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	<updated>2026-11-08T22:24:32Z</updated>
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	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Gamedev:CollisionVolumes&amp;diff=8192</id>
		<title>Gamedev:CollisionVolumes</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Gamedev:CollisionVolumes&amp;diff=8192"/>
		<updated>2020-01-09T11:27:19Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: Changed link to active repositories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Collision Volumes =&lt;br /&gt;
== What is a collision volume? ==&lt;br /&gt;
The collision volume is a geometric shape around Spring units and features. If a projectile collides with this shape, the engine registers it as a hit. Other names are hitbox, hitsphere etc.&lt;br /&gt;
&lt;br /&gt;
[[File:Units_with_hitboxes.jpg|256px|right]]&lt;br /&gt;
&lt;br /&gt;
== How to see them ingame ==&lt;br /&gt;
Press alt + v or type &#039;&#039;&#039;/debugcolvol&#039;&#039;&#039; into chat.&lt;br /&gt;
Look at the purple wireframe shapes around units.&lt;br /&gt;
If you can not see them, the collision volume might be blocked from view by the 3D model or be very offset like underground or in the sky.&lt;br /&gt;
Red shapes indicate the unit was hit.&lt;br /&gt;
&lt;br /&gt;
== What else are they used for? ==&lt;br /&gt;
* line-of-fire calculations&lt;br /&gt;
* mouse-click detection when selecting a single unit&lt;br /&gt;
&lt;br /&gt;
==How to edit their shape==&lt;br /&gt;
===In Upspring===&lt;br /&gt;
In the 3D view, click on the blue &amp;quot;3D&amp;quot; text and a menu opens.&amp;lt;br&amp;gt;&lt;br /&gt;
Click &amp;quot;draw model radius + height&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
At the right side, go to the &amp;quot;Model&amp;quot; tab and edit the values.&amp;lt;br&amp;gt;&lt;br /&gt;
With Upspring, you can only define sphere shaped collision volumes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===In the Def===&lt;br /&gt;
There are numerous [[Gamedev:UnitDefs#Collision_Volumes|tags]] that control shape, size and position of the collision volume. You have to restart Springfor the changes to take effect, there is no way to reload unit and feature defs.&lt;br /&gt;
&lt;br /&gt;
===boxxy the hitbox editor===&lt;br /&gt;
This creation allows you move hitboxes by pressing buttons.&lt;br /&gt;
This way you can get the needed numbers and copy them to the unitdef file.&lt;br /&gt;
&lt;br /&gt;
http://h-4.abload.de/img/loveandtrolls25t5u.gif&lt;br /&gt;
&lt;br /&gt;
{{forumlink|topic=24882|title=Its Boxxy!}} (forum)&lt;br /&gt;
&lt;br /&gt;
===Multiple collision volumes===&lt;br /&gt;
A unit can have multiple collision volumes. For example a tank could use a box for the chassis and a cylinder for the turret.&lt;br /&gt;
&lt;br /&gt;
Each piece can have its own collision volume. {{xtaglink|Gamedev:UnitDefs|usePieceCollisionVolumes|true}}, will cause each piece on the model to have an autogenerated hitvolume; unwanted hitvolumes can then be removed with Lua.&lt;br /&gt;
&lt;br /&gt;
==Can they be changed during gameplay?==&lt;br /&gt;
Yes. One example would be &amp;quot;pop up&amp;quot; turrets that get a smaller hitbox when sunken into the ground etc.&lt;br /&gt;
See &amp;lt;code&amp;gt;Spring.SetUnitCollisionVolumeData()&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Spring.SetUnitPieceCollisionVolumeData()&amp;lt;/code&amp;gt;&lt;br /&gt;
at [[Lua_SyncedCtrl]].&lt;br /&gt;
&lt;br /&gt;
Example: [https://github.com/Balanced-Annihilation-Reloaded/BAR.sdd/blob/master/luarules/gadgets/unit_dynamic_collision_volume.lua Dynamic Collision Volume gadget] and it&#039;s [https://github.com/Balanced-Annihilation-Reloaded/BAR.sdd/blob/master/luarules/configs/collisionvolumes.lua configuration file].&lt;br /&gt;
&lt;br /&gt;
==Unit radius &amp;amp; height VS collision volume==&lt;br /&gt;
Even when a unit defines a collision volume that is not a sphere, the &#039;&#039;radius&#039;&#039; and &#039;&#039;height&#039;&#039; values set in Upspring still have a number of purposes. To name a few examples: &#039;&#039;height&#039;&#039; is used to decide whether a ship can move over an underwater structure, &#039;&#039;radius&#039;&#039; is used in collision handling for aircraft. Most importantly, all collision checks first do a pre-check with the unit &#039;&#039;radius&#039;&#039; before doing the colvol checks. Ergo the unit &#039;&#039;radius&#039;&#039; must be larger or equal to the colvol!&lt;br /&gt;
&lt;br /&gt;
==Which spot on an enemy do units target==&lt;br /&gt;
The model centre set in Upspring&lt;br /&gt;
&lt;br /&gt;
==Common problems (and how to solve)==&lt;br /&gt;
===weapons miss the unit===&lt;br /&gt;
Weapons like Dgun and torpedos might pass through under the unit if the hitvolume does not extend a bit into the ground/underwater.&lt;br /&gt;
&lt;br /&gt;
===Intersecting hitboxes===&lt;br /&gt;
Two near units might refuse to shoot if their turrets intersect with each other&#039;s hitboxes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Dev]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_MathExtra&amp;diff=11360</id>
		<title>Lua MathExtra</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_MathExtra&amp;diff=11360"/>
		<updated>2015-06-21T10:43:36Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: /* Additional math functions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
= Additional math functions=&lt;br /&gt;
&#039;&#039;&#039;math.clamp&#039;&#039;&#039; {{new|95}}&lt;br /&gt;
  ( number x, number min, number max ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns x clamped to min and max boundaries.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.diag&#039;&#039;&#039; {{new|95}}&lt;br /&gt;
  ( number x1 [, ... ] ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns the length of the diagonal of an n-dimensional box (or the length of an n-component&lt;br /&gt;
  vector). Rather quick method that does not handle intermediate overflows/underflows nor is&lt;br /&gt;
  made for numerical stability.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.erf&#039;&#039;&#039; {{new|95}}&lt;br /&gt;
  ( number x ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns [http://en.wikipedia.org/wiki/Error_function erf](x).&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.hypot&#039;&#039;&#039; {{new|95}}&lt;br /&gt;
  ( number x, number y ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns the length of hypotenuse of right angle triangle with sides x and y, equivalent&lt;br /&gt;
  to sqrt(x*x + y*y), but has better numerical stability and internaly handles intermediate&lt;br /&gt;
  overflows/underflows, but is also slower.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.mix&#039;&#039;&#039; {{new|95}}&lt;br /&gt;
  ( number x, number y, number a ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns linear interpolation bewteen x and y with ratio a (x+(y-x)*a).&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.round&#039;&#039;&#039; {{new|95}}&lt;br /&gt;
  ( number x [, number n] ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns x rounded to n decimals, if n is omitted or &amp;lt;=0, rounds to nearest integer.&lt;br /&gt;
  Note that Spring&#039;s LUA interpreter uses 32-bit floats for all numbers so max. precision&lt;br /&gt;
  is ~7 decimal digits.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.sgn&#039;&#039;&#039; {{new|95}}&lt;br /&gt;
  ( number x ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns [http://en.wikipedia.org/wiki/Sign_function sgn](x).&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.smoothstep&#039;&#039;&#039; {{new|97}}&lt;br /&gt;
  ( number edge0, number edge1, number v ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns [http://en.wikipedia.org/wiki/Smoothstep smoothstep](edge0, edge1, v).&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_MathExtra&amp;diff=11359</id>
		<title>Lua MathExtra</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_MathExtra&amp;diff=11359"/>
		<updated>2015-03-09T19:52:06Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: /* Additional math functions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
= Additional math functions=&lt;br /&gt;
&#039;&#039;&#039;math.clamp&#039;&#039;&#039; {{new|95}}&lt;br /&gt;
  ( number x, number min, number max ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns x clamped to min and max boundaries.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.diag&#039;&#039;&#039; {{new|95}}&lt;br /&gt;
  ( number x1 [, ... ] ] ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns the length of the diagonal of an n-dimensional box (or the length of an n-component&lt;br /&gt;
  vector). Rather quick method that does not handle intermediate overflows/underflows nor is&lt;br /&gt;
  made for numerical stability.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.erf&#039;&#039;&#039; {{new|95}}&lt;br /&gt;
  ( number x ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns [http://en.wikipedia.org/wiki/Error_function erf](x).&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.hypot&#039;&#039;&#039; {{new|95}}&lt;br /&gt;
  ( number x, number y ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns the length of hypotenuse of right angle triangle with sides x and y, equivalent&lt;br /&gt;
  to sqrt(x*x + y*y), but has better numerical stability and internaly handles intermediate&lt;br /&gt;
  overflows/underflows, but is also slower.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.mix&#039;&#039;&#039; {{new|95}}&lt;br /&gt;
  ( number x, number y, number a ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns linear interpolation bewteen x and y with ratio a (x+(y-x)*a).&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.round&#039;&#039;&#039; {{new|95}}&lt;br /&gt;
  ( number x [, number n] ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns x rounded to n decimals, if n is omitted or &amp;lt;=0, rounds to nearest integer.&lt;br /&gt;
  Note that Spring&#039;s LUA interpreter uses 32-bit floats for all numbers so max. precision&lt;br /&gt;
  is ~7 decimal digits.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.sgn&#039;&#039;&#039; {{new|95}}&lt;br /&gt;
  ( number x ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns [http://en.wikipedia.org/wiki/Sign_function sgn](x).&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.smoothstep&#039;&#039;&#039; {{new|97}}&lt;br /&gt;
  ( number edge0, number edge1, number v ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns [http://en.wikipedia.org/wiki/Smoothstep smoothstep](edge0, edge1, v).&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_MathExtra&amp;diff=11357</id>
		<title>Lua MathExtra</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_MathExtra&amp;diff=11357"/>
		<updated>2013-10-10T08:15:18Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: /* Additional math functions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
= Additional math functions=&lt;br /&gt;
&#039;&#039;&#039;math.clamp&#039;&#039;&#039; {{new|95}}&lt;br /&gt;
  ( number x, number min, number max ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns x clamped to min and max boundaries.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.diag&#039;&#039;&#039; {{new|95}}&lt;br /&gt;
  ( number x1 [, ... ] ] ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns the length of diagonal of an n-dimensional box. Rather quick method that does not&lt;br /&gt;
  handle intermediate overflows/underflows nor is made for numerical stability.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.erf&#039;&#039;&#039; {{new|95}}&lt;br /&gt;
  ( number x ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns [http://en.wikipedia.org/wiki/Error_function erf](x).&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.hypot&#039;&#039;&#039; {{new|95}}&lt;br /&gt;
  ( number x, number y ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns the length of hypotenuse of right angle triangle with sides x and y, equivalent&lt;br /&gt;
  to sqrt(x*x + y*y), but has better numerical stability and internaly handles intermediate&lt;br /&gt;
  overflows/underflows, but is also slower.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.mix&#039;&#039;&#039; {{new|95}}&lt;br /&gt;
  ( number x, number y, number a ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns linear interpolation bewteen x and y with ratio a (x+(y-x)*a).&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.round&#039;&#039;&#039; {{new|95}}&lt;br /&gt;
  ( number x [, number n] ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns x rounded to n decimals, if n is omitted or &amp;lt;=0, rounds to nearest integer.&lt;br /&gt;
  Note that Spring&#039;s LUA interpreter uses 32-bit floats for all numbers so max. precision&lt;br /&gt;
  is ~7 decimal digits.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.sgn&#039;&#039;&#039; {{new|95}}&lt;br /&gt;
  ( number x ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns [http://en.wikipedia.org/wiki/Sign_function sgn](x).&amp;lt;/span&amp;gt;&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_MathExtra&amp;diff=11356</id>
		<title>Lua MathExtra</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_MathExtra&amp;diff=11356"/>
		<updated>2013-10-10T08:11:58Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
= Additional math functions=&lt;br /&gt;
&#039;&#039;&#039;math.clamp&#039;&#039;&#039; {{new|95}}&lt;br /&gt;
  ( number x, number min, number max ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns x clamped to min and max boundaries.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.diag&#039;&#039;&#039; {{new|95}}&lt;br /&gt;
  ( number x1 [, ... ] ] ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns the length of diagonal of an n-dimensional box. Rather quick method that does not&lt;br /&gt;
  handle intermediate overflows/underflows nor is made for numerical stability.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.erf&#039;&#039;&#039; {{new|95}}&lt;br /&gt;
  ( number x ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns [http://en.wikipedia.org/wiki/Error_function erf](x).&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.hypot&#039;&#039;&#039; {{new|95}}&lt;br /&gt;
  ( number x, number y ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns the length of hypotenuse of right angle triangle with sides x and y, equivalent&lt;br /&gt;
  to sqrt(x*x + y*y), but has better numerical stability and internaly handles intermediate&lt;br /&gt;
  overflows/underflows, but is also slower.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.mix&#039;&#039;&#039; {{new|95}}&lt;br /&gt;
  ( number x, number y, number a ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns linear interpolation bewteen x and y with ratio a (x+(y-x)*a).&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.round&#039;&#039;&#039; {{new|95}}&lt;br /&gt;
  ( number x [, number n] ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns x rounded to n decimal digits, if n is omitted or &amp;lt;=0, rounds to nearest integer.&lt;br /&gt;
  Note that Spring&#039;s LUA interpreter uses 32-bit floats for all numbers so max. precision&lt;br /&gt;
  is ~7 digits.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.sgn&#039;&#039;&#039; {{new|95}}&lt;br /&gt;
  ( number x ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns [http://en.wikipedia.org/wiki/Sign_function sgn](x).&amp;lt;/span&amp;gt;&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Template:LuaInterfaces&amp;diff=22964</id>
		<title>Template:LuaInterfaces</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Template:LuaInterfaces&amp;diff=22964"/>
		<updated>2013-10-09T14:16:31Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;margin-left:12px&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;font style=&amp;quot;font-weight:bold; font-size:80%&amp;quot;&amp;gt;System&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lua_System]] &amp;lt;!-- &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;*new*&amp;lt;/span&amp;gt; --&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font style=&amp;quot;font-weight:bold; font-size:80%&amp;quot;&amp;gt;Game&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lua_ConstGame]] (holds game relevant constants &amp;amp; variables)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lua_UnitDefs]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lua_WeaponDefs]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lua_FeatureDefs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font style=&amp;quot;font-weight:bold; font-size:80%&amp;quot;&amp;gt;COB, Explode, EmitSfx&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lua_ConstCOB]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font style=&amp;quot;font-weight:bold; font-size:80%&amp;quot;&amp;gt;Commands&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lua_CMDs]] (documents all CMDs and CMDTYPEs) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font style=&amp;quot;font-weight:bold; font-size:80%&amp;quot;&amp;gt;GameState&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lua_SyncedCtrl]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lua_SyncedRead]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lua_SaveLoad]] (engine-assisted Lua save/load)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font style=&amp;quot;font-weight:bold; font-size:80%&amp;quot;&amp;gt;Client&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lua_UnsyncedCtrl]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lua_UnsyncedRead]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lua_Lobby]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font style=&amp;quot;font-weight:bold; font-size:80%&amp;quot;&amp;gt;OpenGL&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lua_OpenGL_Api]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lua_GLSL_Api]] (OpenGL Shading Language) &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lua_FBO_and_RBO]] (Framebuffer and Renderbuffer Objects) &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lua_UnitRendering]] (manage unit LODs and materials)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lua_ConstGL]] (some OpenGL constants)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lua_Fonts]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font style=&amp;quot;font-weight:bold; font-size:80%&amp;quot;&amp;gt;Unit Physics&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lua_MoveCtrl]] (changes the physics of single units)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lua_PathFinder]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font style=&amp;quot;font-weight:bold; font-size:80%&amp;quot;&amp;gt;Engine&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lua_VFS]] (used to access files in the virtual filesystem, e.g. modfiles)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lua_Scream]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lua_BitOps]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lua_MathExtra]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lua_Socket]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_MathExtra&amp;diff=11353</id>
		<title>Lua MathExtra</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_MathExtra&amp;diff=11353"/>
		<updated>2013-10-09T13:36:51Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: /* Additional math functions {{HeaderNotice|(added in: 94.1.1311)}} */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
== Additional math functions {{HeaderNotice|(added with: 94.1.1-1311)}}==&lt;br /&gt;
&#039;&#039;&#039;math.hypot&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns the length of hypotenuse of right angle triangle with sides x and y, equivalent&lt;br /&gt;
  to sqrt(x*x + y*y), but has better numerical stability and internaly handles intermediate&lt;br /&gt;
  overflows/underflows, but is also slower.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.diag&#039;&#039;&#039;&lt;br /&gt;
  ( number x1 [, ... ] ] ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns the length of diagonal of an n-dimensional box. Rather quick method that does not&lt;br /&gt;
  handle intermediate overflows/underflows nor is made for numerical stability.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.clamp&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number min, number max ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns x clamped to min and max boundaries.&amp;lt;/span&amp;gt;&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_MathExtra&amp;diff=11352</id>
		<title>Lua MathExtra</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_MathExtra&amp;diff=11352"/>
		<updated>2013-10-09T13:35:31Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: /* Additional math functions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
== Additional math functions {{HeaderNotice|(added in: 94.1.1311)}}==&lt;br /&gt;
&#039;&#039;&#039;math.hypot&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns the length of hypotenuse of right angle triangle with sides x and y, equivalent&lt;br /&gt;
  to sqrt(x*x + y*y), but has better numerical stability and internaly handles intermediate&lt;br /&gt;
  overflows/underflows, but is also slower.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.diag&#039;&#039;&#039;&lt;br /&gt;
  ( number x1 [, ... ] ] ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns the length of diagonal of an n-dimensional box. Rather quick method that does not&lt;br /&gt;
  handle intermediate overflows/underflows nor is made for numerical stability.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.clamp&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number min, number max ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns x clamped to min and max boundaries.&amp;lt;/span&amp;gt;&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Category:Lua&amp;diff=23481</id>
		<title>Category:Lua</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Category:Lua&amp;diff=23481"/>
		<updated>2013-10-09T13:31:05Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; Lua Category&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Lua Interfaces&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em; background: #555570; border: 1px #aaa solid; border-collapse: collapse;&amp;quot;&lt;br /&gt;
! bgcolor=&amp;quot;#555570&amp;quot; |&lt;br /&gt;
! align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;#555570&amp;quot;| LuaUI&lt;br /&gt;
! align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;#555570&amp;quot;| LuaRules&amp;lt;br&amp;gt;&amp;lt;font style=&amp;quot;font-size:80%&amp;quot;&amp;gt;(unsynced)&amp;lt;/font&amp;gt;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;#555570&amp;quot;| LuaRules&amp;lt;br&amp;gt;&amp;lt;font style=&amp;quot;font-size:80%&amp;quot;&amp;gt;(synced)&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;  bgcolor=&amp;quot;#555570&amp;quot; | [[Lua_ConstGame]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;  bgcolor=&amp;quot;#555570&amp;quot; | [[Lua_UnitDefs]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;  bgcolor=&amp;quot;#555570&amp;quot; | [[Lua_WeaponDefs]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;  bgcolor=&amp;quot;#555570&amp;quot; | [[Lua_FeatureDefs]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;  bgcolor=&amp;quot;#555570&amp;quot; | [[Lua_ConstCOB]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#772222&amp;quot; | -&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#772222&amp;quot; | -&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;  bgcolor=&amp;quot;#555570&amp;quot; | [[Lua_CMDs]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;  bgcolor=&amp;quot;#555570&amp;quot; | [[Lua_UnsyncedRead]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#772222&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;  bgcolor=&amp;quot;#555570&amp;quot; | [[Lua_UnsyncedCtrl]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;  bgcolor=&amp;quot;#555570&amp;quot; | [[Lua_SyncedRead]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#888800&amp;quot; | +**&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;  bgcolor=&amp;quot;#555570&amp;quot; | [[Lua_SyncedCtrl]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#772222&amp;quot; | -&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#772222&amp;quot; | -&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;  bgcolor=&amp;quot;#555570&amp;quot; | [[Lua_MoveCtrl]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#772222&amp;quot; | -&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#772222&amp;quot; | -&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;  bgcolor=&amp;quot;#555570&amp;quot; | [[Lua_PathFinder]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;  bgcolor=&amp;quot;#555570&amp;quot; | [[Lua_OpenGL_Api]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#772222&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;  bgcolor=&amp;quot;#555570&amp;quot; | [[Lua_GLSL_Api]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#772222&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;  bgcolor=&amp;quot;#555570&amp;quot; | [[Lua_FBO_and_RBO]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#772222&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;  bgcolor=&amp;quot;#555570&amp;quot; | [[Lua_UnitRendering ]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#772222&amp;quot; | -&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#772222&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;  bgcolor=&amp;quot;#555570&amp;quot; | [[Lua_Fonts]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#772222&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;  bgcolor=&amp;quot;#555570&amp;quot; | [[Lua_ConstGL]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#772222&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;  bgcolor=&amp;quot;#555570&amp;quot; | [[Lua_VFS]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#888800&amp;quot; | +*&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;  bgcolor=&amp;quot;#555570&amp;quot; | [[Lua_Scream]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#772222&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;  bgcolor=&amp;quot;#555570&amp;quot; | [[Lua_BitOps]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;  bgcolor=&amp;quot;#555570&amp;quot; | [[Lua_MathExtra]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot;  bgcolor=&amp;quot;#555570&amp;quot; | [[Lua_Socket]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#227722&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#772222&amp;quot; | +&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#772222&amp;quot; | +&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em; background: #555570; border: 1px #aaa solid; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#555570&amp;quot; | *&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| only VFS.ZIP_ONLY&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  bgcolor=&amp;quot;#555570&amp;quot; | **&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| with special LOS handling and decoy unit handling&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_MathExtra&amp;diff=11351</id>
		<title>Lua MathExtra</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_MathExtra&amp;diff=11351"/>
		<updated>2013-10-09T13:30:33Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
== Additional math functions ==&lt;br /&gt;
&#039;&#039;&#039;math.hypot&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns the length of hypotenuse of right angle triangle with sides x and y, equivalent&lt;br /&gt;
  to sqrt(x*x + y*y), but has better numerical stability and internaly handles intermediate&lt;br /&gt;
  overflows/underflows, but is also slower.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.diag&#039;&#039;&#039;&lt;br /&gt;
  ( number x1 [, ... ] ] ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns the length of diagonal of an n-dimensional box. Rather quick method that does not&lt;br /&gt;
  handle intermediate overflows/underflows nor is made for numerical stability.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.clamp&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number min, number max ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns x clamped to min and max boundaries.&amp;lt;/span&amp;gt;&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_MathExtra&amp;diff=11350</id>
		<title>Lua MathExtra</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_MathExtra&amp;diff=11350"/>
		<updated>2013-10-09T13:25:19Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: Created page with &amp;quot;== Additional math functions == &amp;#039;&amp;#039;&amp;#039;math.hypot&amp;#039;&amp;#039;&amp;#039;   ( number x, number y ) -&amp;gt; number   &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns the length of hypotenuse of right angle triangle with sides x ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Additional math functions ==&lt;br /&gt;
&#039;&#039;&#039;math.hypot&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number y ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns the length of hypotenuse of right angle triangle with sides x and y, equivalent&lt;br /&gt;
  to sqrt(x*x + y*y), but has better numerical stability and internaly handles intermediate&lt;br /&gt;
  overflows/underflows, but is also slower.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.diag&#039;&#039;&#039;&lt;br /&gt;
  ( number x1 [, ... ] ] ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns the length of diagonal of an n-dimensional box. Rather quick method that does not&lt;br /&gt;
  handle intermediate overflows/underflows nor is made for numerical stability.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;math.clamp&#039;&#039;&#039;&lt;br /&gt;
  ( number x, number min, number max ) -&amp;gt; number&lt;br /&gt;
  &amp;lt;span class=&amp;quot;note&amp;quot;&amp;gt;Returns x clamped to min and max boundaries.&amp;lt;/span&amp;gt;&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19792</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19792"/>
		<updated>2013-08-08T20:23:40Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Xta]]&lt;br /&gt;
&#039;&#039;&#039;[[Games|&amp;lt;--Back to Games]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
                       [[Image:Xta_logo_white.jpg]]&lt;br /&gt;
&lt;br /&gt;
== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original games for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due to the authentic feel combined with the Spring Engine&#039;s capabilities. &lt;br /&gt;
&lt;br /&gt;
XTA tests a player&#039;s tactical, teamwork and micro abilities whilst also fostering diverse playstyles giving many ways in which one action can change the outcome of battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But the best reciew for any player is to experience it for themselves.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The current version of XTA is 9.729 and you can [http://packages.springrts.com/builds/xta-9.729.sdz download it here] or use [http://springrts.com/wiki/Download_Systems rapid system].&lt;br /&gt;
&lt;br /&gt;
There are also &amp;quot;beta&amp;quot; releases, usually these are the versions played online. Download at: http://www.hktresnjevka.hr/xta/&lt;br /&gt;
&lt;br /&gt;
Or &amp;quot;patch&amp;quot; releases, depending which developer made the latest changes:&lt;br /&gt;
http://kloot.darkstars.co.uk/&lt;br /&gt;
Both beta and patch releases are incremental to latest stable relase, so you need to have both files in order to play the beta/patch version.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other games enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It&#039;s not how many you build but how you use them.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play allowing teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the &#039;&#039;&#039;Commander&#039;&#039;&#039;. The versatility of this unit allows it to be used for aggressive, tactical, defensive and economical purposes as well as having the ability to Morph to be stronger.&lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48 here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. &lt;br /&gt;
&lt;br /&gt;
Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DP&lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&lt;br /&gt;
&lt;br /&gt;
Newer versions will continue to be released to incorporate more detailed visual effects/or models as the Spring Engine develops.&lt;br /&gt;
&lt;br /&gt;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
XTA was a balance mod for TA, developed by the [[SY]] clan.&lt;br /&gt;
&lt;br /&gt;
For Spring, it was the first mod available to the public for online play, the first that was ported and for a long time came bundled with the installation of the Spring engine, ready to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterwards the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their separate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas maintained XTA for some time. Players contribute and offer help on a multitude of scales. The current XTA balance offers something new and dynamic whilst still maintaining the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
Recently Deadnight Warrior has taken over development, fixing bugs, optimizing scripts and tweaking balance. [http://code.google.com/p/xta-springrts/ A SVN with bugtracker] was also set up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action as well as commentaries of XTA replays [http://www.youtube.com//XtaReplay here] or [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Important Autohost Commands ==&lt;br /&gt;
=== For Helium===&lt;br /&gt;
Game end mode:&lt;br /&gt;
  !setoptions  mode=comends&lt;br /&gt;
or&lt;br /&gt;
  !setoptions  mode=killall&lt;br /&gt;
&lt;br /&gt;
Make teams:&lt;br /&gt;
  !balance 2&lt;br /&gt;
  !balance 3&lt;br /&gt;
  ...&lt;br /&gt;
  !balance 10&lt;br /&gt;
&lt;br /&gt;
Turn XTAaids units on/off:&lt;br /&gt;
  !setoptions xtaidunits=1&lt;br /&gt;
  !setoptions xtaidunits=0&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19789</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19789"/>
		<updated>2013-05-10T11:26:10Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Xta]]&lt;br /&gt;
&#039;&#039;&#039;[[Games|&amp;lt;--Back to Games]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
                       [[Image:Xta_logo_white.jpg]]&lt;br /&gt;
&lt;br /&gt;
== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original games for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due to the authentic feel combined with the Spring Engine&#039;s capabilities. &lt;br /&gt;
&lt;br /&gt;
XTA tests a player&#039;s tactical, teamwork and micro abilities whilst also fostering diverse playstyles giving many ways in which one action can change the outcome of battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But the best reciew for any player is to experience it for themselves.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The current version of XTA is 9.728 and you can [http://springfiles.com/spring/games/xta-29 download it here] or use [http://springrts.com/wiki/Download_Systems rapid system].&lt;br /&gt;
&lt;br /&gt;
There are also &amp;quot;beta&amp;quot; releases, usually these are the versions played online. Download at: http://www.hktresnjevka.hr/xta/&lt;br /&gt;
&lt;br /&gt;
Or &amp;quot;patch&amp;quot; releases, depending which developer made the latest changes:&lt;br /&gt;
http://kloot.darkstars.co.uk/&lt;br /&gt;
Both beta and patch releases are incremental to latest stable relase, so you need to have both files in order to play the beta/patch version.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other games enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It&#039;s not how many you build but how you use them.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play allowing teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the &#039;&#039;&#039;Commander&#039;&#039;&#039;. The versatility of this unit allows it to be used for aggressive, tactical, defensive and economical purposes as well as having the ability to Morph to be stronger.&lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48 here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. &lt;br /&gt;
&lt;br /&gt;
Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DP&lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&lt;br /&gt;
&lt;br /&gt;
Newer versions will continue to be released to incorporate more detailed visual effects/or models as the Spring Engine develops.&lt;br /&gt;
&lt;br /&gt;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
XTA was a balance mod for TA, developed by the [[SY]] clan.&lt;br /&gt;
&lt;br /&gt;
For Spring, it was the first mod available to the public for online play, the first that was ported and for a long time came bundled with the installation of the Spring engine, ready to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterwards the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their separate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas maintained XTA for some time. Players contribute and offer help on a multitude of scales. The current XTA balance offers something new and dynamic whilst still maintaining the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
Recently Deadnight Warrior has taken over development, fixing bugs, optimizing scripts and tweaking balance. [http://code.google.com/p/xta-springrts/ A SVN with bugtracker] was also set up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action as well as commentaries of XTA replays [http://www.youtube.com//XtaReplay here] or [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Building_Spring_on_Windows&amp;diff=3645</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=3645"/>
		<updated>2013-03-10T21:11:48Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: Fixed vclibs links&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+CMake=&lt;br /&gt;
Compiling Spring in MinGW requires &amp;gt;=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;
== Installing 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 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;
*&amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;Your VS build won&#039;t sync with GCC builds in multiplayer mode&amp;lt;/span&amp;gt;&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;
*Running any non-LUA AI on VS built Spring will crash it&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;
*The project files are in /spring/rts/build/vstudio&#039;&#039;&#039;&#039;&#039;n&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*You need to install the [http://springrts.com/dl/vclibs VClibs library package] that holds all the project dependancies and put this in the /spring directory from the SVN checkout or the zipped source. The VClibs packages are Visual Studio version specific, so choose the proper one. 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;
&lt;br /&gt;
==2005 (v8)==&lt;br /&gt;
(possibly the free Express Edition) &lt;br /&gt;
&lt;br /&gt;
* Install the [http://springrts.com/dl/vclibs/spring-vc8libs-v8.7z VClibs for VS2005]. &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;
(Standard or above Edition)&lt;br /&gt;
&lt;br /&gt;
It won&#039;t work out of the box, you need at least this hotfix from Microsoft: [http://support.microsoft.com/kb/946040 KB946040] or update using your Windows Update, as well as [http://www.microsoft.com/download/en/details.aspx?displaylang=en&amp;amp;id=6922 Visual Studio 2008 Feature Pack].&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. Before compiling it&#039;s recomended to select &amp;quot;Release with error catching&amp;quot; solution configuration or it&#039;s MT variant.&lt;br /&gt;
&lt;br /&gt;
You need the [http://springrts.com/dl/vclibs/spring-vc9libs-v5.7z 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;
=== Errors ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span class=warning&amp;gt;...\rts\lib\assimp\code\STEPFile.h(58) : fatal error C1083: Cannot open include file: &#039;unordered_map&#039;: No such file or directory&amp;lt;/span&amp;gt;&lt;br /&gt;
You need to install [http://www.microsoft.com/download/en/details.aspx?displaylang=en&amp;amp;id=6922 Visual Studio 2008 Feature Pack]. It&#039;s recomended to do so after a clean installation of VS2008 prior to installing SP1 and other updates. The linked installer only supports VS2008 Standard or above.&lt;br /&gt;
If you installed all updates prior to installing the feature pack, there&#039;s no guarantee that installation of feature pack will be successfull (&#039;&#039;Installation on systems with Visual Studio 2008 Service Pack 1 (BETA) is not supported&#039;&#039;), though it did seem to work.&lt;br /&gt;
&lt;br /&gt;
==2010 (v10)==&lt;br /&gt;
&lt;br /&gt;
The instructions for VS2008 should mostly work, but you need [http://springrts.com/dl/vclibs/spring-vc10libs.7z VCLibs for VS2010] instead.&lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19787</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19787"/>
		<updated>2013-01-14T21:56:46Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Xta]]&lt;br /&gt;
&#039;&#039;&#039;[[Games|&amp;lt;--Back to Games]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
                       [[Image:Xta_logo_white.jpg]]&lt;br /&gt;
&lt;br /&gt;
== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original games for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due to the authentic feel combined with the Spring Engine&#039;s capabilities. &lt;br /&gt;
&lt;br /&gt;
XTA tests a player&#039;s tactical, teamwork and micro abilities whilst also fostering diverse playstyles giving many ways in which one action can change the outcome of battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But the best reciew for any player is to experience it for themselves.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The current version of XTA is 9.725 and you can [http://springfiles.com/spring/games/xta-25 download it here].&lt;br /&gt;
&lt;br /&gt;
There are also &amp;quot;beta&amp;quot; releases, usually these are the versions played online. Download at: http://www.hktresnjevka.hr/xta/&lt;br /&gt;
&lt;br /&gt;
Or &amp;quot;patch&amp;quot; releases, depending which developer made the latest changes:&lt;br /&gt;
http://kloot.darkstars.co.uk/&lt;br /&gt;
Both beta and patch releases are incremental to latest stable relase, so you need to have both files in order to play the beta/patch version.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other games enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It&#039;s not how many you build but how you use them.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play allowing teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the &#039;&#039;&#039;Commander&#039;&#039;&#039;. The versatility of this unit allows it to be used for aggressive, tactical, defensive and economical purposes as well as having the ability to Morph to be stronger.&lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48 here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. &lt;br /&gt;
&lt;br /&gt;
Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DP&lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&lt;br /&gt;
&lt;br /&gt;
Newer versions will continue to be released to incorporate more detailed visual effects/or models as the Spring Engine develops.&lt;br /&gt;
&lt;br /&gt;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
XTA was a balance mod for [[TA]], developed by the [[SY]] clan.&lt;br /&gt;
&lt;br /&gt;
For Spring, it was the first mod available to the public for online play, the first that was ported and for a long time came bundled with the installation of the Spring engine, ready to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterwards the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their separate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas maintained XTA for some time. Players contribute and offer help on a multitude of scales. The current XTA balance offers something new and dynamic whilst still maintaining the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
Recently Deadnight Warrior has taken over development, fixing bugs, optimizing scripts and tweaking balance. [http://code.google.com/p/xta-springrts/ A SVN with bugtracker] was also set up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action as well as commentaries of XTA replays [http://www.youtube.com//XtaReplay here] or [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Building_Spring_on_Windows&amp;diff=3641</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=3641"/>
		<updated>2012-08-23T10:22:09Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: /* 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;
=Compiling with MinGW+CMake=&lt;br /&gt;
Compiling Spring in MinGW requires &amp;gt;=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;
== Installing 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 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;
*&amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;Your VS build won&#039;t sync with GCC builds in multiplayer mode&amp;lt;/span&amp;gt;&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;
*Running any non-LUA AI on VS built Spring will crash it&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;
*The project files are in /spring/rts/build/vstudio&#039;&#039;&#039;&#039;&#039;n&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*You need to install the [https://github.com/spring/spring/downloads VClibs library package] that holds all the project dependancies and put this in the /spring directory from the SVN checkout or the zipped source. The VClibs packages are Visual Studio version specific, so choose the proper one. 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;
&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 for VS2005]. &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;
(Standard or above Edition)&lt;br /&gt;
&lt;br /&gt;
It won&#039;t work out of the box, you need at least this hotfix from Microsoft: [http://support.microsoft.com/kb/946040 KB946040] or update using your Windows Update, as well as [http://www.microsoft.com/download/en/details.aspx?displaylang=en&amp;amp;id=6922 Visual Studio 2008 Feature Pack].&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. Before compiling it&#039;s recomended to select &amp;quot;Release with error catching&amp;quot; solution configuration or it&#039;s MT variant.&lt;br /&gt;
&lt;br /&gt;
You need the [http://cloud.github.com/downloads/spring/spring/spring-vc9libs-v5.7z 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;
=== Errors ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span class=warning&amp;gt;...\rts\lib\assimp\code\STEPFile.h(58) : fatal error C1083: Cannot open include file: &#039;unordered_map&#039;: No such file or directory&amp;lt;/span&amp;gt;&lt;br /&gt;
You need to install [http://www.microsoft.com/download/en/details.aspx?displaylang=en&amp;amp;id=6922 Visual Studio 2008 Feature Pack]. It&#039;s recomended to do so after a clean installation of VS2008 prior to installing SP1 and other updates. The linked installer only supports VS2008 Standard or above.&lt;br /&gt;
If you installed all updates prior to installing the feature pack, there&#039;s no guarantee that installation of feature pack will be successfull (&#039;&#039;Installation on systems with Visual Studio 2008 Service Pack 1 (BETA) is not supported&#039;&#039;), though it did seem to work.&lt;br /&gt;
&lt;br /&gt;
==2010 (v10)==&lt;br /&gt;
&lt;br /&gt;
The instructions for VS2008 should mostly work, but you need [https://github.com/downloads/spring/spring/spring-vc10libs.7z VCLibs for VS2010] instead.&lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Building_Spring_on_Windows&amp;diff=3640</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=3640"/>
		<updated>2012-08-23T10:20:53Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: &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+CMake=&lt;br /&gt;
Compiling Spring in MinGW requires &amp;gt;=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;
== Installing 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 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;
*&amp;lt;span class=&amp;quot;warning&amp;quot;&amp;gt;Your VS build won&#039;t sync with GCC builds in multiplayer mode&amp;lt;/span&amp;gt;&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;
*The project files are in /spring/rts/build/vstudio&#039;&#039;&#039;&#039;&#039;n&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*You need to install the [https://github.com/spring/spring/downloads VClibs library package] that holds all the project dependancies and put this in the /spring directory from the SVN checkout or the zipped source. The VClibs packages are Visual Studio version specific, so choose the proper one. 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;
&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 for VS2005]. &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;
(Standard or above Edition)&lt;br /&gt;
&lt;br /&gt;
It won&#039;t work out of the box, you need at least this hotfix from Microsoft: [http://support.microsoft.com/kb/946040 KB946040] or update using your Windows Update, as well as [http://www.microsoft.com/download/en/details.aspx?displaylang=en&amp;amp;id=6922 Visual Studio 2008 Feature Pack].&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. Before compiling it&#039;s recomended to select &amp;quot;Release with error catching&amp;quot; solution configuration or it&#039;s MT variant.&lt;br /&gt;
&lt;br /&gt;
You need the [http://cloud.github.com/downloads/spring/spring/spring-vc9libs-v5.7z 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;
=== Errors ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span class=warning&amp;gt;...\rts\lib\assimp\code\STEPFile.h(58) : fatal error C1083: Cannot open include file: &#039;unordered_map&#039;: No such file or directory&amp;lt;/span&amp;gt;&lt;br /&gt;
You need to install [http://www.microsoft.com/download/en/details.aspx?displaylang=en&amp;amp;id=6922 Visual Studio 2008 Feature Pack]. It&#039;s recomended to do so after a clean installation of VS2008 prior to installing SP1 and other updates. The linked installer only supports VS2008 Standard or above.&lt;br /&gt;
If you installed all updates prior to installing the feature pack, there&#039;s no guarantee that installation of feature pack will be successfull (&#039;&#039;Installation on systems with Visual Studio 2008 Service Pack 1 (BETA) is not supported&#039;&#039;), though it did seem to work.&lt;br /&gt;
&lt;br /&gt;
==2010 (v10)==&lt;br /&gt;
&lt;br /&gt;
The instructions for VS2008 should mostly work, but you need [https://github.com/downloads/spring/spring/spring-vc10libs.7z VCLibs for VS2010] instead.&lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19785</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19785"/>
		<updated>2012-07-16T17:46:23Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Xta]]&lt;br /&gt;
&#039;&#039;&#039;[[Games|&amp;lt;--Back to Games]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
                       [[Image:Xta_logo_white.jpg]]&lt;br /&gt;
&lt;br /&gt;
== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original games for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due to the authentic feel combined with the Spring Engine&#039;s capabilities. &lt;br /&gt;
&lt;br /&gt;
XTA tests a player&#039;s tactical, teamwork and micro abilities whilst also fostering diverse playstyles giving many ways in which one action can change the outcome of battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But the best reciew for any player is to experience it for themselves.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The current version of XTA is 9.725 and you can [http://springfiles.com/spring/games/xta-25 download it here].&lt;br /&gt;
&lt;br /&gt;
There are also &amp;quot;beta&amp;quot; releases, usually these are the versions played online. Download at: http://www.hktresnjevka.hr/xta/&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It&#039;s not how many you build but how you use them.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play allowing teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the &#039;&#039;&#039;Commander&#039;&#039;&#039;. The versatility of this unit allows it to be used for aggressive, tactical, defensive and economical purposes as well as having the ability to Morph to be stronger.&lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48 here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. &lt;br /&gt;
&lt;br /&gt;
Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DP&lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&lt;br /&gt;
&lt;br /&gt;
Newer versions will continue to be released to incorporate more detailed visual effects/or models as the Spring Engine develops.&lt;br /&gt;
&lt;br /&gt;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
XTA was a balance mod for [[TA]], developed by the [[SY]] clan.&lt;br /&gt;
&lt;br /&gt;
For Spring, it was the first mod available to the public for online play, the first that was ported and for a long time came bundled with the installation of the Spring engine, ready to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterwards the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their separate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas maintained XTA for some time. Players contribute and offer help on a multitude of scales. The current XTA balance offers something new and dynamic whilst still maintaining the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
Recently Deadnight Warrior has taken over development, fixing bugs, optimizing scripts and tweaking balance. [http://code.google.com/p/xta-springrts/ A SVN with bugtracker] was also set up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action as well as commentaries of XTA replays [http://www.youtube.com//XtaReplay here] or [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19784</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19784"/>
		<updated>2012-07-16T16:23:15Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Xta]]&lt;br /&gt;
&#039;&#039;&#039;[[Games|&amp;lt;--Back to Games]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
                       [[Image:Xta_logo_white.jpg]]&lt;br /&gt;
&lt;br /&gt;
== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original games for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due to the authentic feel combined with the Spring Engine&#039;s capabilities. &lt;br /&gt;
&lt;br /&gt;
XTA tests a player&#039;s tactical, teamwork and micro abilities whilst also fostering diverse playstyles giving many ways in which one action can change the outcome of battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But the best reciew for any player is to experience it for themselves.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The current version of XTA is 9.725 and you can [http://springfiles.com/spring/games/xta-9725 download it here].&lt;br /&gt;
&lt;br /&gt;
There are also &amp;quot;beta&amp;quot; releases, usually these are the versions played online. Download at: http://www.hktresnjevka.hr/xta/&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It&#039;s not how many you build but how you use them.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play allowing teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the &#039;&#039;&#039;Commander&#039;&#039;&#039;. The versatility of this unit allows it to be used for aggressive, tactical, defensive and economical purposes as well as having the ability to Morph to be stronger.&lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48 here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. &lt;br /&gt;
&lt;br /&gt;
Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DP&lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&lt;br /&gt;
&lt;br /&gt;
Newer versions will continue to be released to incorporate more detailed visual effects/or models as the Spring Engine develops.&lt;br /&gt;
&lt;br /&gt;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
XTA was a balance mod for [[TA]], developed by the [[SY]] clan.&lt;br /&gt;
&lt;br /&gt;
For Spring, it was the first mod available to the public for online play, the first that was ported and for a long time came bundled with the installation of the Spring engine, ready to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterwards the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their separate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas maintained XTA for some time. Players contribute and offer help on a multitude of scales. The current XTA balance offers something new and dynamic whilst still maintaining the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
Recently Deadnight Warrior has taken over development, fixing bugs, optimizing scripts and tweaking balance. [http://code.google.com/p/xta-springrts/ A SVN with bugtracker] was also set up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action as well as commentaries of XTA replays [http://www.youtube.com//XtaReplay here] or [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19783</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19783"/>
		<updated>2012-07-16T13:16:11Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Xta]]&lt;br /&gt;
&#039;&#039;&#039;[[Games|&amp;lt;--Back to Games]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
                       [[Image:Xta_logo_white.jpg]]&lt;br /&gt;
&lt;br /&gt;
== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original games for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due to the authentic feel combined with the Spring Engine&#039;s capabilities. &lt;br /&gt;
&lt;br /&gt;
XTA tests a player&#039;s tactical, teamwork and micro abilities whilst also fostering diverse playstyles giving many ways in which one action can change the outcome of battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But the best reciew for any player is to experience it for themselves.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The current version of XTA is 9.72 and you can [http://www.springfiles.com/spring/games/xta-24 download it here].&lt;br /&gt;
&lt;br /&gt;
There are also &amp;quot;beta&amp;quot; releases, usually these are the versions played online. Download at: http://www.hktresnjevka.hr/xta/&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It&#039;s not how many you build but how you use them.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play allowing teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the &#039;&#039;&#039;Commander&#039;&#039;&#039;. The versatility of this unit allows it to be used for aggressive, tactical, defensive and economical purposes as well as having the ability to Morph to be stronger.&lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48 here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. &lt;br /&gt;
&lt;br /&gt;
Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DP&lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&lt;br /&gt;
&lt;br /&gt;
Newer versions will continue to be released to incorporate more detailed visual effects/or models as the Spring Engine develops.&lt;br /&gt;
&lt;br /&gt;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
XTA was a balance mod for [[TA]], developed by the [[SY]] clan.&lt;br /&gt;
&lt;br /&gt;
For Spring, it was the first mod available to the public for online play, the first that was ported and for a long time came bundled with the installation of the Spring engine, ready to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterwards the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their separate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas maintained XTA for some time. Players contribute and offer help on a multitude of scales. The current XTA balance offers something new and dynamic whilst still maintaining the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
Recently Deadnight Warrior has taken over development, fixing bugs, optimizing scripts and tweaking balance. [http://code.google.com/p/xta-springrts/ A SVN with bugtracker] was also set up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action as well as commentaries of XTA replays [http://www.youtube.com//XtaReplay here] or [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19782</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19782"/>
		<updated>2012-07-16T13:14:57Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Xta]]&lt;br /&gt;
&#039;&#039;&#039;[[Games|&amp;lt;--Back to Games]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
                       [[Image:Xta_logo_white.jpg]]&lt;br /&gt;
&lt;br /&gt;
== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original games for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due to the authentic feel combined with the Spring Engine&#039;s capabilities. &lt;br /&gt;
&lt;br /&gt;
XTA tests a player&#039;s tactical, teamwork and micro abilities whilst also fostering diverse playstyles giving many ways in which one action can change the outcome of battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But the best reciew for any player is to experience it for themselves.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The current version of XTA is 9.71 and you can [http://www.springfiles.com/spring/games/xta-24 download it here].&lt;br /&gt;
&lt;br /&gt;
There are also &amp;quot;beta&amp;quot; releases, usually these are the versions played online. Download at: http://www.hktresnjevka.hr/xta/&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It&#039;s not how many you build but how you use them.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play allowing teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the &#039;&#039;&#039;Commander&#039;&#039;&#039;. The versatility of this unit allows it to be used for aggressive, tactical, defensive and economical purposes as well as having the ability to Morph to be stronger.&lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48 here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. &lt;br /&gt;
&lt;br /&gt;
Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DP&lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&lt;br /&gt;
&lt;br /&gt;
Newer versions will continue to be released to incorporate more detailed visual effects/or models as the Spring Engine develops.&lt;br /&gt;
&lt;br /&gt;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
XTA was a balance mod for [[TA]], developed by the [[SY]] clan.&lt;br /&gt;
&lt;br /&gt;
For Spring, it was the first mod available to the public for online play, the first that was ported and for a long time came bundled with the installation of the Spring engine, ready to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterwards the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their separate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas maintained XTA for some time. Players contribute and offer help on a multitude of scales. The current XTA balance offers something new and dynamic whilst still maintaining the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
Recently Deadnight Warrior has taken over development, fixing bugs, optimizing scripts and tweaking balance. [http://code.google.com/p/xta-springrts/ A SVN with bugtracker] was also set up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action as well as commentaries of XTA replays [http://www.youtube.com//XtaReplay here] or [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Building_Spring_on_Windows&amp;diff=3634</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=3634"/>
		<updated>2012-04-20T13:04:38Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: /* 2008 (v9) */&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;
(Standard or above Edition)&lt;br /&gt;
&lt;br /&gt;
It won&#039;t work out of the box, you need at least this hotfix from Microsoft: [http://support.microsoft.com/kb/946040 KB946040] or update using your Windows Update, as well as [http://www.microsoft.com/download/en/details.aspx?displaylang=en&amp;amp;id=6922 Visual Studio 2008 Feature Pack].&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. Before compiling it&#039;s recomended to select &amp;quot;Release with error catching&amp;quot; solution configuration or it&#039;s MT variant.&lt;br /&gt;
&lt;br /&gt;
You need the [http://cloud.github.com/downloads/spring/spring/spring-vc9libs-v5.7z 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;
=== Errors ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span class=warning&amp;gt;...\rts\lib\assimp\code\STEPFile.h(58) : fatal error C1083: Cannot open include file: &#039;unordered_map&#039;: No such file or directory&amp;lt;/span&amp;gt;&lt;br /&gt;
You need to install [http://www.microsoft.com/download/en/details.aspx?displaylang=en&amp;amp;id=6922 Visual Studio 2008 Feature Pack]. It&#039;s recomended to do so after a clean installation of VS2008 prior to installing SP1 and other updates. The linked installer only supports VS2008 Standard or above.&lt;br /&gt;
If you installed all updates prior to installing the feature pack, there&#039;s no guarantee that installation of feature pack will be successfull (&#039;&#039;Installation on systems with Visual Studio 2008 Service Pack 1 (BETA) is not supported&#039;&#039;), though it did seem to work.&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>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ:trouble&amp;diff=7368</id>
		<title>FAQ:trouble</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ:trouble&amp;diff=7368"/>
		<updated>2012-03-18T20:45:26Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:FAQ]]&lt;br /&gt;
&lt;br /&gt;
=Troubleshooting=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Network==&lt;br /&gt;
&lt;br /&gt;
===My buddy can not connect to a game I&#039;ve opened. What can we do?===&lt;br /&gt;
The engine uses UDP port 8452 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. If you do not know what a port or a firewall is, use a relay host instead: when hosting a game, tick the check-box labeled &amp;quot;Use relayhost&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===I can not connect to the online lobby server?===&lt;br /&gt;
See in the [http://springrts.com/phpbb/index.php forum] if others have the same problem.&lt;br /&gt;
&lt;br /&gt;
The server might be temporary down for maintenance.&lt;br /&gt;
Most lobbies should allow you to connect to a &amp;quot;backup server&amp;quot; or just try again after some time.&lt;br /&gt;
&lt;br /&gt;
==Graphics==&lt;br /&gt;
===Low fps that get better in metalview (F4)===&lt;br /&gt;
Try typing into ingame chat:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;/advmapshading 0&lt;br /&gt;
&lt;br /&gt;
/advmodelshading 0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
And/Or add to springsettings.cfg:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;AdvMapShading = 0&lt;br /&gt;
&lt;br /&gt;
AdvUnitShading = 0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(usually the AdvMapShading part is enough)&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;
Some of this helped other users:&lt;br /&gt;
&lt;br /&gt;
* This error is sometimes reported by people having multicore-CPUs. To solve this, you could try to restrict it to run on one core. Enable &amp;quot;SetCoreAffinity=1&amp;quot; in your [[springrc]].&lt;br /&gt;
* Installing the latest processor drivers and Windows hotfixes for your system may also help.&lt;br /&gt;
* Also you may try multithreaded version of Spring, which comes with the installation pack labeled as &#039;Multi-threaded executable&#039; option. &amp;lt;span class=warning&amp;gt;WARNING: `multithreaded` means something different in this context than 99.9% of the ppl think!!! Also this engine version is LESS STABLE and is known to not work with most Lua widgets!!!&amp;lt;/span&amp;gt;&lt;br /&gt;
* Also try to disabling the &amp;quot;Exhaust&amp;quot; effect on planes could help: Press f11 while ingame, disable LUPS and Lups manager (by clicking on them to make them turn red)&lt;br /&gt;
&lt;br /&gt;
===How to Alt-Tab out of full-screen on Linux?===&lt;br /&gt;
Play windowed with &#039;&#039;/grabinput&#039;&#039;, or [http://springrts.com/phpbb/viewtopic.php?p=449972#p449972 use devilspie].&lt;br /&gt;
&lt;br /&gt;
===I use Linux with Open-Source Gfx drivers, and the map is all white!===&lt;br /&gt;
[[File:Whitemap.png|200px]] &lt;br /&gt;
&lt;br /&gt;
Due to patents S3TC texture support is disabled by default. To enable it you need the tool driconf (note, you no longer require libdxtn):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
$ sudo apt-get install libgl1-mesa-dev driconf&lt;br /&gt;
$ driconf&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the &amp;quot;Image Quality&amp;quot; tab activate &amp;quot;Enable S3TC texture compression even if software support is not available&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Related forum threads:&lt;br /&gt;
* [http://springrts.com/phpbb/viewtopic.php?f=20&amp;amp;t=20809 Spring on Intel or ATI &#039;open-source&#039; drivers]&lt;br /&gt;
&lt;br /&gt;
===It crashes, hangs, ...===&lt;br /&gt;
Possible fixes are: &lt;br /&gt;
* updating your graphics driver&lt;br /&gt;
* lowering the graphic-settings at SpringSettings&lt;br /&gt;
* disabling graphics effects at SpringSettings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Spring crashes on my notebook but it has a really nice graphic card! (or some effects are messed up) ===&lt;br /&gt;
eg air plane trails look like: [http://img805.imageshack.us/img805/8881/screen00000.png]&lt;br /&gt;
&lt;br /&gt;
Some notebooks have two graphic cards: One for 3D and a small integrated one to save power while on facebook.&lt;br /&gt;
Setting it to use the correct 3D card has helped some players.&lt;br /&gt;
Use the internet to find out how to do that.&lt;br /&gt;
Screenhot of such controll panel, though it might look different on different computers:&lt;br /&gt;
http://rog.asus.com/forum/attachment.php?attachmentid=2492&amp;amp;d=1323213638&lt;br /&gt;
&lt;br /&gt;
===Nvidia===&lt;br /&gt;
&lt;br /&gt;
====I am having really bad framerates (FPS)!====&lt;br /&gt;
Turn off &#039;threaded optimizations&#039; for Spring in the nVidia control panel, enable &amp;quot;Compress textures&amp;quot; in SpringSettings.&lt;br /&gt;
&lt;br /&gt;
[[File:MToptimizations.png|200px]]&lt;br /&gt;
&lt;br /&gt;
====After playing Spring, in background running firefox window is white or gray. ====&lt;br /&gt;
&lt;br /&gt;
Disable Anti-Aliasing / decrease graphic-quality (&amp;lt;=high) in SpringSettings.&lt;br /&gt;
&lt;br /&gt;
====Shadows on Units doesn&#039;t work====&lt;br /&gt;
[[File:Shadows_fail.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
Check if Shadows and AdvUnitShading is enabled, update your graphics driver.&lt;br /&gt;
&lt;br /&gt;
====It crashes/hangs====&lt;br /&gt;
&lt;br /&gt;
* try disabling shadows (SpringSettings)&lt;br /&gt;
* try disabling advanced map shading (AdvMapShading=0)&lt;br /&gt;
&lt;br /&gt;
===Intel===&lt;br /&gt;
&lt;br /&gt;
====Why does spring hang for a few seconds?====&lt;br /&gt;
This bug occurs on maps like FolsomDamDeluxeV2, Tangerline. FPS suddenly drops to 1 and game runs very slowly. This seems to be an Intel driver bug. For Windows Vista/7 try updating driver up to 8.15.10.2246 or newer. For Windows XP there is no solution yet.&lt;br /&gt;
&lt;br /&gt;
Related forum threads:&lt;br /&gt;
* [http://springrts.com/phpbb/viewtopic.php?f=11&amp;amp;t=23541 Intel HD Graphics Driver issue?]&lt;br /&gt;
* [http://springrts.com/phpbb/viewtopic.php?f=11&amp;amp;t=23081 Performance issues on Intel X4500]&lt;br /&gt;
&lt;br /&gt;
====Fonts are unreadable====&lt;br /&gt;
[[File:IntelBorkedFonts.png|200px]]&lt;br /&gt;
&lt;br /&gt;
This is a driver bug, try to update/downgrade your driver.&lt;br /&gt;
&lt;br /&gt;
====It crashes, hangs etc...====&lt;br /&gt;
Possible fixes are:&lt;br /&gt;
* disabling texture-compression at SpringSettings&lt;br /&gt;
* disabling reflective units at SpringSettings&lt;br /&gt;
* disable ReflectiveWater&lt;br /&gt;
* [http://downloadcenter.intel.com/ updating your driver]&lt;br /&gt;
* use linux! (yes, this hint sucks, but the open-source-drivers seems to work better...)&lt;br /&gt;
&lt;br /&gt;
===ATI/AMD===&lt;br /&gt;
First of all, if you encourage a graphics related problem on ATI/AMD graphic device update your drivers to the latest version [http://support.amd.com/us/gpudownload/Pages/index.aspx ATI/AMD dowload].&lt;br /&gt;
&lt;br /&gt;
==== I&#039;ve got the most recent drivers and the game crashes in atioglxx.dll====&lt;br /&gt;
As of Spring 0.80.5, use only basic or dynamic water. Bump water with disabled shore waves should also work. Reflective or refractive water will make the game crash after 15-20 minutes due to a memory leak.&lt;br /&gt;
&lt;br /&gt;
Spring 0.81.2 and/or Catalyst 10.2 drivers or newer should fix this problem.&lt;br /&gt;
&lt;br /&gt;
if the game crashes immediatly after the loading screen is finished (&amp;quot;Finalizing&amp;quot;) in the Zero-K or Gundam mods and the video card is based on the RV670 GPU (some models of: 3690, 3850, 3870, 4570, 4730, 3730, 3610, 4580, 4750, 3750, 2600 XT/PRO, 3830) Catalyst 8.12 drivers may fix it (windows xp 32-bit, possibly other NT5-based 32-bit platforms), however even with that driver there may still be a crash (not immediatly after the loading screen, as soon as the simulations starts) in Annihilation-based mods that use RED UI, the same lua-based atioglxx.dll crash also happens with the 1944 mod.&lt;br /&gt;
&lt;br /&gt;
also note that later versions of Catalyst drivers for these cards reduce performance in OpenGL applications (windows xp 32-bit, possibly other NT5-based 32-bit platforms) (found at least in: spring, quake3 and Nexuiz), for spring the most significant drop (by ~15%) appears in 9.10 and higher Catalyst versions (more than 15%), if you have one of the lower-performing models of these and don&#039;t use shadows you may want to try the Catalyst 8.3 and 8.4 drivers (they do not support shadows but should work ~5% faster compared to 8.12) but those drivers may be less stable&lt;br /&gt;
&lt;br /&gt;
====I&#039;ve got a notebook and official ATI/AMD drivers refuse to install, what to do?====&lt;br /&gt;
First of all, make sure you&#039;re installing the &#039;AMD Mobility Radeon&#039; driver pack branch.&lt;br /&gt;
Use [http://www.driverheaven.net/modtool.php ATI Mobility Modder] or unofficial drivers - DNA or Omega. Use [http://google.com Google] or get them from [http://downloads.guru3d.com/Videocards----ATI-Catalyst-(Modified)_c24.html guru3d].&lt;br /&gt;
&lt;br /&gt;
====UI disapears after 5-10 mins of play on old ATI videocards====&lt;br /&gt;
In cmdcolors.txt, simply comment out or remove the following lines:&lt;br /&gt;
 stipplePattern 0xffcc&lt;br /&gt;
 stippleFactor 1&lt;br /&gt;
 stippleSpeed 1.0&lt;br /&gt;
The problem detected on:&lt;br /&gt;
* ATI Radeon X3200 with latest drivers ([http://springrts.com/phpbb/viewtopic.php?f=11&amp;amp;t=20817 ref])&lt;br /&gt;
* ATI Radeon 9500 with Omega drivers 3.8.442 ([http://springrts.com/phpbb/viewtopic.php?f=11&amp;amp;t=23526 ref])&lt;br /&gt;
&lt;br /&gt;
====I see the complete screen full of red/green/yellow or giant dots on minimap====&lt;br /&gt;
&lt;br /&gt;
[[File:Redui-minimap-bug.pngâ€Ž|200px]]&lt;br /&gt;
&lt;br /&gt;
This is a bug somewhere in LUA drawing with ATI/AMD. Disable widgets that draw via F11 menu to find the one. There is no real fix. A Widget causing this is &amp;quot;Red UI Minimap&amp;quot; or &amp;quot;Chili Minimap&amp;quot;. Setting &amp;quot;Max nano simultaneous particles&amp;quot; (SpringSettings) seems to help, too.&lt;br /&gt;
&lt;br /&gt;
====The textures looks scary====&lt;br /&gt;
[[File:Ati-drawing-issues.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
This is a known ATI/AMD-bug. Try using different driver, preferably other than 10.5, 10.6, 10.7 -&amp;gt; newer driver pack with fixed OpenGL driver should be fine.&lt;br /&gt;
&lt;br /&gt;
====It crashes always at start, hangs etc...====&lt;br /&gt;
Possible fixes are:&lt;br /&gt;
* using basic water ([[SpringSettings]])&lt;br /&gt;
* disabling vsync (SpringSettings)&lt;br /&gt;
* disabling Pixelbuffer objects (SpringSettings)&lt;br /&gt;
* disabling Anti-Aliasing (SpringSettings)&lt;br /&gt;
* set Shadows to &amp;quot;off&amp;quot; (SpringSettings)&lt;br /&gt;
* updating or even downgrading [http://support.amd.com/ ATI driver]: ATI/AMD OpenGL drivers are very buggy, blame ATI/AMD for that!&lt;br /&gt;
* set AtiHacks=1 ([[springrc]])&lt;br /&gt;
&lt;br /&gt;
==Sound==&lt;br /&gt;
&lt;br /&gt;
===The Sound is crackling/pausing in Windows, what can i do?===&lt;br /&gt;
Try:&lt;br /&gt;
* Update the sounds driver&lt;br /&gt;
* Enable SystemSoundsService in Vista/Seven&lt;br /&gt;
&lt;br /&gt;
===I am having sound problems under Linux! What can i do?===&lt;br /&gt;
In more then 90% of the cases, this is caused by PulseAudio. If this is the problem, there are three known solutions to solve it. Use one of them.&lt;br /&gt;
&lt;br /&gt;
====disable sound effects====&lt;br /&gt;
Make sure you have the OpenAL-Soft configuration utility. You might want to run:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
# install&lt;br /&gt;
sudo apt-get install alsoft-conf&lt;br /&gt;
# run&lt;br /&gt;
alsoft-conf&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re not on a debian-based distribution, you can download the source from the project&#039;s homepage: http://www.anduin.net/~angasule/?x=entry:entry091211-133213. You can also check if there&#039;s a newer version.&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
#download&lt;br /&gt;
wget http://www.anduin.net/~angasule/fp-content/attachs/alsoft-conf_1.4.3.tar.gz&lt;br /&gt;
#extract&lt;br /&gt;
tar xvf alsoft-conf_1.4.3.tar.gz&lt;br /&gt;
cd alsoft-conf-1.4.3&lt;br /&gt;
#compile&lt;br /&gt;
cmake .&lt;br /&gt;
make&lt;br /&gt;
#run&lt;br /&gt;
./alsoft-conf&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;Effects&amp;quot; tab remove everything from &amp;quot;Allowed effects&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====disable non-ALSA (preferred)====&lt;br /&gt;
run alsoft-conf (for installation see above)&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;backend&amp;quot; tab, keep only &amp;quot;ALSA&amp;quot; on the left column, then save. Done!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Side Note:&#039;&#039; ALSA is redirected to the PulseAudio layer when installed.&lt;br /&gt;
&lt;br /&gt;
==Misc==&lt;br /&gt;
&lt;br /&gt;
===Middle mouse button does not work ingame===&lt;br /&gt;
&lt;br /&gt;
If you use Logitech Setpoint be aware that it sets your middle mouse button by default to &#039;Autoscroll&#039;. It should be set to &#039;Middle button&#039; instead. Change the setting in Setpoint.&lt;br /&gt;
&lt;br /&gt;
===Spring crashes after Error opening cache\ ... in infolog.txt===&lt;br /&gt;
&lt;br /&gt;
   [f=0000000] Reading Estimate PathCosts [8]&lt;br /&gt;
   [f=0000000] Error opening cache\paths\...&lt;br /&gt;
&lt;br /&gt;
this is a known bug in 0.82.7.1. Your cpu also has many cores?&lt;br /&gt;
Then try to set HardwareThreadCount=2&amp;quot; in [[springrc]]. Spring tries to create the PathCache with to many threads in parallel and crashes because out of memory.&lt;br /&gt;
&lt;br /&gt;
===I have a problem that is not described here! What can i do?===&lt;br /&gt;
There is a number of things you can do, among these are:&lt;br /&gt;
* Search in the [http://springrts.com/phpbb/viewforum.php?f=11 Help &amp;amp; Bugs Forum], and ask if you can not find a suiting topic.&lt;br /&gt;
* Check the games forum or homepage.&lt;br /&gt;
* Look at the [[Gentoo_install#Linux_specific_Troubleshooting|Linux only FAQ]].&lt;br /&gt;
* Ask for help in the lobby in a suiting channel, eg: #springlobby, #de, #fr, #ai, #main&lt;br /&gt;
* Ask the FAQ-Bot in the lobby in channel #springlobby. To get a list of topics, write &#039;&#039;!faqlist&#039;&#039; and then use &#039;&#039;!faq &amp;lt;topic-name&amp;gt;&#039;&#039; to get the help text. For example, try &#039;&#039;!faq rename&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===The ingame chat spams a lot of cryptic error messages===&lt;br /&gt;
This is most likely a problem with the game&#039;s Lua scripting.&lt;br /&gt;
Report it in the games forum or its bug tracker.&lt;br /&gt;
[[Bugs|Here]] are some hints how to so.&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:MToptimizations.png&amp;diff=21891</id>
		<title>File:MToptimizations.png</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:MToptimizations.png&amp;diff=21891"/>
		<updated>2012-03-18T20:43:20Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: NVidia control panel dialog with multithreaded optimizations setting selected.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NVidia control panel dialog with multithreaded optimizations setting selected.&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19781</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19781"/>
		<updated>2012-02-18T22:04:07Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Xta]]&lt;br /&gt;
&#039;&#039;&#039;[[Games|&amp;lt;--Back to Games]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
                       [[Image:Xta_logo_white.jpg]]&lt;br /&gt;
&lt;br /&gt;
== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original games for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due to the authentic feel combined with the Spring Engine&#039;s capabilities. &lt;br /&gt;
&lt;br /&gt;
XTA tests a player&#039;s tactical, teamwork and micro abilities whilst also fostering diverse playstyles giving many ways in which one action can change the outcome of battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But the best reciew for any player is to experience it for themselves.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The current version of XTA is 9.71 and you can [http://www.springfiles.com/spring/games/xta-19 download it here].&lt;br /&gt;
&lt;br /&gt;
There are also &amp;quot;beta&amp;quot; releases, usually these are the versions played online. Download at: http://www.hktresnjevka.hr/xta/&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It&#039;s not how many you build but how you use them.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play allowing teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the &#039;&#039;&#039;Commander&#039;&#039;&#039;. The versatility of this unit allows it to be used for aggressive, tactical, defensive and economical purposes as well as having the ability to Morph to be stronger.&lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48 here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. &lt;br /&gt;
&lt;br /&gt;
Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DP&lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&lt;br /&gt;
&lt;br /&gt;
Newer versions will continue to be released to incorporate more detailed visual effects/or models as the Spring Engine develops.&lt;br /&gt;
&lt;br /&gt;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
XTA was a balance mod for [[TA]], developed by the [[SY]] clan.&lt;br /&gt;
&lt;br /&gt;
For Spring, it was the first mod available to the public for online play, the first that was ported and for a long time came bundled with the installation of the Spring engine, ready to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterwards the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their separate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas maintained XTA for some time. Players contribute and offer help on a multitude of scales. The current XTA balance offers something new and dynamic whilst still maintaining the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
Recently Deadnight Warrior has taken over development, fixing bugs, optimizing scripts and tweaking balance. [http://code.google.com/p/xta-springrts/ A SVN with bugtracker] was also set up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action as well as commentaries of XTA replays [http://www.youtube.com//XtaReplay here] or [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Building_Spring_on_Windows&amp;diff=3633</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=3633"/>
		<updated>2011-10-28T18:22:13Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: /* 2008 (v9) */&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-v5.7z 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;
=== Errors ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span class=warning&amp;gt;...\rts\lib\assimp\code\STEPFile.h(58) : fatal error C1083: Cannot open include file: &#039;unordered_map&#039;: No such file or directory&amp;lt;/span&amp;gt;&lt;br /&gt;
You need to install [http://www.microsoft.com/download/en/details.aspx?displaylang=en&amp;amp;id=6922 Visual Studio 2008 Feature Pack]. It&#039;s recomended to do so after a clean installation of VS2008 prior to installing SP1 and other updates. The linked installer only supports VS2008 Standard or above.&lt;br /&gt;
If you installed all updates prior to installing the feature pack, there&#039;s no guarantee that instalation of feature pack will be successfull (&#039;&#039;Installation on systems with Visual Studio 2008 Service Pack 1 (BETA) is not supported&#039;&#039;), though it did seem to work.&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>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Building_Spring_on_Windows&amp;diff=3632</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=3632"/>
		<updated>2011-10-28T14:58:45Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: /* Errors */&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;
=== Errors ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span class=warning&amp;gt;...\rts\lib\assimp\code\STEPFile.h(58) : fatal error C1083: Cannot open include file: &#039;unordered_map&#039;: No such file or directory&amp;lt;/span&amp;gt;&lt;br /&gt;
You need to install [http://www.microsoft.com/download/en/details.aspx?displaylang=en&amp;amp;id=6922 Visual Studio 2008 Feature Pack]. It&#039;s recomended to do so after a clean installation of VS2008 prior to installing SP1 and other updates. The linked installer only supports VS2008 Standard or above.&lt;br /&gt;
If you installed all updates prior to installing the feature pack, there&#039;s no guarantee that instalation of feature pack will be successfull (&#039;&#039;Installation on systems with Visual Studio 2008 Service Pack 1 (BETA) is not supported&#039;&#039;), though it did seem to work.&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>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Building_Spring_on_Windows&amp;diff=3631</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=3631"/>
		<updated>2011-10-28T14:52:32Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: /* 2008 (v9) */&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;
=== Errors ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span class=warning&amp;gt;...\rts\lib\assimp\code\STEPFile.h(58) : fatal error C1083: Cannot open include file: &#039;unordered_map&#039;: No such file or directory&amp;lt;/span&amp;gt;&lt;br /&gt;
You need to install [http://www.microsoft.com/download/en/details.aspx?displaylang=en&amp;amp;id=6922 Visual Studio 2008 Feature Pack]. It&#039;s recomended to do so after a clean instalation of VS2008 prior to installing SP1 and other updates. The linked installer only supports VS2008 Standard or above.&lt;br /&gt;
If you installed all updates prior to installing the feature pack, there&#039;s no guarantee that instalation of feature pack will be succesfull (&#039;&#039;Installation on systems with Visual Studio 2008 Service Pack 1 (BETA) is not supported&#039;&#039;), though it did seem to work.&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>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Gamedev:CollisionVolumes&amp;diff=8184</id>
		<title>Gamedev:CollisionVolumes</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Gamedev:CollisionVolumes&amp;diff=8184"/>
		<updated>2011-10-21T11:27:41Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: /* Can they be changed during gameplay? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is a collision volume?==&lt;br /&gt;
The collision volume is a geometric shape around (almost) all Spring units.&lt;br /&gt;
If a projectile collides with this shape, the engine registers it as a hit.&lt;br /&gt;
Other names are hitbox, hitsphere etc.&lt;br /&gt;
&lt;br /&gt;
http://springrts.com/mediawiki/images/0/06/Units_with_hitboxes.jpg&lt;br /&gt;
&lt;br /&gt;
==How to see them ingame==&lt;br /&gt;
Press alt + b and look at the black wireframe shapes around units.&lt;br /&gt;
If you can not see them, the collision volume might be blocked from view by the 3D model or be very offset like underground or in the sky.&lt;br /&gt;
Red shapes indicate the unit was hit.&lt;br /&gt;
&lt;br /&gt;
==What else are they used for?==&lt;br /&gt;
*line-of-fire calculations&lt;br /&gt;
*mouse-click detection when selecting a single unit&lt;br /&gt;
&lt;br /&gt;
==How to edit their shape==&lt;br /&gt;
===What are they measured in?===&lt;br /&gt;
[http://answers.springlobby.info/questions/339/dimension-of-spring in elmos.]&lt;br /&gt;
===In Upspring===&lt;br /&gt;
in the 3D view, click on the blue &amp;quot;3D&amp;quot; text and a menu opens.&amp;lt;br&amp;gt;&lt;br /&gt;
Click &amp;quot;draw model radius + height&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
At the right side, go to the &amp;quot;Model&amp;quot; tab and edit the values.&amp;lt;br&amp;gt;&lt;br /&gt;
With Upspring, you can only define sphere shaped collision volumes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
editing_hitbox_in_upspring.jpg&lt;br /&gt;
&lt;br /&gt;
===in the UnitDef===&lt;br /&gt;
There are numerous [http://springrts.com/wiki/Units:FBI tags] that controll shape, size, position of the collision volume.&lt;br /&gt;
You have to restart spring.exe for the changes to take effect, there is no way to reload unitdefs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;collisionVolumeOffsets = [[0 0 0]],&amp;lt;/pre&amp;gt;&amp;lt;br&amp;gt;position of the collision volume, in this example center of the unit. The value is relative to the unit center set in Upspring.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;collisionVolumeType = [[box]],&amp;lt;/pre&amp;gt;&lt;br /&gt;
defines the shape. possible are: &#039;&#039;box&#039;&#039;, &#039;&#039;ellipsoid&#039;&#039; and cylinders:&lt;br /&gt;
&#039;&#039;CylX&#039;&#039;, &#039;&#039;CylY&#039;&#039;, &#039;&#039;CylZ&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;collisionVolumeScales = =  [[40 20 55]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
dimensions along X Y Z axes.&lt;br /&gt;
&lt;br /&gt;
====boxxy the hitbox editor====&lt;br /&gt;
This creation allows you move hitboxes by pressing buttons.&lt;br /&gt;
This way you can get the needed numbers and copy them to the unitdef file.&lt;br /&gt;
&lt;br /&gt;
http://h-4.abload.de/img/loveandtrolls25t5u.gif&lt;br /&gt;
&lt;br /&gt;
[http://springrts.com/phpbb/viewtopic.php?f=14&amp;amp;t=24882 forum thread]&lt;br /&gt;
&lt;br /&gt;
===Multiple collision volumes===&lt;br /&gt;
A unit can have multiple collision volumes. For example a tank could use a box for the chasis and a cylinder for the turret.&lt;br /&gt;
&lt;br /&gt;
Each piece can have its own collision volume. &amp;lt;pre&amp;gt;usePieceCollisionVolumes = true,&amp;lt;/pre&amp;gt; will cause each piece on the model to have an autogenerated hitvolume; unwanted hitvolumes can then be removed with Lua.&lt;br /&gt;
&lt;br /&gt;
==Can they be changed during gameplay?==&lt;br /&gt;
Yes. One example would be &amp;quot;pop up&amp;quot; turrets that get a smaller hitbox when sunken into the ground etc.&lt;br /&gt;
See &amp;lt;code&amp;gt;Spring.SetUnitCollisionVolumeData()&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Spring.SetUnitPieceCollisionVolumeData()&amp;lt;/code&amp;gt;&lt;br /&gt;
at [[Lua_SyncedCtrl]].&lt;br /&gt;
There seems to be no noticeable cpu usage when dynamically adjusting collision volumes.&lt;br /&gt;
Example: [http://code.google.com/p/xta-springrts/source/browse/trunk/LuaRules/Gadgets/unit_dynamic_collision_volume.lua Dynamic Collision Volume gadget] and it&#039;s [http://code.google.com/p/xta-springrts/source/browse/trunk/LuaRules/Configs/CollisionVolumes.lua configuration file].&lt;br /&gt;
&lt;br /&gt;
==CPU Usage of non-sphere volumes==&lt;br /&gt;
For the engine, collision with a sphere are fastest to calculate. Cylinders and boxes require more math and so are slower.&lt;br /&gt;
How much does it really matter? No idea.&lt;br /&gt;
&lt;br /&gt;
==Unit radius &amp;amp; height VS collision volume==&lt;br /&gt;
Even when a unit defines a collision volume that is not a sphere, the &#039;&#039;radius&#039;&#039; and &#039;&#039;height&#039;&#039; values set in Upspring still have a number of purposes. To name a few examples: &#039;&#039;height&#039;&#039; is used to decide whether a ship can move over an underwater structure, &#039;&#039;radius&#039;&#039; is used in collision handling for aircraft.&lt;br /&gt;
&lt;br /&gt;
==Which spot on an enemy do units target==&lt;br /&gt;
The model center set in Upspring&lt;br /&gt;
&lt;br /&gt;
==Common problems (and how to solve)==&lt;br /&gt;
===weapons miss the unit===&lt;br /&gt;
Weapons like Dgun and torpedos might pass through under the unit if the hitvolume does not extend a bit into the ground/underwater.&lt;br /&gt;
&lt;br /&gt;
===Intersecting hitboxes===&lt;br /&gt;
Two near units might refuse to shoot if their turrets intersect with each other&#039;s hitboxes.&lt;br /&gt;
&lt;br /&gt;
===Fast projectiles passing through collision volumes===&lt;br /&gt;
The problem: fast projectiles sometimes fly through small hit volumes without causing damage:&lt;br /&gt;
http://h-3.abload.de/img/screenshot_xta_spring_2gmr.jpg&lt;br /&gt;
The solution: &amp;lt;code&amp;gt;collisionVolumeTest = 1,&amp;lt;/code&amp;gt; in the unitDef, switches to continuous rather than discrete collision tests and hits will then register correctly.&lt;br /&gt;
&lt;br /&gt;
==related weapon tags==&lt;br /&gt;
&amp;lt;pre&amp;gt;targetBorder&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Units will target the nearest / farthest edge (&#039;&#039;targetBorder=1&#039;&#039; / &#039;&#039;targetBorder=-1&#039;&#039;) of a hit volume instead of its center (&#039;&#039;targetBorder=0&#039;&#039;) along their line of fire. Works on all volume types.&lt;br /&gt;
&lt;br /&gt;
==Aircraft==&lt;br /&gt;
The hitspheres of airplanes seem to be scaled down -50% by the engine.&lt;br /&gt;
&lt;br /&gt;
This is removed in 0.83, [https://github.com/spring/spring/commit/dca8d0a5ed2ed5b77f837b6427498061959e7f0d| see here]&lt;br /&gt;
&lt;br /&gt;
==Engine code==&lt;br /&gt;
related engine parts are:&lt;br /&gt;
1 ...&lt;br /&gt;
2 ...&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
[[Category:Unit development]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19778</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19778"/>
		<updated>2011-10-17T11:57:51Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Xta]]&lt;br /&gt;
&#039;&#039;&#039;[[Games|&amp;lt;--Back to Games]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
                       [[Image:Xta_logo_white.jpg]]&lt;br /&gt;
&lt;br /&gt;
== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original mods for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due to the authentic feel combined with the Spring Engine&#039;s capabilities. &lt;br /&gt;
&lt;br /&gt;
XTA tests a player&#039;s tactical, teamwork and micro abilities whilst also fostering diverse playstyles giving many ways in which one action can change the outcome of battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But the best reciew for any player is to experience it for themselves.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The current version of XTA is 9.666 and you can [http://www.springfiles.com/spring/games/xta-15 download it here].&lt;br /&gt;
&lt;br /&gt;
There are also &amp;quot;beta&amp;quot; releases, usually these are the versions played online. Download at: http://www.hktresnjevka.hr/xta/&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It&#039;s not how many you build but how you use them.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play allowing teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the &#039;&#039;&#039;Commander&#039;&#039;&#039;. The versatility of this unit allows it to be used for aggressive, tactical, defensive and economical purposes as well as having the ability to Morph to be stronger.&lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48 here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. &lt;br /&gt;
&lt;br /&gt;
Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DP&lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&lt;br /&gt;
&lt;br /&gt;
Newer versions will continue to be released to incorporate more detailed visual effects/or models as the Spring Engine develops.&lt;br /&gt;
&lt;br /&gt;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
XTA was a balance mod for [[TA]], developed by the [[SY]] clan.&lt;br /&gt;
&lt;br /&gt;
For Spring, it was the first mod available to the public for online play, the first that was ported and for a long time came bundled with the installation of the Spring engine, ready to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterward the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their seperate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas maintained XTA for some time. Players contribute and offer help on a multitude of scales. The current XTA balance offers something new and dynamic whilst still maintaing the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
Recently Deadnight Warrior has took over development, fixing bugs, optimizing scripts and tweaking balance. [http://code.google.com/p/xta-springrts/ A SVN with bugtracker] was also set up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action as well as commentaries of XTA replays [http://www.youtube.com//XtaReplay here] or [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19777</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19777"/>
		<updated>2011-10-17T11:56:40Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Xta]]&lt;br /&gt;
&#039;&#039;&#039;[[Games|&amp;lt;--Back to Games]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
                       [[Image:Xta_logo_white.jpg]]&lt;br /&gt;
&lt;br /&gt;
== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original mods for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due to the authentic feel combined with the Spring Engine&#039;s capabilities. &lt;br /&gt;
&lt;br /&gt;
XTA tests a player&#039;s tactical, teamwork and micro abilities whilst also fostering diverse playstyles giving many ways in which one action can change the outcome of battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But the best reciew for any player is to experience it for themselves.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The current version of XTA is 9.666 and you can [http://www.springfiles.com/spring/games/xta-15 download it here].&lt;br /&gt;
&lt;br /&gt;
There are also &amp;quot;beta&amp;quot; releases, usually these are the versions played online. Download at: http://www.hktresnjevka.hr/xta/&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It&#039;s not how many you build but how you use them.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play allowing teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the &#039;&#039;&#039;Commander&#039;&#039;&#039;. The versatility of this unit allows it to be used for aggressive, tactical, defensive and economical purposes as well as having the ability to Morph to be stronger.&lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48 here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. &lt;br /&gt;
&lt;br /&gt;
Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DP&lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&lt;br /&gt;
&lt;br /&gt;
Newer versions will continue to be released to incorporate more detailed visual effects/or models as the Spring Engine develops.&lt;br /&gt;
&lt;br /&gt;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
XTA was a balance mod for [[TA]], developed by the [[SY]] clan.&lt;br /&gt;
&lt;br /&gt;
For Spring, it was the first mod available to the public for online play, the first that was ported and for a long time came bundled with the installation of the Spring engine, ready to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterward the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their seperate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas maintained XTA for some time. Players contribute and offer help on a multitude of scales. The current XTA balance offers something new and dynamic whilst still maintaing the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
Recently Deadnight Warrior has taking over development, fixing bugs, optimizing scripts and tweaking  balance. [http://code.google.com/p/xta-springrts/ A SVN with bugtracker] was also set up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action as well as commentaries of XTA replays [http://www.youtube.com//XtaReplay here] or [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Animation-CobLuaDifferences&amp;diff=1950</id>
		<title>Animation-CobLuaDifferences</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Animation-CobLuaDifferences&amp;diff=1950"/>
		<updated>2011-05-03T09:19:41Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: /* Which one is better? Lua or COB unitscripts? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview of differences between COB unit scripts and Lua unit scripts ==&lt;br /&gt;
This is only of interesst if you plan to port your COB scripts to Lua:&lt;br /&gt;
* Units of measurement: Lua uses elmos and radians consistently.&lt;br /&gt;
* Coordinate system: In Lua, coordinate system is same as world coordinate system, with all rotations right-handed. In COB, the moves along the x-axis and rotations around the z-axis have a different sign.&lt;br /&gt;
* In Lua, &#039;&#039;Killed&#039;&#039; gets recentDamage and maxHealth as separate arguments. In COB, you get only the ratio recentDamage/maxHealth*100.&lt;br /&gt;
* Where COB uses &#039;&#039;SetMaxReloadTime&#039;&#039;, Lua uses &#039;&#039;GetMaxReloadTime&#039;&#039;.&lt;br /&gt;
* Where COB uses &#039;&#039;QueryLandingPadCount&#039;&#039; and &#039;&#039;QueryLandingPad&#039;&#039;, Lua uses &#039;&#039;QueryLandingPad&#039;&#039;&#039;s&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* The x and z arguments to &#039;&#039;HitByWeapon&#039;&#039;, &#039;&#039;HitByWeaponId&#039;&#039; and &#039;&#039;RockUnit&#039;&#039; are given in (x, z) order in Lua, and the opposite order in COB.&lt;br /&gt;
* &#039;&#039;BeginTransport&#039;&#039; and &#039;&#039;EndTransport&#039;&#039; take the height of the unit in COB and the unitID in Lua. (Use &#039;local height = Spring.GetUnitHeight(unitID)&#039; to get the height.)&lt;br /&gt;
* &#039;&#039;TransportDrop&#039;&#039; gets PACKXZ(x,z) in COB; in Lua, it gets the entire vector (x, y, z) as three arguments.&lt;br /&gt;
* Where COB uses &#039;&#039;SetSpeed&#039;&#039; and &#039;&#039;SetDirection&#039;&#039;, Lua uses &#039;&#039;WindChanged&#039;&#039; and &#039;&#039;ExtractionRateChanged&#039;&#039;.&lt;br /&gt;
* Lua does not have &#039;&#039;Go&#039;&#039; (this is called for activated extractors immediately after each &#039;&#039;SetSpeed&#039;&#039; call.)&lt;br /&gt;
&lt;br /&gt;
==Which one is better? Lua or COB unitscripts?==&lt;br /&gt;
If you are starting a new project and wonder what script language to use, look at this list:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;data types:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
COB: - only basic variables.&amp;lt;br&amp;gt;&lt;br /&gt;
Lua: + arrays, strings and tables.&amp;lt;br&amp;gt;&lt;br /&gt;
This is quite important as it allows for easier creation of advanced scripts.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;availability of examples, documentation&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
COB: + is/was used in Total Annihaltion. Lots of third party units were made for that game and maybe you can reuse some scripts.&amp;lt;br&amp;gt;&lt;br /&gt;
COB: - unclear legal status of these scripts&amp;lt;br&amp;gt;&lt;br /&gt;
COB: - Outside of the TA community, there are no tutorials and it is unknown.&amp;lt;br&amp;gt;&lt;br /&gt;
Lua: + is also used in projects outside Spring, so it has more tutorials. &amp;lt;br&amp;gt;&lt;br /&gt;
Lua: + The documentation on Spring specific Lua will probally get better, COB not.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interaction with the rest of Spring&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
COB: - Tipically only basic stuff, but there is a messy way of interacting with gadgets which must be written in a way to support COB interaction.&amp;lt;br&amp;gt;&lt;br /&gt;
Lua: + can use all the other Lua functions Spring has to offer.&amp;lt;br&amp;gt;&lt;br /&gt;
Lua: + game logic (gadgets) is written in Lua, too. So you need to know Lua anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ease of use&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
COB: - Requires recompiling the script with a compiler after each change.&amp;lt;br&amp;gt;&lt;br /&gt;
COB: - This compiler appears to be pretty buggy.&amp;lt;br&amp;gt;&lt;br /&gt;
COB: - Compiled scripts are not readable for human eyes, but can be decompiled.&amp;lt;br&amp;gt;&lt;br /&gt;
Lua: + A text editor is all you need. Many editors support Lua syntax highlighting.&amp;lt;br&amp;gt;&lt;br /&gt;
Lua: + Scripts are not compiled so it is easy to look at the scripts of other games for examples.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Script performance&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
COB: + Faster for simple scripts that have no interaction with gadgets.&amp;lt;br&amp;gt;&lt;br /&gt;
COB: - Slower when interacting with gadgets, trickier to code such interaction.&amp;lt;br&amp;gt;&lt;br /&gt;
Lua: - Slower threading engine.&amp;lt;br&amp;gt;&lt;br /&gt;
Lua: + Faster when interacting with gadgets.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Conclusion===&lt;br /&gt;
Unless you already have lots of complex unit scripts by porting TA content, Lua is always better.&amp;lt;br&amp;gt;&lt;br /&gt;
Contra to popular belief, COB is actually not easier to learn.&lt;br /&gt;
&lt;br /&gt;
==Hints==&lt;br /&gt;
* COB &amp;amp; LUS (LuaUnitScripts) can be reloaded ingame via &amp;lt;code&amp;gt;/reloadcob %unitdefname&amp;lt;/code&amp;gt;, also LUS get reloaded with &amp;lt;code&amp;gt;/luarules reload&amp;lt;/code&amp;gt;, too.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unit_development]]&lt;br /&gt;
[[Category:Animation]]&lt;br /&gt;
[[Category:Lua]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Animation-CobConstants&amp;diff=1932</id>
		<title>Animation-CobConstants</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Animation-CobConstants&amp;diff=1932"/>
		<updated>2011-05-03T09:01:49Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: /* Source */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Source==&lt;br /&gt;
&lt;br /&gt;
This has a list of all COB SET/GET constants: https://github.com/spring/spring/blob/master/rts/Sim/Units/Scripts/CobDefines.h&lt;br /&gt;
&lt;br /&gt;
You&#039;ll want to include a file with these constants in your script.&lt;br /&gt;
&lt;br /&gt;
==SET/GET==&lt;br /&gt;
&lt;br /&gt;
===Use===&lt;br /&gt;
Use GET [tag] to get a value. Some GETs refer to functions; in this case, use GET [tag](arg1, arg2, arg3, arg4).&lt;br /&gt;
Use SET [tag] to [value] to change a value.&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
There&#039;s a lot of GET/SET tags; I&#039;ll cover some of the more useful but less intuitive ones.&lt;br /&gt;
&lt;br /&gt;
*ACTIVATION: Whether the unit is on (true) or off (false).&lt;br /&gt;
*ARMORED: When true, any damage dealt to the unit will be multiplied by its damageModifier.&lt;br /&gt;
*PRINT: You can use GET PRINT to send up to 4 arguments to chat. Useful for debugging.&lt;br /&gt;
*VETERAN_LEVEL: The unit&#039;s experience times 100. Note that you can SET this via script, although the unit won&#039;t gain any extra health from doing so.&lt;br /&gt;
&lt;br /&gt;
=== Custom Variables ===&lt;br /&gt;
Higher GET/SET numbers are reserved for custom variables. These are very useful for Lua integration. Setting these variables is much (perhaps 100x) faster than calling functions across Lua and COB; the disadvantages are the limited number of variables and the fact that the other side is not immediately notified of a change in the variable.&lt;br /&gt;
&lt;br /&gt;
*Unit variables: The 8 numbers starting at 1024 correspond to per-unit variables. To get at these from Lua, use Spring.[Get|Set]COBUnitVar.&lt;br /&gt;
*Team variables: The 64 numbers starting at 2048 correspond to per-team variables. To get at these from Lua, use Spring.[Get|Set]COBTeamVar.&lt;br /&gt;
*Ally variables: The 64 numbers starting at 3072 correspond to per-team variables. To get at these from Lua, use Spring.[Get|Set]COBAllyTeamVar.&lt;br /&gt;
*Global variables: The 4096 numbers starting at 4096 correspond to global variables. To get at these from Lua, use Spring.[Get|Set]COBGlobalVar.&lt;br /&gt;
&lt;br /&gt;
==emit-sfx==&lt;br /&gt;
&lt;br /&gt;
 emit-sfx [sfxtype] from [piece];&lt;br /&gt;
&lt;br /&gt;
The least significant byte of sfxtype is treated as an unsigned integer; the remaining bits are a bitmask. The bitmask indicates what &#039;&#039;type&#039;&#039; of sfx to emit, while the number indicates &#039;&#039;which&#039;&#039; sfx of that type to emit. The bits are as follows:&lt;br /&gt;
&lt;br /&gt;
*256: Point-based fx. Used for white smoke (1), black smoke (2), and bubbles (3).&lt;br /&gt;
*1024: Unit sfx. Use with the unit&#039;s sfxtypes.explosionGenerators. The first one is 0, the second one is 1, etc.&lt;br /&gt;
*2048: Fire weapon. Fires a weapon from the piece (no aiming involved). Again, the first weapon is 0, the second weapon is 1, etc.&lt;br /&gt;
*4096: Explode weapon. Detonates a weapon at the piece. Again, the first weapon is 0, the second weapon is 1, etc.&lt;br /&gt;
&lt;br /&gt;
==explode==&lt;br /&gt;
&lt;br /&gt;
Causes the piece to explode and possibly go flying. This actually gives the appearance of making a copy of the piece (henceforth referred to as &amp;quot;debris&amp;quot;) so if you&#039;re using it outside of Killed() you may want to hide the piece in question.&lt;br /&gt;
&lt;br /&gt;
 explode [piece] type [exptype];&lt;br /&gt;
&lt;br /&gt;
exptype is a bitmask. The bits are as follows:&lt;br /&gt;
&lt;br /&gt;
*SHATTER: Explodes the debris into tiny triangles. Looks like confetti.&lt;br /&gt;
*EXPLODE_ON_HIT: Debris will explode on impact, causing about 40 damage.&lt;br /&gt;
*FALL: Debris is affected by gravity.&lt;br /&gt;
*SMOKE&lt;br /&gt;
*FIRE&lt;br /&gt;
*BITMAPONLY: No debris, just an explosion graphic.&lt;br /&gt;
*NOCEGTRAIL&lt;br /&gt;
*NOHEATCLOUD: No explosion before the piece flies off.&lt;br /&gt;
*BITMAP[1...5]: Not used in Spring, may overlap with Spring specific bits.&lt;br /&gt;
[[Category:Unit_development]]&lt;br /&gt;
[[Category:Animation]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19773</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19773"/>
		<updated>2011-03-24T17:04:37Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Xta]]&lt;br /&gt;
&#039;&#039;&#039;[[Games|&amp;lt;--Back to Games]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
                       [[Image:Xta_logo_white.jpg]]&lt;br /&gt;
&lt;br /&gt;
== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original mods for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due to the authentic feel combined with the Spring Engine&#039;s capabilities. &lt;br /&gt;
&lt;br /&gt;
XTA tests a player&#039;s tactical, teamwork and micro abilities whilst also fostering diverse playstyles giving many ways in which one action can change the outcome of battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But the best reciew for any player is to experience it for themselves.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The current version of XTA is 9.66 and you can [http://www.springfiles.com/spring/games/xta download it here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It&#039;s not how many you build but how you use them.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play allowing teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the &#039;&#039;&#039;Commander&#039;&#039;&#039;. The versatility of this unit allows it to be used for aggressive, tactical, defensive and economical purposes as well as having the ability to Morph to be stronger.&lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48 here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. &lt;br /&gt;
&lt;br /&gt;
Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DP&lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&lt;br /&gt;
&lt;br /&gt;
Newer versions will continue to be released to incorporate more detailed visual effects/or models as the Spring Engine develops.&lt;br /&gt;
&lt;br /&gt;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
XTA was a balance mod for [[TA]], developed by the [[SY]] clan.&lt;br /&gt;
&lt;br /&gt;
For spring, it was the first mod available to the public for online play, the first that was ported and is what comes with the installation of the Spring engine ready to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterward the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their seperate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas still maintains XTA to this day. Players contribute and offer help on a multitude of scales. The current XTA balance offers something new and dynamic whilst still maintaing the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19771</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19771"/>
		<updated>2011-02-02T11:34:02Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Mods]][[category:Xta]]&lt;br /&gt;
&#039;&#039;&#039;[[Games|&amp;lt;--Back to Games]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
                       [[Image:Xta_logo_white.jpg]]&lt;br /&gt;
&lt;br /&gt;
== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original mods for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due to the authentic feel combined with the Spring Engine&#039;s capabilities. &lt;br /&gt;
&lt;br /&gt;
XTA tests a player&#039;s tactical, teamwork and micro abilities whilst also fostering diverse playstyles giving many ways in which one action can change the outcome of battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But the best reciew for any player is to experience it for themselves.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The current version of XTA is 9.65 and you can [http://www.springfiles.com/spring/games/xta-14 download it here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It&#039;s not how many you build but how you use them.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play allowing teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the &#039;&#039;&#039;Commander&#039;&#039;&#039;. The versatility of this unit allows it to be used for aggressive, tactical, defensive and economical purposes as well as having the ability to Morph to be stronger.&lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48 here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. &lt;br /&gt;
&lt;br /&gt;
Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DP&lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&lt;br /&gt;
&lt;br /&gt;
Newer versions will continue to be released to incorporate more detailed visual effects/or models as the Spring Engine develops.&lt;br /&gt;
&lt;br /&gt;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
XTA was a balance mod for [[TA]], developed by the [[SY]] clan.&lt;br /&gt;
&lt;br /&gt;
For spring, it was the first mod available to the public for online play, the first that was ported and is what comes with the installation of the Spring engine ready to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterward the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their seperate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas still maintains XTA to this day. Players contribute and offer help on a multitude of scales. The current XTA balance offers something new and dynamic whilst still maintaing the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19765</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19765"/>
		<updated>2010-10-26T07:10:25Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Mods]][[category:Xta]]&lt;br /&gt;
&#039;&#039;&#039;[[Games|&amp;lt;--Back to Games]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
                       [[Image:Xta_logo_white.jpg]]&lt;br /&gt;
&lt;br /&gt;
== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original mods for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due the authentic feel combined with the Spring Engine. &lt;br /&gt;
&lt;br /&gt;
XTA tests a player&#039;s tactical, teamwork and micro abilities to the max and fosters many playstyles giving many ways in which one action can change with one passage of battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But the best rewiew for any player is to be there themselves.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The current version of XTA is 9.642 and you can [http://www.springfiles.com/show_file.php?id=2811 download it here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*Perhaps XTA&#039;s greatest strength is that players must keep the balance of keeping their own units alive through repairing and avoiding projectiles, while still doing maximum damage to the enemy. Amongst this they also have to keep their economy on track and try guess their opponent&#039;s next move. Sound easy? Give it to a go!&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies. It&#039;s not how many you build but how you use them.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play allowing teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the &#039;&#039;&#039;Commander&#039;&#039;&#039;. The versatility of this unit allows it to be used for aggressive, tactical, defensive and economical purposes as well as having the ability to Morph to be stronger.&lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. &lt;br /&gt;
&lt;br /&gt;
Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DP&lt;br /&gt;
&lt;br /&gt;
You can join the &#039;&#039;&#039;#xta channel&#039;&#039;&#039; to find other XTA players and see if anyone wishes for a game. There is nearly always a game of the most uptodate XTA being hosted.&lt;br /&gt;
&lt;br /&gt;
Newer versions will continue to be released to incorporate more detailed visual effects/or models as the Spring Engine develops.&lt;br /&gt;
&lt;br /&gt;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
XTA was a balance mod for [[TA]], developed by the [[SY]] clan.&lt;br /&gt;
&lt;br /&gt;
For spring, it was the first mod available to the public for online play, the first that was ported and is what comes with the installation of the Spring engine ready to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, SJ; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been Noize, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterward the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and Gizmo starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their seperate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas still maintains XTA to this day. Players contribute and offer help on a multitude of scales. The current XTA balance offers something new and dynamic whilst still maintaing the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19747</id>
		<title>XTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA&amp;diff=19747"/>
		<updated>2010-09-06T13:06:19Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is XTA? ==&lt;br /&gt;
&lt;br /&gt;
XTA is one of the original mods for Spring, and the one many players feel is &amp;quot;more OTA than OTA itself&amp;quot; due the authentic feel combined with the Spring Engine.&lt;br /&gt;
&lt;br /&gt;
With only a few units added from the original, most notably the Sub Pen, XTA is able to refine the original units. Having been around since the dawn of Spring, the mod has been balanced for over five years allowing the gradual introduction of new units. No mod is perfect, but XTA has been debated to be the most balanced [[TA]] mod of all time.&lt;br /&gt;
&lt;br /&gt;
The current XTA version is 9.64 beta and you can [http://www.springfiles.com/show_file.php?id=2752 download it here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What are the positives? ==&lt;br /&gt;
&lt;br /&gt;
Here are just some of the many good aspects XTA has to offer.&lt;br /&gt;
&lt;br /&gt;
*As already mentioned, XTA has had time to develop meaning has been balanced accordingly. Unlike most mods, in XTA every unit has its place and is used often. Some may seem to be more useful than others however the best players are able to decide which unit is best. However, one of XTA&#039;s strengths is that it is not always which unit but how it is used.&lt;br /&gt;
&lt;br /&gt;
*XTA is more micro than macro, although the latter is a vital feature. Units have more health than other mods enabling players to keep units alive. Spamming is done less as units are more expensive and too many units means you will lose your units to the a few well microed enemies.&lt;br /&gt;
&lt;br /&gt;
*At the advanced levels of the tech tree, both factions really come into their own. Whereas Core may get the power of flame, Arm get the power of lightning, offering the quick and light to the strong and slow. Will you go for brute force and economical superiority or hit and run stealth tactics?&lt;br /&gt;
&lt;br /&gt;
*XTA prides itself on being a mod of team play as Allies will often share labs and resources. This allows teams to play strategically and work together to achieve goals as a simple macro victory is rare. The small community makes players able to have a greater understanding of each other, leading to this heavier teamplay and giving the game a more rewarding victory.&lt;br /&gt;
&lt;br /&gt;
*One of XTA&#039;s best selling points is the Commander. Being the first mod in Spring to offer the ability to morph the Commander, XTA games are heavily orientated around this historic figure from OTA. Players will use their Commanders on the front line however the versatility of the Commander means it is able to be used by all types of players; Aggressive, tactical, defensive and economical as well as many more. Morphing allows players to invest in their Commanders for resources/experience to keep up with the Tech race. &lt;br /&gt;
&lt;br /&gt;
*Very much similar to Spring itself, XTA has a friendly community and although it being relatively small, balance discussions are often held within the group. However, this also allows all players to know each other making games more between friends than foes. It also has one of the most active clan systems.&lt;br /&gt;
&lt;br /&gt;
*XTA has a tough learning curve, however an intelligent player will quickly learn when to build and what, may it be lab or unit. This makes XTA a mod constantly keeping the player entertained and challenged. With different tactics being discovered all the time users have many ideas to choose from of how to start their game. XTA is renowned for players making comebacks by rebuilding their base.&lt;br /&gt;
&lt;br /&gt;
*The XTA community is always willing to listen to suggestions. The current forum can be found [http://springrts.com/phpbb/viewforum.php?f=48here]. From there you will be able to read on the latest plans of XTA here, read the change log, and contribute your own ideas on the mod itself. Something not to your liking about the current XTA? Talk about, maybe have it changed! Many balance issues are discussed from the introduction of new units to the changing of a single unit&#039;s DPS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== What are the negatives? ==&lt;br /&gt;
&lt;br /&gt;
Obviously, there are some negatives with any game, and XTA is no exception. However every player has a different view on what is a negative.&lt;br /&gt;
&lt;br /&gt;
*XTA, despite being faster than OTA, is seen to be a slow mod. Units move slower and due to the higher health, take longer to die. This allows for the player to have more impact and give a more tactical input, however is not for everyone&#039;s liking.&lt;br /&gt;
&lt;br /&gt;
*In recent versions, due to the Commander becoming more powerful both stats wise and by the increase in Commander tactics by players, XTA has become synonymous with the Commander. This has led to it being labelled an &amp;quot;RPG RTS&amp;quot; as in some circumstances the Commander resembles a &amp;quot;Hero&amp;quot; unit without the abilities. With extreme cases of micro, the Commander has become Over Powered to some. This issue is being addressed for the next balance.&lt;br /&gt;
&lt;br /&gt;
*The tough learning curve of XTA means a lot of players find it challenging to start. The community is happy to help any new player willing to listen to advice however a newbie may learn how to play the hard way as XTA can be unforgiving. However once mastered it is an art worth the wait.&lt;br /&gt;
&lt;br /&gt;
*Despite being the second most played mod on Spring, XTA is largely underplayed and although many prefer the mod to others, the lack of games provides difficulty in getting running. Although there will nearly always be at least one game running.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
XTA was a balance mod for [[TA]], developed by the [[SY]] clan.&lt;br /&gt;
&lt;br /&gt;
For spring, it was the first mod available to the public for online play, the first that was ported and is what comes with the installation of the Spring engine ready to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The mod has gone through many developers, starting with the [SY] clan with the most ancient and famous to the oldest of players, &#039;&#039;&#039;SJ&#039;&#039;&#039;; and then moving onto other users. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the most notable players has been &#039;&#039;&#039;Noize&#039;&#039;&#039;, a founder of BA. Noize started XTA&#039;s modern look, with updated graphics and flash explosions (XTA Pimped Edition), which would later be seen as unnecessary and extremely laggy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A short time afterward the [KnoX] clan, the leading XTA clan ran by &#039;&#039;&#039;Myg&#039;&#039;&#039; and &#039;&#039;&#039;Gizmo&#039;&#039;&#039; starting to develop the mod. For a brief time a major debate became visible that XTA was KnoX&#039;s mod now, this would be shortly dismissed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After [KnoX] disbanded due to them feeling the time was right for the members to go their seperate ways, they still maintained XTA until Noruas began upkeep of the mod. With XTA 7.1 being seen as a watershed moment due to the peak of XTA&#039;s player base due to the decline of AA and rise of BA, so too can XTA 8.1. With some debate to whether the current XTA is the best, the two main contenders would be 7.1 and 8.1. With 8.1 came updated graphics and what many players remember as &amp;quot;The golden days&amp;quot; whereas 7.1 can be called the heyday of XTA itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas has introduced more units than any other developer of XTA, improved graphics and dragged XTA through the new Spring versions. With the community split about where they stand on many of his somewhat radical ideas, Noruas has certainly added to XTA. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Noruas still maintains XTA to this day. Players contribute and offer help on a multitude of scales most notable of these are raaar and Deadnight Warrior. The current XTA balance offers something new and dynamic whilst still maintaing the roots of OTA and the older XTA versions giving a blend of classic and modern.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== So where can I find out more? ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XTA is proud to be a community-run development program.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Development of the mod is done by the community with everyone&#039;s views being respected, feel free to visit [http://springrts.com/phpbb/viewforum.php?f=48 the forum] and ask questions, suggest or discuss balance issues. &lt;br /&gt;
&lt;br /&gt;
You can join the #xta channel to find other XTA players and see if anyone wishes for a game. There is nearly always an Auto Host, Helium, maintained by Det, hosting XTA.&lt;br /&gt;
&lt;br /&gt;
Newer versions will continue to be released to incorporate more detailed visual effects/or models as the Spring Engine develops.&lt;br /&gt;
&lt;br /&gt;
If you wish to learn the basics of XTA, you can read guides such as:&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/wiki/New_to_xta XTA Basics]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_units XTA unit guide]&lt;br /&gt;
*[http://springrts.com/wiki/Xta_commander XTA Commander guide]&lt;br /&gt;
&lt;br /&gt;
For some commented XTA games please feel free to visit [http://www.youtube.com/user/xtareplay here] to get a feel of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Eye Candy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XTA is arguably the best-looking mod in terms of graphics.  With new unit models and new explosion/smoke effects being released with every update, the XTA mod keeps up to date with the Spring Engine and what it has to offer. &lt;br /&gt;
&lt;br /&gt;
Here are some pictures of what XTA has to offer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Screen508.jpg|800px|Core Commander]]&lt;br /&gt;
[[image:Screen511.jpg|800px|Arm Commander]]&lt;br /&gt;
[[image:Screen620.jpg|800px|A Land boat]]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can view some clips of XTA in action [http://www.youtube.com/xtaboi here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
[[Category:xta]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Building_Spring_on_Windows&amp;diff=3564</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=3564"/>
		<updated>2010-08-30T10:01:03Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: &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 on Windows =&lt;br /&gt;
For other platforms see [[Building spring]].&lt;br /&gt;
&lt;br /&gt;
==Install MinGW==&lt;br /&gt;
Code::Blocks and Dev C++ use MinGW too, so if you are using one of these IDEs, you&#039;ll want to follow these instructions too.&lt;br /&gt;
&lt;br /&gt;
===Getting MinGW===&lt;br /&gt;
Compiling Spring in MinGW requires GCC 4.x&lt;br /&gt;
There are 2 different packages the official one and the TDM (experimental) builds.&lt;br /&gt;
====Official 4.4.0 (recommended)====&lt;br /&gt;
&amp;lt;span class=warning&amp;gt;(Note: you can&#039;t override an existing old TDM enviroment with these, you first have to uninstall TDM, else you will get some &amp;quot;undefined ... SJLJ_xyz&amp;quot; linking errors!)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Get it here: [http://sourceforge.net/projects/mingw/files/ official MinGW]&lt;br /&gt;
&lt;br /&gt;
You have to get MinGW as a bunch of separate packages, as the downloader does not support installing gcc 4.4.0 yet, which is needed to compile spring successfully.&lt;br /&gt;
&lt;br /&gt;
minimum packages:&lt;br /&gt;
* MinGW Runtime - &#039;&#039;mingwrt (dev &amp;amp; dll. - &amp;lt;span class=warning&amp;gt;version 3.17 recommended, 3.18+ will cause a &amp;quot;multiple definition of _tls_used&amp;quot; linker error&amp;lt;/span&amp;gt;)&#039;&#039;&lt;br /&gt;
* MinGW API for MS-Windows - &#039;&#039;w32api (dev)&#039;&#039;&lt;br /&gt;
* GNU Binutils - &#039;&#039;binutils (bin)&#039;&#039;&lt;br /&gt;
* GCC 4 - &#039;&#039;gcc-core (bin &amp;amp; dll)&#039;&#039;&lt;br /&gt;
* GCC 4 - &#039;&#039;gcc-c++ (bin &amp;amp; dll)&#039;&#039;&lt;br /&gt;
* GCC 4 - &#039;&#039;pthreads (dll)&#039;&#039;&lt;br /&gt;
* GCC 4 - &#039;&#039;mpfr (dll)&#039;&#039;&lt;br /&gt;
* GCC 4 - &#039;&#039;gmp (dll)&#039;&#039;&lt;br /&gt;
instead of the five above mentioned GCC packages (17MB), you could also get it in a single archive instead (60MB):&lt;br /&gt;
* GCC 4 - &#039;&#039;full (bin)&#039;&#039;&lt;br /&gt;
if you do not have an other make system in place, get this in addition:&lt;br /&gt;
* GNU Make - &#039;&#039;mingw32-make&#039;&#039;&lt;br /&gt;
if you want to debug, you will want this as well:&lt;br /&gt;
* GNU Source-Level Debugger - &#039;&#039;gdb (version 6.8-3 or later)&#039;&#039;&lt;br /&gt;
Extract all the packages to a common dir, eg. &#039;&#039;C:/MinGW/&#039;&#039;, and then the environment vars:&lt;br /&gt;
* &amp;lt;code&amp;gt;&#039;&#039;MINGDIR=C:/MinGW&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&#039;&#039;PATH=%PATH%;%MINGDIR%\bin&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&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 get it here (&#039;&#039;&#039;Download Source&#039;&#039;&#039; button, or use &#039;&#039;git&#039;&#039;):&lt;br /&gt;
* [http://github.com/spring/mingwlibs/tree/boost_1.42.0_mingw_4.4.2 &#039;&#039;&#039;mingwlibs&#039;&#039;&#039; for MinGW GCC 4.4 or newer]&lt;br /&gt;
* [http://github.com/spring/mingwlibs &#039;&#039;&#039;mingwlibs&#039;&#039;&#039; for MinGW GCC 4.3 or older]&lt;br /&gt;
(Note: TDM builds need a different package!)&lt;br /&gt;
&lt;br /&gt;
====TDM Builds (alternative)====&lt;br /&gt;
Get it here: [http://www.tdragon.net/recentgcc/ TDM&#039;s experimental MinGW]&lt;br /&gt;
&lt;br /&gt;
Get at least the following packages:&lt;br /&gt;
* mingw-runtime&lt;br /&gt;
* core&lt;br /&gt;
* c++&lt;br /&gt;
* binutils&lt;br /&gt;
* win32api&lt;br /&gt;
In the case you use the old SJLJ exception handling you need this: [http://jobjol.nl/1102 v19 of the MinGW library package].&lt;br /&gt;
If you use the new Dwarf2 handling use the mingwlibs package for the official GCC from above.&lt;br /&gt;
&lt;br /&gt;
===MinGW Setup===&lt;br /&gt;
There are two ways to setup the MinGL libraries:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1.&#039;&#039; 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/installer&lt;br /&gt;
*/spring/rts&lt;br /&gt;
*/spring/... other dirs&lt;br /&gt;
*/spring/mingwlibs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2.&#039;&#039; 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;
These programs are a must have if you want to compile Spring with MinGW, so install them now, if you don&#039;t have them already.&lt;br /&gt;
*[http://www.cmake.org/files/v2.6/cmake-2.6.2-win32-x86.exe CMake 2.6 installer]&lt;br /&gt;
&lt;br /&gt;
= Compiling with cmake =&lt;br /&gt;
Currently the CMake scripts are not capable of generating Visual Studio project files, so CMake can only be used for gcc compiling.&lt;br /&gt;
&lt;br /&gt;
* run the &amp;lt;code&amp;gt;&#039;&#039;cmake-gui&#039;&#039;&amp;lt;/code&amp;gt; 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, and run: &amp;lt;code&amp;gt;&#039;&#039;mingw32-make install-spring&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Compiling with scons=&lt;br /&gt;
Install the following programs (you don&#039;T need cmake in this case):&lt;br /&gt;
*[http://www.python.org/ftp/python/2.5.2/python-2.5.2.msi Python 2.5 installer]&lt;br /&gt;
*[http://downloads.sourceforge.net/pywin32/pywin32-212.win32-py2.5.exe Python 2.5 win32 extensions installer] &lt;br /&gt;
*[http://prdownloads.sourceforge.net/scons/scons-1.1.0.win32.exe Scons 1.1.0 installer]&lt;br /&gt;
&lt;br /&gt;
==Quick instructions==&lt;br /&gt;
* Grab and install the above programs.&lt;br /&gt;
* Make sure C:\Python25, C:\Python25\Scripts and C:\Dev-Cpp\bin are in your PATH environment variable. Set environment variables by: Start -&amp;gt; Settings -&amp;gt; Control Panel -&amp;gt; System -&amp;gt; Advanced -&amp;gt; Environment variables (for Windows XP).&lt;br /&gt;
* Make sure a MINGDIR environment variable with value C:\Dev-Cpp exists. (change paths where appropriate.)&lt;br /&gt;
* Checkout the Spring SVN repository, following the instructions above in obtaining source. (TODO:link)&lt;br /&gt;
* Open a console (Start -&amp;gt; Run -&amp;gt; cmd.exe -&amp;gt; Run), cd \where you checked it out in the previous step, if you checked it out on a different drive make sure to change drives with DriveLetter:&amp;lt;enter&amp;gt; first.&lt;br /&gt;
* Type scons configure&amp;lt;enter&amp;gt;. Refer to scons --help for options which can be passed to scons configure. Gotchas:&lt;br /&gt;
** If you get an error message starting with &amp;quot;EOFError: : env = Environment...&amp;quot;, try deleting the file build/scons_signatures.dblite&lt;br /&gt;
** If you get an error message stating &amp;quot;ImportError: No module named win32file:&amp;quot;, you have probably not installed the python-win32-extensions.&lt;br /&gt;
** If all proceeds as intended you will see a message similar to: &amp;quot;Everything seems OK.  Run `scons&#039; now to build.&amp;quot;&lt;br /&gt;
* Type scons&amp;lt;enter&amp;gt; to start the compilation.&lt;br /&gt;
** If you have Delphi installed and get an error message that the commandline params &amp;quot;--no-print-directory&amp;quot; &amp;amp; &amp;quot;-C&amp;quot; aren&#039;t supported, then you should remove the Delphi dirs from your &amp;lt;i&amp;gt;PATH&amp;lt;/i&amp;gt; variable, because scons tried to run the delphi&#039;s make.exe instead of using mingw32-make. (this will cause that streflop can&#039;t be build!)&lt;br /&gt;
* Wait for the compilation to finish, this may take a while.&lt;br /&gt;
* Copy datafiles and stuff from official Spring installation to the /spring/game directory (where spring.exe is located, after the compilation finished.)&lt;br /&gt;
* Copy missing DLLs from mingwlibs/dll.&lt;br /&gt;
* Start developing.&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 [http://cloud.github.com/downloads/spring/spring/spring-vc8libs-v5.7z 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/no debug 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 (currently being worked on)&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>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Building_Spring_on_Windows&amp;diff=3563</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=3563"/>
		<updated>2010-08-30T10:00:44Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: &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 on Windows =&lt;br /&gt;
For other platforms see [[Building spring]].&lt;br /&gt;
&lt;br /&gt;
==Install MinGW==&lt;br /&gt;
Code::Blocks and Dev C++ use MinGW too, so if you are using one of these IDEs, you&#039;ll want to follow these instructions too.&lt;br /&gt;
&lt;br /&gt;
===Getting MinGW===&lt;br /&gt;
Compiling Spring in MinGW requires GCC 4.x&lt;br /&gt;
There are 2 different packages the official one and the TDM (experimental) builds.&lt;br /&gt;
====Official 4.4.0 (recommended)====&lt;br /&gt;
&amp;lt;span class=warning&amp;gt;(Note: you can&#039;t override an existing old TDM enviroment with these, you first have to uninstall TDM, else you will get some &amp;quot;undefined ... SJLJ_xyz&amp;quot; linking errors!)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Get it here: [http://sourceforge.net/projects/mingw/files/ official MinGW]&lt;br /&gt;
&lt;br /&gt;
You have to get MinGW as a bunch of separate packages, as the downloader does not support installing gcc 4.4.0 yet, which is needed to compile spring successfully.&lt;br /&gt;
&lt;br /&gt;
minimum packages:&lt;br /&gt;
* MinGW Runtime - &#039;&#039;mingwrt (dev &amp;amp; dll. - &amp;lt;span class=warning&amp;gt;version 3.17 recommended, 3.18+ will cause a &amp;quot;multiple definition of _tls_used&amp;quot; linker error&amp;lt;/span&amp;gt;)&#039;&#039;&lt;br /&gt;
* MinGW API for MS-Windows - &#039;&#039;w32api (dev)&#039;&#039;&lt;br /&gt;
* GNU Binutils - &#039;&#039;binutils (bin)&#039;&#039;&lt;br /&gt;
* GCC 4 - &#039;&#039;gcc-core (bin &amp;amp; dll)&#039;&#039;&lt;br /&gt;
* GCC 4 - &#039;&#039;gcc-c++ (bin &amp;amp; dll)&#039;&#039;&lt;br /&gt;
* GCC 4 - &#039;&#039;pthreads (dll)&#039;&#039;&lt;br /&gt;
* GCC 4 - &#039;&#039;mpfr (dll)&#039;&#039;&lt;br /&gt;
* GCC 4 - &#039;&#039;gmp (dll)&#039;&#039;&lt;br /&gt;
instead of the five above mentioned GCC packages (17MB), you could also get it in a single archive instead (60MB):&lt;br /&gt;
* GCC 4 - &#039;&#039;full (bin)&#039;&#039;&lt;br /&gt;
if you do not have an other make system in place, get this in addition:&lt;br /&gt;
* GNU Make - &#039;&#039;mingw32-make&#039;&#039;&lt;br /&gt;
if you want to debug, you will want this as well:&lt;br /&gt;
* GNU Source-Level Debugger - &#039;&#039;gdb (version 6.8-3 or later)&#039;&#039;&lt;br /&gt;
Extract all the packages to a common dir, eg. &#039;&#039;C:/MinGW/&#039;&#039;, and then the environment vars:&lt;br /&gt;
* &amp;lt;code&amp;gt;&#039;&#039;MINGDIR=C:/MinGW&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&#039;&#039;PATH=%PATH%;%MINGDIR%\bin&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&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 get it here (&#039;&#039;&#039;Download Source&#039;&#039;&#039; button, or use &#039;&#039;git&#039;&#039;):&lt;br /&gt;
* [http://github.com/spring/mingwlibs/tree/boost_1.42.0_mingw_4.4.2 &#039;&#039;&#039;mingwlibs&#039;&#039;&#039; for MinGW GCC 4.4 or newer]&lt;br /&gt;
* [http://github.com/spring/mingwlibs &#039;&#039;&#039;mingwlibs&#039;&#039;&#039; for MinGW GCC 4.3 or older]&lt;br /&gt;
(Note: TDM builds need a different package!)&lt;br /&gt;
&lt;br /&gt;
====TDM Builds (alternative)====&lt;br /&gt;
Get it here: [http://www.tdragon.net/recentgcc/ TDM&#039;s experimental MinGW]&lt;br /&gt;
&lt;br /&gt;
Get at least the following packages:&lt;br /&gt;
* mingw-runtime&lt;br /&gt;
* core&lt;br /&gt;
* c++&lt;br /&gt;
* binutils&lt;br /&gt;
* win32api&lt;br /&gt;
In the case you use the old SJLJ exception handling you need this: [http://jobjol.nl/1102 v19 of the MinGW library package].&lt;br /&gt;
If you use the new Dwarf2 handling use the mingwlibs package for the official GCC from above.&lt;br /&gt;
&lt;br /&gt;
===MinGW Setup===&lt;br /&gt;
There are two ways to setup the MinGL libraries:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1.&#039;&#039; 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/installer&lt;br /&gt;
*/spring/rts&lt;br /&gt;
*/spring/... other dirs&lt;br /&gt;
*/spring/mingwlibs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2.&#039;&#039; 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;
These programs are a must have if you want to compile Spring with MinGW, so install them now, if you don&#039;t have them already.&lt;br /&gt;
*[http://www.cmake.org/files/v2.6/cmake-2.6.2-win32-x86.exe CMake 2.6 installer]&lt;br /&gt;
&lt;br /&gt;
= Compiling with cmake =&lt;br /&gt;
Currently the CMake scripts are not capable of generating Visual Studio project files, so CMake can only be used for gcc compiling.&lt;br /&gt;
&lt;br /&gt;
* run the &amp;lt;code&amp;gt;&#039;&#039;cmake-gui&#039;&#039;&amp;lt;/code&amp;gt; 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, and run: &amp;lt;code&amp;gt;&#039;&#039;mingw32-make install-spring&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Compiling with scons=&lt;br /&gt;
Install the following programs (you don&#039;T need cmake in this case):&lt;br /&gt;
*[http://www.python.org/ftp/python/2.5.2/python-2.5.2.msi Python 2.5 installer]&lt;br /&gt;
*[http://downloads.sourceforge.net/pywin32/pywin32-212.win32-py2.5.exe Python 2.5 win32 extensions installer] &lt;br /&gt;
*[http://prdownloads.sourceforge.net/scons/scons-1.1.0.win32.exe Scons 1.1.0 installer]&lt;br /&gt;
&lt;br /&gt;
==Quick instructions==&lt;br /&gt;
* Grab and install the above programs.&lt;br /&gt;
* Make sure C:\Python25, C:\Python25\Scripts and C:\Dev-Cpp\bin are in your PATH environment variable. Set environment variables by: Start -&amp;gt; Settings -&amp;gt; Control Panel -&amp;gt; System -&amp;gt; Advanced -&amp;gt; Environment variables (for Windows XP).&lt;br /&gt;
* Make sure a MINGDIR environment variable with value C:\Dev-Cpp exists. (change paths where appropriate.)&lt;br /&gt;
* Checkout the Spring SVN repository, following the instructions above in obtaining source. (TODO:link)&lt;br /&gt;
* Open a console (Start -&amp;gt; Run -&amp;gt; cmd.exe -&amp;gt; Run), cd \where you checked it out in the previous step, if you checked it out on a different drive make sure to change drives with DriveLetter:&amp;lt;enter&amp;gt; first.&lt;br /&gt;
* Type scons configure&amp;lt;enter&amp;gt;. Refer to scons --help for options which can be passed to scons configure. Gotchas:&lt;br /&gt;
** If you get an error message starting with &amp;quot;EOFError: : env = Environment...&amp;quot;, try deleting the file build/scons_signatures.dblite&lt;br /&gt;
** If you get an error message stating &amp;quot;ImportError: No module named win32file:&amp;quot;, you have probably not installed the python-win32-extensions.&lt;br /&gt;
** If all proceeds as intended you will see a message similar to: &amp;quot;Everything seems OK.  Run `scons&#039; now to build.&amp;quot;&lt;br /&gt;
* Type scons&amp;lt;enter&amp;gt; to start the compilation.&lt;br /&gt;
** If you have Delphi installed and get an error message that the commandline params &amp;quot;--no-print-directory&amp;quot; &amp;amp; &amp;quot;-C&amp;quot; aren&#039;t supported, then you should remove the Delphi dirs from your &amp;lt;i&amp;gt;PATH&amp;lt;/i&amp;gt; variable, because scons tried to run the delphi&#039;s make.exe instead of using mingw32-make. (this will cause that streflop can&#039;t be build!)&lt;br /&gt;
* Wait for the compilation to finish, this may take a while.&lt;br /&gt;
* Copy datafiles and stuff from official Spring installation to the /spring/game directory (where spring.exe is located, after the compilation finished.)&lt;br /&gt;
* Copy missing DLLs from mingwlibs/dll.&lt;br /&gt;
* Start developing.&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 [http://cloud.github.com/downloads/spring/spring/spring-vc8libs-v5.7z 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/no debug 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 (currently being worked at)&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>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Building_Spring_on_Windows&amp;diff=3544</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=3544"/>
		<updated>2010-03-04T09:38:16Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: &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;
= Get the Source Code =&lt;br /&gt;
{{Obtaining_The_Source_Code}}&lt;br /&gt;
&lt;br /&gt;
= Compiling on Windows =&lt;br /&gt;
For other platforms see [[Building spring]].&lt;br /&gt;
&lt;br /&gt;
==Install MinGW==&lt;br /&gt;
Code::Blocks and Dev C++ use MinGW too, so if you are using one of these IDEs, you&#039;ll want to follow these instructions too.&lt;br /&gt;
&lt;br /&gt;
===Getting MinGW===&lt;br /&gt;
Compiling Spring in MinGW requires GCC 4.x&lt;br /&gt;
There are 2 different packages the official one and the TDM (experimental) builds.&lt;br /&gt;
====Official 4.4.0====&lt;br /&gt;
(Note: you can&#039;t override an existing old TDM enviroment with these, you first have to uninstall TDM, else you will get some &amp;quot;undefined ... SJLJ_xyz&amp;quot; linking errors!)&lt;br /&gt;
&lt;br /&gt;
Get it here: [http://sourceforge.net/projects/mingw/files/ official MinGW + GCC4.4.0]&lt;br /&gt;
&lt;br /&gt;
You have to get MinGW as a bunch of separate packages, as the downloader does not support installing gcc 4.4.0 yet, which is needed to compile spring successfully.&lt;br /&gt;
&lt;br /&gt;
minimum packages:&lt;br /&gt;
* MinGW Runtime - &#039;&#039;mingwrt (dev &amp;amp; dll)&#039;&#039;&lt;br /&gt;
* MinGW API for MS-Windows - &#039;&#039;w32api (dev)&#039;&#039;&lt;br /&gt;
* GNU Binutils - &#039;&#039;binutils (bin)&#039;&#039;&lt;br /&gt;
* GCC 4 - &#039;&#039;gcc-core (bin &amp;amp; dll)&#039;&#039;&lt;br /&gt;
* GCC 4 - &#039;&#039;gcc-c++ (bin &amp;amp; dll)&#039;&#039;&lt;br /&gt;
* GCC 4 - &#039;&#039;pthreads (dll)&#039;&#039;&lt;br /&gt;
* GCC 4 - &#039;&#039;mpfr (dll)&#039;&#039;&lt;br /&gt;
* GCC 4 - &#039;&#039;gmp (dll)&#039;&#039;&lt;br /&gt;
instead of the five above mentioned GCC packages (17MB), you could also get it in a single archive instead (60MB):&lt;br /&gt;
* GCC 4 - &#039;&#039;full (bin)&#039;&#039;&lt;br /&gt;
if you do not have an other make system in place, get this in addition:&lt;br /&gt;
* GNU Make - &#039;&#039;mingw32-make&#039;&#039;&lt;br /&gt;
if you want to debug, you will want this as well:&lt;br /&gt;
* GNU Source-Level Debugger - &#039;&#039;gdb (version 6.8-3 or later)&#039;&#039;&lt;br /&gt;
Extract all the packages to a common dir, eg. &#039;&#039;C:/MinGW/&#039;&#039;, and then the environment vars:&lt;br /&gt;
* &#039;&#039;MINGDIR=C:/MinGW&#039;&#039;&lt;br /&gt;
* &#039;&#039;PATH=%PATH%;%MINGDIR%\bin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You also need some Spring dependencies collected in a [http://github.com/spring/spring/downloads mingwlibs] package, you get it [http://github.com/spring/spring/downloads here].&lt;br /&gt;
(Note: this package differs from the one needed for the TDM builds!)&lt;br /&gt;
====TDM Builds====&lt;br /&gt;
Get it here: [http://www.tdragon.net/recentgcc/ TDM&#039;s experimental MinGW]&lt;br /&gt;
&lt;br /&gt;
Get at least the following packages:&lt;br /&gt;
* mingw-runtime&lt;br /&gt;
* core&lt;br /&gt;
* c++&lt;br /&gt;
* binutils&lt;br /&gt;
* win32api&lt;br /&gt;
In the case you use the old SJLJ exception handling you need this: [http://jobjol.nl/1102 v19 of the MinGW library package].&lt;br /&gt;
If you use the new Dwarf2 handling use the mingwlibs package for the official GCC from above.&lt;br /&gt;
&lt;br /&gt;
===MinGW Setup===&lt;br /&gt;
There are two ways to setup the MinGL libraries:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1.&#039;&#039; 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/installer&lt;br /&gt;
*/spring/rts&lt;br /&gt;
*/spring/... other dirs&lt;br /&gt;
*/spring/mingwlibs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2.&#039;&#039; 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;
These programs are a must have if you want to compile Spring with MinGW, so install them now, if you don&#039;t have them already.&lt;br /&gt;
*[http://www.cmake.org/files/v2.6/cmake-2.6.2-win32-x86.exe CMake 2.6 installer]&lt;br /&gt;
&lt;br /&gt;
= Compiling with cmake =&lt;br /&gt;
Currently the CMake scripts are not capable of generating Visual Studio project files, so CMake can only be used for gcc compiling.&lt;br /&gt;
&lt;br /&gt;
* run the cmake-gui 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 generate&lt;br /&gt;
*open a console, cd into your build directory, run &amp;quot;mingw32-make&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Compiling with scons=&lt;br /&gt;
Install the following programs (you don&#039;T need cmake in this case):&lt;br /&gt;
*[http://www.python.org/ftp/python/2.5.2/python-2.5.2.msi Python 2.5 installer]&lt;br /&gt;
*[http://downloads.sourceforge.net/pywin32/pywin32-212.win32-py2.5.exe Python 2.5 win32 extensions installer] &lt;br /&gt;
*[http://prdownloads.sourceforge.net/scons/scons-1.1.0.win32.exe Scons 1.1.0 installer]&lt;br /&gt;
&lt;br /&gt;
==Quick instructions==&lt;br /&gt;
* Grab and install the above programs.&lt;br /&gt;
* Make sure C:\Python25, C:\Python25\Scripts and C:\Dev-Cpp\bin are in your PATH environment variable. Set environment variables by: Start -&amp;gt; Settings -&amp;gt; Control Panel -&amp;gt; System -&amp;gt; Advanced -&amp;gt; Environment variables (for Windows XP).&lt;br /&gt;
* Make sure a MINGDIR environment variable with value C:\Dev-Cpp exists. (change paths where appropriate.)&lt;br /&gt;
* Checkout the Spring SVN repository, following the instructions above in obtaining source. (TODO:link)&lt;br /&gt;
* Open a console (Start -&amp;gt; Run -&amp;gt; cmd.exe -&amp;gt; Run), cd \where you checked it out in the previous step, if you checked it out on a different drive make sure to change drives with DriveLetter:&amp;lt;enter&amp;gt; first.&lt;br /&gt;
* Type scons configure&amp;lt;enter&amp;gt;. Refer to scons --help for options which can be passed to scons configure. Gotchas:&lt;br /&gt;
** If you get an error message starting with &amp;quot;EOFError: : env = Environment...&amp;quot;, try deleting the file build/scons_signatures.dblite&lt;br /&gt;
** If you get an error message stating &amp;quot;ImportError: No module named win32file:&amp;quot;, you have probably not installed the python-win32-extensions.&lt;br /&gt;
** If all proceeds as intended you will see a message similar to: &amp;quot;Everything seems OK.  Run `scons&#039; now to build.&amp;quot;&lt;br /&gt;
* Type scons&amp;lt;enter&amp;gt; to start the compilation.&lt;br /&gt;
** If you have Delphi installed and get an error message that the commandline params &amp;quot;--no-print-directory&amp;quot; &amp;amp; &amp;quot;-C&amp;quot; aren&#039;t supported, then you should remove the Delphi dirs from your &amp;lt;i&amp;gt;PATH&amp;lt;/i&amp;gt; variable, because scons tried to run the delphi&#039;s make.exe instead of using mingw32-make. (this will cause that streflop can&#039;t be build!)&lt;br /&gt;
* Wait for the compilation to finish, this may take a while.&lt;br /&gt;
* Copy datafiles and stuff from official Spring installation to the /spring/game directory (where spring.exe is located, after the compilation finished.)&lt;br /&gt;
* Copy missing DLLs from mingwlibs/dll.&lt;br /&gt;
* Start developing.&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 [http://cloud.github.com/downloads/spring/spring/spring-vc8libs-v4.zip 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/no debug 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;code&amp;gt;...\Windows\v6.0A\include\shlwapi.h(196) : error C2061: syntax error : identifier &#039;PCUITEMID_CHILD&#039;&amp;lt;/code&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 (currently being worked at)&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>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Building_Spring_on_Windows&amp;diff=3541</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=3541"/>
		<updated>2009-11-19T19:33:57Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: &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;
= Get the Source Code =&lt;br /&gt;
{{Obtaining_The_Source_Code}}&lt;br /&gt;
&lt;br /&gt;
= Compiling on Windows =&lt;br /&gt;
For other platforms see [[Building spring]].&lt;br /&gt;
&lt;br /&gt;
==Install MinGW==&lt;br /&gt;
Code::Blocks and Dev C++ use MinGW too, so if you are using one of these IDEs, you&#039;ll want to follow these instructions too.&lt;br /&gt;
&lt;br /&gt;
===Getting MinGW===&lt;br /&gt;
Compiling Spring in MinGW requires GCC 4.x&lt;br /&gt;
There are 2 different packages the official one and the TDM (experimental) builds.&lt;br /&gt;
====Official 4.4.0====&lt;br /&gt;
(Note: you can&#039;t override an existing old TDM enviroment with these, you first have to uninstall TDM, else you will get some &amp;quot;undefined ... SJLJ_xyz&amp;quot; linking errors!)&lt;br /&gt;
&lt;br /&gt;
Get it here: [http://sourceforge.net/projects/mingw/files/ official MinGW + GCC4.4.0]&lt;br /&gt;
&lt;br /&gt;
You have to get MinGW as a bunch of separate packages, as the downloader does not support installing gcc 4.4.0 yet, which is needed to compile spring successfully.&lt;br /&gt;
&lt;br /&gt;
minimum packages:&lt;br /&gt;
* MinGW Runtime - &#039;&#039;mingwrt (dev &amp;amp; dll)&#039;&#039;&lt;br /&gt;
* MinGW API for MS-Windows - &#039;&#039;w32api (dev)&#039;&#039;&lt;br /&gt;
* GNU Binutils - &#039;&#039;binutils (bin)&#039;&#039;&lt;br /&gt;
* GCC 4 - &#039;&#039;gcc-core (bin &amp;amp; dll)&#039;&#039;&lt;br /&gt;
* GCC 4 - &#039;&#039;gcc-c++ (bin &amp;amp; dll)&#039;&#039;&lt;br /&gt;
* GCC 4 - &#039;&#039;pthreads (dll)&#039;&#039;&lt;br /&gt;
* GCC 4 - &#039;&#039;mpfr (dll)&#039;&#039;&lt;br /&gt;
* GCC 4 - &#039;&#039;gmp (dll)&#039;&#039;&lt;br /&gt;
instead of the five above mentioned GCC packages (17MB), you could also get it in a single archive instead (60MB):&lt;br /&gt;
* GCC 4 - &#039;&#039;full (bin)&#039;&#039;&lt;br /&gt;
if you do not have an other make system in place, get this in addition:&lt;br /&gt;
* GNU Make - &#039;&#039;mingw32-make&#039;&#039;&lt;br /&gt;
if you want to debug, you will want this as well:&lt;br /&gt;
* GNU Source-Level Debugger - &#039;&#039;gdb (version 6.8-3 or later)&#039;&#039;&lt;br /&gt;
Extract all the packages to a common dir, eg. &#039;&#039;C:/MinGW/&#039;&#039;, and then the environment vars:&lt;br /&gt;
* &#039;&#039;MINGDIR=C:/MinGW&#039;&#039;&lt;br /&gt;
* &#039;&#039;PATH=%PATH%;%MINGDIR%\bin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You also need some Spring dependencies collected in a [http://github.com/spring/spring/downloads mingwlibs] package, you get it [http://github.com/spring/spring/downloads here].&lt;br /&gt;
(Note: this package differs from the one needed for the TDM builds!)&lt;br /&gt;
====TDM Builds====&lt;br /&gt;
Get it here: [http://www.tdragon.net/recentgcc/ TDM&#039;s experimental MinGW]&lt;br /&gt;
&lt;br /&gt;
Get at least the following packages:&lt;br /&gt;
* mingw-runtime&lt;br /&gt;
* core&lt;br /&gt;
* c++&lt;br /&gt;
* binutils&lt;br /&gt;
* win32api&lt;br /&gt;
In the case you use the old SJLJ exception handling you need this: [http://jobjol.nl/1102 v19 of the MinGW library package].&lt;br /&gt;
If you use the new Dwarf2 handling use the mingwlibs package for the official GCC from above.&lt;br /&gt;
&lt;br /&gt;
===MinGW Setup===&lt;br /&gt;
There are two ways to setup the MinGL libraries:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1.&#039;&#039; 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/installer&lt;br /&gt;
*/spring/rts&lt;br /&gt;
*/spring/... other dirs&lt;br /&gt;
*/spring/mingwlibs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2.&#039;&#039; 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;
These programs are a must have if you want to compile Spring with MinGW, so install them now, if you don&#039;t have them already.&lt;br /&gt;
*[http://www.cmake.org/files/v2.6/cmake-2.6.2-win32-x86.exe CMake 2.6 installer]&lt;br /&gt;
&lt;br /&gt;
= Compiling with cmake =&lt;br /&gt;
Currently the CMake scripts are not capable of generating Visual Studio project files, so CMake can only be used for gcc compiling.&lt;br /&gt;
&lt;br /&gt;
* run the cmake-gui 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 generate&lt;br /&gt;
*open a console, cd into your build directory, run &amp;quot;mingw32-make&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Compiling with scons=&lt;br /&gt;
Install the following programs (you don&#039;T need cmake in this case):&lt;br /&gt;
*[http://www.python.org/ftp/python/2.5.2/python-2.5.2.msi Python 2.5 installer]&lt;br /&gt;
*[http://downloads.sourceforge.net/pywin32/pywin32-212.win32-py2.5.exe Python 2.5 win32 extensions installer] &lt;br /&gt;
*[http://prdownloads.sourceforge.net/scons/scons-1.1.0.win32.exe Scons 1.1.0 installer]&lt;br /&gt;
&lt;br /&gt;
==Quick instructions==&lt;br /&gt;
* Grab and install the above programs.&lt;br /&gt;
* Make sure C:\Python25, C:\Python25\Scripts and C:\Dev-Cpp\bin are in your PATH environment variable. Set environment variables by: Start -&amp;gt; Settings -&amp;gt; Control Panel -&amp;gt; System -&amp;gt; Advanced -&amp;gt; Environment variables (for Windows XP).&lt;br /&gt;
* Make sure a MINGDIR environment variable with value C:\Dev-Cpp exists. (change paths where appropriate.)&lt;br /&gt;
* Checkout the Spring SVN repository, following the instructions above in obtaining source. (TODO:link)&lt;br /&gt;
* Open a console (Start -&amp;gt; Run -&amp;gt; cmd.exe -&amp;gt; Run), cd \where you checked it out in the previous step, if you checked it out on a different drive make sure to change drives with DriveLetter:&amp;lt;enter&amp;gt; first.&lt;br /&gt;
* Type scons configure&amp;lt;enter&amp;gt;. Refer to scons --help for options which can be passed to scons configure. Gotchas:&lt;br /&gt;
** If you get an error message starting with &amp;quot;EOFError: : env = Environment...&amp;quot;, try deleting the file build/scons_signatures.dblite&lt;br /&gt;
** If you get an error message stating &amp;quot;ImportError: No module named win32file:&amp;quot;, you have probably not installed the python-win32-extensions.&lt;br /&gt;
** If all proceeds as intended you will see a message similar to: &amp;quot;Everything seems OK.  Run `scons&#039; now to build.&amp;quot;&lt;br /&gt;
* Type scons&amp;lt;enter&amp;gt; to start the compilation.&lt;br /&gt;
** If you have Delphi installed and get an error message that the commandline params &amp;quot;--no-print-directory&amp;quot; &amp;amp; &amp;quot;-C&amp;quot; aren&#039;t supported, then you should remove the Delphi dirs from your &amp;lt;i&amp;gt;PATH&amp;lt;/i&amp;gt; variable, because scons tried to run the delphi&#039;s make.exe instead of using mingw32-make. (this will cause that streflop can&#039;t be build!)&lt;br /&gt;
* Wait for the compilation to finish, this may take a while.&lt;br /&gt;
* Copy datafiles and stuff from official Spring installation to the /spring/game directory (where spring.exe is located, after the compilation finished.)&lt;br /&gt;
* Copy missing DLLs from mingwlibs/dll.&lt;br /&gt;
* Start developing.&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 [http://cloud.github.com/downloads/spring/spring/spring-vc8libs-v4.zip 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;
* 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/no debug 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;
=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;
For the rest the Visual Studio 8 instructions should apply, mostly.&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;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Building_Spring_on_Windows&amp;diff=3540</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=3540"/>
		<updated>2009-11-19T19:33:03Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: &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;
= Get the Source Code =&lt;br /&gt;
{{Obtaining_The_Source_Code}}&lt;br /&gt;
&lt;br /&gt;
= Compiling on Windows =&lt;br /&gt;
For other platforms see [[Building spring]].&lt;br /&gt;
&lt;br /&gt;
==Install MinGW==&lt;br /&gt;
Code::Blocks and Dev C++ use MinGW too, so if you are using one of these IDEs, you&#039;ll want to follow these instructions too.&lt;br /&gt;
&lt;br /&gt;
===Getting MinGW===&lt;br /&gt;
Compiling Spring in MinGW requires GCC 4.x&lt;br /&gt;
There are 2 different packages the official one and the TDM (experimental) builds.&lt;br /&gt;
====Official 4.4.0====&lt;br /&gt;
(Note: you can&#039;t override an existing old TDM enviroment with these, you first have to uninstall TDM, else you will get some &amp;quot;undefined ... SJLJ_xyz&amp;quot; linking errors!)&lt;br /&gt;
&lt;br /&gt;
Get it here: [http://sourceforge.net/projects/mingw/files/ official MinGW + GCC4.4.0]&lt;br /&gt;
&lt;br /&gt;
You have to get MinGW as a bunch of separate packages, as the downloader does not support installing gcc 4.4.0 yet, which is needed to compile spring successfully.&lt;br /&gt;
&lt;br /&gt;
minimum packages:&lt;br /&gt;
* MinGW Runtime - &#039;&#039;mingwrt (dev &amp;amp; dll)&#039;&#039;&lt;br /&gt;
* MinGW API for MS-Windows - &#039;&#039;w32api (dev)&#039;&#039;&lt;br /&gt;
* GNU Binutils - &#039;&#039;binutils (bin)&#039;&#039;&lt;br /&gt;
* GCC 4 - &#039;&#039;gcc-core (bin &amp;amp; dll)&#039;&#039;&lt;br /&gt;
* GCC 4 - &#039;&#039;gcc-c++ (bin &amp;amp; dll)&#039;&#039;&lt;br /&gt;
* GCC 4 - &#039;&#039;pthreads (dll)&#039;&#039;&lt;br /&gt;
* GCC 4 - &#039;&#039;mpfr (dll)&#039;&#039;&lt;br /&gt;
* GCC 4 - &#039;&#039;gmp (dll)&#039;&#039;&lt;br /&gt;
instead of the five above mentioned GCC packages (17MB), you could also get it in a single archive instead (60MB):&lt;br /&gt;
* GCC 4 - &#039;&#039;full (bin)&#039;&#039;&lt;br /&gt;
if you do not have an other make system in place, get this in addition:&lt;br /&gt;
* GNU Make - &#039;&#039;mingw32-make&#039;&#039;&lt;br /&gt;
if you want to debug, you will want this as well:&lt;br /&gt;
* GNU Source-Level Debugger - &#039;&#039;gdb (version 6.8-3 or later)&#039;&#039;&lt;br /&gt;
Extract all the packages to a common dir, eg. &#039;&#039;C:/MinGW/&#039;&#039;, and then the environment vars:&lt;br /&gt;
* &#039;&#039;MINGDIR=C:/MinGW&#039;&#039;&lt;br /&gt;
* &#039;&#039;PATH=%PATH%;%MINGDIR%\bin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You also need some Spring dependencies collected in a [http://github.com/spring/spring/downloads mingwlibs] package, you get it [http://github.com/spring/spring/downloads here].&lt;br /&gt;
(Note: this package differs from the one needed for the TDM builds!)&lt;br /&gt;
====TDM Builds====&lt;br /&gt;
Get it here: [http://www.tdragon.net/recentgcc/ TDM&#039;s experimental MinGW]&lt;br /&gt;
&lt;br /&gt;
Get at least the following packages:&lt;br /&gt;
* mingw-runtime&lt;br /&gt;
* core&lt;br /&gt;
* c++&lt;br /&gt;
* binutils&lt;br /&gt;
* win32api&lt;br /&gt;
In the case you use the old SJLJ exception handling you need this: [http://jobjol.nl/1102 v19 of the MinGW library package].&lt;br /&gt;
If you use the new Dwarf2 handling use the mingwlibs package for the official GCC from above.&lt;br /&gt;
&lt;br /&gt;
===MinGW Setup===&lt;br /&gt;
There are two ways to setup the MinGL libraries:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1.&#039;&#039; 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/installer&lt;br /&gt;
*/spring/rts&lt;br /&gt;
*/spring/... other dirs&lt;br /&gt;
*/spring/mingwlibs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2.&#039;&#039; 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;
These programs are a must have if you want to compile Spring with MinGW, so install them now, if you don&#039;t have them already.&lt;br /&gt;
*[http://www.cmake.org/files/v2.6/cmake-2.6.2-win32-x86.exe CMake 2.6 installer]&lt;br /&gt;
&lt;br /&gt;
= Compiling with cmake =&lt;br /&gt;
Currently the CMake scripts are not capable of generating Visual Studio project files, so CMake can only be used for gcc compiling.&lt;br /&gt;
&lt;br /&gt;
* run the cmake-gui 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 generate&lt;br /&gt;
*open a console, cd into your build directory, run &amp;quot;mingw32-make&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Compiling with scons=&lt;br /&gt;
Install the following programs (you don&#039;T need cmake in this case):&lt;br /&gt;
*[http://www.python.org/ftp/python/2.5.2/python-2.5.2.msi Python 2.5 installer]&lt;br /&gt;
*[http://downloads.sourceforge.net/pywin32/pywin32-212.win32-py2.5.exe Python 2.5 win32 extensions installer] &lt;br /&gt;
*[http://prdownloads.sourceforge.net/scons/scons-1.1.0.win32.exe Scons 1.1.0 installer]&lt;br /&gt;
&lt;br /&gt;
==Quick instructions==&lt;br /&gt;
* Grab and install the above programs.&lt;br /&gt;
* Make sure C:\Python25, C:\Python25\Scripts and C:\Dev-Cpp\bin are in your PATH environment variable. Set environment variables by: Start -&amp;gt; Settings -&amp;gt; Control Panel -&amp;gt; System -&amp;gt; Advanced -&amp;gt; Environment variables (for Windows XP).&lt;br /&gt;
* Make sure a MINGDIR environment variable with value C:\Dev-Cpp exists. (change paths where appropriate.)&lt;br /&gt;
* Checkout the Spring SVN repository, following the instructions above in obtaining source. (TODO:link)&lt;br /&gt;
* Open a console (Start -&amp;gt; Run -&amp;gt; cmd.exe -&amp;gt; Run), cd \where you checked it out in the previous step, if you checked it out on a different drive make sure to change drives with DriveLetter:&amp;lt;enter&amp;gt; first.&lt;br /&gt;
* Type scons configure&amp;lt;enter&amp;gt;. Refer to scons --help for options which can be passed to scons configure. Gotchas:&lt;br /&gt;
** If you get an error message starting with &amp;quot;EOFError: : env = Environment...&amp;quot;, try deleting the file build/scons_signatures.dblite&lt;br /&gt;
** If you get an error message stating &amp;quot;ImportError: No module named win32file:&amp;quot;, you have probably not installed the python-win32-extensions.&lt;br /&gt;
** If all proceeds as intended you will see a message similar to: &amp;quot;Everything seems OK.  Run `scons&#039; now to build.&amp;quot;&lt;br /&gt;
* Type scons&amp;lt;enter&amp;gt; to start the compilation.&lt;br /&gt;
** If you have Delphi installed and get an error message that the commandline params &amp;quot;--no-print-directory&amp;quot; &amp;amp; &amp;quot;-C&amp;quot; aren&#039;t supported, then you should remove the Delphi dirs from your &amp;lt;i&amp;gt;PATH&amp;lt;/i&amp;gt; variable, because scons tried to run the delphi&#039;s make.exe instead of using mingw32-make. (this will cause that streflop can&#039;t be build!)&lt;br /&gt;
* Wait for the compilation to finish, this may take a while.&lt;br /&gt;
* Copy datafiles and stuff from official Spring installation to the /spring/game directory (where spring.exe is located, after the compilation finished.)&lt;br /&gt;
* Copy missing DLLs from mingwlibs/dll.&lt;br /&gt;
* Start developing.&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 [http://cloud.github.com/downloads/spring/spring/spring-vc8libs-v4.zip 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;
* 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/no debug 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;
=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;
For the rest the Visual Studio 8 instructions should apply, mostly.&lt;br /&gt;
&lt;br /&gt;
You need the [http://cloud.github.com/downloads/spring/spring/spring-vc9libs-v4.7z Boost libraries for VC90], and not the ones for Visual Studio 2005. The installation procedure is the same though.&lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Building_Spring_on_Windows&amp;diff=3539</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=3539"/>
		<updated>2009-11-07T18:52:33Z</updated>

		<summary type="html">&lt;p&gt;Deadnight warrior: &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;
= Get the Source Code =&lt;br /&gt;
{{Obtaining_The_Source_Code}}&lt;br /&gt;
&lt;br /&gt;
= Compiling on Windows =&lt;br /&gt;
For other platforms see [[Building spring]].&lt;br /&gt;
&lt;br /&gt;
==Install MinGW==&lt;br /&gt;
Code::Blocks and Dev C++ use MinGW too, so if you are using one of these IDEs, you&#039;ll want to follow these instructions too.&lt;br /&gt;
&lt;br /&gt;
===Getting MinGW===&lt;br /&gt;
Compiling Spring in MinGW requires GCC 4.x&lt;br /&gt;
There are 2 different packages the official one and the TDM (experimental) builds.&lt;br /&gt;
====Official 4.4.0====&lt;br /&gt;
(Note: you can&#039;t override an existing old TDM enviroment with these, you first have to uninstall TDM, else you will get some &amp;quot;undefined ... SJLJ_xyz&amp;quot; linking errors!)&lt;br /&gt;
&lt;br /&gt;
Get it here: [http://sourceforge.net/projects/mingw/files/ official MinGW + GCC4.4.0]&lt;br /&gt;
&lt;br /&gt;
You have to get MinGW as a bunch of separate packages, as the downloader does not support installing gcc 4.4.0 yet, which is needed to compile spring successfully.&lt;br /&gt;
&lt;br /&gt;
minimum packages:&lt;br /&gt;
* MinGW Runtime - &#039;&#039;mingwrt (dev &amp;amp; dll)&#039;&#039;&lt;br /&gt;
* MinGW API for MS-Windows - &#039;&#039;w32api (dev)&#039;&#039;&lt;br /&gt;
* GNU Binutils - &#039;&#039;binutils (bin)&#039;&#039;&lt;br /&gt;
* GCC 4 - &#039;&#039;gcc-core (bin &amp;amp; dll)&#039;&#039;&lt;br /&gt;
* GCC 4 - &#039;&#039;gcc-c++ (bin &amp;amp; dll)&#039;&#039;&lt;br /&gt;
* GCC 4 - &#039;&#039;pthreads (dll)&#039;&#039;&lt;br /&gt;
* GCC 4 - &#039;&#039;mpfr (dll)&#039;&#039;&lt;br /&gt;
* GCC 4 - &#039;&#039;gmp (dll)&#039;&#039;&lt;br /&gt;
instead of the five above mentioned GCC packages (17MB), you could also get it in a single archive instead (60MB):&lt;br /&gt;
* GCC 4 - &#039;&#039;full (bin)&#039;&#039;&lt;br /&gt;
if you do not have an other make system in place, get this in addition:&lt;br /&gt;
* GNU Make - &#039;&#039;mingw32-make&#039;&#039;&lt;br /&gt;
if you want to debug, you will want this as well:&lt;br /&gt;
* GNU Source-Level Debugger - &#039;&#039;gdb (version 6.8-3 or later)&#039;&#039;&lt;br /&gt;
Extract all the packages to a common dir, eg. &#039;&#039;C:/MinGW/&#039;&#039;, and then the environment vars:&lt;br /&gt;
* &#039;&#039;MINGDIR=C:/MinGW&#039;&#039;&lt;br /&gt;
* &#039;&#039;PATH=%PATH%;%MINGDIR%\bin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You also need some Spring dependencies collected in a [http://github.com/spring/spring/downloads mingwlibs] package, you get it [http://github.com/spring/spring/downloads here].&lt;br /&gt;
(Note: this package differs from the one needed for the TDM builds!)&lt;br /&gt;
====TDM Builds====&lt;br /&gt;
Get it here: [http://www.tdragon.net/recentgcc/ TDM&#039;s experimental MinGW]&lt;br /&gt;
&lt;br /&gt;
Get at least the following packages:&lt;br /&gt;
* mingw-runtime&lt;br /&gt;
* core&lt;br /&gt;
* c++&lt;br /&gt;
* binutils&lt;br /&gt;
* win32api&lt;br /&gt;
In the case you use the old SJLJ exception handling you need this: [http://jobjol.nl/1102 v19 of the MinGW library package].&lt;br /&gt;
If you use the new Dwarf2 handling use the mingwlibs package for the official GCC from above.&lt;br /&gt;
&lt;br /&gt;
===MinGW Setup===&lt;br /&gt;
There are two ways to setup the MinGL libraries:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1.&#039;&#039; 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/installer&lt;br /&gt;
*/spring/rts&lt;br /&gt;
*/spring/... other dirs&lt;br /&gt;
*/spring/mingwlibs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2.&#039;&#039; 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;
These programs are a must have if you want to compile Spring with MinGW, so install them now, if you don&#039;t have them already.&lt;br /&gt;
*[http://www.cmake.org/files/v2.6/cmake-2.6.2-win32-x86.exe CMake 2.6 installer]&lt;br /&gt;
&lt;br /&gt;
= Compiling with cmake =&lt;br /&gt;
Currently the CMake scripts are not capable of generating Visual Studio project files, so CMake can only be used for gcc compiling.&lt;br /&gt;
&lt;br /&gt;
* run the cmake-gui 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 generate&lt;br /&gt;
*open a console, cd into your build directory, run &amp;quot;mingw32-make&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Compiling with scons=&lt;br /&gt;
Install the following programs (you don&#039;T need cmake in this case):&lt;br /&gt;
*[http://www.python.org/ftp/python/2.5.2/python-2.5.2.msi Python 2.5 installer]&lt;br /&gt;
*[http://downloads.sourceforge.net/pywin32/pywin32-212.win32-py2.5.exe Python 2.5 win32 extensions installer] &lt;br /&gt;
*[http://prdownloads.sourceforge.net/scons/scons-1.1.0.win32.exe Scons 1.1.0 installer]&lt;br /&gt;
&lt;br /&gt;
==Quick instructions==&lt;br /&gt;
* Grab and install the above programs.&lt;br /&gt;
* Make sure C:\Python25, C:\Python25\Scripts and C:\Dev-Cpp\bin are in your PATH environment variable. Set environment variables by: Start -&amp;gt; Settings -&amp;gt; Control Panel -&amp;gt; System -&amp;gt; Advanced -&amp;gt; Environment variables (for Windows XP).&lt;br /&gt;
* Make sure a MINGDIR environment variable with value C:\Dev-Cpp exists. (change paths where appropriate.)&lt;br /&gt;
* Checkout the Spring SVN repository, following the instructions above in obtaining source. (TODO:link)&lt;br /&gt;
* Open a console (Start -&amp;gt; Run -&amp;gt; cmd.exe -&amp;gt; Run), cd \where you checked it out in the previous step, if you checked it out on a different drive make sure to change drives with DriveLetter:&amp;lt;enter&amp;gt; first.&lt;br /&gt;
* Type scons configure&amp;lt;enter&amp;gt;. Refer to scons --help for options which can be passed to scons configure. Gotchas:&lt;br /&gt;
** If you get an error message starting with &amp;quot;EOFError: : env = Environment...&amp;quot;, try deleting the file build/scons_signatures.dblite&lt;br /&gt;
** If you get an error message stating &amp;quot;ImportError: No module named win32file:&amp;quot;, you have probably not installed the python-win32-extensions.&lt;br /&gt;
** If all proceeds as intended you will see a message similar to: &amp;quot;Everything seems OK.  Run `scons&#039; now to build.&amp;quot;&lt;br /&gt;
* Type scons&amp;lt;enter&amp;gt; to start the compilation.&lt;br /&gt;
** If you have Delphi installed and get an error message that the commandline params &amp;quot;--no-print-directory&amp;quot; &amp;amp; &amp;quot;-C&amp;quot; aren&#039;t supported, then you should remove the Delphi dirs from your &amp;lt;i&amp;gt;PATH&amp;lt;/i&amp;gt; variable, because scons tried to run the delphi&#039;s make.exe instead of using mingw32-make. (this will cause that streflop can&#039;t be build!)&lt;br /&gt;
* Wait for the compilation to finish, this may take a while.&lt;br /&gt;
* Copy datafiles and stuff from official Spring installation to the /spring/game directory (where spring.exe is located, after the compilation finished.)&lt;br /&gt;
* Copy missing DLLs from mingwlibs/dll.&lt;br /&gt;
* Start developing.&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 [http://cloud.github.com/downloads/spring/spring/spring-vc8libs-v4.zip 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;
* 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/no debug 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;
=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;
For the rest the Visual Studio 8 instructions should apply, mostly.&lt;br /&gt;
&lt;br /&gt;
You need the Boost libraries for VC90, which can be found at [http://www.boostpro.com/download boostpro.com]&lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>Deadnight warrior</name></author>
	</entry>
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