, sorry, you have to buy a new video card.&lt;br /&gt;
&lt;br /&gt;
If your hardware is in the above list or you are sure that your video card support this opengl extension download [http://www.realtech-vr.com/glview/download.html THIS] software. Intall, run, and check if under the &#039;&#039;Report&#039;&#039; tab there is the &#039;&#039;GL_ARB_texture_env_combine&#039;&#039; string.&lt;br /&gt;
If the string is present then the problem resides in your Spring settings, try lower screen resolution and disable all graphics effect.&lt;br /&gt;
If the string is not present and your hardware is in the list the problem are your video card drivers. To solve this &#039;&#039;&#039;UNINSTALL ALL PREVIOUS DRIVERS&#039;&#039;&#039; and install last stable drivers for your video card. Usually the problem shows when there are uninstalled old video drivers on the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Use &#039;&#039;&#039;glxinfo&#039;&#039;&#039; on a Linux system. You don&#039;t need to download any third party application because most if not all systems with x11 should have that program already.&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ:requirements&amp;diff=7211</id>
		<title>FAQ:requirements</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ:requirements&amp;diff=7211"/>
		<updated>2008-10-08T15:31:36Z</updated>

		<summary type="html">&lt;p&gt;Af: New page: =Requirements=  ==What platforms will Spring run on?== At the moment, it runs on Windows, Linux and basically on Mac OS X. Support for FreeBSD is in work.  ===What so...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Requirements=&lt;br /&gt;
&lt;br /&gt;
==What platforms will Spring run on?==&lt;br /&gt;
At the moment, it runs on Windows, Linux and basically on [[Spring_on_MacOSX |Mac OS X]]. Support for FreeBSD is in work.&lt;br /&gt;
&lt;br /&gt;
===What sort of a system do I need to run Spring?===&lt;br /&gt;
You need a 3D graphics card to run Spring, which will probably require at least a a GeForce4 MX and the latest driver supported. Minimum CPU requirements are a little more complex. A more powerful CPU will have the capability to support larger maps and a greater maximum unit limit. A 1 GHz CPU should be able to support an estimated 500 units. The needed memory will also vary with unit count and map size, and Spring has been known to have worked with 256 MB of Ram (albeit with lowest detail levels).&lt;br /&gt;
&lt;br /&gt;
For further details and tested Systems check the [[Requirements]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spring says &#039;Missing Default Cursor&#039;===&lt;br /&gt;
&lt;br /&gt;
That means you are playing a mod or &#039;game content&#039; that depends on files you do not have. Most of times, it&#039;s due to trying to play a TA mod without having the TA base files (/base/otacontent.sdz, /base/tacontent_v2.sdz, /base/tatextures_v062.sdz). You can download them from [http://spring.clan-sy.com/dl/installer/base/ here] (After download, move them to the /base/ subfolder of your Spring folder). However, that would be illegal if you do not own the disc from a ten years old video game called Total Annihilation. Pretty sure it&#039;s illegal if you own it too. And don&#039;t even try to dump genuine TA data in your Spring folder, that won&#039;t work. To remain legal, play mod / &#039;game content&#039; that do not depend on repacked TA contents.&lt;br /&gt;
&lt;br /&gt;
===Spring says I need the GL_ARB_texture_env_combine extension, what can I do?===&lt;br /&gt;
&lt;br /&gt;
This error can be caused by various things:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1:&#039;&#039;&#039; Old video Hardware.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039; Old drivers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039; Bad installed Drivers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3:&#039;&#039;&#039; Bad game settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If your hardware is old check [http://www.delphi3d.net/hardware/extsupport.php?extension=GL_ARB_texture_env_combine THIS] ([http://web.archive.org/web/20070627091726/http://www.delphi3d.net/hardware/extsupport.php?extension=GL_ARB_texture_env_combine alternative Link]) list, if you cant find your video card then, sorry, you have to buy a new video card.&lt;br /&gt;
&lt;br /&gt;
If your hardware is in the above list or you are sure that your video card support this opengl extension download [http://www.realtech-vr.com/glview/download.html THIS] software. Intall, run, and check if under the &#039;&#039;Report&#039;&#039; tab there is the &#039;&#039;GL_ARB_texture_env_combine&#039;&#039; string.&lt;br /&gt;
If the string is present then the problem resides in your Spring settings, try lower screen resolution and disable all graphics effect.&lt;br /&gt;
If the string is not present and your hardware is in the list the problem are your video card drivers. To solve this &#039;&#039;&#039;UNINSTALL ALL PREVIOUS DRIVERS&#039;&#039;&#039; and install last stable drivers for your video card. Usually the problem shows when there are uninstalled old video drivers on the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Use &#039;&#039;&#039;glxinfo&#039;&#039;&#039; on a Linux system. You don&#039;t need to download any third party application because most if not all systems with x11 should have that program already.&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6992</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6992"/>
		<updated>2008-10-08T15:31:29Z</updated>

		<summary type="html">&lt;p&gt;Af: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[FAQ:general|General FAQ]]&lt;br /&gt;
&lt;br /&gt;
[[FAQ:requirements| System Requirements FAQ]]&lt;br /&gt;
&lt;br /&gt;
[[FAQ:technical|Technical FAQ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Playing==&lt;br /&gt;
&lt;br /&gt;
===What is with this weird right-click mode? I&#039;m &#039;bout to break my keyboard.===&lt;br /&gt;
Sorry, you&#039;ll just have to get used to it. As of now it can&#039;t be changed.&lt;br /&gt;
&lt;br /&gt;
===Why is somebody else also controlling my units?===&lt;br /&gt;
In the &#039;game lobby&#039; there are two sets of teams. There are the &#039;Ids&#039; and the &#039;Teams&#039;. If you are on the same &#039;Id&#039;, then you both get the same commander, and can control the same units. If you are on the same &#039;Team&#039;, then you both get different commanders and can&#039;t control each others units.&lt;br /&gt;
&lt;br /&gt;
===Is there a way that I can play music directly through TA-Spring, with alternating tracks for building/attacking like in the original Total Annihilation?===&lt;br /&gt;
Yes, there is. It is an addon (GroupAI) you have to download separately:&lt;br /&gt;
http://jobjol.nl/1188&lt;br /&gt;
&lt;br /&gt;
There is also an ingame sound-volume-slider you might find usefull (lua-script):&lt;br /&gt;
http://jobjol.nl/1218&lt;br /&gt;
&lt;br /&gt;
===Then why would I want to be on the same &#039;Team&#039; as somebody?===&lt;br /&gt;
Because it&#039;s fun to just drive around units and not have to worry about commanding. (Assuming that one of the people on the team is commanding.)&lt;br /&gt;
Most importantly, however, you can split tasks, such as base building, and troops management.&lt;br /&gt;
&lt;br /&gt;
===Sometimes I can&#039;t write anything but numbers and some other symbols. Why is that?===&lt;br /&gt;
This is most likely because of the Windows language bar change from which &amp;lt;br&amp;gt;Spring doesn&#039;t recognize the characters written. &lt;br /&gt;
 Note: That Default hotkeys in Windows XP for changing the language is &amp;lt;br&amp;gt;Shift+Alt, which is similar to square build hotkeys in Spring!&lt;br /&gt;
&lt;br /&gt;
===How do I talk to my allies only?===&lt;br /&gt;
You must type &#039;a:&#039; before you speak, or press &amp;quot;Alt Enter&amp;quot; at the same time. Here&#039;s an example: a: Now I am talking to my allies only.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Help! After I&#039;m finished driving a unit, the camera is all insane! This is nuts! How do I fix it?===&lt;br /&gt;
Whoa now. Calm down. Just press ctrl + mouse button 3 to change camera modes.  If your unit is destroyed in FPS mode, you will stay in FPS mode until you change camera modes.  Also, the camera will stay in &amp;quot;free look&amp;quot; when FPS mode is disengaged, press middle-mouse or J to switch to normal scrolling.&lt;br /&gt;
&lt;br /&gt;
===After I&#039;m finished driving a unit, where what used to be my mouse pointer is now a crosshair. Why?===&lt;br /&gt;
-This is a special &#039;view mode&#039; that allows you to move around the screen much faster. It&#039;s good for viewing the battle or getting screenshots. Simply press on your third mouse button or &#039;delete&#039; to revert back to your mouse pointer.&lt;br /&gt;
&lt;br /&gt;
===But I don&#039;t have a third mouse button!===&lt;br /&gt;
The key &#039;J&#039; works in the same way as the &#039;middle mouse button&#039; does. So where you would use ctrl + middle mouse button to change camera modes, ctrl + j does the same thing. Pressing J once will also switch you from &#039;crosshair mode&#039; to &#039;pointer mode&#039; and vice versa.&lt;br /&gt;
&lt;br /&gt;
===IÃ‚Â´ve managed to get stuck in this weird camera mode and my perspective is all messed up. How do I switch to the overhead (OTA style) camera?===&lt;br /&gt;
Shift+Backspace (or Shift+J or Shift+MiddleMouseClick) switches between the fps style, total war style and OTA style cameras. Use it to get your camera back to normal in this situation.&lt;br /&gt;
&lt;br /&gt;
===People are cheating! How do I stop it?!===&lt;br /&gt;
Well currently, you can&#039;t.&lt;br /&gt;
&lt;br /&gt;
Only the host can &amp;quot;activate&amp;quot; the cheat codes. After that, any player can do almost all cheats.&lt;br /&gt;
&lt;br /&gt;
The best thing to do is just not play with the cheaters anymore. But with new spring version cheats are disabled in multiplayer, so that paragraph is hopefully now irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Well how do you cheat?===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Cheat Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;.cheat&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;enable cheats - Cheats don&#039;t work in multiplayer until the host types this&#039;&#039;&#039;&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&amp;gt;.nocost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;instabuild (doesn&#039;t work on things already under construction, only on new ones)&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&amp;gt;.setmaxspeed 50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the maximum speed multiplier (default is 3.0)&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&amp;gt;.setminspeed 0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the minimum speed multiplier (default is 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&amp;gt;.spectator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows you to see the entire map... but you lose control of your units&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&amp;gt;.team 0, .team 1, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Change player&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&amp;gt;.give ARMCOM, .give 10 CORKROG, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Place 1 or specified number of specified unit.  Valid units are the internal names of units as specified in the unit definition.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
You can use auto-completion in the spring console if you don&#039;t remember the internal unit name. To do that type: &lt;br /&gt;
 &amp;quot;.give arm&amp;quot; and then press your &#039;&#039;&#039;TAB key&#039;&#039;&#039; &lt;br /&gt;
A list of all matching units will be shown.&lt;br /&gt;
&lt;br /&gt;
===In Game Commands===&lt;br /&gt;
The following &#039;&#039;non-cheating&#039;&#039; commands are also available in game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&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&amp;gt;/info&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you what colour each player is and their ping delay in the bottom right corner of the screen.&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&amp;gt;/clock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you the elapsed game time in minutes and seconds in the upper right corner of the screen&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&amp;gt;.take&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pulls all allied units, that are owned by players who have lost connection to the server, to your team.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How do I ally or unally in game?===&lt;br /&gt;
I&#039;m pretty sure you can&#039;t. Yet.&lt;br /&gt;
&lt;br /&gt;
===How do I give somebody units or metal or energy?===&lt;br /&gt;
Press the &#039;H&#039; key. Then select the amount of metal and/or energy to share. Then select the receiving player and press OK.&lt;br /&gt;
&lt;br /&gt;
When sharing units, you must first select the units to share, then press &#039;H&#039; key. Tick share units checkbox and choose a receiving player.&lt;br /&gt;
&lt;br /&gt;
===How do I continually give somebody metal and/or energy after a certain point (i.e. Original TA commands +setshare..., +shareall)?===&lt;br /&gt;
You&#039;ll notice that on your metal and energy bars (top of screen), there are two red bars. You have to put them wherever you want your metal and energy to be shared after.&lt;br /&gt;
&lt;br /&gt;
===This game is different than TA, the units HP and damage are not the same===&lt;br /&gt;
 &lt;br /&gt;
There were several third party &amp;quot;balance&amp;quot; mods for the original TA game.&lt;br /&gt;
&lt;br /&gt;
One of those mods were xTA, and was developed by the same clan (SY) that has brought life back to TA, making Spring.&lt;br /&gt;
&lt;br /&gt;
This balance mod is what is bundled by default with the spring engine, and is the mod that was ready to play when Spring was released.&lt;br /&gt;
&lt;br /&gt;
Now are several mods available, install the mod of your choice.&lt;br /&gt;
&lt;br /&gt;
* http://spring.jobjol.nl/files.php?subcategory_id=5&lt;br /&gt;
&lt;br /&gt;
* http://spring-portal.com/index.php/docman/cat_view/36-mods&lt;br /&gt;
&lt;br /&gt;
* http://www.tasdownloads.com/?ta=2&lt;br /&gt;
&lt;br /&gt;
===XTA? OTA? AA? OMFGLAMO? WTF do those abbreviations mean?===&lt;br /&gt;
zwzsg maintains a handy dandy FAQ about TA, and the abbreviations that relate to Spring too, of course.&lt;br /&gt;
[http://www.tauniverse.com/forum/showthread.php?t=27309 click here]. See also the Spring [[Glossary]], which contains brief explanations for all non-standard words and phrases.&lt;br /&gt;
&lt;br /&gt;
===Why am I destroyed so easily by long range assaults?===&lt;br /&gt;
This is a realistic feature of Spring. Units will automatically attack &#039;radar blips&#039; (units that they can not actually see, but that are indicated on radar). However, the accuracy is very bad while shooting at radar blips until:&lt;br /&gt;
* Your unit kills a lot of units and gets experience&lt;br /&gt;
* You get a targeting facility.&lt;br /&gt;
&lt;br /&gt;
===Can I kick people from my &#039;game lobby&#039; or my game?===&lt;br /&gt;
First of all, you have to be the host to kick. Use the good old &amp;quot;.kick playernamehere&amp;quot; command. Works in-game too, use it wisely.&lt;br /&gt;
&lt;br /&gt;
===When I&#039;m &#039;driving&#039; my commander, why can&#039;t I use my laser?===&lt;br /&gt;
The Spring team will most likely add a way for you to use your commander&#039;s laser soon.&lt;br /&gt;
&lt;br /&gt;
===I hate driving around with the &#039;arrow keys&#039;. Is there any way I can use the &#039;W-A-S-D&#039; controls (the controls most First Person Shooters use) anymore?===&lt;br /&gt;
Go into your Spring directory and edit the uikeys file. Keep in mind that &#039;S&#039; is originally a &#039;hot-key&#039; that will stop your units and that &#039;D&#039; is a &#039;hot-key&#039; for your commander&#039;s D-Gun. You might want to change those too.&lt;br /&gt;
&lt;br /&gt;
===I turned the shadows feature on; I still don&#039;t see shadows. What gives?===&lt;br /&gt;
Your graphics card can&#039;t handle shadows, so Spring automatically turns them off.&lt;br /&gt;
&lt;br /&gt;
===I can&#039;t go backwards when I am &#039;driving&#039; a unit. Why not?===&lt;br /&gt;
Because TA units were never intended to go backwards. Sorry, but you just cant.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m in an Unreal Tournament kind of mood. How do I strafe?===&lt;br /&gt;
You can only strafe in &#039;brawler type&#039; ships, such as the brawler, rapier, and light gunships.&lt;br /&gt;
&lt;br /&gt;
===How can I record and watch demos/replays?===   &lt;br /&gt;
From version 0.62 onwards recordings of all the games you play are easily available for replay via the Replays button in the TASclient.&lt;br /&gt;
&lt;br /&gt;
You can use the Speed up/Slow down game keys while watching the replay, along with other in-game commands like .team&lt;br /&gt;
&lt;br /&gt;
From version 0.60b1 onwards, demos are automatically recorded in the &amp;quot;demos&amp;quot; folder, underneath your Spring folder (default is C:\Program Files\Spring\demos), named for the date and map they were played on. If you play multiple games in the same day on the same map, the games will also be numbered to prevent them from overwriting each other.&lt;br /&gt;
&lt;br /&gt;
From version 0.62 onwards, to view a demo from the Windows file manager you can just double click the file name.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I play get &amp;quot;not sync&amp;quot; &amp;quot;delayed synch&amp;quot; errors===&lt;br /&gt;
&lt;br /&gt;
Thats caused because of lag. One of the players in the game is having some lag issues. Ask him/her to free up its bandwidth for the game to use.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use the pause key and wait till the connection gets more stable.&lt;br /&gt;
&lt;br /&gt;
Lag is the seccond number showed when you use the .info command ingame, numbers bigger than 40 are not usual in a normal game and are a signal of lag.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Content==&lt;br /&gt;
 &lt;br /&gt;
===Do Spring maps need a &amp;quot;ground&amp;quot;?===&lt;br /&gt;
Spring maps do require a ground. We have had many requests to have space maps, however, a &amp;quot;true&amp;quot; (ala Homeworld) space setting is not likely. It would have to wait until a much later stage. This does not mean that TA&#039;s style of &amp;quot;space&amp;quot; maps won&#039;t be possible, (see the Final Frontier TC for examples of this).&lt;br /&gt;
&lt;br /&gt;
===You stated that Spring uses the TA unit format.===&lt;br /&gt;
Spring does use the Total Annihilation unit format. However, there is also a new format dubbed &#039;.s3o&#039; which uses a UV mapped texture instead of 3do&#039;s per face texturing system, as well as other improvements.&lt;br /&gt;
&lt;br /&gt;
===How powerful will Spring&#039;s custom format be?===&lt;br /&gt;
Total Annihilation&#039;s unit format was extremely limited. Most of these limitations will either be expanded or non-existent in Spring&#039;s custom unit format. One of the most exciting improvements is the introduction of an entirely new method of scripting, with nearly complete control over every aspect of a unit&#039;s actions and behaviors.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limited number of weapons?===&lt;br /&gt;
No. Unlike Total Annihilation, Spring&#039;s weapon IDs will be unlimited. Meaning it will be possible to add as many third-party units as you want.  However, the current model format limits 16 weapons to each unit.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limited number of unique units?===&lt;br /&gt;
No. Unit IDs, like weapon IDs, will be unlimited.&lt;br /&gt;
&lt;br /&gt;
===Will units have a maximum of 3 unique weapons?===&lt;br /&gt;
Total Annihilation had a limitation that permitted a maximum of 3 unique weapons per unit. Spring currently has a way to have 16 weapons per unit. (Replace Primary, Secondary, Tertiary by 1 2 3 ...16). More can be made possible by modifying the source if there&#039;s a sufficient demand by mod makers.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m curious as to the per-unit polygon limit.===&lt;br /&gt;
The engine itself does not have a polygon count limit. The limit is that of the processing power of today&#039;s computers. Since Spring requires a 3D card, the maximum polygon count per unit will be several times higher than Total Annihilation&#039;s. That means for your average mod, 300 polygons for common units and 700 for the more expensive ones is quite reasonable. (But don&#039;t waste polies unnecessarily!)&lt;br /&gt;
&lt;br /&gt;
===Will units be able to perform basic terraforming?===&lt;br /&gt;
Total Annihilation units probably won&#039;t have any terrain editable functionality. Future units may be endowed with such functionality, but it&#039;s more of a gameplay issue and has not been decided upon yet. However construction units can restore ground, and certain weapons (especially explosive ones) can be used to deform the ground.&lt;br /&gt;
&lt;br /&gt;
===Will tunnel building be possible?===&lt;br /&gt;
Subterranean areas of any sort is impossible. However, it is possible to heavily deform the ground with explosives.. Which is great fun!&lt;br /&gt;
&lt;br /&gt;
===Will the ground&#039;s water retention be editable?===&lt;br /&gt;
No. Water will always collect when a piece of land has a height below sea level.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limit on the number of races?===&lt;br /&gt;
Spring has no limit on the total number of sides/races.&lt;br /&gt;
&lt;br /&gt;
===What are the sizes of the biggest and smallest units?===&lt;br /&gt;
Static units (buildings, defenses, etc.) have no size limitations in the engine. Technically, neither do mobile units, but units with a footprint larger than 4x4 &amp;quot;squares&amp;quot; (an arbitrary size standard created by Cavedog) might have problems pathfinding.&lt;br /&gt;
&lt;br /&gt;
===What is going to be the maximum possible sea depth?===&lt;br /&gt;
For all practical purposes, it will be unlimited. The depth values are stored as &amp;quot;float variables&amp;quot;, so it is doubtful that maps would ever be made which even come close to approaching the limit.&lt;br /&gt;
&lt;br /&gt;
===Will Spring support campaigns?===&lt;br /&gt;
Basic Map scripting has been implemented, using a Lua scripting engine. From that, it would be possible to make a basic campaign, but for ease of use a better way of selecting scripts and an improved Single player menu is needed.&lt;br /&gt;
&lt;br /&gt;
See [[Mission development]] for more details.&lt;br /&gt;
&lt;br /&gt;
===How big are the Spring files?===&lt;br /&gt;
Spring will be as small as however much content is included with it. The &amp;quot;essential&amp;quot; files are only be several megabytes large. Content (such as maps and units) will add considerable size to the Spring download. Currently, the file size is roughly 30 MB.&lt;br /&gt;
&lt;br /&gt;
===How will Spring render sound effects?===&lt;br /&gt;
Sound is rendered 3D, meaning that the volume and direction (assuming a multi-speaker setup) vary with the location of the camera from the sound &amp;quot;emitter&amp;quot;. What this translates into gameplay terms means that the closer you are to a unit making a sound or motion, the louder the sound will be. Additionally, the sound will be heard differently depending on which way the camera is facing relative to units making sound.&lt;br /&gt;
&lt;br /&gt;
===Will Spring have ambient sound?===&lt;br /&gt;
There is no ambient sound, and we haven&#039;t planned on adding it thus far.&lt;br /&gt;
&lt;br /&gt;
===Will there be an AI or a &amp;quot;skirmish&amp;quot; mode?===&lt;br /&gt;
We have created an interface for artificial intelligences (AIs), and several are currently under development. Information on these can be found at the [[AIs]] wiki page.&lt;br /&gt;
&lt;br /&gt;
===Will a &amp;quot;possess&amp;quot; or a FPS option be present?===&lt;br /&gt;
Yes, it is possible to fully control a unit from the first person view. It is more of a gimmick, but it still allows for a nice diversion once in a while.  Instructions on its use are in the [[Using_Spring#FPS_.22Mode.22_.28C.29|Using Spring]] article.&lt;br /&gt;
&lt;br /&gt;
===How do I create maps?===&lt;br /&gt;
See the [[Map development]] page for all the map info.&lt;br /&gt;
&lt;br /&gt;
===How do I create units/mods?===&lt;br /&gt;
See the [[Mod_and_Unit_development#Mod_devlopement|Mod and Unit development]] page on creating units/ mods.&lt;br /&gt;
&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ:technical&amp;diff=7223</id>
		<title>FAQ:technical</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ:technical&amp;diff=7223"/>
		<updated>2008-10-08T15:30:59Z</updated>

		<summary type="html">&lt;p&gt;Af: New page: =Technical=  ==What port numbers does Spring use?== Game uses port 8452 UDP by default, which can be changed in the lobby. If you are behind a router, and are having problems hosting, try ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Technical=&lt;br /&gt;
&lt;br /&gt;
==What port numbers does Spring use?==&lt;br /&gt;
Game uses port 8452 UDP by default, which can be changed in the lobby. If you are behind a router, and are having problems hosting, try forwarding the correct port and also make sure the firewall is not blocking it.&lt;br /&gt;
&lt;br /&gt;
==What APIs does Spring use?==&lt;br /&gt;
The Windows version of the program (Which is the Binary that can be downloaded from this site) uses: OpenGL for rendering, DirectSound for sound, and Winsock for networking.&lt;br /&gt;
&lt;br /&gt;
The Linux port, see [[Linux Page]] with more info below, uses SDL/OpenGL for rendering, OpenAL for sound (which will connect to DirectSound on Windows and OSS or ALSA on Linux), BSD  sockets for networking.&lt;br /&gt;
&lt;br /&gt;
==I am having really bad framerates (fps) on my dual core! What am I doing wrong?==&lt;br /&gt;
Currently spring does not like dual/quad cores, you will get really bad framerates. To solve this, you have to restrict it to run on one core. Download the file from http://www.robpol86.com/pages/imagecfg.php follow the instructions, and make all of the spring exe files (spring.exe, TASClient.exe, all others) run on one core. It will run much faster.&lt;br /&gt;
&lt;br /&gt;
Additionally, install the latest processor drivers and Windows hotfixes for your system.&lt;br /&gt;
&lt;br /&gt;
==I am having really bad framerates (fps) on my brand new nVidia graphics card! What am I doing wrong?==&lt;br /&gt;
Turn off &#039;threaded optimizations&#039; for Spring in the nVidia control panel.&lt;br /&gt;
&lt;br /&gt;
==What language is Spring written in?==&lt;br /&gt;
The spring game engine is written in C and C++. The Windows lobby client is written in Delphi, the lobby server is java. Of multiplatform lobby clients, SpringLobby is in C++ and AFLobby in java.&lt;br /&gt;
&lt;br /&gt;
==Is Spring open source?==&lt;br /&gt;
Yes, it is. Go to the [http://spring.clan-sy.com/download.php downloads] section of the site to download the source code.&lt;br /&gt;
&lt;br /&gt;
==Is there any documentation for the source code?==&lt;br /&gt;
Yes, doxygen is used to automatically generate the [http://taspring.clan-sy.com/doxygen/ documentation] (&#039;&#039;link is dead&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
==Is Spring a Portable Application?==&lt;br /&gt;
&lt;br /&gt;
At present, I play Spring at my college by using my IPOD as a portable bit of storage for the game, so yes, it does appear to be portable. Also, I managed to run AFLobby from the IPOD as well.&lt;br /&gt;
&lt;br /&gt;
If both of those can run off a bleedin&#039; IPOD, they can run off of anything, in my opinion.&lt;br /&gt;
&lt;br /&gt;
If I&#039;m wrong, edit.&lt;br /&gt;
&lt;br /&gt;
See [http://en.wikipedia.org/wiki/Portable_application] for more information about portable applications.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Sangue&lt;br /&gt;
&lt;br /&gt;
I have always played Spring off a two GB flash card and I have never had any probs with the registry. There is a little bit of a memory problem though x). I would say that Spring right now is definately portable as long as you leave it alone without adding a bunch of third party servers and such.&lt;br /&gt;
&lt;br /&gt;
- Wred XIII&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Getting into a game==&lt;br /&gt;
&lt;br /&gt;
===People talk about &#039;Single Player&#039;. How do I start a single player game?===&lt;br /&gt;
Simply start a game in the lobby, and enter a password, so that nobody can join. Then click ready, and start and away you go !&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can get [http://spring-portal.com/index.php/docman/doc_download/232-springsp-v09 Spring Single Player] (new link) , a handy tool that lets you create single player games without cluttering up the lobby, as well as watch replays easily.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also very easy to set up singleplayer games using SpringLobby. Just click on the singleplayer tab, add some bots, and play. You can grab it from the  [http://springlobby.info SpringLobby website].&lt;br /&gt;
&lt;br /&gt;
===When I try to make a single player game, it gives me an error.===&lt;br /&gt;
Your graphics card probably can&#039;t support Spring. If you read the requirements it did say GeForce 3 or better. Go to the settings file in your Spring directory and lower some of the options. Sometimes that works.&lt;br /&gt;
&lt;br /&gt;
===Does Spring support AI Players?===&lt;br /&gt;
Yes, see [[AI]] You can also use the [[random_enemies]] script, which spawns units out of thin air and sends them to attack you.&lt;br /&gt;
&lt;br /&gt;
===How do I join an Internet multiplayer game?===&lt;br /&gt;
Run the &amp;quot;TA Spring multiplayer battleroom&amp;quot; from the Start menu or the TASClient.exe from your installation folder.  In the &amp;quot;Server&amp;quot; tab change the server to &amp;quot;Official Host&amp;quot;.  Hit &amp;quot;Apply and close&amp;quot;.  Re-open the TA Spring client.  Create an account on the &amp;quot;Account&amp;quot; tab.  &lt;br /&gt;
&lt;br /&gt;
===When I try to connect to the lobby it gives me an error.===&lt;br /&gt;
There could be 3 problems. Either you don&#039;t have an account, the server is down, or you have not configured your router/firewall correctly. If you don&#039;t have an account, make one. If the server is down, you&#039;ll just have to wait (this doesn&#039;t happen often, though). If you have a router/firewall read below. Have a look at this website&#039;s News page and/or the Messageboard, it is likely that you will get some information there in the eventuality that the server is down.&lt;br /&gt;
&lt;br /&gt;
Also make sure that you don&#039;t have any spaces in your username.&lt;br /&gt;
&lt;br /&gt;
===I have a router and I don&#039;t seem to be able to get a game===&lt;br /&gt;
&lt;br /&gt;
If you are using a router you may have other problems. Explanations of [http://www.portforward.com/routers.htm how to forward ports] has instructions for every router.&lt;br /&gt;
&lt;br /&gt;
===Where can I download more maps?===&lt;br /&gt;
&lt;br /&gt;
Please refer to the [[Maps| Maps section]].&lt;br /&gt;
&lt;br /&gt;
===How do I install downloaded maps?===&lt;br /&gt;
Most maps are released as .sdz or .sd7 files. These can be put directly into the &amp;quot;maps&amp;quot; folder inside the Spring folder. Spring now includes a script to move maps and mods to the proper directory on Windows if you double click them. If they are compressed into another type of archive you will have to unpack them first. Just unzip them into your spring maps folder. Some map files use newer (smaller) file formats such as .rar or .7z, to unzip these newer formats, you&#039;ll need to download 7-Zip [http://www.7-zip.org/ http://www.7-zip.org/] or Zip-genius [http://downloads.zipgenius.it/ http://downloads.zipgenius.it/]. They both handle almost all formats and are totally free.  There is also now a map browser in the TASClient lobby software, click the more maps button in a battle screen to access it.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I try to join games it gives me an error.===&lt;br /&gt;
The host is behind a firewall that has not opened the correct ports for Spring.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts I never make it past the loading screen.===&lt;br /&gt;
This indicates a problem with your video card. Once again the best way to deal with this situation is to make sure your video card has the latest driver updates and that all Spring video features are on the lowest settings.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts, I make it past the loading screen, but when I get into the game it says, &amp;quot;Waiting for Host&amp;quot;, and does a 10 second countdown. It always reaches zero and boots me out, what gives?===&lt;br /&gt;
This is a firewall issue. There are three things you can do to fix this. First, make sure your windows firewall is either off, or is not blocking the TA: Spring application. Secondly, if you are behind a router, you can forward the ports that the host is using (especially if you are the host), and it usually fixes the problem. To do this you must go to your router configuration page. You can see what port &#039;you&#039; are using (as the host), by hosting a multiplayer game in the Spring Lobby. You must make this your trigger port, and make sure that it is open for both TCP and UDP. Thirdly, if none of the aforementioned worked. The easiest thing to do (assuming you are behind a router) is to set the DMZ (Demilitarized Zone). This means your computer will be completely exposed to the internet, which will make you vulnerable to any unknown or unpatched exploits in windows. All you have to do is find the personal IP if the computer you are using and add it to your router&#039;s DMZ list. Please only try this last option if you can&#039;t get the others to work.&lt;br /&gt;
Good Luck&lt;br /&gt;
&lt;br /&gt;
===I got into the game, but some people didn&#039;t.===&lt;br /&gt;
The host may have reached the number of players it has set.&lt;br /&gt;
Or the players may be experiencing firewall or video card difficulty. That is not your fault. Please ask them too leave if they are still there when you get into the &#039;game lobby&#039;. Some people have problem connecting to &amp;quot;hole punching&amp;quot; hosts.&lt;br /&gt;
&lt;br /&gt;
===I got into a game but my name is red, nobody can hear me speak, and eventually I get disconnected===&lt;br /&gt;
This is to do with how long it takes the game to start up (the &amp;quot;load time&amp;quot;). If it takes too long you will see this problem. The load time can be reduced by changing the game graphics settings to lower quality. In particular try setting texture quality to lowest.&lt;br /&gt;
&lt;br /&gt;
===What do all those icons mean in the server list?===&lt;br /&gt;
Server status icons inform you, at a quick glance, what the server is doing at the moment, and what state it&#039;s in (password protected, locked, open, full, etc). Read all about the server status icons and what they mean [[Server Status|here]].  Or hit F1 in the Battle room for even more information on the icons and their meaning.&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6991</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6991"/>
		<updated>2008-10-08T15:29:58Z</updated>

		<summary type="html">&lt;p&gt;Af: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[FAQ:general|General FAQ]]&lt;br /&gt;
&lt;br /&gt;
[[FAQ:technical|Technical FAQ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Playing==&lt;br /&gt;
&lt;br /&gt;
===What is with this weird right-click mode? I&#039;m &#039;bout to break my keyboard.===&lt;br /&gt;
Sorry, you&#039;ll just have to get used to it. As of now it can&#039;t be changed.&lt;br /&gt;
&lt;br /&gt;
===Why is somebody else also controlling my units?===&lt;br /&gt;
In the &#039;game lobby&#039; there are two sets of teams. There are the &#039;Ids&#039; and the &#039;Teams&#039;. If you are on the same &#039;Id&#039;, then you both get the same commander, and can control the same units. If you are on the same &#039;Team&#039;, then you both get different commanders and can&#039;t control each others units.&lt;br /&gt;
&lt;br /&gt;
===Is there a way that I can play music directly through TA-Spring, with alternating tracks for building/attacking like in the original Total Annihilation?===&lt;br /&gt;
Yes, there is. It is an addon (GroupAI) you have to download separately:&lt;br /&gt;
http://jobjol.nl/1188&lt;br /&gt;
&lt;br /&gt;
There is also an ingame sound-volume-slider you might find usefull (lua-script):&lt;br /&gt;
http://jobjol.nl/1218&lt;br /&gt;
&lt;br /&gt;
===Then why would I want to be on the same &#039;Team&#039; as somebody?===&lt;br /&gt;
Because it&#039;s fun to just drive around units and not have to worry about commanding. (Assuming that one of the people on the team is commanding.)&lt;br /&gt;
Most importantly, however, you can split tasks, such as base building, and troops management.&lt;br /&gt;
&lt;br /&gt;
===Sometimes I can&#039;t write anything but numbers and some other symbols. Why is that?===&lt;br /&gt;
This is most likely because of the Windows language bar change from which &amp;lt;br&amp;gt;Spring doesn&#039;t recognize the characters written. &lt;br /&gt;
 Note: That Default hotkeys in Windows XP for changing the language is &amp;lt;br&amp;gt;Shift+Alt, which is similar to square build hotkeys in Spring!&lt;br /&gt;
&lt;br /&gt;
===How do I talk to my allies only?===&lt;br /&gt;
You must type &#039;a:&#039; before you speak, or press &amp;quot;Alt Enter&amp;quot; at the same time. Here&#039;s an example: a: Now I am talking to my allies only.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Help! After I&#039;m finished driving a unit, the camera is all insane! This is nuts! How do I fix it?===&lt;br /&gt;
Whoa now. Calm down. Just press ctrl + mouse button 3 to change camera modes.  If your unit is destroyed in FPS mode, you will stay in FPS mode until you change camera modes.  Also, the camera will stay in &amp;quot;free look&amp;quot; when FPS mode is disengaged, press middle-mouse or J to switch to normal scrolling.&lt;br /&gt;
&lt;br /&gt;
===After I&#039;m finished driving a unit, where what used to be my mouse pointer is now a crosshair. Why?===&lt;br /&gt;
-This is a special &#039;view mode&#039; that allows you to move around the screen much faster. It&#039;s good for viewing the battle or getting screenshots. Simply press on your third mouse button or &#039;delete&#039; to revert back to your mouse pointer.&lt;br /&gt;
&lt;br /&gt;
===But I don&#039;t have a third mouse button!===&lt;br /&gt;
The key &#039;J&#039; works in the same way as the &#039;middle mouse button&#039; does. So where you would use ctrl + middle mouse button to change camera modes, ctrl + j does the same thing. Pressing J once will also switch you from &#039;crosshair mode&#039; to &#039;pointer mode&#039; and vice versa.&lt;br /&gt;
&lt;br /&gt;
===IÃ‚Â´ve managed to get stuck in this weird camera mode and my perspective is all messed up. How do I switch to the overhead (OTA style) camera?===&lt;br /&gt;
Shift+Backspace (or Shift+J or Shift+MiddleMouseClick) switches between the fps style, total war style and OTA style cameras. Use it to get your camera back to normal in this situation.&lt;br /&gt;
&lt;br /&gt;
===People are cheating! How do I stop it?!===&lt;br /&gt;
Well currently, you can&#039;t.&lt;br /&gt;
&lt;br /&gt;
Only the host can &amp;quot;activate&amp;quot; the cheat codes. After that, any player can do almost all cheats.&lt;br /&gt;
&lt;br /&gt;
The best thing to do is just not play with the cheaters anymore. But with new spring version cheats are disabled in multiplayer, so that paragraph is hopefully now irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Well how do you cheat?===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Cheat Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;.cheat&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;enable cheats - Cheats don&#039;t work in multiplayer until the host types this&#039;&#039;&#039;&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&amp;gt;.nocost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;instabuild (doesn&#039;t work on things already under construction, only on new ones)&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&amp;gt;.setmaxspeed 50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the maximum speed multiplier (default is 3.0)&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&amp;gt;.setminspeed 0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the minimum speed multiplier (default is 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&amp;gt;.spectator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows you to see the entire map... but you lose control of your units&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&amp;gt;.team 0, .team 1, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Change player&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&amp;gt;.give ARMCOM, .give 10 CORKROG, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Place 1 or specified number of specified unit.  Valid units are the internal names of units as specified in the unit definition.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
You can use auto-completion in the spring console if you don&#039;t remember the internal unit name. To do that type: &lt;br /&gt;
 &amp;quot;.give arm&amp;quot; and then press your &#039;&#039;&#039;TAB key&#039;&#039;&#039; &lt;br /&gt;
A list of all matching units will be shown.&lt;br /&gt;
&lt;br /&gt;
===In Game Commands===&lt;br /&gt;
The following &#039;&#039;non-cheating&#039;&#039; commands are also available in game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&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&amp;gt;/info&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you what colour each player is and their ping delay in the bottom right corner of the screen.&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&amp;gt;/clock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you the elapsed game time in minutes and seconds in the upper right corner of the screen&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&amp;gt;.take&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pulls all allied units, that are owned by players who have lost connection to the server, to your team.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How do I ally or unally in game?===&lt;br /&gt;
I&#039;m pretty sure you can&#039;t. Yet.&lt;br /&gt;
&lt;br /&gt;
===How do I give somebody units or metal or energy?===&lt;br /&gt;
Press the &#039;H&#039; key. Then select the amount of metal and/or energy to share. Then select the receiving player and press OK.&lt;br /&gt;
&lt;br /&gt;
When sharing units, you must first select the units to share, then press &#039;H&#039; key. Tick share units checkbox and choose a receiving player.&lt;br /&gt;
&lt;br /&gt;
===How do I continually give somebody metal and/or energy after a certain point (i.e. Original TA commands +setshare..., +shareall)?===&lt;br /&gt;
You&#039;ll notice that on your metal and energy bars (top of screen), there are two red bars. You have to put them wherever you want your metal and energy to be shared after.&lt;br /&gt;
&lt;br /&gt;
===This game is different than TA, the units HP and damage are not the same===&lt;br /&gt;
 &lt;br /&gt;
There were several third party &amp;quot;balance&amp;quot; mods for the original TA game.&lt;br /&gt;
&lt;br /&gt;
One of those mods were xTA, and was developed by the same clan (SY) that has brought life back to TA, making Spring.&lt;br /&gt;
&lt;br /&gt;
This balance mod is what is bundled by default with the spring engine, and is the mod that was ready to play when Spring was released.&lt;br /&gt;
&lt;br /&gt;
Now are several mods available, install the mod of your choice.&lt;br /&gt;
&lt;br /&gt;
* http://spring.jobjol.nl/files.php?subcategory_id=5&lt;br /&gt;
&lt;br /&gt;
* http://spring-portal.com/index.php/docman/cat_view/36-mods&lt;br /&gt;
&lt;br /&gt;
* http://www.tasdownloads.com/?ta=2&lt;br /&gt;
&lt;br /&gt;
===XTA? OTA? AA? OMFGLAMO? WTF do those abbreviations mean?===&lt;br /&gt;
zwzsg maintains a handy dandy FAQ about TA, and the abbreviations that relate to Spring too, of course.&lt;br /&gt;
[http://www.tauniverse.com/forum/showthread.php?t=27309 click here]. See also the Spring [[Glossary]], which contains brief explanations for all non-standard words and phrases.&lt;br /&gt;
&lt;br /&gt;
===Why am I destroyed so easily by long range assaults?===&lt;br /&gt;
This is a realistic feature of Spring. Units will automatically attack &#039;radar blips&#039; (units that they can not actually see, but that are indicated on radar). However, the accuracy is very bad while shooting at radar blips until:&lt;br /&gt;
* Your unit kills a lot of units and gets experience&lt;br /&gt;
* You get a targeting facility.&lt;br /&gt;
&lt;br /&gt;
===Can I kick people from my &#039;game lobby&#039; or my game?===&lt;br /&gt;
First of all, you have to be the host to kick. Use the good old &amp;quot;.kick playernamehere&amp;quot; command. Works in-game too, use it wisely.&lt;br /&gt;
&lt;br /&gt;
===When I&#039;m &#039;driving&#039; my commander, why can&#039;t I use my laser?===&lt;br /&gt;
The Spring team will most likely add a way for you to use your commander&#039;s laser soon.&lt;br /&gt;
&lt;br /&gt;
===I hate driving around with the &#039;arrow keys&#039;. Is there any way I can use the &#039;W-A-S-D&#039; controls (the controls most First Person Shooters use) anymore?===&lt;br /&gt;
Go into your Spring directory and edit the uikeys file. Keep in mind that &#039;S&#039; is originally a &#039;hot-key&#039; that will stop your units and that &#039;D&#039; is a &#039;hot-key&#039; for your commander&#039;s D-Gun. You might want to change those too.&lt;br /&gt;
&lt;br /&gt;
===I turned the shadows feature on; I still don&#039;t see shadows. What gives?===&lt;br /&gt;
Your graphics card can&#039;t handle shadows, so Spring automatically turns them off.&lt;br /&gt;
&lt;br /&gt;
===I can&#039;t go backwards when I am &#039;driving&#039; a unit. Why not?===&lt;br /&gt;
Because TA units were never intended to go backwards. Sorry, but you just cant.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m in an Unreal Tournament kind of mood. How do I strafe?===&lt;br /&gt;
You can only strafe in &#039;brawler type&#039; ships, such as the brawler, rapier, and light gunships.&lt;br /&gt;
&lt;br /&gt;
===How can I record and watch demos/replays?===   &lt;br /&gt;
From version 0.62 onwards recordings of all the games you play are easily available for replay via the Replays button in the TASclient.&lt;br /&gt;
&lt;br /&gt;
You can use the Speed up/Slow down game keys while watching the replay, along with other in-game commands like .team&lt;br /&gt;
&lt;br /&gt;
From version 0.60b1 onwards, demos are automatically recorded in the &amp;quot;demos&amp;quot; folder, underneath your Spring folder (default is C:\Program Files\Spring\demos), named for the date and map they were played on. If you play multiple games in the same day on the same map, the games will also be numbered to prevent them from overwriting each other.&lt;br /&gt;
&lt;br /&gt;
From version 0.62 onwards, to view a demo from the Windows file manager you can just double click the file name.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I play get &amp;quot;not sync&amp;quot; &amp;quot;delayed synch&amp;quot; errors===&lt;br /&gt;
&lt;br /&gt;
Thats caused because of lag. One of the players in the game is having some lag issues. Ask him/her to free up its bandwidth for the game to use.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use the pause key and wait till the connection gets more stable.&lt;br /&gt;
&lt;br /&gt;
Lag is the seccond number showed when you use the .info command ingame, numbers bigger than 40 are not usual in a normal game and are a signal of lag.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Content==&lt;br /&gt;
 &lt;br /&gt;
===Do Spring maps need a &amp;quot;ground&amp;quot;?===&lt;br /&gt;
Spring maps do require a ground. We have had many requests to have space maps, however, a &amp;quot;true&amp;quot; (ala Homeworld) space setting is not likely. It would have to wait until a much later stage. This does not mean that TA&#039;s style of &amp;quot;space&amp;quot; maps won&#039;t be possible, (see the Final Frontier TC for examples of this).&lt;br /&gt;
&lt;br /&gt;
===You stated that Spring uses the TA unit format.===&lt;br /&gt;
Spring does use the Total Annihilation unit format. However, there is also a new format dubbed &#039;.s3o&#039; which uses a UV mapped texture instead of 3do&#039;s per face texturing system, as well as other improvements.&lt;br /&gt;
&lt;br /&gt;
===How powerful will Spring&#039;s custom format be?===&lt;br /&gt;
Total Annihilation&#039;s unit format was extremely limited. Most of these limitations will either be expanded or non-existent in Spring&#039;s custom unit format. One of the most exciting improvements is the introduction of an entirely new method of scripting, with nearly complete control over every aspect of a unit&#039;s actions and behaviors.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limited number of weapons?===&lt;br /&gt;
No. Unlike Total Annihilation, Spring&#039;s weapon IDs will be unlimited. Meaning it will be possible to add as many third-party units as you want.  However, the current model format limits 16 weapons to each unit.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limited number of unique units?===&lt;br /&gt;
No. Unit IDs, like weapon IDs, will be unlimited.&lt;br /&gt;
&lt;br /&gt;
===Will units have a maximum of 3 unique weapons?===&lt;br /&gt;
Total Annihilation had a limitation that permitted a maximum of 3 unique weapons per unit. Spring currently has a way to have 16 weapons per unit. (Replace Primary, Secondary, Tertiary by 1 2 3 ...16). More can be made possible by modifying the source if there&#039;s a sufficient demand by mod makers.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m curious as to the per-unit polygon limit.===&lt;br /&gt;
The engine itself does not have a polygon count limit. The limit is that of the processing power of today&#039;s computers. Since Spring requires a 3D card, the maximum polygon count per unit will be several times higher than Total Annihilation&#039;s. That means for your average mod, 300 polygons for common units and 700 for the more expensive ones is quite reasonable. (But don&#039;t waste polies unnecessarily!)&lt;br /&gt;
&lt;br /&gt;
===Will units be able to perform basic terraforming?===&lt;br /&gt;
Total Annihilation units probably won&#039;t have any terrain editable functionality. Future units may be endowed with such functionality, but it&#039;s more of a gameplay issue and has not been decided upon yet. However construction units can restore ground, and certain weapons (especially explosive ones) can be used to deform the ground.&lt;br /&gt;
&lt;br /&gt;
===Will tunnel building be possible?===&lt;br /&gt;
Subterranean areas of any sort is impossible. However, it is possible to heavily deform the ground with explosives.. Which is great fun!&lt;br /&gt;
&lt;br /&gt;
===Will the ground&#039;s water retention be editable?===&lt;br /&gt;
No. Water will always collect when a piece of land has a height below sea level.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limit on the number of races?===&lt;br /&gt;
Spring has no limit on the total number of sides/races.&lt;br /&gt;
&lt;br /&gt;
===What are the sizes of the biggest and smallest units?===&lt;br /&gt;
Static units (buildings, defenses, etc.) have no size limitations in the engine. Technically, neither do mobile units, but units with a footprint larger than 4x4 &amp;quot;squares&amp;quot; (an arbitrary size standard created by Cavedog) might have problems pathfinding.&lt;br /&gt;
&lt;br /&gt;
===What is going to be the maximum possible sea depth?===&lt;br /&gt;
For all practical purposes, it will be unlimited. The depth values are stored as &amp;quot;float variables&amp;quot;, so it is doubtful that maps would ever be made which even come close to approaching the limit.&lt;br /&gt;
&lt;br /&gt;
===Will Spring support campaigns?===&lt;br /&gt;
Basic Map scripting has been implemented, using a Lua scripting engine. From that, it would be possible to make a basic campaign, but for ease of use a better way of selecting scripts and an improved Single player menu is needed.&lt;br /&gt;
&lt;br /&gt;
See [[Mission development]] for more details.&lt;br /&gt;
&lt;br /&gt;
===How big are the Spring files?===&lt;br /&gt;
Spring will be as small as however much content is included with it. The &amp;quot;essential&amp;quot; files are only be several megabytes large. Content (such as maps and units) will add considerable size to the Spring download. Currently, the file size is roughly 30 MB.&lt;br /&gt;
&lt;br /&gt;
===How will Spring render sound effects?===&lt;br /&gt;
Sound is rendered 3D, meaning that the volume and direction (assuming a multi-speaker setup) vary with the location of the camera from the sound &amp;quot;emitter&amp;quot;. What this translates into gameplay terms means that the closer you are to a unit making a sound or motion, the louder the sound will be. Additionally, the sound will be heard differently depending on which way the camera is facing relative to units making sound.&lt;br /&gt;
&lt;br /&gt;
===Will Spring have ambient sound?===&lt;br /&gt;
There is no ambient sound, and we haven&#039;t planned on adding it thus far.&lt;br /&gt;
&lt;br /&gt;
===Will there be an AI or a &amp;quot;skirmish&amp;quot; mode?===&lt;br /&gt;
We have created an interface for artificial intelligences (AIs), and several are currently under development. Information on these can be found at the [[AIs]] wiki page.&lt;br /&gt;
&lt;br /&gt;
===Will a &amp;quot;possess&amp;quot; or a FPS option be present?===&lt;br /&gt;
Yes, it is possible to fully control a unit from the first person view. It is more of a gimmick, but it still allows for a nice diversion once in a while.  Instructions on its use are in the [[Using_Spring#FPS_.22Mode.22_.28C.29|Using Spring]] article.&lt;br /&gt;
&lt;br /&gt;
===How do I create maps?===&lt;br /&gt;
See the [[Map development]] page for all the map info.&lt;br /&gt;
&lt;br /&gt;
===How do I create units/mods?===&lt;br /&gt;
See the [[Mod_and_Unit_development#Mod_devlopement|Mod and Unit development]] page on creating units/ mods.&lt;br /&gt;
&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6990</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6990"/>
		<updated>2008-10-08T15:29:37Z</updated>

		<summary type="html">&lt;p&gt;Af: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[FAQ:general|General FAQ]]&lt;br /&gt;
&lt;br /&gt;
[[FAQ:general|Technical FAQ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Playing==&lt;br /&gt;
&lt;br /&gt;
===What is with this weird right-click mode? I&#039;m &#039;bout to break my keyboard.===&lt;br /&gt;
Sorry, you&#039;ll just have to get used to it. As of now it can&#039;t be changed.&lt;br /&gt;
&lt;br /&gt;
===Why is somebody else also controlling my units?===&lt;br /&gt;
In the &#039;game lobby&#039; there are two sets of teams. There are the &#039;Ids&#039; and the &#039;Teams&#039;. If you are on the same &#039;Id&#039;, then you both get the same commander, and can control the same units. If you are on the same &#039;Team&#039;, then you both get different commanders and can&#039;t control each others units.&lt;br /&gt;
&lt;br /&gt;
===Is there a way that I can play music directly through TA-Spring, with alternating tracks for building/attacking like in the original Total Annihilation?===&lt;br /&gt;
Yes, there is. It is an addon (GroupAI) you have to download separately:&lt;br /&gt;
http://jobjol.nl/1188&lt;br /&gt;
&lt;br /&gt;
There is also an ingame sound-volume-slider you might find usefull (lua-script):&lt;br /&gt;
http://jobjol.nl/1218&lt;br /&gt;
&lt;br /&gt;
===Then why would I want to be on the same &#039;Team&#039; as somebody?===&lt;br /&gt;
Because it&#039;s fun to just drive around units and not have to worry about commanding. (Assuming that one of the people on the team is commanding.)&lt;br /&gt;
Most importantly, however, you can split tasks, such as base building, and troops management.&lt;br /&gt;
&lt;br /&gt;
===Sometimes I can&#039;t write anything but numbers and some other symbols. Why is that?===&lt;br /&gt;
This is most likely because of the Windows language bar change from which &amp;lt;br&amp;gt;Spring doesn&#039;t recognize the characters written. &lt;br /&gt;
 Note: That Default hotkeys in Windows XP for changing the language is &amp;lt;br&amp;gt;Shift+Alt, which is similar to square build hotkeys in Spring!&lt;br /&gt;
&lt;br /&gt;
===How do I talk to my allies only?===&lt;br /&gt;
You must type &#039;a:&#039; before you speak, or press &amp;quot;Alt Enter&amp;quot; at the same time. Here&#039;s an example: a: Now I am talking to my allies only.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Help! After I&#039;m finished driving a unit, the camera is all insane! This is nuts! How do I fix it?===&lt;br /&gt;
Whoa now. Calm down. Just press ctrl + mouse button 3 to change camera modes.  If your unit is destroyed in FPS mode, you will stay in FPS mode until you change camera modes.  Also, the camera will stay in &amp;quot;free look&amp;quot; when FPS mode is disengaged, press middle-mouse or J to switch to normal scrolling.&lt;br /&gt;
&lt;br /&gt;
===After I&#039;m finished driving a unit, where what used to be my mouse pointer is now a crosshair. Why?===&lt;br /&gt;
-This is a special &#039;view mode&#039; that allows you to move around the screen much faster. It&#039;s good for viewing the battle or getting screenshots. Simply press on your third mouse button or &#039;delete&#039; to revert back to your mouse pointer.&lt;br /&gt;
&lt;br /&gt;
===But I don&#039;t have a third mouse button!===&lt;br /&gt;
The key &#039;J&#039; works in the same way as the &#039;middle mouse button&#039; does. So where you would use ctrl + middle mouse button to change camera modes, ctrl + j does the same thing. Pressing J once will also switch you from &#039;crosshair mode&#039; to &#039;pointer mode&#039; and vice versa.&lt;br /&gt;
&lt;br /&gt;
===IÃ‚Â´ve managed to get stuck in this weird camera mode and my perspective is all messed up. How do I switch to the overhead (OTA style) camera?===&lt;br /&gt;
Shift+Backspace (or Shift+J or Shift+MiddleMouseClick) switches between the fps style, total war style and OTA style cameras. Use it to get your camera back to normal in this situation.&lt;br /&gt;
&lt;br /&gt;
===People are cheating! How do I stop it?!===&lt;br /&gt;
Well currently, you can&#039;t.&lt;br /&gt;
&lt;br /&gt;
Only the host can &amp;quot;activate&amp;quot; the cheat codes. After that, any player can do almost all cheats.&lt;br /&gt;
&lt;br /&gt;
The best thing to do is just not play with the cheaters anymore. But with new spring version cheats are disabled in multiplayer, so that paragraph is hopefully now irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Well how do you cheat?===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Cheat Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;.cheat&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;enable cheats - Cheats don&#039;t work in multiplayer until the host types this&#039;&#039;&#039;&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&amp;gt;.nocost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;instabuild (doesn&#039;t work on things already under construction, only on new ones)&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&amp;gt;.setmaxspeed 50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the maximum speed multiplier (default is 3.0)&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&amp;gt;.setminspeed 0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the minimum speed multiplier (default is 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&amp;gt;.spectator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows you to see the entire map... but you lose control of your units&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&amp;gt;.team 0, .team 1, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Change player&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&amp;gt;.give ARMCOM, .give 10 CORKROG, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Place 1 or specified number of specified unit.  Valid units are the internal names of units as specified in the unit definition.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
You can use auto-completion in the spring console if you don&#039;t remember the internal unit name. To do that type: &lt;br /&gt;
 &amp;quot;.give arm&amp;quot; and then press your &#039;&#039;&#039;TAB key&#039;&#039;&#039; &lt;br /&gt;
A list of all matching units will be shown.&lt;br /&gt;
&lt;br /&gt;
===In Game Commands===&lt;br /&gt;
The following &#039;&#039;non-cheating&#039;&#039; commands are also available in game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&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&amp;gt;/info&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you what colour each player is and their ping delay in the bottom right corner of the screen.&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&amp;gt;/clock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you the elapsed game time in minutes and seconds in the upper right corner of the screen&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&amp;gt;.take&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pulls all allied units, that are owned by players who have lost connection to the server, to your team.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How do I ally or unally in game?===&lt;br /&gt;
I&#039;m pretty sure you can&#039;t. Yet.&lt;br /&gt;
&lt;br /&gt;
===How do I give somebody units or metal or energy?===&lt;br /&gt;
Press the &#039;H&#039; key. Then select the amount of metal and/or energy to share. Then select the receiving player and press OK.&lt;br /&gt;
&lt;br /&gt;
When sharing units, you must first select the units to share, then press &#039;H&#039; key. Tick share units checkbox and choose a receiving player.&lt;br /&gt;
&lt;br /&gt;
===How do I continually give somebody metal and/or energy after a certain point (i.e. Original TA commands +setshare..., +shareall)?===&lt;br /&gt;
You&#039;ll notice that on your metal and energy bars (top of screen), there are two red bars. You have to put them wherever you want your metal and energy to be shared after.&lt;br /&gt;
&lt;br /&gt;
===This game is different than TA, the units HP and damage are not the same===&lt;br /&gt;
 &lt;br /&gt;
There were several third party &amp;quot;balance&amp;quot; mods for the original TA game.&lt;br /&gt;
&lt;br /&gt;
One of those mods were xTA, and was developed by the same clan (SY) that has brought life back to TA, making Spring.&lt;br /&gt;
&lt;br /&gt;
This balance mod is what is bundled by default with the spring engine, and is the mod that was ready to play when Spring was released.&lt;br /&gt;
&lt;br /&gt;
Now are several mods available, install the mod of your choice.&lt;br /&gt;
&lt;br /&gt;
* http://spring.jobjol.nl/files.php?subcategory_id=5&lt;br /&gt;
&lt;br /&gt;
* http://spring-portal.com/index.php/docman/cat_view/36-mods&lt;br /&gt;
&lt;br /&gt;
* http://www.tasdownloads.com/?ta=2&lt;br /&gt;
&lt;br /&gt;
===XTA? OTA? AA? OMFGLAMO? WTF do those abbreviations mean?===&lt;br /&gt;
zwzsg maintains a handy dandy FAQ about TA, and the abbreviations that relate to Spring too, of course.&lt;br /&gt;
[http://www.tauniverse.com/forum/showthread.php?t=27309 click here]. See also the Spring [[Glossary]], which contains brief explanations for all non-standard words and phrases.&lt;br /&gt;
&lt;br /&gt;
===Why am I destroyed so easily by long range assaults?===&lt;br /&gt;
This is a realistic feature of Spring. Units will automatically attack &#039;radar blips&#039; (units that they can not actually see, but that are indicated on radar). However, the accuracy is very bad while shooting at radar blips until:&lt;br /&gt;
* Your unit kills a lot of units and gets experience&lt;br /&gt;
* You get a targeting facility.&lt;br /&gt;
&lt;br /&gt;
===Can I kick people from my &#039;game lobby&#039; or my game?===&lt;br /&gt;
First of all, you have to be the host to kick. Use the good old &amp;quot;.kick playernamehere&amp;quot; command. Works in-game too, use it wisely.&lt;br /&gt;
&lt;br /&gt;
===When I&#039;m &#039;driving&#039; my commander, why can&#039;t I use my laser?===&lt;br /&gt;
The Spring team will most likely add a way for you to use your commander&#039;s laser soon.&lt;br /&gt;
&lt;br /&gt;
===I hate driving around with the &#039;arrow keys&#039;. Is there any way I can use the &#039;W-A-S-D&#039; controls (the controls most First Person Shooters use) anymore?===&lt;br /&gt;
Go into your Spring directory and edit the uikeys file. Keep in mind that &#039;S&#039; is originally a &#039;hot-key&#039; that will stop your units and that &#039;D&#039; is a &#039;hot-key&#039; for your commander&#039;s D-Gun. You might want to change those too.&lt;br /&gt;
&lt;br /&gt;
===I turned the shadows feature on; I still don&#039;t see shadows. What gives?===&lt;br /&gt;
Your graphics card can&#039;t handle shadows, so Spring automatically turns them off.&lt;br /&gt;
&lt;br /&gt;
===I can&#039;t go backwards when I am &#039;driving&#039; a unit. Why not?===&lt;br /&gt;
Because TA units were never intended to go backwards. Sorry, but you just cant.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m in an Unreal Tournament kind of mood. How do I strafe?===&lt;br /&gt;
You can only strafe in &#039;brawler type&#039; ships, such as the brawler, rapier, and light gunships.&lt;br /&gt;
&lt;br /&gt;
===How can I record and watch demos/replays?===   &lt;br /&gt;
From version 0.62 onwards recordings of all the games you play are easily available for replay via the Replays button in the TASclient.&lt;br /&gt;
&lt;br /&gt;
You can use the Speed up/Slow down game keys while watching the replay, along with other in-game commands like .team&lt;br /&gt;
&lt;br /&gt;
From version 0.60b1 onwards, demos are automatically recorded in the &amp;quot;demos&amp;quot; folder, underneath your Spring folder (default is C:\Program Files\Spring\demos), named for the date and map they were played on. If you play multiple games in the same day on the same map, the games will also be numbered to prevent them from overwriting each other.&lt;br /&gt;
&lt;br /&gt;
From version 0.62 onwards, to view a demo from the Windows file manager you can just double click the file name.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I play get &amp;quot;not sync&amp;quot; &amp;quot;delayed synch&amp;quot; errors===&lt;br /&gt;
&lt;br /&gt;
Thats caused because of lag. One of the players in the game is having some lag issues. Ask him/her to free up its bandwidth for the game to use.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use the pause key and wait till the connection gets more stable.&lt;br /&gt;
&lt;br /&gt;
Lag is the seccond number showed when you use the .info command ingame, numbers bigger than 40 are not usual in a normal game and are a signal of lag.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Content==&lt;br /&gt;
 &lt;br /&gt;
===Do Spring maps need a &amp;quot;ground&amp;quot;?===&lt;br /&gt;
Spring maps do require a ground. We have had many requests to have space maps, however, a &amp;quot;true&amp;quot; (ala Homeworld) space setting is not likely. It would have to wait until a much later stage. This does not mean that TA&#039;s style of &amp;quot;space&amp;quot; maps won&#039;t be possible, (see the Final Frontier TC for examples of this).&lt;br /&gt;
&lt;br /&gt;
===You stated that Spring uses the TA unit format.===&lt;br /&gt;
Spring does use the Total Annihilation unit format. However, there is also a new format dubbed &#039;.s3o&#039; which uses a UV mapped texture instead of 3do&#039;s per face texturing system, as well as other improvements.&lt;br /&gt;
&lt;br /&gt;
===How powerful will Spring&#039;s custom format be?===&lt;br /&gt;
Total Annihilation&#039;s unit format was extremely limited. Most of these limitations will either be expanded or non-existent in Spring&#039;s custom unit format. One of the most exciting improvements is the introduction of an entirely new method of scripting, with nearly complete control over every aspect of a unit&#039;s actions and behaviors.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limited number of weapons?===&lt;br /&gt;
No. Unlike Total Annihilation, Spring&#039;s weapon IDs will be unlimited. Meaning it will be possible to add as many third-party units as you want.  However, the current model format limits 16 weapons to each unit.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limited number of unique units?===&lt;br /&gt;
No. Unit IDs, like weapon IDs, will be unlimited.&lt;br /&gt;
&lt;br /&gt;
===Will units have a maximum of 3 unique weapons?===&lt;br /&gt;
Total Annihilation had a limitation that permitted a maximum of 3 unique weapons per unit. Spring currently has a way to have 16 weapons per unit. (Replace Primary, Secondary, Tertiary by 1 2 3 ...16). More can be made possible by modifying the source if there&#039;s a sufficient demand by mod makers.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m curious as to the per-unit polygon limit.===&lt;br /&gt;
The engine itself does not have a polygon count limit. The limit is that of the processing power of today&#039;s computers. Since Spring requires a 3D card, the maximum polygon count per unit will be several times higher than Total Annihilation&#039;s. That means for your average mod, 300 polygons for common units and 700 for the more expensive ones is quite reasonable. (But don&#039;t waste polies unnecessarily!)&lt;br /&gt;
&lt;br /&gt;
===Will units be able to perform basic terraforming?===&lt;br /&gt;
Total Annihilation units probably won&#039;t have any terrain editable functionality. Future units may be endowed with such functionality, but it&#039;s more of a gameplay issue and has not been decided upon yet. However construction units can restore ground, and certain weapons (especially explosive ones) can be used to deform the ground.&lt;br /&gt;
&lt;br /&gt;
===Will tunnel building be possible?===&lt;br /&gt;
Subterranean areas of any sort is impossible. However, it is possible to heavily deform the ground with explosives.. Which is great fun!&lt;br /&gt;
&lt;br /&gt;
===Will the ground&#039;s water retention be editable?===&lt;br /&gt;
No. Water will always collect when a piece of land has a height below sea level.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limit on the number of races?===&lt;br /&gt;
Spring has no limit on the total number of sides/races.&lt;br /&gt;
&lt;br /&gt;
===What are the sizes of the biggest and smallest units?===&lt;br /&gt;
Static units (buildings, defenses, etc.) have no size limitations in the engine. Technically, neither do mobile units, but units with a footprint larger than 4x4 &amp;quot;squares&amp;quot; (an arbitrary size standard created by Cavedog) might have problems pathfinding.&lt;br /&gt;
&lt;br /&gt;
===What is going to be the maximum possible sea depth?===&lt;br /&gt;
For all practical purposes, it will be unlimited. The depth values are stored as &amp;quot;float variables&amp;quot;, so it is doubtful that maps would ever be made which even come close to approaching the limit.&lt;br /&gt;
&lt;br /&gt;
===Will Spring support campaigns?===&lt;br /&gt;
Basic Map scripting has been implemented, using a Lua scripting engine. From that, it would be possible to make a basic campaign, but for ease of use a better way of selecting scripts and an improved Single player menu is needed.&lt;br /&gt;
&lt;br /&gt;
See [[Mission development]] for more details.&lt;br /&gt;
&lt;br /&gt;
===How big are the Spring files?===&lt;br /&gt;
Spring will be as small as however much content is included with it. The &amp;quot;essential&amp;quot; files are only be several megabytes large. Content (such as maps and units) will add considerable size to the Spring download. Currently, the file size is roughly 30 MB.&lt;br /&gt;
&lt;br /&gt;
===How will Spring render sound effects?===&lt;br /&gt;
Sound is rendered 3D, meaning that the volume and direction (assuming a multi-speaker setup) vary with the location of the camera from the sound &amp;quot;emitter&amp;quot;. What this translates into gameplay terms means that the closer you are to a unit making a sound or motion, the louder the sound will be. Additionally, the sound will be heard differently depending on which way the camera is facing relative to units making sound.&lt;br /&gt;
&lt;br /&gt;
===Will Spring have ambient sound?===&lt;br /&gt;
There is no ambient sound, and we haven&#039;t planned on adding it thus far.&lt;br /&gt;
&lt;br /&gt;
===Will there be an AI or a &amp;quot;skirmish&amp;quot; mode?===&lt;br /&gt;
We have created an interface for artificial intelligences (AIs), and several are currently under development. Information on these can be found at the [[AIs]] wiki page.&lt;br /&gt;
&lt;br /&gt;
===Will a &amp;quot;possess&amp;quot; or a FPS option be present?===&lt;br /&gt;
Yes, it is possible to fully control a unit from the first person view. It is more of a gimmick, but it still allows for a nice diversion once in a while.  Instructions on its use are in the [[Using_Spring#FPS_.22Mode.22_.28C.29|Using Spring]] article.&lt;br /&gt;
&lt;br /&gt;
===How do I create maps?===&lt;br /&gt;
See the [[Map development]] page for all the map info.&lt;br /&gt;
&lt;br /&gt;
===How do I create units/mods?===&lt;br /&gt;
See the [[Mod_and_Unit_development#Mod_devlopement|Mod and Unit development]] page on creating units/ mods.&lt;br /&gt;
&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>Af</name></author>
	</entry>
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