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	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Maps&amp;diff=14109</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Maps&amp;diff=14109"/>
		<updated>2007-11-01T15:58:31Z</updated>

		<summary type="html">&lt;p&gt;Joachim Schiele: /* Map formats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Map formats ===&lt;br /&gt;
Currently (spring version 0.75b1) spring supports 2 map formats: &lt;br /&gt;
* SMF format is older and most maps are still in that format. &lt;br /&gt;
* SM3 is a newer and a better format, but there&#039;s not so many maps available yet in this format.&lt;br /&gt;
&lt;br /&gt;
As a player, you don&#039;t need to care about formats, but if you want to make maps yourself, you need to choose.&lt;br /&gt;
&lt;br /&gt;
=== Download maps ===&lt;br /&gt;
All spring maps can be found on [http://www.unknown-files.net/spring/category/13/Maps/ Unknown Files]. There, you can either browse the map list, or just type part of the map name to the Quick Search editbox on the right. Ok, forget browsing, Quick Search owns. If you make your own maps, upload them to UF if you want others to be able to play them.&lt;br /&gt;
&lt;br /&gt;
Before UF the de facto filehost for spring maps was [http://www.fileuniverse.com/?page=listing&amp;amp;ID=121 FileUniverse], but you don&#039;t need to care about it anymore.&lt;br /&gt;
&lt;br /&gt;
=== Install maps ===&lt;br /&gt;
Maps are either .sd7 or .sdz files. You just need to download them, and put them into C:\Program Files\Spring\maps\ on windows, or ~/.spring/maps/ on linux.&lt;br /&gt;
If you don&#039;t use the default directories, you can also figure out where to put them. Do not try to unpack the files, the game might not see them then.&lt;br /&gt;
&lt;br /&gt;
If you are already in battleroom, TASClient has a &#039;reload map list&#039; button that you can press, so you don&#039;t need to quit/rejoin at all.&lt;br /&gt;
&lt;br /&gt;
After getting a new map, next time when you start TASclient, it will cache some information about the new maps, and it takes some time. For the same reason, the next time you run spring itself, it&#039;s going to spend some time to update it&#039;s maplist. And finally, when you actually play a new map the first time, spring caches pathing information for that map, and this will take some time.&lt;br /&gt;
&lt;br /&gt;
=== Map Information ===&lt;br /&gt;
*[[ Top 5 Maps]]: Popular maps&lt;br /&gt;
*[[Map reviews]]: Map reviews galore&lt;br /&gt;
*[[Suggested maps for 1v1]]&lt;br /&gt;
&lt;br /&gt;
=== Making Maps ===&lt;br /&gt;
*[[map making basics]]: Read this first, it&#039;s a brief introduction into map making&lt;br /&gt;
*[[official Map Making Guide]]: A Tutorial included in the spring source&lt;br /&gt;
*[[Map_development]] this page has to be merged with this one!&lt;br /&gt;
&lt;br /&gt;
=== Map Making Tutorials ===&lt;br /&gt;
*[[Maps:Tutorial / Deutsch]]: Ein Tutorial das erklÃƒÂ¤rt wie man eigene Levels zusammen basteln kann.&lt;br /&gt;
*[[Maps:Tutorial]]: A simple tutorial for making maps in an image editor&lt;br /&gt;
*[[Map Making Guide]]: aGorms Map Making Guide. A more indepth tutorial but unfinished.&lt;br /&gt;
*[[A Complete Map Making Tutorial]]: Everything you need to know (under construction)&lt;br /&gt;
*[[Create maps]]: A slightly dissorganised, but complete tutorial. Needs cleaning up.&lt;br /&gt;
*[[MapsBalance]]: So, you&#039;re making a map. But how much resources should it have?&lt;br /&gt;
*[[Runecrafter|Runecrafter&#039;s Map Tutorial]]: Short and concise.&lt;br /&gt;
*[[IceXuick Map Design Help]]: Everything i know&lt;br /&gt;
&lt;br /&gt;
=== Mappers Clan ===&lt;br /&gt;
[[Map Making Guild]]: That weird fish aGorm set up a clan for poor mappers that can&#039;t get into a clan on there gaming merit... (Mainly for himself therefor...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
TIPS:&lt;br /&gt;
&lt;br /&gt;
A useful tip, on almost every map in a 1v1 you will start opposite your opponent unless you choose your position. this is because random order simply randomly distributes players at the default start points which in almost every map are opposite each other. One exception that I know of is flooded desert where you both start on the left hand island.&lt;br /&gt;
----&lt;br /&gt;
 [[Category:Map making]]&lt;br /&gt;
[[Category:Content]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Joachim Schiele</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Maps&amp;diff=14108</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Maps&amp;diff=14108"/>
		<updated>2007-10-31T20:28:30Z</updated>

		<summary type="html">&lt;p&gt;Joachim Schiele: /* Download maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Map formats ===&lt;br /&gt;
Currently (spring version 0.75b1) spring supports 2 map formats: SMF and SM3.&lt;br /&gt;
&lt;br /&gt;
SMF format is older and most maps are still in that format. SM3 is a newer and a better format, but there&#039;s not so many maps available yet in this format.&lt;br /&gt;
&lt;br /&gt;
As a player, you don&#039;t need to care about formats, but if you want to make maps yourself, you need to choose.&lt;br /&gt;
&lt;br /&gt;
=== Download maps ===&lt;br /&gt;
All spring maps can be found on [http://www.unknown-files.net/spring/category/13/Maps/ Unknown Files]. There, you can either browse the map list, or just type part of the map name to the Quick Search editbox on the right. Ok, forget browsing, Quick Search owns. If you make your own maps, upload them to UF if you want others to be able to play them.&lt;br /&gt;
&lt;br /&gt;
Before UF the de facto filehost for spring maps was [http://www.fileuniverse.com/?page=listing&amp;amp;ID=121 FileUniverse], but you don&#039;t need to care about it anymore.&lt;br /&gt;
&lt;br /&gt;
=== Install maps ===&lt;br /&gt;
Maps are either .sd7 or .sdz files. You just need to download them, and put them into C:\Program Files\Spring\maps\ on windows, or ~/.spring/maps/ on linux.&lt;br /&gt;
If you don&#039;t use the default directories, you can also figure out where to put them. Do not try to unpack the files, the game might not see them then.&lt;br /&gt;
&lt;br /&gt;
If you are already in battleroom, TASClient has a &#039;reload map list&#039; button that you can press, so you don&#039;t need to quit/rejoin at all.&lt;br /&gt;
&lt;br /&gt;
After getting a new map, next time when you start TASclient, it will cache some information about the new maps, and it takes some time. For the same reason, the next time you run spring itself, it&#039;s going to spend some time to update it&#039;s maplist. And finally, when you actually play a new map the first time, spring caches pathing information for that map, and this will take some time.&lt;br /&gt;
&lt;br /&gt;
=== Map Information ===&lt;br /&gt;
*[[ Top 5 Maps]]: Popular maps&lt;br /&gt;
*[[Map reviews]]: Map reviews galore&lt;br /&gt;
*[[Suggested maps for 1v1]]&lt;br /&gt;
&lt;br /&gt;
=== Making Maps ===&lt;br /&gt;
*[[map making basics]]: Read this first, it&#039;s a brief introduction into map making&lt;br /&gt;
*[[official Map Making Guide]]: A Tutorial included in the spring source&lt;br /&gt;
*[[Map_development]] this page has to be merged with this one!&lt;br /&gt;
&lt;br /&gt;
=== Map Making Tutorials ===&lt;br /&gt;
*[[Maps:Tutorial / Deutsch]]: Ein Tutorial das erklÃƒÂ¤rt wie man eigene Levels zusammen basteln kann.&lt;br /&gt;
*[[Maps:Tutorial]]: A simple tutorial for making maps in an image editor&lt;br /&gt;
*[[Map Making Guide]]: aGorms Map Making Guide. A more indepth tutorial but unfinished.&lt;br /&gt;
*[[A Complete Map Making Tutorial]]: Everything you need to know (under construction)&lt;br /&gt;
*[[Create maps]]: A slightly dissorganised, but complete tutorial. Needs cleaning up.&lt;br /&gt;
*[[MapsBalance]]: So, you&#039;re making a map. But how much resources should it have?&lt;br /&gt;
*[[Runecrafter|Runecrafter&#039;s Map Tutorial]]: Short and concise.&lt;br /&gt;
*[[IceXuick Map Design Help]]: Everything i know&lt;br /&gt;
&lt;br /&gt;
=== Mappers Clan ===&lt;br /&gt;
[[Map Making Guild]]: That weird fish aGorm set up a clan for poor mappers that can&#039;t get into a clan on there gaming merit... (Mainly for himself therefor...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
TIPS:&lt;br /&gt;
&lt;br /&gt;
A useful tip, on almost every map in a 1v1 you will start opposite your opponent unless you choose your position. this is because random order simply randomly distributes players at the default start points which in almost every map are opposite each other. One exception that I know of is flooded desert where you both start on the left hand island.&lt;br /&gt;
----&lt;br /&gt;
 [[Category:Map making]]&lt;br /&gt;
[[Category:Content]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Joachim Schiele</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map_development&amp;diff=13263</id>
		<title>Map development</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Map_development&amp;diff=13263"/>
		<updated>2007-07-18T21:47:08Z</updated>

		<summary type="html">&lt;p&gt;Joachim Schiele: /* Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Map making SM3=&lt;br /&gt;
&lt;br /&gt;
SM3 (Spring Mapformat 3) is getting allong nicely and maps using this format can be made. The following is documented so far.&lt;br /&gt;
&lt;br /&gt;
*[[SM3_Map_Format|jcnossen&#039;s brief description on how this mapformat works.]]&lt;br /&gt;
*[[SM3_FAQ|The first FAQ for the new mapformat.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:sm3-minimap-thumb.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Map making, SMF=&lt;br /&gt;
Maps, are a complex mixture of heightmaps and textures.&lt;br /&gt;
Fortunately, there are several people who share their knowledge with us.&lt;br /&gt;
There few tutorials will make your life as mapper a lot better.&lt;br /&gt;
&lt;br /&gt;
=Skyboxes=&lt;br /&gt;
*[[Skyboxcreation|Notes about skyboxes]] notes on a prerendered sky box or cube map.&lt;br /&gt;
&lt;br /&gt;
== Full Guides For Map Making ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[Create_maps|aGorm&#039;s map creating Guide]]&lt;br /&gt;
*[[Map_Making_Guide|aGorms Ultimate Map Making Guide(unfinished)]]&lt;br /&gt;
*[[IceXuick_Map_Design_Help|IceXuicks Map creating Guide]]&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3941 Forboding Angel&#039;s map creating Tutorial]&lt;br /&gt;
*[[Maps:Tutorial|Another tutorial from a designing point of view]]&lt;br /&gt;
*[[A_Complete_Map_Making_Tutorial|A Complete Map Making Tutorial (under construction)]]&lt;br /&gt;
*[[Runecrafter|Runecrafter&#039;s Map Tutorial]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Specific Guides ==&lt;br /&gt;
&lt;br /&gt;
*[[Quanto_OTAMAP_Guide|Quanto&#039;s Guide to OTA Porting and Small Maps]]&lt;br /&gt;
*[[Maps:SMD|Everything about .SMD]]&lt;br /&gt;
*[[Maps:Compiling|Everything about Compiling your map]]&lt;br /&gt;
*[[MapsBalance|Some things about map balance]]&lt;br /&gt;
*[[MapSizes|Map sizes in pixels]] and memory information about map sizes&lt;br /&gt;
*[[Height Map Tutorial|RogerN&#039;s height map tutorial]]&lt;br /&gt;
&lt;br /&gt;
Features. Stones, rocks, trees, for your map can be found in [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4047 This thread]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2420 Maelstrom&#039;s SMD Generator]&lt;br /&gt;
*[http://www.fileuniverse.com/?p=show&amp;amp;a=it&amp;amp;id=1507 Mother&#039;s Mapconv]&lt;br /&gt;
*[http://user.supradigital.org/jcnossen/FeaturePlacer.zip Jnossen&#039;s SM3 feature placer]&lt;br /&gt;
*[[Maps:Map Designer]] Hugh&#039;s 3D map designer.  Splatting, heightmap editing, splat painting, SM3&lt;br /&gt;
*[http://modinfo.unknown-files.net/coord/mapcoords.php Online starting position creator]&lt;br /&gt;
: You can always find out which x/y coordinates are good while starting spring and having a look at the mouse cursor coordinates.&lt;br /&gt;
&lt;br /&gt;
== Mappers Clan ==&lt;br /&gt;
[[Map Making Guild]]: That weird fish aGorm set up a clan for poor mappers that can&#039;t get into a clan on there gaming merit... (Mainly for himself therefor...)&lt;br /&gt;
&lt;br /&gt;
== Reference and FAQs ==&lt;br /&gt;
&lt;br /&gt;
* [[Maps:Noob Mistakes]]&lt;br /&gt;
* [[Water Height: Mapconv vs. Heightmap]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
TIPS:&lt;br /&gt;
&lt;br /&gt;
A useful tip, on almost every map in a 1v1 you will start opposite your opponent unless you choose your position. this is because random order simply randomly distributes players at the default start points which in almost every map are opposite each other. One exception that I know of is flooded desert where you both start on the left hand island.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; [[Main_Page|&amp;lt;- Back to Main page]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Map development]]&lt;/div&gt;</summary>
		<author><name>Joachim Schiele</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5611</id>
		<title>Development:Main</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5611"/>
		<updated>2007-07-14T13:51:26Z</updated>

		<summary type="html">&lt;p&gt;Joachim Schiele: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outlined below is information on assisting with the development of the Spring source itself.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;small&amp;gt;NOTE: For information about developing a mod (units, maps, etc.) see the [[Mod Development]] page.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Below you can find information on how to work with the Spring source in the current mainline (Windows platform) if you like to work on another platform (Linux &amp;amp; Mac) please look at the bottem of this page under &amp;quot;Multiplatform development&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Starting Development==&lt;br /&gt;
To start development, you will need&lt;br /&gt;
#The latest version of the source &lt;br /&gt;
#A good code manipulation program&lt;br /&gt;
#Compiling your modified source&lt;br /&gt;
&lt;br /&gt;
== Keep track what others do ==&lt;br /&gt;
If you develop with others, you need to know what they do. Fisheye is a very hand svn helper, we currently use:&lt;br /&gt;
 http://spring.clan-sy.com/fisheye&lt;br /&gt;
&lt;br /&gt;
===Source Code Documentation===&lt;br /&gt;
A good place to start is the source code documentation, which can be found here: [http://taspring.clan-sy.com/doxygen/ doxygen]&lt;br /&gt;
&lt;br /&gt;
An explanation on how the code is executed in game can be found in the [[Spring Engine Code]]&lt;br /&gt;
page.&lt;br /&gt;
&lt;br /&gt;
===Obtaining the Source===&lt;br /&gt;
&lt;br /&gt;
Update: the latest SVN is at: [https://taspring.clan-sy.com/svn/spring https://taspring.clan-sy.com/svn/spring]&lt;br /&gt;
&lt;br /&gt;
Another option is to manually download it along with the latest released version of the game. However, for serious developers, a better way would be to download the source straight from the subversion (SVN) repository. This will also allow you to make a patch out of the changes you make to the code, and send it to one of the developers with SVN access.&lt;br /&gt;
&lt;br /&gt;
windows SVN clients : [http://subversion.tigris.org Subversion] (Win32-Console), &lt;br /&gt;
[http://www.syntevo.com/smartsvn/index.jsp SmartSVN] (Java) and [http://tortoisesvn.tigris.org TortoiseSVN] (MSI).&lt;br /&gt;
&lt;br /&gt;
assuming that you are using the Subversion svn client you can download the latest SVN source with&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;svn.exe checkout https://taspring.clan-sy.com/svn/spring/trunk&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
it will create a trunk subdirectory in the directory from where you ran it, which will contain the source code root directory which will be later referred to as /taspring&lt;br /&gt;
&lt;br /&gt;
===Learning C++===&lt;br /&gt;
You will need to know C++ to modify or understand Spring&#039;s source code. If you are interested in learning C++, see [[Learning_CPP]]&lt;br /&gt;
&lt;br /&gt;
However please note that badly designed code (code created by a C++ novice for example), even if working will likely not be included in the spring code. Spring is a large project, and therefore it is necessary to stay away from hack jobs and create general solutions to problems.&lt;br /&gt;
&lt;br /&gt;
===Modifying and Compiling the Source===&lt;br /&gt;
&lt;br /&gt;
The build environment on Windows will change for the next release:&lt;br /&gt;
*0.73b1 release was built using msvc 2003&lt;br /&gt;
*The next release (and hence the SVN version) is built using SCONS/mingw&lt;br /&gt;
&lt;br /&gt;
If you will be developing on Windows you are recommended to use SCONS/mingw, using the SVN version.&lt;br /&gt;
&lt;br /&gt;
See [[Development_IDEs]]. You have either to use the SCons build system that is multi platform, or use the vcproj for building spring in Visual Studio 2003 or Visual Studio 2005.&lt;br /&gt;
A list of required libraries as well as pre-built packages of these follows.&lt;br /&gt;
&lt;br /&gt;
*[http://www.boost.org Boost C++ library]&lt;br /&gt;
*[http://www.openal.org OpenAL Audio library]&lt;br /&gt;
*[http://glew.sf.net GLEW (OpenGL extension loading)]&lt;br /&gt;
*[http://www.winimage.com/zLibDll/ zlib + minizip]&lt;br /&gt;
*[http://www.libsdl.org SDL]&lt;br /&gt;
*[http://openil.sf.net DevIL (Image loading)]&lt;br /&gt;
*[http://www.freetype.org Freetype font rendering]&lt;br /&gt;
&lt;br /&gt;
*[http://msdn.microsoft.com/directx/sdk/ DirectX SDK] (Windows, Visual Studio C++ only)&lt;br /&gt;
*PlatformSDK (Windows, Visual Studio C++ Only)&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=49257#49257 Pre-Built package of most of dependencies].&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=56846#56846 Pre-Built boost for VS8].&lt;br /&gt;
&lt;br /&gt;
*[http://prdownloads.sourceforge.net/dev-cpp/devcpp-4.9.9.2_setup.exe Dev-Cpp installer] / [MinGW] Though I would not advise mingw because you have to set it up your self, and this is harder than it sounds.  Note that Code:Blocks mingw setup is not sufficient.&lt;br /&gt;
&lt;br /&gt;
*[http://www.python.org/ftp/python/2.4.2/python-2.4.2.msi Python 2.4 installer]&lt;br /&gt;
*[http://prdownloads.sourceforge.net/pywin32/pywin32-208.win32-py2.4.exe?download Python win32 extensions installer] &lt;br /&gt;
*[http://prdownloads.sourceforge.net/scons/scons-0.96.1.win32.exe Scons installer]&lt;br /&gt;
&lt;br /&gt;
Grab and install the above programs.&lt;br /&gt;
&lt;br /&gt;
====Development System Setup====&lt;br /&gt;
&lt;br /&gt;
*Make sure C:\Python24 and C:\Dev-Cpp\bin are in your PATH environment variable.&lt;br /&gt;
*Make sure a MINGDIR environment variable with value C:\Dev-Cpp exists. (Change paths where appropriate.)&lt;br /&gt;
**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;
*Checkout the TA Spring SVN repository into your working area.&lt;br /&gt;
*You will also need the [http://spring.clan-sy.com/dl/spring-mingwlibs.exe MinGW/DevCPP libs] extracted to your source directory obtained from SVN. ie your-working-path/source/trunk/mingwlibs. Therefore mingwlibs is at the same directory level as AI, lua and the omni directories.&lt;br /&gt;
&lt;br /&gt;
====Running SCONS Configure====&lt;br /&gt;
&lt;br /&gt;
*Open a console (Start -&amp;gt; Run -&amp;gt; cmd.exe -&amp;gt; Run)&lt;br /&gt;
*cd /where you checked it out in the previous step, if you use checked it out on a different drive make sure to change drives with DriveLetter:&amp;lt;enter&amp;gt; first&lt;br /&gt;
*type &amp;quot;scons configure&amp;quot;&amp;lt;enter&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gotchas:&lt;br /&gt;
*if you get an error message starting with &amp;quot;EOFError: : env = Environement...&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;
&lt;br /&gt;
If all proceeds as intended you will see a message similar to: &lt;br /&gt;
&amp;quot;Everything seems OK.  Run `scons&#039; now to build.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Compiling Spring====&lt;br /&gt;
&lt;br /&gt;
* Open a console (Start -&amp;gt; Run -&amp;gt; cmd.exe -&amp;gt; Run)&lt;br /&gt;
* cd /path-to-where you checked it out in the previous step, if you use checked it out on a different drive make sure to change drives with DriveLetter:&amp;lt;enter&amp;gt; first &lt;br /&gt;
* type &#039;&#039;&#039;scons configure&#039;&#039;&#039;&amp;lt;enter&amp;gt;, followed by &#039;&#039;&#039;scons&#039;&#039;&#039;&amp;lt;enter&amp;gt;&lt;br /&gt;
** Refer to &#039;&#039;&#039;scons --help&#039;&#039;&#039; for options that can be passed to scons configure&lt;br /&gt;
* Wait, this will take a while&lt;br /&gt;
* Copy over data files and stuff from official spring to the game dir (where spring.exe is created)&lt;br /&gt;
* Copy missing DLLs from mingwlibs/dll&lt;br /&gt;
* Start developing&lt;br /&gt;
&lt;br /&gt;
If you are using Linux, refer to the [[SetupGuide]] to build Spring and get it running.&lt;br /&gt;
&lt;br /&gt;
==Development Suggestions==&lt;br /&gt;
&lt;br /&gt;
Before starting to make modifications to the source, take a look at the [[development guidelines]] which outlines some important things to think about. To find something interesting to work on, look at the list of [[example projects]]. You can also check the list of [[whois doing what]] to see what others are doing. If you do edit the code, please add [[Doxygen style comments]] to the code, which will then enhance the source code documentation.&lt;br /&gt;
&lt;br /&gt;
===How to get your code included===&lt;br /&gt;
If you create something that you think should be included in the official source tree, you can send an email to the development mailing list shown at [[Linux]] page. Sending your code in the form of a patch (also known as a .diff file), will make the chances of including it in the main code.&lt;br /&gt;
It&#039;s also considered standard practice to post one&#039;s modifications in the [http://taspring.clan-sy.com/phpbb/viewforum.php?f=12 development forum] and get feedback.&lt;br /&gt;
&lt;br /&gt;
==Multiplatform development==&lt;br /&gt;
Current development is done on the portable code only, located at [http://developer.berlios.de/projects/taspring-linux Berlios]&lt;br /&gt;
All current and future releases will be based on this code.&lt;br /&gt;
The current spring code is being developed on Windows and linux. A mac port is being worked on, as well as other unixes. &lt;br /&gt;
Use the mailing list listed on the [[Linux]] page to reach all developers (windows and linux). However if you have a feature request or bug report, the mantis bugtracker is probably a better way.&lt;br /&gt;
Development information about the portable code can be found here: [[MultiplatformSpring]]&lt;br /&gt;
&lt;br /&gt;
==Spring Engine TODO list==&lt;br /&gt;
There is a TODO list for developers who want to contribute to the engine itself:&lt;br /&gt;
[[SpringEngineTODO]]&lt;br /&gt;
&lt;br /&gt;
See [[Glossary]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]] [[Category:Source development]]&lt;/div&gt;</summary>
		<author><name>Joachim Schiele</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Maps&amp;diff=14106</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Maps&amp;diff=14106"/>
		<updated>2007-07-11T22:53:33Z</updated>

		<summary type="html">&lt;p&gt;Joachim Schiele: /* Making Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Map formats ===&lt;br /&gt;
Currently (spring version 0.74b3) spring supports 2 map formats: SMF and SM3.&lt;br /&gt;
&lt;br /&gt;
SMF format is older and most maps are still in that format. SM3 is a newer and a better format, but there&#039;s not so many maps available yet in this format.&lt;br /&gt;
&lt;br /&gt;
As a player, you don&#039;t need to care about formats, but if you want to make maps yourself, you need to choose.&lt;br /&gt;
&lt;br /&gt;
=== Download maps ===&lt;br /&gt;
All spring maps can be found on [http://spring.unknown-files.net/category/13/Maps/ Unknown Files]. There, you can either browse the map list, or just type part of the map name to the Quick Search editbox on the right. Ok, forget browsing, Quick Search owns. If you make your own maps, upload them to UF if you want others to be able to play them.&lt;br /&gt;
&lt;br /&gt;
Before UF the de facto filehost for spring maps was [http://www.fileuniverse.com/?page=listing&amp;amp;ID=121 FileUniverse], but you don&#039;t need to care about it anymore.&lt;br /&gt;
&lt;br /&gt;
=== Install maps ===&lt;br /&gt;
Maps are either .sd7 or .sdz files. You just need to download them, and put them into C:\Program Files\Spring\maps\ on windows, or ~/.spring/maps/ on linux.&lt;br /&gt;
If you don&#039;t use the default directories, you can also figure out where to put them. Do not try to unpack the files, the game might not see them then.&lt;br /&gt;
&lt;br /&gt;
If you are already in battleroom, TASClient has a &#039;reload map list&#039; button that you can press, so you don&#039;t need to quit/rejoin at all.&lt;br /&gt;
&lt;br /&gt;
After getting a new map, next time when you start TASclient, it will cache some information about the new maps, and it takes some time. For the same reason, the next time you run spring itself, it&#039;s going to spend some time to update it&#039;s maplist. And finally, when you actually play a new map the first time, spring caches pathing information for that map, and this will take some time.&lt;br /&gt;
&lt;br /&gt;
=== Map Information ===&lt;br /&gt;
*[[ Top 5 Maps]]: Popular maps&lt;br /&gt;
*[[Map reviews]]: Map reviews galore&lt;br /&gt;
*[[Suggested maps for 1v1]]&lt;br /&gt;
&lt;br /&gt;
=== Making Maps ===&lt;br /&gt;
*[[map making basics]]: Read this first, it&#039;s a brief introduction into map making&lt;br /&gt;
*[[official Map Making Guide]]: A Tutorial included in the spring source&lt;br /&gt;
*[[Map_development]] this page has to be merged with this one!&lt;br /&gt;
&lt;br /&gt;
=== Map Making Tutorials ===&lt;br /&gt;
*[[Maps:Tutorial / Deutsch]]: Ein Tutorial das erklÃƒÂ¤rt wie man eigene Levels zusammen basteln kann.&lt;br /&gt;
*[[Maps:Tutorial]]: A simple tutorial for making maps in an image editor&lt;br /&gt;
*[[Map Making Guide]]: aGorms Map Making Guide. A more indepth tutorial but unfinished.&lt;br /&gt;
*[[A Complete Map Making Tutorial]]: Everything you need to know (under construction)&lt;br /&gt;
*[[Create maps]]: A slightly dissorganised, but complete tutorial. Needs cleaning up.&lt;br /&gt;
*[[MapsBalance]]: So, you&#039;re making a map. But how much resources should it have?&lt;br /&gt;
*[[Runecrafter|Runecrafter&#039;s Map Tutorial]]: Short and concise.&lt;br /&gt;
*[[IceXuick Map Design Help]]: Everything i know&lt;br /&gt;
&lt;br /&gt;
=== Mappers Clan ===&lt;br /&gt;
[[Map Making Guild]]: That weird fish aGorm set up a clan for poor mappers that can&#039;t get into a clan on there gaming merit... (Mainly for himself therefor...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
TIPS:&lt;br /&gt;
&lt;br /&gt;
A useful tip, on almost every map in a 1v1 you will start opposite your opponent unless you choose your position. this is because random order simply randomly distributes players at the default start points which in almost every map are opposite each other. One exception that I know of is flooded desert where you both start on the left hand island.&lt;br /&gt;
----&lt;br /&gt;
 [[Category:Map making]]&lt;br /&gt;
[[Category:Content]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Joachim Schiele</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Maps&amp;diff=14105</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Maps&amp;diff=14105"/>
		<updated>2007-07-11T22:52:55Z</updated>

		<summary type="html">&lt;p&gt;Joachim Schiele: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Map formats ===&lt;br /&gt;
Currently (spring version 0.74b3) spring supports 2 map formats: SMF and SM3.&lt;br /&gt;
&lt;br /&gt;
SMF format is older and most maps are still in that format. SM3 is a newer and a better format, but there&#039;s not so many maps available yet in this format.&lt;br /&gt;
&lt;br /&gt;
As a player, you don&#039;t need to care about formats, but if you want to make maps yourself, you need to choose.&lt;br /&gt;
&lt;br /&gt;
=== Download maps ===&lt;br /&gt;
All spring maps can be found on [http://spring.unknown-files.net/category/13/Maps/ Unknown Files]. There, you can either browse the map list, or just type part of the map name to the Quick Search editbox on the right. Ok, forget browsing, Quick Search owns. If you make your own maps, upload them to UF if you want others to be able to play them.&lt;br /&gt;
&lt;br /&gt;
Before UF the de facto filehost for spring maps was [http://www.fileuniverse.com/?page=listing&amp;amp;ID=121 FileUniverse], but you don&#039;t need to care about it anymore.&lt;br /&gt;
&lt;br /&gt;
=== Install maps ===&lt;br /&gt;
Maps are either .sd7 or .sdz files. You just need to download them, and put them into C:\Program Files\Spring\maps\ on windows, or ~/.spring/maps/ on linux.&lt;br /&gt;
If you don&#039;t use the default directories, you can also figure out where to put them. Do not try to unpack the files, the game might not see them then.&lt;br /&gt;
&lt;br /&gt;
If you are already in battleroom, TASClient has a &#039;reload map list&#039; button that you can press, so you don&#039;t need to quit/rejoin at all.&lt;br /&gt;
&lt;br /&gt;
After getting a new map, next time when you start TASclient, it will cache some information about the new maps, and it takes some time. For the same reason, the next time you run spring itself, it&#039;s going to spend some time to update it&#039;s maplist. And finally, when you actually play a new map the first time, spring caches pathing information for that map, and this will take some time.&lt;br /&gt;
&lt;br /&gt;
=== Map Information ===&lt;br /&gt;
*[[ Top 5 Maps]]: Popular maps&lt;br /&gt;
*[[Map reviews]]: Map reviews galore&lt;br /&gt;
*[[Suggested maps for 1v1]]&lt;br /&gt;
&lt;br /&gt;
=== Making Maps ===&lt;br /&gt;
*[[map making basics]]: Read this first, it&#039;s a brief introduction into map making&lt;br /&gt;
*[[official Map Making Guide]]: A Tutorial included in the spring source&lt;br /&gt;
*[Map_development] this page has to be merged with this one!&lt;br /&gt;
=== Map Making Tutorials ===&lt;br /&gt;
*[[Maps:Tutorial / Deutsch]]: Ein Tutorial das erklÃƒÂ¤rt wie man eigene Levels zusammen basteln kann.&lt;br /&gt;
*[[Maps:Tutorial]]: A simple tutorial for making maps in an image editor&lt;br /&gt;
*[[Map Making Guide]]: aGorms Map Making Guide. A more indepth tutorial but unfinished.&lt;br /&gt;
*[[A Complete Map Making Tutorial]]: Everything you need to know (under construction)&lt;br /&gt;
*[[Create maps]]: A slightly dissorganised, but complete tutorial. Needs cleaning up.&lt;br /&gt;
*[[MapsBalance]]: So, you&#039;re making a map. But how much resources should it have?&lt;br /&gt;
*[[Runecrafter|Runecrafter&#039;s Map Tutorial]]: Short and concise.&lt;br /&gt;
*[[IceXuick Map Design Help]]: Everything i know&lt;br /&gt;
&lt;br /&gt;
=== Mappers Clan ===&lt;br /&gt;
[[Map Making Guild]]: That weird fish aGorm set up a clan for poor mappers that can&#039;t get into a clan on there gaming merit... (Mainly for himself therefor...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
TIPS:&lt;br /&gt;
&lt;br /&gt;
A useful tip, on almost every map in a 1v1 you will start opposite your opponent unless you choose your position. this is because random order simply randomly distributes players at the default start points which in almost every map are opposite each other. One exception that I know of is flooded desert where you both start on the left hand island.&lt;br /&gt;
----&lt;br /&gt;
 [[Category:Map making]]&lt;br /&gt;
[[Category:Content]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Joachim Schiele</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Water_Height:_Mapconv_vs._Heightmap&amp;diff=19478</id>
		<title>Water Height: Mapconv vs. Heightmap</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Water_Height:_Mapconv_vs._Heightmap&amp;diff=19478"/>
		<updated>2007-07-11T20:35:15Z</updated>

		<summary type="html">&lt;p&gt;Joachim Schiele: /* An Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===The Problem===&lt;br /&gt;
&lt;br /&gt;
It has come up as a source of confusion as to what shade of grey in your heightmap is water level. The simple answer is that there isn&#039;t a simple answer, but don&#039;t worry it really isn&#039;t all that hard. It is determined by your height input parameters to mapconv (Does none of this make sense? You probably want to stop here, go back and read some of the [http://taspring.clan-sy.com/wiki/Map_development tutorials]. ) &#039;&#039;Note this assumes you have both 0% and 100% grey (black and white, respectively) on your heightmap, which should be the case (this maximises the range of greys you can play with for your heightmap)&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
the &#039;&#039;&#039;-x&#039;&#039;&#039; value in mapconv is the altitude (in elmos?) of a 100% white surface &lt;br /&gt;
&lt;br /&gt;
the &#039;&#039;&#039;-n&#039;&#039;&#039; value is the altitude of a 0% white surface &lt;br /&gt;
&lt;br /&gt;
To find the altitude of an intermediate shade of grey, do this, &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;n+(y*(x-n)) = a&#039;&#039;&#039;   or, simplified,   &#039;&#039;&#039;y*x + (1-y)*n = a&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Where &#039;&#039;&#039;y&#039;&#039;&#039; is your value (in percent or in RGB value / 255) &lt;br /&gt;
&#039;&#039;&#039;x&#039;&#039;&#039; and &#039;&#039;&#039;n&#039;&#039;&#039; are the parameters from mapconv &lt;br /&gt;
and &#039;&#039;&#039;a&#039;&#039;&#039; is the altitude of that value&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The water level is always assumed to be 0 in mapconv&#039;&#039;&#039;, so anything with a negative &#039;&#039;&#039;a&#039;&#039;&#039; value will be underwater.&lt;br /&gt;
&lt;br /&gt;
===An Example===&lt;br /&gt;
&lt;br /&gt;
So to make 50% grey underwater, you could for example set your water line at 55% grey. Then, some values for mapconv that would work are: &lt;br /&gt;
&lt;br /&gt;
*this would produce very low mountains &lt;br /&gt;
: -x 82 -n -100&lt;br /&gt;
*this would probably be better&lt;br /&gt;
: -x 205 -n -250&lt;/div&gt;</summary>
		<author><name>Joachim Schiele</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Water_Height:_Mapconv_vs._Heightmap&amp;diff=19477</id>
		<title>Water Height: Mapconv vs. Heightmap</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Water_Height:_Mapconv_vs._Heightmap&amp;diff=19477"/>
		<updated>2007-07-11T20:34:44Z</updated>

		<summary type="html">&lt;p&gt;Joachim Schiele: /* An Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===The Problem===&lt;br /&gt;
&lt;br /&gt;
It has come up as a source of confusion as to what shade of grey in your heightmap is water level. The simple answer is that there isn&#039;t a simple answer, but don&#039;t worry it really isn&#039;t all that hard. It is determined by your height input parameters to mapconv (Does none of this make sense? You probably want to stop here, go back and read some of the [http://taspring.clan-sy.com/wiki/Map_development tutorials]. ) &#039;&#039;Note this assumes you have both 0% and 100% grey (black and white, respectively) on your heightmap, which should be the case (this maximises the range of greys you can play with for your heightmap)&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
the &#039;&#039;&#039;-x&#039;&#039;&#039; value in mapconv is the altitude (in elmos?) of a 100% white surface &lt;br /&gt;
&lt;br /&gt;
the &#039;&#039;&#039;-n&#039;&#039;&#039; value is the altitude of a 0% white surface &lt;br /&gt;
&lt;br /&gt;
To find the altitude of an intermediate shade of grey, do this, &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;n+(y*(x-n)) = a&#039;&#039;&#039;   or, simplified,   &#039;&#039;&#039;y*x + (1-y)*n = a&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Where &#039;&#039;&#039;y&#039;&#039;&#039; is your value (in percent or in RGB value / 255) &lt;br /&gt;
&#039;&#039;&#039;x&#039;&#039;&#039; and &#039;&#039;&#039;n&#039;&#039;&#039; are the parameters from mapconv &lt;br /&gt;
and &#039;&#039;&#039;a&#039;&#039;&#039; is the altitude of that value&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The water level is always assumed to be 0 in mapconv&#039;&#039;&#039;, so anything with a negative &#039;&#039;&#039;a&#039;&#039;&#039; value will be underwater.&lt;br /&gt;
&lt;br /&gt;
===An Example===&lt;br /&gt;
&lt;br /&gt;
So to make 50% grey underwater, you could for example set your water line at 55% grey. Then, some values for mapconv that would work are: &lt;br /&gt;
&lt;br /&gt;
* -x 82 -n -100 &amp;lt;- this would produce very low mountains &lt;br /&gt;
* -x 205 -n -250 &amp;lt;- this would probably be better&lt;/div&gt;</summary>
		<author><name>Joachim Schiele</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Maps&amp;diff=14104</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Maps&amp;diff=14104"/>
		<updated>2007-07-11T15:09:31Z</updated>

		<summary type="html">&lt;p&gt;Joachim Schiele: /* Map Making Tutorial */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Map formats ===&lt;br /&gt;
Currently (spring version 0.74b3) spring supports 2 map formats: SMF and SM3.&lt;br /&gt;
&lt;br /&gt;
SMF format is older and most maps are still in that format. SM3 is a newer and a better format, but there&#039;s not so many maps available yet in this format.&lt;br /&gt;
&lt;br /&gt;
As a player, you don&#039;t need to care about formats, but if you want to make maps yourself, you need to choose.&lt;br /&gt;
&lt;br /&gt;
=== Download maps ===&lt;br /&gt;
All spring maps can be found on [http://spring.unknown-files.net/category/13/Maps/ Unknown Files]. There, you can either browse the map list, or just type part of the map name to the Quick Search editbox on the right. Ok, forget browsing, Quick Search owns. If you make your own maps, upload them to UF if you want others to be able to play them.&lt;br /&gt;
&lt;br /&gt;
Before UF the de facto filehost for spring maps was [http://www.fileuniverse.com/?page=listing&amp;amp;ID=121 FileUniverse], but you don&#039;t need to care about it anymore.&lt;br /&gt;
&lt;br /&gt;
=== Install maps ===&lt;br /&gt;
Maps are either .sd7 or .sdz files. You just need to download them, and put them into C:\Program Files\Spring\maps\ on windows, or ~/.spring/maps/ on linux.&lt;br /&gt;
If you don&#039;t use the default directories, you can also figure out where to put them. Do not try to unpack the files, the game might not see them then.&lt;br /&gt;
&lt;br /&gt;
If you are already in battleroom, TASClient has a &#039;reload map list&#039; button that you can press, so you don&#039;t need to quit/rejoin at all.&lt;br /&gt;
&lt;br /&gt;
After getting a new map, next time when you start TASclient, it will cache some information about the new maps, and it takes some time. For the same reason, the next time you run spring itself, it&#039;s going to spend some time to update it&#039;s maplist. And finally, when you actually play a new map the first time, spring caches pathing information for that map, and this will take some time.&lt;br /&gt;
&lt;br /&gt;
=== Map Information ===&lt;br /&gt;
*[[ Top 5 Maps]]: Popular maps&lt;br /&gt;
*[[Map reviews]]: Map reviews galore&lt;br /&gt;
*[[Suggested maps for 1v1]]&lt;br /&gt;
&lt;br /&gt;
=== Making Maps ===&lt;br /&gt;
*[[map making basics]]: Read this first, it&#039;s a brief introduction into map making&lt;br /&gt;
*[[official Map Making Guide]]: A Tutorial included in the spring source&lt;br /&gt;
=== Map Making Tutorials ===&lt;br /&gt;
*[[Maps:Tutorial / Deutsch]]: Ein Tutorial das erklÃƒÂ¤rt wie man eigene Levels zusammen basteln kann.&lt;br /&gt;
*[[Maps:Tutorial]]: A simple tutorial for making maps in an image editor&lt;br /&gt;
*[[Map Making Guide]]: aGorms Map Making Guide. A more indepth tutorial but unfinished.&lt;br /&gt;
*[[A Complete Map Making Tutorial]]: Everything you need to know (under construction)&lt;br /&gt;
*[[Create maps]]: A slightly dissorganised, but complete tutorial. Needs cleaning up.&lt;br /&gt;
*[[MapsBalance]]: So, you&#039;re making a map. But how much resources should it have?&lt;br /&gt;
*[[Runecrafter|Runecrafter&#039;s Map Tutorial]]: Short and concise.&lt;br /&gt;
*[[IceXuick Map Design Help]]: Everything i know&lt;br /&gt;
&lt;br /&gt;
=== Mappers Clan ===&lt;br /&gt;
[[Map Making Guild]]: That weird fish aGorm set up a clan for poor mappers that can&#039;t get into a clan on there gaming merit... (Mainly for himself therefor...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
TIPS:&lt;br /&gt;
&lt;br /&gt;
A useful tip, on almost every map in a 1v1 you will start opposite your opponent unless you choose your position. this is because random order simply randomly distributes players at the default start points which in almost every map are opposite each other. One exception that I know of is flooded desert where you both start on the left hand island.&lt;br /&gt;
----&lt;br /&gt;
 [[Category:Map making]]&lt;br /&gt;
[[Category:Content]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Joachim Schiele</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Tutorial:CompleteMapMaking(Wannes)&amp;diff=18475</id>
		<title>Tutorial:CompleteMapMaking(Wannes)</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Tutorial:CompleteMapMaking(Wannes)&amp;diff=18475"/>
		<updated>2007-07-11T15:06:25Z</updated>

		<summary type="html">&lt;p&gt;Joachim Schiele: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Complete Map Making tutorial by Wannes == &lt;br /&gt;
&lt;br /&gt;
Hello everyone,&lt;br /&gt;
In this tutorial i&#039;m gonna try to teach you everything you need to know to make your first decent map.&lt;br /&gt;
&lt;br /&gt;
First i want to thank Maelstorm and aGorm for their tutorials, they tought me a lot. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Things You need: ===&lt;br /&gt;
&lt;br /&gt;
An image editing program like Photoshop (which I will use in the rest of this tutorial), Paintshop Pro, . . .&lt;br /&gt;
Or &#039;the Gimp&#039;: [ ftp://ftp.gimp.org/pub/gimp/v2.2/ ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mapconv: This is the program that converts the Bitmap files you will be making into something that Spring can use (meaning a .smf and .smt file)&lt;br /&gt;
This program comes in 2 versions, Mothers mapconv and the &amp;quot;normal&amp;quot; one&lt;br /&gt;
In the rest of this tutorial I will be using mothers Mapconv&lt;br /&gt;
[ http://www.fileuniverse.com/uploads/60b1MapConv.zip ]&lt;br /&gt;
&lt;br /&gt;
Map creation tools (optional): These programs help you making heightmaps, generate heightmaps, and apply textures to them.&lt;br /&gt;
Examples are: &lt;br /&gt;
* Terragen (Mars was made with the random terrain function in terragen by SJ)&lt;br /&gt;
* L3DT&lt;br /&gt;
* World Machine.&lt;br /&gt;
&lt;br /&gt;
-*add links later*-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you are planning to make big maps 16x16 and more you really need a good cpu and alot of memory and HD space. Especially when you are going to make everything in Photoshop.&lt;br /&gt;
&lt;br /&gt;
=== The Parts of the Map ===&lt;br /&gt;
&lt;br /&gt;
Each map contains 4 parts (3 parts on the normal mapconv)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The texture Map: ===&lt;br /&gt;
&lt;br /&gt;
This defines how the terrain for your map will look.&lt;br /&gt;
It needs to be a 24 bit bitmap, with dimensions that are a multiple of 1024.&lt;br /&gt;
A 16x16 map (you see this at spring lobby) equals a 8192x8192 pixels bitmap.&lt;br /&gt;
As you will soon notice these bitmaps have huge sizes. In order to compress these large bitmaps to a small mapfiles they created somethign named tiles.&lt;br /&gt;
&lt;br /&gt;
A tile is a a small picture of a terrain like grass or sand or water. when you fill up your whole map with 1 or more tiles, mapconv can see this and make good use of it to compress your map. So its important you use tiles because it makes the map sizes alot smalle but you should pay attention your maps don&#039;t get too boring because of the same tile you see everywhere.&lt;br /&gt;
&lt;br /&gt;
You can&#039;t just use tiles of any size. mapconv will check your map for tiles that are a multiple of 32 pixels. So you can use 32x32 64x64 . . .   bigger tiles will usually be nicer on your map because its harder to spot u repeat the same tile over and over, but this also makes you map bigger.&lt;br /&gt;
You can even use tiles like 32x64, as long as its a multiple of 32&lt;br /&gt;
&lt;br /&gt;
So it important that you find a good balance between the number of tiles you use and their size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want to use tiles in Photoshop, do this:&lt;br /&gt;
open the tile picture, resize it to a multiple of 32, do edit-&amp;gt;define pattern&lt;br /&gt;
then go to the terrain picture and use edit -&amp;gt; fill and select the wanted pattern. On large bitmaps this may take some time.&lt;br /&gt;
When you have applied a couple of tiles like this you can make them blend in to each other using the eraser on a low opacity.&lt;br /&gt;
&lt;br /&gt;
You can also use terragen to generate you a texture map, using an imported height map or one you made inside terragen. Although I can give you no further info about the use of terragen because I don&#039;t know alot about it either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Heightmap===&lt;br /&gt;
&lt;br /&gt;
This is the key part of your map. It defines everything about the heights of your map (including water).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are the basics: your heightmap must only contain black and white colors, and must be textmapsizeX/8 +1   x  textmapsizeY/8+1   so if you have a 8192 x 8192 texture map you got to have a 1025 x 1025 heightmap.&lt;br /&gt;
The whiter something is, the higher it will be in spring and black is the lowest your map can be.&lt;br /&gt;
&lt;br /&gt;
so basically what you do is you paint your whole map grey (usually I take 127 127 127) and then add white and black where you want mountains and valleys&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&#039;m not very good at making heightmaps myself so maybe someone else can write some things here.&lt;br /&gt;
The way I do it: I only use photoshop , take a white brush on very low opacity and start drawling a mountain on my map. It takes alot of time and patience making it very smooth. The blur tools helps alot and the surface blur filter helps alot too (or any other blur filter).   If you want to make your terrain more interesting you shouldn&#039;t leave it all perfectly flat. There are many ways of doing this, you can use the filter-&amp;gt;render-&amp;gt; clouds or some things in the filer-&amp;gt;noise menu (remember not to use colors!)&lt;br /&gt;
After applying these filers you can try to put opacity of that layer low or merge it with the other layers (don&#039;t use this, but might be better)&lt;br /&gt;
&lt;br /&gt;
===The Metal Map===&lt;br /&gt;
&lt;br /&gt;
Aah this is an easy one : )&lt;br /&gt;
it uses the same dimensions as the heightmap.&lt;br /&gt;
The normal mapconv uses this map to place the metal and geovents on, but mothers mapconv has a special feature layer for the geo&#039;s (see later) so the metal map just keeps track of all the metal on your map.&lt;br /&gt;
&lt;br /&gt;
It uses red to represent Metal , so you can use red going from 0 -255 to define your metal.&lt;br /&gt;
Remember that white = all colors so when you make a white map with red dots your whole map will be covered with metal. On the normal mapconv this will be even worse because white also contains green (which it uses for geo&#039;s) so the entire map wille be full of geo&#039;s. Because each green pixel represents a geo this will cause a big error when you start your map.&lt;br /&gt;
&lt;br /&gt;
So always paint your map black (love that song) first and then add red dots (unless you are making a metal map)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Feature Map===&lt;br /&gt;
&lt;br /&gt;
This is for Mothers mapconv only&lt;br /&gt;
It uses same dimensions as the height and metalmap.&lt;br /&gt;
&lt;br /&gt;
GEO&#039;s:&lt;br /&gt;
It uses green 255 to represent a geo   add 1 pixel to add one geo on your map   don&#039;t place alot of green pixels next to eachother because this will make spring crash.&lt;br /&gt;
&lt;br /&gt;
TREE&#039;s&lt;br /&gt;
It uses green color 200-215 to represent trees of 16 differant types&lt;br /&gt;
&lt;br /&gt;
GRASS:&lt;br /&gt;
&lt;br /&gt;
It uses blue color 0-255 0 = no grass 255 = full grass&lt;br /&gt;
&lt;br /&gt;
FEATURES:&lt;br /&gt;
***taken from mothers mapconv readme***&lt;br /&gt;
Red Channel:&lt;br /&gt;
255	- feature of type on first line of text file specified with&lt;br /&gt;
254	-     &amp;quot;		&amp;quot;    second &amp;quot;		&amp;quot;		&amp;quot;&lt;br /&gt;
&lt;br /&gt;
ie.  fs.txt has armjeth_dead on the first line, so a pixel of 255 Blue places an armjeth_dead !&lt;br /&gt;
&lt;br /&gt;
Format is one feature type per line. &lt;br /&gt;
These features currently must be found in the .tdf files in the mods/&amp;lt;modname.sd7&amp;gt;/features filesystem.&lt;br /&gt;
*** taken from mothers mapconv readme ***&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Using Mapconv===&lt;br /&gt;
&lt;br /&gt;
ok now you have your 4 maps, copy them into mothersmapconv folder&lt;br /&gt;
&lt;br /&gt;
now you have to get mapconv to work. You can edit the .bat file or do this:&lt;br /&gt;
goto start-&amp;gt; run and type &amp;quot;cmd&amp;quot; this will open a dospromt&lt;br /&gt;
for those that don&#039;t knwo dos, use cd.. to go up one level cd &amp;quot;mapname&amp;quot; to change folder and &amp;quot;d:&amp;quot; to go to your D drive&lt;br /&gt;
navigate to the mapconv folder.&lt;br /&gt;
&lt;br /&gt;
Then you need to type &amp;quot;mapconv&amp;quot; follwoed by a list of parameters&lt;br /&gt;
&lt;br /&gt;
This is a list taken from mothers mapconv help:&lt;br /&gt;
&lt;br /&gt;
USAGE:&lt;br /&gt;
&lt;br /&gt;
  mapconv  [-l] [-i] [-c &amp;lt;compression&amp;gt;] -x &amp;lt;max height&amp;gt; -n &amp;lt;min height&amp;gt; [-o &lt;br /&gt;
  &amp;lt;Output file&amp;gt;] [-e &amp;lt;tile file&amp;gt;] [-y &amp;lt;Typemap file&amp;gt;] -m &amp;lt;Metalmap file&amp;gt; -a &lt;br /&gt;
  &amp;lt;Heightmap file&amp;gt; -t &amp;lt;Texture file&amp;gt; [--] [-v] [-h]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
  -l,  --lowpass&lt;br /&gt;
    Lowpass filters the heightmap&lt;br /&gt;
&lt;br /&gt;
  -i,  --invert&lt;br /&gt;
    Inverts the height map vertically (not the height values but the height map &lt;br /&gt;
    (uhm someone rewrite this))&lt;br /&gt;
&lt;br /&gt;
  -c &amp;lt;compression&amp;gt;,  --compress &amp;lt;compression&amp;gt;&lt;br /&gt;
    (value required)  How much we should try to compress the texture file. &lt;br /&gt;
    Default value 0.8 . (lower=higher quality, larger file)&lt;br /&gt;
&lt;br /&gt;
  -x &amp;lt;max height&amp;gt;,  --maxheight &amp;lt;max height&amp;gt;&lt;br /&gt;
    (required)  (value required)  What altitude in spring the max(0xffff) level &lt;br /&gt;
    of the height map should represent&lt;br /&gt;
&lt;br /&gt;
  -n &amp;lt;min height&amp;gt;,  --minheight &amp;lt;min height&amp;gt;&lt;br /&gt;
    (required)  (value required)  What altitude in spring the min(0) level of &lt;br /&gt;
    the height map should represent&lt;br /&gt;
&lt;br /&gt;
  -o &amp;lt;Output file&amp;gt;,  --outfile &amp;lt;Output file&amp;gt;&lt;br /&gt;
    (value required)  The name of the created map&lt;br /&gt;
&lt;br /&gt;
  -e &amp;lt;tile file&amp;gt;,  --externaltilefile &amp;lt;tile file&amp;gt;&lt;br /&gt;
    (value required)  External tile file that will be used for finding tiles, &lt;br /&gt;
    tiles not found in this will be added in a new tile file&lt;br /&gt;
&lt;br /&gt;
  -y &amp;lt;Typemap file&amp;gt;,  --typemap &amp;lt;Typemap file&amp;gt;&lt;br /&gt;
    (value required)  Type map to use, uses the red channel to decide type, &lt;br /&gt;
    types are defined in the .smd, if this argument is skipped the map will be &lt;br /&gt;
    all type 0&lt;br /&gt;
&lt;br /&gt;
  -m &amp;lt;Metalmap file&amp;gt;,  --metalmap &amp;lt;Metalmap file&amp;gt;&lt;br /&gt;
    (required)  (value required)  Metal map to use, red channel is amount of &lt;br /&gt;
    metal, green=255 is where to place geos (one pixel=one geo). Is resized to &lt;br /&gt;
    fit the mapsize&lt;br /&gt;
&lt;br /&gt;
  -a &amp;lt;Heightmap file&amp;gt;,  --heightmap &amp;lt;Heightmap file&amp;gt;&lt;br /&gt;
    (required)  (value required)  Input heightmap to use for the map, this &lt;br /&gt;
    should be in 16 bit raw format (.raw extension) or an image file. Must be &lt;br /&gt;
    xsize*128+1 x ysize*128+1 in size.&lt;br /&gt;
&lt;br /&gt;
  -t &amp;lt;Texture file&amp;gt;,  --intex &amp;lt;Texture file&amp;gt;&lt;br /&gt;
    (required)  (value required)  Input bitmap to use for the map. Must be &lt;br /&gt;
    xsize*1024 x ysize*1024 in size. (xsize,ysize integers determined from this &lt;br /&gt;
    file)&lt;br /&gt;
&lt;br /&gt;
  --,  --ignore_rest&lt;br /&gt;
    Ignores the rest of the labeled arguments following this flag.&lt;br /&gt;
&lt;br /&gt;
  -v,  --version&lt;br /&gt;
    Displays version information and exits.&lt;br /&gt;
&lt;br /&gt;
  -h,  --help&lt;br /&gt;
    Displays usage information and exits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is an example of a command to convert your map (mame is crossroads)&lt;br /&gt;
I allways use the -i parameter else the texture map gets applied wrong&lt;br /&gt;
&lt;br /&gt;
mapconv.exe -i -f w_crossroadsf.bmp -x 300 -n 50 -m w_crossroadsm.bmp -a w_crossroadsh.bmp -t w_crossroads.bmp -o w_crossroads.smf&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you run this you will see 2 new files in the mapconv folder   yourmapname.smf and yourmapname.smt  &lt;br /&gt;
You still need an extra file; yourmapname.smd&lt;br /&gt;
A smd file contains all things like wind speeds max metal sun direction map description, starting positions etc.&lt;br /&gt;
You can take a smd file from another map and edit or use Maelstorms SMD creator: &lt;br /&gt;
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2420&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now put these 3 files in a folder called &amp;quot;maps&amp;quot;, download 7-zip [http://www.7-zip.org here], open it and navigate to the maps folder then right-click on it and do add to archive. Just let it make a zip file, and later rename it to yourmapname.sd7 (you have to edit the extension)&lt;br /&gt;
&lt;br /&gt;
Put this file in your spring maps folder and you&#039;re ready to test it!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&#039;m gonna cleanup this tutorial alter and add alot more stuff but if you aren&#039;t bothered too much because of all the typo&#039;s this should teach you how to make your first map&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
cheers!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Map making]]&lt;/div&gt;</summary>
		<author><name>Joachim Schiele</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Maps&amp;diff=14103</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Maps&amp;diff=14103"/>
		<updated>2007-07-11T14:56:45Z</updated>

		<summary type="html">&lt;p&gt;Joachim Schiele: /* Making Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Map formats ===&lt;br /&gt;
Currently (spring version 0.74b3) spring supports 2 map formats: SMF and SM3.&lt;br /&gt;
&lt;br /&gt;
SMF format is older and most maps are still in that format. SM3 is a newer and a better format, but there&#039;s not so many maps available yet in this format.&lt;br /&gt;
&lt;br /&gt;
As a player, you don&#039;t need to care about formats, but if you want to make maps yourself, you need to choose.&lt;br /&gt;
&lt;br /&gt;
=== Download maps ===&lt;br /&gt;
All spring maps can be found on [http://spring.unknown-files.net/category/13/Maps/ Unknown Files]. There, you can either browse the map list, or just type part of the map name to the Quick Search editbox on the right. Ok, forget browsing, Quick Search owns. If you make your own maps, upload them to UF if you want others to be able to play them.&lt;br /&gt;
&lt;br /&gt;
Before UF the de facto filehost for spring maps was [http://www.fileuniverse.com/?page=listing&amp;amp;ID=121 FileUniverse], but you don&#039;t need to care about it anymore.&lt;br /&gt;
&lt;br /&gt;
=== Install maps ===&lt;br /&gt;
Maps are either .sd7 or .sdz files. You just need to download them, and put them into C:\Program Files\Spring\maps\ on windows, or ~/.spring/maps/ on linux.&lt;br /&gt;
If you don&#039;t use the default directories, you can also figure out where to put them. Do not try to unpack the files, the game might not see them then.&lt;br /&gt;
&lt;br /&gt;
If you are already in battleroom, TASClient has a &#039;reload map list&#039; button that you can press, so you don&#039;t need to quit/rejoin at all.&lt;br /&gt;
&lt;br /&gt;
After getting a new map, next time when you start TASclient, it will cache some information about the new maps, and it takes some time. For the same reason, the next time you run spring itself, it&#039;s going to spend some time to update it&#039;s maplist. And finally, when you actually play a new map the first time, spring caches pathing information for that map, and this will take some time.&lt;br /&gt;
&lt;br /&gt;
=== Map Information ===&lt;br /&gt;
*[[ Top 5 Maps]]: Popular maps&lt;br /&gt;
*[[Map reviews]]: Map reviews galore&lt;br /&gt;
*[[Suggested maps for 1v1]]&lt;br /&gt;
&lt;br /&gt;
=== Making Maps ===&lt;br /&gt;
*[[map making basics]]: Read this first, it&#039;s a brief introduction into map making&lt;br /&gt;
*[[official Map Making Guide]]: A Tutorial included in the spring source&lt;br /&gt;
=== Map Making Tutorial ===&lt;br /&gt;
*[[Maps:Tutorial / Deutsch]]: Ein Tutorial das erklÃƒÂ¤rt wie man eigene Levels zusammen basteln kann.&lt;br /&gt;
*[[Maps:Tutorial]]: A simple tutorial for making maps in an image editor&lt;br /&gt;
*[[Map Making Guide]]: aGorms Map Making Guide. A more indepth tutorial but unfinished.&lt;br /&gt;
*[[A Complete Map Making Tutorial]]: Everything you need to know (under construction)&lt;br /&gt;
*[[Create maps]]: A slightly dissorganised, but complete tutorial. Needs cleaning up.&lt;br /&gt;
*[[MapsBalance]]: So, you&#039;re making a map. But how much resources should it have?&lt;br /&gt;
*[[Runecrafter|Runecrafter&#039;s Map Tutorial]]: Short and concise.&lt;br /&gt;
*[[IceXuick Map Design Help]]: Everything i know&lt;br /&gt;
&lt;br /&gt;
=== Mappers Clan ===&lt;br /&gt;
[[Map Making Guild]]: That weird fish aGorm set up a clan for poor mappers that can&#039;t get into a clan on there gaming merit... (Mainly for himself therefor...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
TIPS:&lt;br /&gt;
&lt;br /&gt;
A useful tip, on almost every map in a 1v1 you will start opposite your opponent unless you choose your position. this is because random order simply randomly distributes players at the default start points which in almost every map are opposite each other. One exception that I know of is flooded desert where you both start on the left hand island.&lt;br /&gt;
----&lt;br /&gt;
 [[Category:Map making]]&lt;br /&gt;
[[Category:Content]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Joachim Schiele</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Maps&amp;diff=14102</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Maps&amp;diff=14102"/>
		<updated>2007-07-11T14:52:52Z</updated>

		<summary type="html">&lt;p&gt;Joachim Schiele: /* Making Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Map formats ===&lt;br /&gt;
Currently (spring version 0.74b3) spring supports 2 map formats: SMF and SM3.&lt;br /&gt;
&lt;br /&gt;
SMF format is older and most maps are still in that format. SM3 is a newer and a better format, but there&#039;s not so many maps available yet in this format.&lt;br /&gt;
&lt;br /&gt;
As a player, you don&#039;t need to care about formats, but if you want to make maps yourself, you need to choose.&lt;br /&gt;
&lt;br /&gt;
=== Download maps ===&lt;br /&gt;
All spring maps can be found on [http://spring.unknown-files.net/category/13/Maps/ Unknown Files]. There, you can either browse the map list, or just type part of the map name to the Quick Search editbox on the right. Ok, forget browsing, Quick Search owns. If you make your own maps, upload them to UF if you want others to be able to play them.&lt;br /&gt;
&lt;br /&gt;
Before UF the de facto filehost for spring maps was [http://www.fileuniverse.com/?page=listing&amp;amp;ID=121 FileUniverse], but you don&#039;t need to care about it anymore.&lt;br /&gt;
&lt;br /&gt;
=== Install maps ===&lt;br /&gt;
Maps are either .sd7 or .sdz files. You just need to download them, and put them into C:\Program Files\Spring\maps\ on windows, or ~/.spring/maps/ on linux.&lt;br /&gt;
If you don&#039;t use the default directories, you can also figure out where to put them. Do not try to unpack the files, the game might not see them then.&lt;br /&gt;
&lt;br /&gt;
If you are already in battleroom, TASClient has a &#039;reload map list&#039; button that you can press, so you don&#039;t need to quit/rejoin at all.&lt;br /&gt;
&lt;br /&gt;
After getting a new map, next time when you start TASclient, it will cache some information about the new maps, and it takes some time. For the same reason, the next time you run spring itself, it&#039;s going to spend some time to update it&#039;s maplist. And finally, when you actually play a new map the first time, spring caches pathing information for that map, and this will take some time.&lt;br /&gt;
&lt;br /&gt;
=== Map Information ===&lt;br /&gt;
*[[ Top 5 Maps]]: Popular maps&lt;br /&gt;
*[[Map reviews]]: Map reviews galore&lt;br /&gt;
*[[Suggested maps for 1v1]]&lt;br /&gt;
&lt;br /&gt;
=== Making Maps ===&lt;br /&gt;
*[[official Map Making Guide]]: A Tutorial included in the spring source&lt;br /&gt;
*[[Maps:Tutorial / Deutsch]]: Ein Tutorial das erklÃƒÂ¤rt wie man eigene Levels zusammen basteln kann.&lt;br /&gt;
*[[Maps:Tutorial]]: A simple tutorial for making maps in an image editor&lt;br /&gt;
*[[Map Making Guide]]: aGorms Map Making Guide. A more indepth tutorial but unfinished.&lt;br /&gt;
*[[A Complete Map Making Tutorial]]: Everything you need to know (under construction)&lt;br /&gt;
*[[Create maps]]: A slightly dissorganised, but complete tutorial. Needs cleaning up.&lt;br /&gt;
*[[MapsBalance]]: So, you&#039;re making a map. But how much resources should it have?&lt;br /&gt;
*[[Runecrafter|Runecrafter&#039;s Map Tutorial]]: Short and concise.&lt;br /&gt;
*[[IceXuick Map Design Help]]: Everything i know&lt;br /&gt;
&lt;br /&gt;
=== Mappers Clan ===&lt;br /&gt;
[[Map Making Guild]]: That weird fish aGorm set up a clan for poor mappers that can&#039;t get into a clan on there gaming merit... (Mainly for himself therefor...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
TIPS:&lt;br /&gt;
&lt;br /&gt;
A useful tip, on almost every map in a 1v1 you will start opposite your opponent unless you choose your position. this is because random order simply randomly distributes players at the default start points which in almost every map are opposite each other. One exception that I know of is flooded desert where you both start on the left hand island.&lt;br /&gt;
----&lt;br /&gt;
 [[Category:Map making]]&lt;br /&gt;
[[Category:Content]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Joachim Schiele</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Maps&amp;diff=14101</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Maps&amp;diff=14101"/>
		<updated>2007-07-11T14:52:10Z</updated>

		<summary type="html">&lt;p&gt;Joachim Schiele: /* Install maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Map formats ===&lt;br /&gt;
Currently (spring version 0.74b3) spring supports 2 map formats: SMF and SM3.&lt;br /&gt;
&lt;br /&gt;
SMF format is older and most maps are still in that format. SM3 is a newer and a better format, but there&#039;s not so many maps available yet in this format.&lt;br /&gt;
&lt;br /&gt;
As a player, you don&#039;t need to care about formats, but if you want to make maps yourself, you need to choose.&lt;br /&gt;
&lt;br /&gt;
=== Download maps ===&lt;br /&gt;
All spring maps can be found on [http://spring.unknown-files.net/category/13/Maps/ Unknown Files]. There, you can either browse the map list, or just type part of the map name to the Quick Search editbox on the right. Ok, forget browsing, Quick Search owns. If you make your own maps, upload them to UF if you want others to be able to play them.&lt;br /&gt;
&lt;br /&gt;
Before UF the de facto filehost for spring maps was [http://www.fileuniverse.com/?page=listing&amp;amp;ID=121 FileUniverse], but you don&#039;t need to care about it anymore.&lt;br /&gt;
&lt;br /&gt;
=== Install maps ===&lt;br /&gt;
Maps are either .sd7 or .sdz files. You just need to download them, and put them into C:\Program Files\Spring\maps\ on windows, or ~/.spring/maps/ on linux.&lt;br /&gt;
If you don&#039;t use the default directories, you can also figure out where to put them. Do not try to unpack the files, the game might not see them then.&lt;br /&gt;
&lt;br /&gt;
If you are already in battleroom, TASClient has a &#039;reload map list&#039; button that you can press, so you don&#039;t need to quit/rejoin at all.&lt;br /&gt;
&lt;br /&gt;
After getting a new map, next time when you start TASclient, it will cache some information about the new maps, and it takes some time. For the same reason, the next time you run spring itself, it&#039;s going to spend some time to update it&#039;s maplist. And finally, when you actually play a new map the first time, spring caches pathing information for that map, and this will take some time.&lt;br /&gt;
&lt;br /&gt;
=== Map Information ===&lt;br /&gt;
*[[ Top 5 Maps]]: Popular maps&lt;br /&gt;
*[[Map reviews]]: Map reviews galore&lt;br /&gt;
*[[Suggested maps for 1v1]]&lt;br /&gt;
&lt;br /&gt;
=== Making Maps ===&lt;br /&gt;
*[[official Map Making Guide]]: A Tutorial included in the spring source&lt;br /&gt;
*[[Maps:Tutorial / Deutsch]]: Ein Tutorial das erklÃƒÂ¤rt wie man eigene Levels zusammen basteln kann.&lt;br /&gt;
*[[Maps:Tutorial]]: A simple tutorial for making maps in an image editor&lt;br /&gt;
*[[Map Making Guide]]: aGorms Map Making Guide. A more indepth tutorial but unfinished.&lt;br /&gt;
*[[A Complete Map Making Tutorial]]: Everything you need to know (under construction)&lt;br /&gt;
*[[Create maps]]: A slightly dissorganised, but complete tutorial. Needs cleaning up.&lt;br /&gt;
*[[MapsBalance]]: So, you&#039;re making a map. But how much resources should it have?&lt;br /&gt;
*[[Runecrafter|Runecrafter&#039;s Map Tutorial]]: Short and concise.&lt;br /&gt;
&lt;br /&gt;
*[[IceXuick Map Design Help]]: Everything i know&lt;br /&gt;
&lt;br /&gt;
=== Mappers Clan ===&lt;br /&gt;
[[Map Making Guild]]: That weird fish aGorm set up a clan for poor mappers that can&#039;t get into a clan on there gaming merit... (Mainly for himself therefor...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
TIPS:&lt;br /&gt;
&lt;br /&gt;
A useful tip, on almost every map in a 1v1 you will start opposite your opponent unless you choose your position. this is because random order simply randomly distributes players at the default start points which in almost every map are opposite each other. One exception that I know of is flooded desert where you both start on the left hand island.&lt;br /&gt;
----&lt;br /&gt;
 [[Category:Map making]]&lt;br /&gt;
[[Category:Content]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Joachim Schiele</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Official_Map_Making_Guide&amp;diff=15183</id>
		<title>Official Map Making Guide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Official_Map_Making_Guide&amp;diff=15183"/>
		<updated>2007-07-09T16:30:51Z</updated>

		<summary type="html">&lt;p&gt;Joachim Schiele: New page: == how to start == this is basically for linux/unix but i&amp;#039;m sure it will be helpful for windows and other platforms as well. just have a look at the source!  == download+building the neede...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== how to start ==&lt;br /&gt;
this is basically for linux/unix but i&#039;m sure it will be helpful for windows and other platforms as well. just have a look at the source!&lt;br /&gt;
&lt;br /&gt;
== download+building the needed tools ==&lt;br /&gt;
svn co https://spring.clan-sy.com/svn/spring/trunk/&lt;br /&gt;
&lt;br /&gt;
you will find the needed MapConv binary in here:&lt;br /&gt;
 trunk/tools/MapConv/&lt;br /&gt;
&lt;br /&gt;
a simple &amp;lt;b&amp;gt;make&amp;lt;/b&amp;gt; in that directory will build it.&lt;br /&gt;
&lt;br /&gt;
== using the tools ==&lt;br /&gt;
in the directory samples you&#039;ll find this:&lt;br /&gt;
===cat readme.txt  | sed -e &#039;s/^/ /g&#039;===&lt;br /&gt;
 These aren&#039;t necessarily *good* examples of how to use MapConv, or how to&lt;br /&gt;
 make a good Spring map.&lt;br /&gt;
&lt;br /&gt;
 The .SMDs are modified from Small Divide, to boot.&lt;br /&gt;
&lt;br /&gt;
 I haven&#039;t learned how to properly package a map for Spring; I just symlink&lt;br /&gt;
 the .smd, .smf and .smt into the maps directory.&lt;br /&gt;
&lt;br /&gt;
 1: The sample map that seems to have come with mapconv, historically.&lt;br /&gt;
    Old file names:&lt;br /&gt;
&lt;br /&gt;
      257f.bmp -&amp;gt; feature.png&lt;br /&gt;
      257h.bmp -&amp;gt; height.png&lt;br /&gt;
      257m.bmp -&amp;gt; metal.png&lt;br /&gt;
      2kt.bmp  -&amp;gt; texture.png&lt;br /&gt;
&lt;br /&gt;
 2: A tiny map with one feature on it named myFeature, made for testing&lt;br /&gt;
    converting models to s3o.&lt;br /&gt;
&lt;br /&gt;
    The metal patch under the feature is probably pointless. :)&lt;br /&gt;
&lt;br /&gt;
=== example 1 ===&lt;br /&gt;
go to &#039;&#039;&#039;trunk/tools/MapConv/samples/1&#039;&#039;&#039; and type &#039;&#039;&#039;make&#039;&#039;&#039; which should build the sample 1 map. the output should be:&lt;br /&gt;
 -rw-r--r-- 1 joachim users    2091 Jul  9 18:17 test.smd&lt;br /&gt;
 -rw-r--r-- 1 joachim users  913468 Jul  9 18:23 test.smf&lt;br /&gt;
 -rw-r--r-- 1 joachim users    1392 Jul  9 18:23 test.smt&lt;br /&gt;
the smd file is a normal text file which has interesting map parameters. you&#039;ll find a complete documentation in this wiki somewhere (maybe in different tutorial).&lt;br /&gt;
the smf and smt file is your graphical representation of the sample 1 map.&lt;br /&gt;
&lt;br /&gt;
=== testring the map ===&lt;br /&gt;
basically you could copy those three files test.smd, test.smf and test.smt into your maps directory which is ~/.spring/maps/ in case of linux and in windows it&#039;s the c:/programms/spring/.../maps directory.&lt;br /&gt;
&lt;br /&gt;
if you want only one compressed file this is what can be done:&lt;br /&gt;
 mkdir -p map&lt;br /&gt;
 cp test.smd map/&lt;br /&gt;
 cp test.smt map/&lt;br /&gt;
 cp test.smf map/&lt;br /&gt;
 zip -r9 random.sdz map&lt;br /&gt;
 cp test.sdz ~/.spring/maps/&lt;br /&gt;
&lt;br /&gt;
i think this code will be added to the sample 1 and sample 2 script but the original author didn&#039;t know that or didn&#039;t care when the document was written.&lt;/div&gt;</summary>
		<author><name>Joachim Schiele</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Maps&amp;diff=14100</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Maps&amp;diff=14100"/>
		<updated>2007-07-09T16:19:34Z</updated>

		<summary type="html">&lt;p&gt;Joachim Schiele: /* Making Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Map formats ===&lt;br /&gt;
Currently (spring version 0.74b3) spring supports 2 map formats: SMF and SM3.&lt;br /&gt;
&lt;br /&gt;
SMF format is older and most maps are still in that format. SM3 is a newer and a better format, but there&#039;s not so many maps available yet in this format.&lt;br /&gt;
&lt;br /&gt;
As a player, you don&#039;t need to care about formats, but if you want to make maps yourself, you need to choose.&lt;br /&gt;
&lt;br /&gt;
=== Download maps ===&lt;br /&gt;
All spring maps can be found on [http://spring.unknown-files.net/category/13/Maps/ Unknown Files]. There, you can either browse the map list, or just type part of the map name to the Quick Search editbox on the right. Ok, forget browsing, Quick Search owns. If you make your own maps, upload them to UF if you want others to be able to play them.&lt;br /&gt;
&lt;br /&gt;
Before UF the de facto filehost for spring maps was [http://www.fileuniverse.com/?page=listing&amp;amp;ID=121 FileUniverse], but you don&#039;t need to care about it anymore.&lt;br /&gt;
&lt;br /&gt;
=== Install maps ===&lt;br /&gt;
Maps are either .sd7 or .sdz files. You just need to download them, and put them into C:\Program Files\Spring\maps\ on windows, or ~/.spring/maps/ on linux.&lt;br /&gt;
If you don&#039;t use the default directories, you can also figure out where to put them. Do not try to unpack the files, the game won&#039;t see them then.&lt;br /&gt;
&lt;br /&gt;
If you are already in battleroom, TASClient has a &#039;reload map list&#039; button that you can press, so you don&#039;t need to quit/rejoin at all.&lt;br /&gt;
&lt;br /&gt;
After getting a new map, next time when you start TASclient, it will cache some information about the new maps, and it takes some time. For the same reason, the next time you run spring itself, it&#039;s going to spend some time to update it&#039;s maplist. And finally, when you actually play a new map the first time, spring caches pathing information for that map, and this will take some time.&lt;br /&gt;
&lt;br /&gt;
=== Map Information ===&lt;br /&gt;
*[[ Top 5 Maps]]: Popular maps&lt;br /&gt;
*[[Map reviews]]: Map reviews galore&lt;br /&gt;
*[[Suggested maps for 1v1]]&lt;br /&gt;
&lt;br /&gt;
=== Making Maps ===&lt;br /&gt;
*[[official Map Making Guide]]: A Tutorial included in the spring source&lt;br /&gt;
*[[Maps:Tutorial / Deutsch]]: Ein Tutorial das erklÃƒÂ¤rt wie man eigene Levels zusammen basteln kann.&lt;br /&gt;
*[[Maps:Tutorial]]: A simple tutorial for making maps in an image editor&lt;br /&gt;
*[[Map Making Guide]]: aGorms Map Making Guide. A more indepth tutorial but unfinished.&lt;br /&gt;
*[[A Complete Map Making Tutorial]]: Everything you need to know (under construction)&lt;br /&gt;
*[[Create maps]]: A slightly dissorganised, but complete tutorial. Needs cleaning up.&lt;br /&gt;
*[[MapsBalance]]: So, you&#039;re making a map. But how much resources should it have?&lt;br /&gt;
*[[Runecrafter|Runecrafter&#039;s Map Tutorial]]: Short and concise.&lt;br /&gt;
&lt;br /&gt;
*[[IceXuick Map Design Help]]: Everything i know&lt;br /&gt;
&lt;br /&gt;
=== Mappers Clan ===&lt;br /&gt;
[[Map Making Guild]]: That weird fish aGorm set up a clan for poor mappers that can&#039;t get into a clan on there gaming merit... (Mainly for himself therefor...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
TIPS:&lt;br /&gt;
&lt;br /&gt;
A useful tip, on almost every map in a 1v1 you will start opposite your opponent unless you choose your position. this is because random order simply randomly distributes players at the default start points which in almost every map are opposite each other. One exception that I know of is flooded desert where you both start on the left hand island.&lt;br /&gt;
----&lt;br /&gt;
 [[Category:Map making]]&lt;br /&gt;
[[Category:Content]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Joachim Schiele</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6918</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6918"/>
		<updated>2007-03-09T17:25:18Z</updated>

		<summary type="html">&lt;p&gt;Joachim Schiele: /* Where can I download more maps? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General information==&lt;br /&gt;
&lt;br /&gt;
===What is Spring?===&lt;br /&gt;
Spring is a project to create the best RTS ever (no joke). There are three principle goals which we hope to achieve.&lt;br /&gt;
&lt;br /&gt;
# Reach a stage where TA Spring can flawlessly execute most of Total Annihilation&#039;s original gameplay, with its original units in their original format.&lt;br /&gt;
# Add new features as we see fit, fix bugs, and release new versions when we feel it is appropriate to do so.&lt;br /&gt;
# Support the mod community as we see fit.&lt;br /&gt;
# Improving the already fine original TA Interface in a way that the Players will have more tactical Options, more Control, more Comfort and still don`t get lost, as long as they are willing to learn.&lt;br /&gt;
&lt;br /&gt;
The goals might need an update.. -- Tim Blokdijk&lt;br /&gt;
&lt;br /&gt;
===Is Spring free?===&lt;br /&gt;
The core game is released under GPL License. Fortunately as of now, there are also two mods which have been released under the GNU/GPL, and several more which do not have clear licence terms (owned by their modder).&lt;br /&gt;
&lt;br /&gt;
However, there are also several mods for which some parts are still under copyright of Atari. For these you need to own the original TA game if you want to play.&lt;br /&gt;
&lt;br /&gt;
===Why can I edit this page?===&lt;br /&gt;
This page, and several others, are located in the Spring [http://en.wikipedia.org/wiki/Wiki Wiki]. The link gives a full explanation of what it is, but in short it is a way of letting anyone who wants to contribute to the page content. This can of course be abused, but even while it is easy for someone to vandalise the page, it is just as easy for someone to restore it, since the wiki saves all previous versions of a page.&lt;br /&gt;
&lt;br /&gt;
===Why can&#039;t I edit this page?===&lt;br /&gt;
You need to be [[Special:Userlogin|logged in]] to edit our wiki because people were vandalizing and/or being morons too much, so they had to lock it down.&lt;br /&gt;
&lt;br /&gt;
===I want to help, what can I do?===&lt;br /&gt;
Please look at the Messageboard. There are lots of things you can do according to your skills. Particularly important is to create viable and pleasing free alternatives to copyrighted material, mainly sounds and units.&lt;br /&gt;
&lt;br /&gt;
===I want to donate.===&lt;br /&gt;
People have made clear their desire to donate to the project, and so far, we have been fairly reluctant about accepting donations. Our main concern? While we certainly hope to have something on the level of a commercial release in the near future, there is no guarantee that it will ever happen. Unforeseen events arise, and it would be most unfortunate if everyone who donated felt swindled because the project did not turn out as they had hoped.&lt;br /&gt;
&lt;br /&gt;
We do not plan to be more or less productive solely based upon the quantity and frequency of donations received. The Spring project is here only because we view this as an enjoyable hobby.&lt;br /&gt;
&lt;br /&gt;
===I read all that and I still want to donate.===&lt;br /&gt;
Very well then! You can find the required details [http://taspring.clan-sy.com/donate.php here]. It will be much appreciated. :)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Technical==&lt;br /&gt;
&lt;br /&gt;
===What port numbers does Spring use?===&lt;br /&gt;
Game uses port 8452 UDP by default, which can be changed in the lobby. If you are behind a router, and are having problems hosting, try forwarding the correct port and also make sure the firewall is not blocking it.&lt;br /&gt;
&lt;br /&gt;
===What APIs does Spring use?===&lt;br /&gt;
The Windows version of the program (Which is the Binary that can be downloaded from this site) uses: OpenGL for rendering, DirectSound for sound, and Winsock for networking.&lt;br /&gt;
&lt;br /&gt;
The Linux port, see [[MultiplatformSpring]] with more info below, uses SDL/OpenGL for rendering, OpenAL for sound (which will connect to DirectSound on Windows and OSS or ALSA on Linux), BSD  sockets for networking.&lt;br /&gt;
&lt;br /&gt;
===What language is Spring written in?===&lt;br /&gt;
The spring game engine is written in C and C++. The Windows lobby client is written in Delphi, the lobby server is java. Another portable lobby is being made in Python.&lt;br /&gt;
&lt;br /&gt;
===Is Spring open source?===&lt;br /&gt;
Yes, it is. Go to the [http://taspring.clan-sy.com/download.php downloads] section of the site to download the source code.&lt;br /&gt;
&lt;br /&gt;
===Is there any documentation for the source code?===&lt;br /&gt;
Yes, doxygen is used to automatically generate the [http://taspring.clan-sy.com/doxygen/ documentation]&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
===What platforms will Spring run on?===&lt;br /&gt;
At the moment, it runs on Windows, Linux and basicly on [[Spring_on_MacOSX |Mac OS X.]]&lt;br /&gt;
&lt;br /&gt;
===What sort of a system do I need to run Spring?===&lt;br /&gt;
You need a 3D graphics card to run Spring, which will probably require at least a a GeForce4 MX and the latest driver supported. Minimum CPU requirements are a little more complex. A more powerful CPU will have the capability to support larger maps and a greater maximum unit limit. A 1 GHz CPU should be able to support an estimated 500 units. The needed memory will also vary with unit count and map size, and Spring has been known to have worked with 256 MB of Ram (albeit with lowest detail levels).&lt;br /&gt;
&lt;br /&gt;
For further details and tested Systems check the [[Requirements]] page.&lt;br /&gt;
&lt;br /&gt;
===Spring says I need the GL_ARB_texture_env_combine extension, what can I do?===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This error can be caused by various things:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1:&#039;&#039;&#039; Old video Hardware.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039; Old drivers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039; Bad installed Drivers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3:&#039;&#039;&#039; Bad game settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If your hardware is old check [http://www.delphi3d.net/hardware/extsupport.php?extension=GL_ARB_texture_env_combine THIS] list, if you cant find your video card then, sorry, you have to buy a new video card.&lt;br /&gt;
&lt;br /&gt;
If your hardware is in the above list or you are sure that your video card support this opengl extension download [http://www.realtech-vr.com/glview/download.html THIS] software. Intall, run, and check if under the &#039;&#039;Report&#039;&#039; tab there is the &#039;&#039;GL_ARB_texture_env_combine&#039;&#039; string.&lt;br /&gt;
If the string is present then the problem resides in your Spring settings, try lower screen resolution and disable all graphics effect.&lt;br /&gt;
If the string is not present and your hardware is in the list the problem are your video card drivers. To solve this &#039;&#039;&#039;UNINSTALL ALL PREVIOUS DRIVERS&#039;&#039;&#039; and install last stable drivers for your video card. Usually the problem shows when there are uninstalled old video drivers on the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; ATI drivers for Windows Vista does not support OpenGL right now so Spring will not run on systems with Vista and ATI Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Use &#039;&#039;&#039;glxinfo&#039;&#039;&#039; on a Linux system. You don&#039;t need to download any third party application because most if not all systems with x11 should have that program already.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Getting into a game==&lt;br /&gt;
&lt;br /&gt;
===People talk about &#039;Single Player&#039;. How do I start a single player game?===&lt;br /&gt;
Simply start a game in the lobby, and enter a password, so that nobody can join. Then click ready, and start and away you go !&lt;br /&gt;
&lt;br /&gt;
===When I try to make a single player game, it gives me an error.===&lt;br /&gt;
Your graphics card probably can&#039;t support Spring. If you read the requirements it did say GeForce 3 or better. Go to the settings file in your Spring directory and lower some of the options. Sometimes that works.&lt;br /&gt;
&lt;br /&gt;
===Does Spring support AI Players?===&lt;br /&gt;
Yes, see [[AI]] You can also use the [[random_enemies]] script, which spawns units out of thin air and sends them to attack you.&lt;br /&gt;
&lt;br /&gt;
===How do I join an Internet multiplayer game?===&lt;br /&gt;
Run the &amp;quot;TA Spring multiplayer battleroom&amp;quot; from the Start menu or the TASClient.exe from your installation folder.  In the &amp;quot;Server&amp;quot; tab change the server to &amp;quot;Official Host&amp;quot;.  Hit &amp;quot;Apply and close&amp;quot;.  Re-open the TA Spring client.  Create an account on the &amp;quot;Account&amp;quot; tab.  &lt;br /&gt;
&lt;br /&gt;
===When I try to connect to the lobby it gives me an error.===&lt;br /&gt;
There could be 3 problems. Either you don&#039;t have an account, the server is down, or you have not configured your router/firewall correctly. If you don&#039;t have an account, make one. If the server is down, you&#039;ll just have to wait (this doesn&#039;t happen often, though). If you have a router/firewall read below. Have a look at this website&#039;s News page and/or the Messageboard, it is likely that you will get some information there in the eventuality that the server is down.&lt;br /&gt;
&lt;br /&gt;
Also make sure that you don&#039;t have any spaces in your username.&lt;br /&gt;
&lt;br /&gt;
===I have a router and I don&#039;t seem to be able to get a game===&lt;br /&gt;
&lt;br /&gt;
If you are using a router you may have other problems. Explanations of [http://www.portforward.com/routers.htm how to forward ports] has instructions for every router.&lt;br /&gt;
&lt;br /&gt;
===Where can I download more maps?===&lt;br /&gt;
As for most Spring downloads [http://spring.unknown-files.net Unknown Files] is the place to be! The [http://spring.unknown-files.net/category/13/Maps/ map category] has a nice overview.&lt;br /&gt;
&lt;br /&gt;
===How do I install downloaded maps?===&lt;br /&gt;
Most maps are released as .sdz or .sd7 files. These can be put directly into the &amp;quot;maps&amp;quot; folder inside the Spring folder. If they are compressed into another type of archive you will have to unpack them first. Just unzip them into your spring maps folder. Some map files use newer (smaller) file formats such as .rar or .7z, to unzip these newer formats, you&#039;ll need to download 7-Zip [http://www.7-zip.org/ http://www.7-zip.org/] or Zip-genius [http://downloads.zipgenius.it/ http://downloads.zipgenius.it/]. They both handle almost all formats and are totally free.  There is also now a map browser in the TASClient lobby software, click the more maps button in a battle screen to access it.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I try to join games it gives me an error.===&lt;br /&gt;
The host is behind a firewall that has not opened the correct ports for Spring.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts I never make it past the loading screen.===&lt;br /&gt;
This indicates a problem with your video card. Once again the best way to deal with this situation is to make sure your video card has the latest driver updates and that all Spring video features are on the lowest settings.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts, I make it past the loading screen, but when I get into the game it says, &amp;quot;Waiting for Host&amp;quot;, and does a 10 second countdown. It always reaches zero and boots me out, what gives?===&lt;br /&gt;
This is a firewall issue. There are three things you can do to fix this. First, make sure your windows firewall is either off, or is not blocking the TA: Spring application. Secondly, if you are behind a router, you can forward the ports that the host is using (especially if you are the host), and it usually fixes the problem. To do this you must go to your router configuration page. You can see what port &#039;you&#039; are using (as the host), by hosting a multiplayer game in the Spring Lobby. You must make this your trigger port, and make sure that it is open for both TCP and UDP. Thirdly, if none of the aforementioned worked. The easiest thing to do (assuming you are behind a router) is to set the DMZ (Demilitarized Zone). This means your computer will be completely exposed to the internet, which will make you vulnerable to any unknown or unpatched exploits in windows. All you have to do is find the personal IP if the computer you are using and add it to your router&#039;s DMZ list. Please only try this last option if you can&#039;t get the others to work.&lt;br /&gt;
Good Luck&lt;br /&gt;
&lt;br /&gt;
===I got into the game, but some people didn&#039;t.===&lt;br /&gt;
The host may have reached the number of players it has set.&lt;br /&gt;
Or the players may be experiencing firewall or video card difficulty. That is not your fault. Please ask them too leave if they are still there when you get into the &#039;game lobby&#039;. Some people have problem connecting to &amp;quot;hole punching&amp;quot; hosts.&lt;br /&gt;
&lt;br /&gt;
===I got into a game but my name is red, nobody can hear me speak, and eventually I get disconnected===&lt;br /&gt;
This is to do with how long it takes the game to start up (the &amp;quot;load time&amp;quot;). If it takes too long you will see this problem. The load time can be reduced by changing the game graphics settings to lower quality. In particular try setting texture quality to lowest.&lt;br /&gt;
&lt;br /&gt;
===What do all those icons mean in the server list?===&lt;br /&gt;
Server status icons inform you, at a quick glance, what the server is doing at the moment, and what state it&#039;s in (password protected, locked, open, full, etc). Read all about the server status icons and what they mean [[Server Status|here]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Playing==&lt;br /&gt;
&lt;br /&gt;
===What is with this weird right-click mode? I&#039;m &#039;bout to break my keyboard.===&lt;br /&gt;
Sorry, you&#039;ll just have to get used to it. As of now it can&#039;t be changed.&lt;br /&gt;
&lt;br /&gt;
===Why is somebody else also controlling my units?===&lt;br /&gt;
In the &#039;game lobby&#039; there are two sets of teams. There are the &#039;Teams&#039; and the &#039;Ally Teams&#039;. If you are on the same &#039;Team&#039;, then you both get the same commander, and can control the same units. If you are on &#039;Ally Teams&#039;, then you both get different commanders and can&#039;t control each others units.&lt;br /&gt;
&lt;br /&gt;
===Is there a way that I can play music directly through TA-Spring, with alternating tracks for building/attacking like in the original Total Annihilation?===&lt;br /&gt;
Currently there is no in-game music player. For now, you will have to rely on a seperate program to play music such as Winamp or Windows Media Player.&lt;br /&gt;
&lt;br /&gt;
===Then why would I want to be on the same &#039;Team&#039; as somebody?===&lt;br /&gt;
Because it&#039;s fun to just drive around units and not have to worry about commanding. (Assuming that one of the people on the team is commanding.)&lt;br /&gt;
&lt;br /&gt;
===How do I talk to my allies only?===&lt;br /&gt;
You must type &#039;a:&#039; before you speak. Here&#039;s an example: a: Now I am talking to my allies only.&amp;lt;br&amp;gt;&lt;br /&gt;
And most important, you can split tasks, as base building, troops managment.&lt;br /&gt;
&lt;br /&gt;
===Help! After I&#039;m finished driving a unit, the camera is all insane! This is nuts! How do I fix it?===&lt;br /&gt;
Whoa now. Calm down. Just press ctrl + mouse button 3 to change camera modes.  If your unit is destroyed in FPS mode, you will stay in FPS mode until you change camera modes.  Also, the camera will stay in &amp;quot;free look&amp;quot; when FPS mode is disengaged, press middle-mouse or J to switch to normal scrolling.&lt;br /&gt;
&lt;br /&gt;
===After I&#039;m finished driving a unit, where what used to be my mouse pointer is now a crosshair. Why?===&lt;br /&gt;
-This is a special &#039;view mode&#039; that allows you to move around the screen much faster. It&#039;s good for viewing the battle or getting screenshots. Simply press on your third mouse button or &#039;delete&#039; to revert back to your mouse pointer.&lt;br /&gt;
&lt;br /&gt;
===But I don&#039;t have a third mouse button!===&lt;br /&gt;
The key &#039;J&#039; works in the same way as the &#039;middle mouse button&#039; does. So where you would use ctrl + middle mouse button to change camera modes, ctrl + j does the same thing. Pressing J once will also switch you from &#039;crosshair mode&#039; to &#039;pointer mode&#039; and vice versa.&lt;br /&gt;
&lt;br /&gt;
===IÃ‚Â´ve managed to get stuck in this weird camera mode and my perspective is all messed up. How do I switch to the overhead (OTA style) camera?===&lt;br /&gt;
Shift+Backspace (or Shift+J or Shift+MiddleMouseClick) switches between the fps style, total war style and OTA style cameras. Use it to get your camera back to normal in this situation.&lt;br /&gt;
&lt;br /&gt;
===People are cheating! How do I stop it?!===&lt;br /&gt;
Well currently, you can&#039;t.&lt;br /&gt;
&lt;br /&gt;
Only the host can &amp;quot;activate&amp;quot; the cheat codes. After that, any player can do almost all cheats.&lt;br /&gt;
&lt;br /&gt;
The best thing to do is just not play with the cheaters anymore. But with new spring version cheats are disabled in multiplayer, so that paragraph is hopefully now irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Well how do you cheat?===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Cheat Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;.cheat&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;enable cheats - Cheats don&#039;t work in multiplayer until the host types this&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.nocost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;instabuild (doesn&#039;t work on things already under construction, only on new ones)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setmaxspeed 50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the maximum speed multiplier (default is 3.0)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setminspeed 0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the minimum speed multiplier (default is 0.3)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.spectator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows you to see the entire map... but you lose control of your units&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.team 0, .team 1, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Change player&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.give ARMCOM, .give 10 CORKROG, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Place 1 or specified number of specified unit.  Valid units are the internal names of units as specified in the unit definition.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
You can use auto-completion in the spring console if you don&#039;t remember the internal unit name. To do that type: &lt;br /&gt;
 &amp;quot;.give arm&amp;quot; and then press your &#039;&#039;&#039;TAB key&#039;&#039;&#039; &lt;br /&gt;
A list of all matching units will be shown.&lt;br /&gt;
&lt;br /&gt;
===In Game Commands===&lt;br /&gt;
The following &#039;&#039;non-cheating&#039;&#039; commands are also available in game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.info&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you what colour each player is and their ping delay in the bottom left corner of the screen&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.clock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you the elapsed game time in minutes and seconds in the bottom left corner of the screen&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.take&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pulls all allied units, that are owned by players who have lost connection to the server, to your team.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How do I ally or unally in game?===&lt;br /&gt;
I&#039;m pretty sure you can&#039;t. Yet.&lt;br /&gt;
&lt;br /&gt;
===How do I give somebody units or metal or energy?===&lt;br /&gt;
Press the &#039;H&#039; key. Then select the amount of metal and/or energy to share. Then select the receiving player and press OK.&lt;br /&gt;
&lt;br /&gt;
When sharing units, you must first select the units to share, then press &#039;H&#039; key. Tick share units checkbox and choose a receiving player.&lt;br /&gt;
&lt;br /&gt;
===How do I continually give somebody metal and/or energy after a certain point (i.e. Original TA commands +setshare..., +shareall)?===&lt;br /&gt;
You&#039;ll notice that on your metal and energy bars (top of screen), there are two red bars. You have to put them wherever you want your metal and energy to be shared after.&lt;br /&gt;
&lt;br /&gt;
===This game is different than TA, the units HP and damage are not the same===&lt;br /&gt;
 &lt;br /&gt;
There were several third party &amp;quot;balance&amp;quot; mods for the original TA game.&lt;br /&gt;
&lt;br /&gt;
One of those mods were xTA, and was developed by the same clan (SY) that has brought life back to TA, making Spring.&lt;br /&gt;
&lt;br /&gt;
This balance mod is what is bundled by default with the spring engine, and is the mod that was ready to play when spring was released.&lt;br /&gt;
&lt;br /&gt;
Now are several mods available, install the mod of your choice.&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=listing&amp;amp;ID=92 get mods here]&lt;br /&gt;
&lt;br /&gt;
===XTA? OTA? AA? OMFGLAMO? What those all the abbreviations mean?===&lt;br /&gt;
zwzsg maintains a handy dandy FAQ about TA, and the abbreviations that relate to Spring too, of course.&lt;br /&gt;
[http://www.tauniverse.com/forum/showthread.php?t=27309 click here]. See also the Spring [[Glossary]], which contains brief explanations for all non-standard words and phrases.&lt;br /&gt;
&lt;br /&gt;
===Why am I destroyed so easily by long range assaults?===&lt;br /&gt;
This is a realistic feature of Spring. Units will automatically attack &#039;radar blips&#039; (units that they can not actually see, but that are indicated on radar). However, the accuracy is very bad while shooting at radar blips until:&lt;br /&gt;
* Your unit kills a lot of units and gets experience&lt;br /&gt;
* You get a targeting facility.&lt;br /&gt;
&lt;br /&gt;
===Can I kick people from my &#039;game lobby&#039; or my game?===&lt;br /&gt;
First of all, you have to be the host to kick. Use the good old &amp;quot;.kick playernamehere&amp;quot; command. Works in-game too, use it wisely.&lt;br /&gt;
&lt;br /&gt;
===When I&#039;m &#039;driving&#039; my commander, why can&#039;t I use my laser?===&lt;br /&gt;
The TA: Spring team will most likely add a way for you to use your commander&#039;s laser soon.&lt;br /&gt;
&lt;br /&gt;
===I hate driving around with the &#039;arrow keys&#039;. Is there any way I can use the &#039;W-A-S-D&#039; controls (the controls most First Person Shooters use) anymore?===&lt;br /&gt;
Go into your Spring directory and edit the uikeys file. Keep in mind that &#039;S&#039; is originally a &#039;hot-key&#039; that will stop your units and that &#039;D&#039; is a &#039;hot-key&#039; for your commander&#039;s D-Gun. You might want to change those too.&lt;br /&gt;
&lt;br /&gt;
===I turned the shadows feature on; I still don&#039;t see shadows. What gives?===&lt;br /&gt;
Your graphics card can&#039;t handle shadows, so Spring automatically turns them off.&lt;br /&gt;
&lt;br /&gt;
===I can&#039;t go backwards when I am &#039;driving&#039; a unit. Why not?===&lt;br /&gt;
Because TA units were never intended to go backwards. Sorry, but you just cant.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m in an Unreal Tournament kind of mood. How do I strafe?===&lt;br /&gt;
You can only strafe in &#039;brawler type&#039; ships, such as the brawler, rapier, and light gunships.&lt;br /&gt;
&lt;br /&gt;
===How can I record and watch demos/replays?===   &lt;br /&gt;
From version 0.62 onwards recordings of all the games you play are easily available for replay via the Replays button in the TASclient.&lt;br /&gt;
&lt;br /&gt;
You can use the Speed up/Slow down game keys while watching the replay, along with other in-game commands like .team&lt;br /&gt;
&lt;br /&gt;
From version 0.60b1 onwards, demos are automatically recorded in the &amp;quot;demos&amp;quot; folder, underneath your Spring folder (default is C:\Program Files\TASpring\demos), named for the date and map they were played on. If you play multiple games in the same day on the same map, the games will also be numbered to prevent them from overwriting each other.&lt;br /&gt;
&lt;br /&gt;
From version 0.62 onwards, to view a demo from the Windows file manager you can just double click the file name.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I play get &amp;quot;not sync&amp;quot; &amp;quot;delayed synch&amp;quot; errors===&lt;br /&gt;
&lt;br /&gt;
Thats caused because of lag. One of the players in the game is having some lag issues. Ask him/her to free up its bandwidth for the game to use.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use the pause key and wait till the connection gets more stable.&lt;br /&gt;
&lt;br /&gt;
Lag is the seccond number showed when you use the .info command ingame, numbers bigger than 40 are not usual in a normal game and are a signal of lag.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Content==&lt;br /&gt;
 &lt;br /&gt;
===Do Spring maps need a &amp;quot;ground&amp;quot;?===&lt;br /&gt;
Spring maps do require a ground. We have had many requests to have space maps, however, a &amp;quot;true&amp;quot; (ala Homeworld) space setting is not likely. It would have to wait until a much later stage. This does not mean that TA&#039;s style of &amp;quot;space&amp;quot; maps won&#039;t be possible, (see the Final Frontier TC for examples of this).&lt;br /&gt;
&lt;br /&gt;
===You stated that Spring uses the TA unit format.===&lt;br /&gt;
Spring does use the Total Annihilation unit format. However, there is also a new format dubbed &#039;.s3o&#039; which uses a UV mapped texture instead of 3do&#039;s per face texturing system, as well as other improvements.&lt;br /&gt;
&lt;br /&gt;
===How powerful will Spring&#039;s custom format be?===&lt;br /&gt;
Total Annihilation&#039;s unit format was extremely limited. Most of these limitations will either be expanded or non-existent in Spring&#039;s custom unit format. One of the most exciting improvements is the introduction of an entirely new method of scripting, with nearly complete control over every aspect of a unit&#039;s actions and behaviors.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limited number of weapons?===&lt;br /&gt;
No. Unlike Total Annihilation, Spring&#039;s weapon IDs will be unlimited. Meaning it will be possible to add as many third-party units as you want.  However, the current model format limits 16 weapons to each unit.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limited number of unique units?===&lt;br /&gt;
No. Unit IDs, like weapon IDs, will be unlimited.&lt;br /&gt;
&lt;br /&gt;
===Will units have a maximum of 3 unique weapons?===&lt;br /&gt;
Total Annihilation had a limitation that permitted a maximum of 3 unique weapons per unit. Spring currently has a way to have 16 weapons per unit. (Replace Primary, Secondary, Tertiary by 1 2 3 ...16). More can be made possible by modifying the source if there&#039;s a sufficient demand by mod makers.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m curious as to the per-unit polygon limit.===&lt;br /&gt;
The engine itself does not have a polygon count limit. The limit is that of the processing power of today&#039;s computers. Since Spring requires a 3D card, the maximum polygon count per unit will be several times higher than Total Annihilation&#039;s. That means for your average mod, 300 polygons for common units and 700 for the more expensive ones is quite reasonable. (But don&#039;t waste polies unnecessarily!)&lt;br /&gt;
&lt;br /&gt;
===Will units be able to perform basic terraforming?===&lt;br /&gt;
Total Annihilation units probably won&#039;t have any terrain editable functionality. Future units may be endowed with such functionality, but it&#039;s more of a gameplay issue and has not been decided upon yet. However construction units can restore ground, and certain weapons (especially explosive ones) can be used to deform the ground.&lt;br /&gt;
&lt;br /&gt;
===Will tunnel building be possible?===&lt;br /&gt;
Subterranean areas of any sort is impossible. However, it is possible to heavily deform the ground with explosives.. Which is great fun!&lt;br /&gt;
&lt;br /&gt;
===Will the ground&#039;s water retention be editable?===&lt;br /&gt;
No. Water will always collect when a piece of land has a height below sea level.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limit on the number of races?===&lt;br /&gt;
Spring has no limit on the total number of sides/races.&lt;br /&gt;
&lt;br /&gt;
===What are the sizes of the biggest and smallest units?===&lt;br /&gt;
Static units (buildings, defenses, etc.) have no size limitations in the engine. Technically, neither do mobile units, but units with a footprint larger than 4x4 &amp;quot;squares&amp;quot; (an arbitrary size standard created by Cavedog) might have problems pathfinding.&lt;br /&gt;
&lt;br /&gt;
===What is going to be the maximum possible sea depth?===&lt;br /&gt;
For all practical purposes, it will be unlimited. The depth values are stored as &amp;quot;float variables&amp;quot;, so it is doubtful that maps would ever be made which even come close to approaching the limit.&lt;br /&gt;
&lt;br /&gt;
===Will Spring support campaigns?===&lt;br /&gt;
Basic Map scripting has been implemented, using a Lua scripting engine. From that, it would be possible to make a basic campaign, but for ease of use a better way of selecting scripts and an improved Single player menu is needed.&lt;br /&gt;
&lt;br /&gt;
See [[Mission development]] for more details.&lt;br /&gt;
&lt;br /&gt;
===How big are the Spring files?===&lt;br /&gt;
Spring will be as small as however much content is included with it. The &amp;quot;essential&amp;quot; files are only be several megabytes large. Content (such as maps and units) will add considerable size to the Spring download. Currently, the file size is roughly 30 MB.&lt;br /&gt;
&lt;br /&gt;
===How will Spring render sound effects?===&lt;br /&gt;
Sound is rendered 3D, meaning that the volume and direction (assuming a multi-speaker setup) vary with the location of the camera from the sound &amp;quot;emitter&amp;quot;. What this translates into gameplay terms means that the closer you are to a unit making a sound or motion, the louder the sound will be. Additionally, the sound will be heard differently depending on which way the camera is facing relative to units making sound.&lt;br /&gt;
&lt;br /&gt;
===Will Spring have ambient sound?===&lt;br /&gt;
There is no ambient sound, and we haven&#039;t planned on adding it thus far.&lt;br /&gt;
&lt;br /&gt;
===Will there be an AI or a &amp;quot;skirmish&amp;quot; mode?===&lt;br /&gt;
We have created an interface for artificial intelligences (AIs), and several are currently under development. Information on these can be found at the [[AIs]] wiki page.&lt;br /&gt;
&lt;br /&gt;
===Will a &amp;quot;possess&amp;quot; or a FPS option be present?===&lt;br /&gt;
Yes, it is possible to fully control a unit from the first person view. It is more of a gimmick, but it still allows for a nice diversion once in a while.  Instructions on its use are in the [[Using_Spring#FPS_.22Mode.22_.28C.29|Using Spring]] article.&lt;br /&gt;
&lt;br /&gt;
===How do I create maps?===&lt;br /&gt;
See the [[Map development]] page for all the map info.&lt;br /&gt;
&lt;br /&gt;
===How do I create units/mods?===&lt;br /&gt;
See the [[Mod_and_Unit_development#Mod_devlopement|Mod and Unit development]] page on creating units/ mods.&lt;br /&gt;
&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>Joachim Schiele</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6917</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6917"/>
		<updated>2007-03-09T17:13:42Z</updated>

		<summary type="html">&lt;p&gt;Joachim Schiele: /* Spring says I need the GL_ARB_texture_env_combine extension, what can I do? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General information==&lt;br /&gt;
&lt;br /&gt;
===What is Spring?===&lt;br /&gt;
Spring is a project to create the best RTS ever (no joke). There are three principle goals which we hope to achieve.&lt;br /&gt;
&lt;br /&gt;
# Reach a stage where TA Spring can flawlessly execute most of Total Annihilation&#039;s original gameplay, with its original units in their original format.&lt;br /&gt;
# Add new features as we see fit, fix bugs, and release new versions when we feel it is appropriate to do so.&lt;br /&gt;
# Support the mod community as we see fit.&lt;br /&gt;
# Improving the already fine original TA Interface in a way that the Players will have more tactical Options, more Control, more Comfort and still don`t get lost, as long as they are willing to learn.&lt;br /&gt;
&lt;br /&gt;
The goals might need an update.. -- Tim Blokdijk&lt;br /&gt;
&lt;br /&gt;
===Is Spring free?===&lt;br /&gt;
The core game is released under GPL License. Fortunately as of now, there are also two mods which have been released under the GNU/GPL, and several more which do not have clear licence terms (owned by their modder).&lt;br /&gt;
&lt;br /&gt;
However, there are also several mods for which some parts are still under copyright of Atari. For these you need to own the original TA game if you want to play.&lt;br /&gt;
&lt;br /&gt;
===Why can I edit this page?===&lt;br /&gt;
This page, and several others, are located in the Spring [http://en.wikipedia.org/wiki/Wiki Wiki]. The link gives a full explanation of what it is, but in short it is a way of letting anyone who wants to contribute to the page content. This can of course be abused, but even while it is easy for someone to vandalise the page, it is just as easy for someone to restore it, since the wiki saves all previous versions of a page.&lt;br /&gt;
&lt;br /&gt;
===Why can&#039;t I edit this page?===&lt;br /&gt;
You need to be [[Special:Userlogin|logged in]] to edit our wiki because people were vandalizing and/or being morons too much, so they had to lock it down.&lt;br /&gt;
&lt;br /&gt;
===I want to help, what can I do?===&lt;br /&gt;
Please look at the Messageboard. There are lots of things you can do according to your skills. Particularly important is to create viable and pleasing free alternatives to copyrighted material, mainly sounds and units.&lt;br /&gt;
&lt;br /&gt;
===I want to donate.===&lt;br /&gt;
People have made clear their desire to donate to the project, and so far, we have been fairly reluctant about accepting donations. Our main concern? While we certainly hope to have something on the level of a commercial release in the near future, there is no guarantee that it will ever happen. Unforeseen events arise, and it would be most unfortunate if everyone who donated felt swindled because the project did not turn out as they had hoped.&lt;br /&gt;
&lt;br /&gt;
We do not plan to be more or less productive solely based upon the quantity and frequency of donations received. The Spring project is here only because we view this as an enjoyable hobby.&lt;br /&gt;
&lt;br /&gt;
===I read all that and I still want to donate.===&lt;br /&gt;
Very well then! You can find the required details [http://taspring.clan-sy.com/donate.php here]. It will be much appreciated. :)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Technical==&lt;br /&gt;
&lt;br /&gt;
===What port numbers does Spring use?===&lt;br /&gt;
Game uses port 8452 UDP by default, which can be changed in the lobby. If you are behind a router, and are having problems hosting, try forwarding the correct port and also make sure the firewall is not blocking it.&lt;br /&gt;
&lt;br /&gt;
===What APIs does Spring use?===&lt;br /&gt;
The Windows version of the program (Which is the Binary that can be downloaded from this site) uses: OpenGL for rendering, DirectSound for sound, and Winsock for networking.&lt;br /&gt;
&lt;br /&gt;
The Linux port, see [[MultiplatformSpring]] with more info below, uses SDL/OpenGL for rendering, OpenAL for sound (which will connect to DirectSound on Windows and OSS or ALSA on Linux), BSD  sockets for networking.&lt;br /&gt;
&lt;br /&gt;
===What language is Spring written in?===&lt;br /&gt;
The spring game engine is written in C and C++. The Windows lobby client is written in Delphi, the lobby server is java. Another portable lobby is being made in Python.&lt;br /&gt;
&lt;br /&gt;
===Is Spring open source?===&lt;br /&gt;
Yes, it is. Go to the [http://taspring.clan-sy.com/download.php downloads] section of the site to download the source code.&lt;br /&gt;
&lt;br /&gt;
===Is there any documentation for the source code?===&lt;br /&gt;
Yes, doxygen is used to automatically generate the [http://taspring.clan-sy.com/doxygen/ documentation]&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
===What platforms will Spring run on?===&lt;br /&gt;
At the moment, it runs on Windows, Linux and basicly on [[Spring_on_MacOSX |Mac OS X.]]&lt;br /&gt;
&lt;br /&gt;
===What sort of a system do I need to run Spring?===&lt;br /&gt;
You need a 3D graphics card to run Spring, which will probably require at least a a GeForce4 MX and the latest driver supported. Minimum CPU requirements are a little more complex. A more powerful CPU will have the capability to support larger maps and a greater maximum unit limit. A 1 GHz CPU should be able to support an estimated 500 units. The needed memory will also vary with unit count and map size, and Spring has been known to have worked with 256 MB of Ram (albeit with lowest detail levels).&lt;br /&gt;
&lt;br /&gt;
For further details and tested Systems check the [[Requirements]] page.&lt;br /&gt;
&lt;br /&gt;
===Spring says I need the GL_ARB_texture_env_combine extension, what can I do?===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This error can be caused by various things:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1:&#039;&#039;&#039; Old video Hardware.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039; Old drivers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039; Bad installed Drivers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3:&#039;&#039;&#039; Bad game settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If your hardware is old check [http://www.delphi3d.net/hardware/extsupport.php?extension=GL_ARB_texture_env_combine THIS] list, if you cant find your video card then, sorry, you have to buy a new video card.&lt;br /&gt;
&lt;br /&gt;
If your hardware is in the above list or you are sure that your video card support this opengl extension download [http://www.realtech-vr.com/glview/download.html THIS] software. Intall, run, and check if under the &#039;&#039;Report&#039;&#039; tab there is the &#039;&#039;GL_ARB_texture_env_combine&#039;&#039; string.&lt;br /&gt;
If the string is present then the problem resides in your Spring settings, try lower screen resolution and disable all graphics effect.&lt;br /&gt;
If the string is not present and your hardware is in the list the problem are your video card drivers. To solve this &#039;&#039;&#039;UNINSTALL ALL PREVIOUS DRIVERS&#039;&#039;&#039; and install last stable drivers for your video card. Usually the problem shows when there are uninstalled old video drivers on the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; ATI drivers for Windows Vista does not support OpenGL right now so Spring will not run on systems with Vista and ATI Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Use &#039;&#039;&#039;glxinfo&#039;&#039;&#039; on a Linux system. You don&#039;t need to download any third party application because most if not all systems with x11 should have that program already.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Getting into a game==&lt;br /&gt;
&lt;br /&gt;
===People talk about &#039;Single Player&#039;. How do I start a single player game?===&lt;br /&gt;
Simply start a game in the lobby, and enter a password, so that nobody can join. Then click ready, and start and away you go !&lt;br /&gt;
&lt;br /&gt;
===When I try to make a single player game, it gives me an error.===&lt;br /&gt;
Your graphics card probably can&#039;t support Spring. If you read the requirements it did say GeForce 3 or better. Go to the settings file in your Spring directory and lower some of the options. Sometimes that works.&lt;br /&gt;
&lt;br /&gt;
===Does Spring support AI Players?===&lt;br /&gt;
Yes, see [[AI]] You can also use the [[random_enemies]] script, which spawns units out of thin air and sends them to attack you.&lt;br /&gt;
&lt;br /&gt;
===How do I join an Internet multiplayer game?===&lt;br /&gt;
Run the &amp;quot;TA Spring multiplayer battleroom&amp;quot; from the Start menu or the TASClient.exe from your installation folder.  In the &amp;quot;Server&amp;quot; tab change the server to &amp;quot;Official Host&amp;quot;.  Hit &amp;quot;Apply and close&amp;quot;.  Re-open the TA Spring client.  Create an account on the &amp;quot;Account&amp;quot; tab.  &lt;br /&gt;
&lt;br /&gt;
===When I try to connect to the lobby it gives me an error.===&lt;br /&gt;
There could be 3 problems. Either you don&#039;t have an account, the server is down, or you have not configured your router/firewall correctly. If you don&#039;t have an account, make one. If the server is down, you&#039;ll just have to wait (this doesn&#039;t happen often, though). If you have a router/firewall read below. Have a look at this website&#039;s News page and/or the Messageboard, it is likely that you will get some information there in the eventuality that the server is down.&lt;br /&gt;
&lt;br /&gt;
Also make sure that you don&#039;t have any spaces in your username.&lt;br /&gt;
&lt;br /&gt;
===I have a router and I don&#039;t seem to be able to get a game===&lt;br /&gt;
&lt;br /&gt;
If you are using a router you may have other problems. Explanations of [http://www.portforward.com/routers.htm how to forward ports] has instructions for every router.&lt;br /&gt;
&lt;br /&gt;
===Where can I download more maps?===&lt;br /&gt;
As for most Spring downloads [http://spring.unknown-files.net Unknown Files] is the place to be! The [http://spring.unknown-files.net/category/13/Maps/ map category] has a nice overview.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How do I install downloaded maps?===&lt;br /&gt;
Most maps are released as .sdz or .sd7 files. These can be put directly into the &amp;quot;maps&amp;quot; folder inside the Spring folder. If they are compressed into another type of archive you will have to unpack them first. Just unzip them into your spring maps folder. Some map files use newer (smaller) file formats such as .rar or .7z, to unzip these newer formats, you&#039;ll need to download 7-Zip [http://www.7-zip.org/ http://www.7-zip.org/] or Zip-genius [http://downloads.zipgenius.it/ http://downloads.zipgenius.it/]. They both handle almost all formats and are totally free.  There is also now a map browser in the TASClient lobby software, click the more maps button in a battle screen to access it.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I try to join games it gives me an error.===&lt;br /&gt;
The host is behind a firewall that has not opened the correct ports for Spring.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts I never make it past the loading screen.===&lt;br /&gt;
This indicates a problem with your video card. Once again the best way to deal with this situation is to make sure your video card has the latest driver updates and that all Spring video features are on the lowest settings.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts, I make it past the loading screen, but when I get into the game it says, &amp;quot;Waiting for Host&amp;quot;, and does a 10 second countdown. It always reaches zero and boots me out, what gives?===&lt;br /&gt;
This is a firewall issue. There are three things you can do to fix this. First, make sure your windows firewall is either off, or is not blocking the TA: Spring application. Secondly, if you are behind a router, you can forward the ports that the host is using (especially if you are the host), and it usually fixes the problem. To do this you must go to your router configuration page. You can see what port &#039;you&#039; are using (as the host), by hosting a multiplayer game in the Spring Lobby. You must make this your trigger port, and make sure that it is open for both TCP and UDP. Thirdly, if none of the aforementioned worked. The easiest thing to do (assuming you are behind a router) is to set the DMZ (Demilitarized Zone). This means your computer will be completely exposed to the internet, which will make you vulnerable to any unknown or unpatched exploits in windows. All you have to do is find the personal IP if the computer you are using and add it to your router&#039;s DMZ list. Please only try this last option if you can&#039;t get the others to work.&lt;br /&gt;
Good Luck&lt;br /&gt;
&lt;br /&gt;
===I got into the game, but some people didn&#039;t.===&lt;br /&gt;
The host may have reached the number of players it has set.&lt;br /&gt;
Or the players may be experiencing firewall or video card difficulty. That is not your fault. Please ask them too leave if they are still there when you get into the &#039;game lobby&#039;. Some people have problem connecting to &amp;quot;hole punching&amp;quot; hosts.&lt;br /&gt;
&lt;br /&gt;
===I got into a game but my name is red, nobody can hear me speak, and eventually I get disconnected===&lt;br /&gt;
This is to do with how long it takes the game to start up (the &amp;quot;load time&amp;quot;). If it takes too long you will see this problem. The load time can be reduced by changing the game graphics settings to lower quality. In particular try setting texture quality to lowest.&lt;br /&gt;
&lt;br /&gt;
===What do all those icons mean in the server list?===&lt;br /&gt;
Server status icons inform you, at a quick glance, what the server is doing at the moment, and what state it&#039;s in (password protected, locked, open, full, etc). Read all about the server status icons and what they mean [[Server Status|here]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Playing==&lt;br /&gt;
&lt;br /&gt;
===What is with this weird right-click mode? I&#039;m &#039;bout to break my keyboard.===&lt;br /&gt;
Sorry, you&#039;ll just have to get used to it. As of now it can&#039;t be changed.&lt;br /&gt;
&lt;br /&gt;
===Why is somebody else also controlling my units?===&lt;br /&gt;
In the &#039;game lobby&#039; there are two sets of teams. There are the &#039;Teams&#039; and the &#039;Ally Teams&#039;. If you are on the same &#039;Team&#039;, then you both get the same commander, and can control the same units. If you are on &#039;Ally Teams&#039;, then you both get different commanders and can&#039;t control each others units.&lt;br /&gt;
&lt;br /&gt;
===Is there a way that I can play music directly through TA-Spring, with alternating tracks for building/attacking like in the original Total Annihilation?===&lt;br /&gt;
Currently there is no in-game music player. For now, you will have to rely on a seperate program to play music such as Winamp or Windows Media Player.&lt;br /&gt;
&lt;br /&gt;
===Then why would I want to be on the same &#039;Team&#039; as somebody?===&lt;br /&gt;
Because it&#039;s fun to just drive around units and not have to worry about commanding. (Assuming that one of the people on the team is commanding.)&lt;br /&gt;
&lt;br /&gt;
===How do I talk to my allies only?===&lt;br /&gt;
You must type &#039;a:&#039; before you speak. Here&#039;s an example: a: Now I am talking to my allies only.&amp;lt;br&amp;gt;&lt;br /&gt;
And most important, you can split tasks, as base building, troops managment.&lt;br /&gt;
&lt;br /&gt;
===Help! After I&#039;m finished driving a unit, the camera is all insane! This is nuts! How do I fix it?===&lt;br /&gt;
Whoa now. Calm down. Just press ctrl + mouse button 3 to change camera modes.  If your unit is destroyed in FPS mode, you will stay in FPS mode until you change camera modes.  Also, the camera will stay in &amp;quot;free look&amp;quot; when FPS mode is disengaged, press middle-mouse or J to switch to normal scrolling.&lt;br /&gt;
&lt;br /&gt;
===After I&#039;m finished driving a unit, where what used to be my mouse pointer is now a crosshair. Why?===&lt;br /&gt;
-This is a special &#039;view mode&#039; that allows you to move around the screen much faster. It&#039;s good for viewing the battle or getting screenshots. Simply press on your third mouse button or &#039;delete&#039; to revert back to your mouse pointer.&lt;br /&gt;
&lt;br /&gt;
===But I don&#039;t have a third mouse button!===&lt;br /&gt;
The key &#039;J&#039; works in the same way as the &#039;middle mouse button&#039; does. So where you would use ctrl + middle mouse button to change camera modes, ctrl + j does the same thing. Pressing J once will also switch you from &#039;crosshair mode&#039; to &#039;pointer mode&#039; and vice versa.&lt;br /&gt;
&lt;br /&gt;
===IÃ‚Â´ve managed to get stuck in this weird camera mode and my perspective is all messed up. How do I switch to the overhead (OTA style) camera?===&lt;br /&gt;
Shift+Backspace (or Shift+J or Shift+MiddleMouseClick) switches between the fps style, total war style and OTA style cameras. Use it to get your camera back to normal in this situation.&lt;br /&gt;
&lt;br /&gt;
===People are cheating! How do I stop it?!===&lt;br /&gt;
Well currently, you can&#039;t.&lt;br /&gt;
&lt;br /&gt;
Only the host can &amp;quot;activate&amp;quot; the cheat codes. After that, any player can do almost all cheats.&lt;br /&gt;
&lt;br /&gt;
The best thing to do is just not play with the cheaters anymore. But with new spring version cheats are disabled in multiplayer, so that paragraph is hopefully now irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Well how do you cheat?===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Cheat Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;.cheat&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;enable cheats - Cheats don&#039;t work in multiplayer until the host types this&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.nocost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;instabuild (doesn&#039;t work on things already under construction, only on new ones)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setmaxspeed 50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the maximum speed multiplier (default is 3.0)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setminspeed 0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the minimum speed multiplier (default is 0.3)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.spectator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows you to see the entire map... but you lose control of your units&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.team 0, .team 1, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Change player&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.give ARMCOM, .give 10 CORKROG, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Place 1 or specified number of specified unit.  Valid units are the internal names of units as specified in the unit definition.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
You can use auto-completion in the spring console if you don&#039;t remember the internal unit name. To do that type: &lt;br /&gt;
 &amp;quot;.give arm&amp;quot; and then press your &#039;&#039;&#039;TAB key&#039;&#039;&#039; &lt;br /&gt;
A list of all matching units will be shown.&lt;br /&gt;
&lt;br /&gt;
===In Game Commands===&lt;br /&gt;
The following &#039;&#039;non-cheating&#039;&#039; commands are also available in game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.info&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you what colour each player is and their ping delay in the bottom left corner of the screen&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.clock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you the elapsed game time in minutes and seconds in the bottom left corner of the screen&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.take&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pulls all allied units, that are owned by players who have lost connection to the server, to your team.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How do I ally or unally in game?===&lt;br /&gt;
I&#039;m pretty sure you can&#039;t. Yet.&lt;br /&gt;
&lt;br /&gt;
===How do I give somebody units or metal or energy?===&lt;br /&gt;
Press the &#039;H&#039; key. Then select the amount of metal and/or energy to share. Then select the receiving player and press OK.&lt;br /&gt;
&lt;br /&gt;
When sharing units, you must first select the units to share, then press &#039;H&#039; key. Tick share units checkbox and choose a receiving player.&lt;br /&gt;
&lt;br /&gt;
===How do I continually give somebody metal and/or energy after a certain point (i.e. Original TA commands +setshare..., +shareall)?===&lt;br /&gt;
You&#039;ll notice that on your metal and energy bars (top of screen), there are two red bars. You have to put them wherever you want your metal and energy to be shared after.&lt;br /&gt;
&lt;br /&gt;
===This game is different than TA, the units HP and damage are not the same===&lt;br /&gt;
 &lt;br /&gt;
There were several third party &amp;quot;balance&amp;quot; mods for the original TA game.&lt;br /&gt;
&lt;br /&gt;
One of those mods were xTA, and was developed by the same clan (SY) that has brought life back to TA, making Spring.&lt;br /&gt;
&lt;br /&gt;
This balance mod is what is bundled by default with the spring engine, and is the mod that was ready to play when spring was released.&lt;br /&gt;
&lt;br /&gt;
Now are several mods available, install the mod of your choice.&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=listing&amp;amp;ID=92 get mods here]&lt;br /&gt;
&lt;br /&gt;
===XTA? OTA? AA? OMFGLAMO? What those all the abbreviations mean?===&lt;br /&gt;
zwzsg maintains a handy dandy FAQ about TA, and the abbreviations that relate to Spring too, of course.&lt;br /&gt;
[http://www.tauniverse.com/forum/showthread.php?t=27309 click here]. See also the Spring [[Glossary]], which contains brief explanations for all non-standard words and phrases.&lt;br /&gt;
&lt;br /&gt;
===Why am I destroyed so easily by long range assaults?===&lt;br /&gt;
This is a realistic feature of Spring. Units will automatically attack &#039;radar blips&#039; (units that they can not actually see, but that are indicated on radar). However, the accuracy is very bad while shooting at radar blips until:&lt;br /&gt;
* Your unit kills a lot of units and gets experience&lt;br /&gt;
* You get a targeting facility.&lt;br /&gt;
&lt;br /&gt;
===Can I kick people from my &#039;game lobby&#039; or my game?===&lt;br /&gt;
First of all, you have to be the host to kick. Use the good old &amp;quot;.kick playernamehere&amp;quot; command. Works in-game too, use it wisely.&lt;br /&gt;
&lt;br /&gt;
===When I&#039;m &#039;driving&#039; my commander, why can&#039;t I use my laser?===&lt;br /&gt;
The TA: Spring team will most likely add a way for you to use your commander&#039;s laser soon.&lt;br /&gt;
&lt;br /&gt;
===I hate driving around with the &#039;arrow keys&#039;. Is there any way I can use the &#039;W-A-S-D&#039; controls (the controls most First Person Shooters use) anymore?===&lt;br /&gt;
Go into your Spring directory and edit the uikeys file. Keep in mind that &#039;S&#039; is originally a &#039;hot-key&#039; that will stop your units and that &#039;D&#039; is a &#039;hot-key&#039; for your commander&#039;s D-Gun. You might want to change those too.&lt;br /&gt;
&lt;br /&gt;
===I turned the shadows feature on; I still don&#039;t see shadows. What gives?===&lt;br /&gt;
Your graphics card can&#039;t handle shadows, so Spring automatically turns them off.&lt;br /&gt;
&lt;br /&gt;
===I can&#039;t go backwards when I am &#039;driving&#039; a unit. Why not?===&lt;br /&gt;
Because TA units were never intended to go backwards. Sorry, but you just cant.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m in an Unreal Tournament kind of mood. How do I strafe?===&lt;br /&gt;
You can only strafe in &#039;brawler type&#039; ships, such as the brawler, rapier, and light gunships.&lt;br /&gt;
&lt;br /&gt;
===How can I record and watch demos/replays?===   &lt;br /&gt;
From version 0.62 onwards recordings of all the games you play are easily available for replay via the Replays button in the TASclient.&lt;br /&gt;
&lt;br /&gt;
You can use the Speed up/Slow down game keys while watching the replay, along with other in-game commands like .team&lt;br /&gt;
&lt;br /&gt;
From version 0.60b1 onwards, demos are automatically recorded in the &amp;quot;demos&amp;quot; folder, underneath your Spring folder (default is C:\Program Files\TASpring\demos), named for the date and map they were played on. If you play multiple games in the same day on the same map, the games will also be numbered to prevent them from overwriting each other.&lt;br /&gt;
&lt;br /&gt;
From version 0.62 onwards, to view a demo from the Windows file manager you can just double click the file name.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I play get &amp;quot;not sync&amp;quot; &amp;quot;delayed synch&amp;quot; errors===&lt;br /&gt;
&lt;br /&gt;
Thats caused because of lag. One of the players in the game is having some lag issues. Ask him/her to free up its bandwidth for the game to use.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use the pause key and wait till the connection gets more stable.&lt;br /&gt;
&lt;br /&gt;
Lag is the seccond number showed when you use the .info command ingame, numbers bigger than 40 are not usual in a normal game and are a signal of lag.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Content==&lt;br /&gt;
 &lt;br /&gt;
===Do Spring maps need a &amp;quot;ground&amp;quot;?===&lt;br /&gt;
Spring maps do require a ground. We have had many requests to have space maps, however, a &amp;quot;true&amp;quot; (ala Homeworld) space setting is not likely. It would have to wait until a much later stage. This does not mean that TA&#039;s style of &amp;quot;space&amp;quot; maps won&#039;t be possible, (see the Final Frontier TC for examples of this).&lt;br /&gt;
&lt;br /&gt;
===You stated that Spring uses the TA unit format.===&lt;br /&gt;
Spring does use the Total Annihilation unit format. However, there is also a new format dubbed &#039;.s3o&#039; which uses a UV mapped texture instead of 3do&#039;s per face texturing system, as well as other improvements.&lt;br /&gt;
&lt;br /&gt;
===How powerful will Spring&#039;s custom format be?===&lt;br /&gt;
Total Annihilation&#039;s unit format was extremely limited. Most of these limitations will either be expanded or non-existent in Spring&#039;s custom unit format. One of the most exciting improvements is the introduction of an entirely new method of scripting, with nearly complete control over every aspect of a unit&#039;s actions and behaviors.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limited number of weapons?===&lt;br /&gt;
No. Unlike Total Annihilation, Spring&#039;s weapon IDs will be unlimited. Meaning it will be possible to add as many third-party units as you want.  However, the current model format limits 16 weapons to each unit.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limited number of unique units?===&lt;br /&gt;
No. Unit IDs, like weapon IDs, will be unlimited.&lt;br /&gt;
&lt;br /&gt;
===Will units have a maximum of 3 unique weapons?===&lt;br /&gt;
Total Annihilation had a limitation that permitted a maximum of 3 unique weapons per unit. Spring currently has a way to have 16 weapons per unit. (Replace Primary, Secondary, Tertiary by 1 2 3 ...16). More can be made possible by modifying the source if there&#039;s a sufficient demand by mod makers.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m curious as to the per-unit polygon limit.===&lt;br /&gt;
The engine itself does not have a polygon count limit. The limit is that of the processing power of today&#039;s computers. Since Spring requires a 3D card, the maximum polygon count per unit will be several times higher than Total Annihilation&#039;s. That means for your average mod, 300 polygons for common units and 700 for the more expensive ones is quite reasonable. (But don&#039;t waste polies unnecessarily!)&lt;br /&gt;
&lt;br /&gt;
===Will units be able to perform basic terraforming?===&lt;br /&gt;
Total Annihilation units probably won&#039;t have any terrain editable functionality. Future units may be endowed with such functionality, but it&#039;s more of a gameplay issue and has not been decided upon yet. However construction units can restore ground, and certain weapons (especially explosive ones) can be used to deform the ground.&lt;br /&gt;
&lt;br /&gt;
===Will tunnel building be possible?===&lt;br /&gt;
Subterranean areas of any sort is impossible. However, it is possible to heavily deform the ground with explosives.. Which is great fun!&lt;br /&gt;
&lt;br /&gt;
===Will the ground&#039;s water retention be editable?===&lt;br /&gt;
No. Water will always collect when a piece of land has a height below sea level.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limit on the number of races?===&lt;br /&gt;
Spring has no limit on the total number of sides/races.&lt;br /&gt;
&lt;br /&gt;
===What are the sizes of the biggest and smallest units?===&lt;br /&gt;
Static units (buildings, defenses, etc.) have no size limitations in the engine. Technically, neither do mobile units, but units with a footprint larger than 4x4 &amp;quot;squares&amp;quot; (an arbitrary size standard created by Cavedog) might have problems pathfinding.&lt;br /&gt;
&lt;br /&gt;
===What is going to be the maximum possible sea depth?===&lt;br /&gt;
For all practical purposes, it will be unlimited. The depth values are stored as &amp;quot;float variables&amp;quot;, so it is doubtful that maps would ever be made which even come close to approaching the limit.&lt;br /&gt;
&lt;br /&gt;
===Will Spring support campaigns?===&lt;br /&gt;
Basic Map scripting has been implemented, using a Lua scripting engine. From that, it would be possible to make a basic campaign, but for ease of use a better way of selecting scripts and an improved Single player menu is needed.&lt;br /&gt;
&lt;br /&gt;
See [[Mission development]] for more details.&lt;br /&gt;
&lt;br /&gt;
===How big are the Spring files?===&lt;br /&gt;
Spring will be as small as however much content is included with it. The &amp;quot;essential&amp;quot; files are only be several megabytes large. Content (such as maps and units) will add considerable size to the Spring download. Currently, the file size is roughly 30 MB.&lt;br /&gt;
&lt;br /&gt;
===How will Spring render sound effects?===&lt;br /&gt;
Sound is rendered 3D, meaning that the volume and direction (assuming a multi-speaker setup) vary with the location of the camera from the sound &amp;quot;emitter&amp;quot;. What this translates into gameplay terms means that the closer you are to a unit making a sound or motion, the louder the sound will be. Additionally, the sound will be heard differently depending on which way the camera is facing relative to units making sound.&lt;br /&gt;
&lt;br /&gt;
===Will Spring have ambient sound?===&lt;br /&gt;
There is no ambient sound, and we haven&#039;t planned on adding it thus far.&lt;br /&gt;
&lt;br /&gt;
===Will there be an AI or a &amp;quot;skirmish&amp;quot; mode?===&lt;br /&gt;
We have created an interface for artificial intelligences (AIs), and several are currently under development. Information on these can be found at the [[AIs]] wiki page.&lt;br /&gt;
&lt;br /&gt;
===Will a &amp;quot;possess&amp;quot; or a FPS option be present?===&lt;br /&gt;
Yes, it is possible to fully control a unit from the first person view. It is more of a gimmick, but it still allows for a nice diversion once in a while.  Instructions on its use are in the [[Using_Spring#FPS_.22Mode.22_.28C.29|Using Spring]] article.&lt;br /&gt;
&lt;br /&gt;
===How do I create maps?===&lt;br /&gt;
See the [[Map development]] page for all the map info.&lt;br /&gt;
&lt;br /&gt;
===How do I create units/mods?===&lt;br /&gt;
See the [[Mod_and_Unit_development#Mod_devlopement|Mod and Unit development]] page on creating units/ mods.&lt;br /&gt;
&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>Joachim Schiele</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6916</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6916"/>
		<updated>2007-03-09T17:13:19Z</updated>

		<summary type="html">&lt;p&gt;Joachim Schiele: /* Spring says I need the GL_ARB_texture_env_combine extension, what can I do? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General information==&lt;br /&gt;
&lt;br /&gt;
===What is Spring?===&lt;br /&gt;
Spring is a project to create the best RTS ever (no joke). There are three principle goals which we hope to achieve.&lt;br /&gt;
&lt;br /&gt;
# Reach a stage where TA Spring can flawlessly execute most of Total Annihilation&#039;s original gameplay, with its original units in their original format.&lt;br /&gt;
# Add new features as we see fit, fix bugs, and release new versions when we feel it is appropriate to do so.&lt;br /&gt;
# Support the mod community as we see fit.&lt;br /&gt;
# Improving the already fine original TA Interface in a way that the Players will have more tactical Options, more Control, more Comfort and still don`t get lost, as long as they are willing to learn.&lt;br /&gt;
&lt;br /&gt;
The goals might need an update.. -- Tim Blokdijk&lt;br /&gt;
&lt;br /&gt;
===Is Spring free?===&lt;br /&gt;
The core game is released under GPL License. Fortunately as of now, there are also two mods which have been released under the GNU/GPL, and several more which do not have clear licence terms (owned by their modder).&lt;br /&gt;
&lt;br /&gt;
However, there are also several mods for which some parts are still under copyright of Atari. For these you need to own the original TA game if you want to play.&lt;br /&gt;
&lt;br /&gt;
===Why can I edit this page?===&lt;br /&gt;
This page, and several others, are located in the Spring [http://en.wikipedia.org/wiki/Wiki Wiki]. The link gives a full explanation of what it is, but in short it is a way of letting anyone who wants to contribute to the page content. This can of course be abused, but even while it is easy for someone to vandalise the page, it is just as easy for someone to restore it, since the wiki saves all previous versions of a page.&lt;br /&gt;
&lt;br /&gt;
===Why can&#039;t I edit this page?===&lt;br /&gt;
You need to be [[Special:Userlogin|logged in]] to edit our wiki because people were vandalizing and/or being morons too much, so they had to lock it down.&lt;br /&gt;
&lt;br /&gt;
===I want to help, what can I do?===&lt;br /&gt;
Please look at the Messageboard. There are lots of things you can do according to your skills. Particularly important is to create viable and pleasing free alternatives to copyrighted material, mainly sounds and units.&lt;br /&gt;
&lt;br /&gt;
===I want to donate.===&lt;br /&gt;
People have made clear their desire to donate to the project, and so far, we have been fairly reluctant about accepting donations. Our main concern? While we certainly hope to have something on the level of a commercial release in the near future, there is no guarantee that it will ever happen. Unforeseen events arise, and it would be most unfortunate if everyone who donated felt swindled because the project did not turn out as they had hoped.&lt;br /&gt;
&lt;br /&gt;
We do not plan to be more or less productive solely based upon the quantity and frequency of donations received. The Spring project is here only because we view this as an enjoyable hobby.&lt;br /&gt;
&lt;br /&gt;
===I read all that and I still want to donate.===&lt;br /&gt;
Very well then! You can find the required details [http://taspring.clan-sy.com/donate.php here]. It will be much appreciated. :)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Technical==&lt;br /&gt;
&lt;br /&gt;
===What port numbers does Spring use?===&lt;br /&gt;
Game uses port 8452 UDP by default, which can be changed in the lobby. If you are behind a router, and are having problems hosting, try forwarding the correct port and also make sure the firewall is not blocking it.&lt;br /&gt;
&lt;br /&gt;
===What APIs does Spring use?===&lt;br /&gt;
The Windows version of the program (Which is the Binary that can be downloaded from this site) uses: OpenGL for rendering, DirectSound for sound, and Winsock for networking.&lt;br /&gt;
&lt;br /&gt;
The Linux port, see [[MultiplatformSpring]] with more info below, uses SDL/OpenGL for rendering, OpenAL for sound (which will connect to DirectSound on Windows and OSS or ALSA on Linux), BSD  sockets for networking.&lt;br /&gt;
&lt;br /&gt;
===What language is Spring written in?===&lt;br /&gt;
The spring game engine is written in C and C++. The Windows lobby client is written in Delphi, the lobby server is java. Another portable lobby is being made in Python.&lt;br /&gt;
&lt;br /&gt;
===Is Spring open source?===&lt;br /&gt;
Yes, it is. Go to the [http://taspring.clan-sy.com/download.php downloads] section of the site to download the source code.&lt;br /&gt;
&lt;br /&gt;
===Is there any documentation for the source code?===&lt;br /&gt;
Yes, doxygen is used to automatically generate the [http://taspring.clan-sy.com/doxygen/ documentation]&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
===What platforms will Spring run on?===&lt;br /&gt;
At the moment, it runs on Windows, Linux and basicly on [[Spring_on_MacOSX |Mac OS X.]]&lt;br /&gt;
&lt;br /&gt;
===What sort of a system do I need to run Spring?===&lt;br /&gt;
You need a 3D graphics card to run Spring, which will probably require at least a a GeForce4 MX and the latest driver supported. Minimum CPU requirements are a little more complex. A more powerful CPU will have the capability to support larger maps and a greater maximum unit limit. A 1 GHz CPU should be able to support an estimated 500 units. The needed memory will also vary with unit count and map size, and Spring has been known to have worked with 256 MB of Ram (albeit with lowest detail levels).&lt;br /&gt;
&lt;br /&gt;
For further details and tested Systems check the [[Requirements]] page.&lt;br /&gt;
&lt;br /&gt;
===Spring says I need the GL_ARB_texture_env_combine extension, what can I do?===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This error can be caused by various things:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1:&#039;&#039;&#039; Old video Hardware.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039; Old drivers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2:&#039;&#039;&#039; Bad installed Drivers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3:&#039;&#039;&#039; Bad game settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If your hardware is old check [http://www.delphi3d.net/hardware/extsupport.php?extension=GL_ARB_texture_env_combine THIS] list, if you cant find your video card then, sorry, you have to buy a new video card.&lt;br /&gt;
&lt;br /&gt;
If your hardware is in the above list or you are sure that your video card support this opengl extension download [http://www.realtech-vr.com/glview/download.html THIS] software. Intall, run, and check if under the &#039;&#039;Report&#039;&#039; tab there is the &#039;&#039;GL_ARB_texture_env_combine&#039;&#039; string.&lt;br /&gt;
If the string is present then the problem resides in your Spring settings, try lower screen resolution and disable all graphics effect.&lt;br /&gt;
If the string is not present and your hardware is in the list the problem are your video card drivers. To solve this &#039;&#039;&#039;UNINSTALL ALL PREVIOUS DRIVERS&#039;&#039;&#039; and install last stable drivers for your video card. Usually the problem shows when there are uninstalled old video drivers on the system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; ATI drivers for Windows Vista does not support OpenGL right now so Spring will not run on systems with Vista and ATI Cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Using &#039;&#039;&#039;glxinfo&#039;&#039;&#039; on a Linux system. You don&#039;t need to download any third party application because most if not all systems with x11 should have that program already.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Getting into a game==&lt;br /&gt;
&lt;br /&gt;
===People talk about &#039;Single Player&#039;. How do I start a single player game?===&lt;br /&gt;
Simply start a game in the lobby, and enter a password, so that nobody can join. Then click ready, and start and away you go !&lt;br /&gt;
&lt;br /&gt;
===When I try to make a single player game, it gives me an error.===&lt;br /&gt;
Your graphics card probably can&#039;t support Spring. If you read the requirements it did say GeForce 3 or better. Go to the settings file in your Spring directory and lower some of the options. Sometimes that works.&lt;br /&gt;
&lt;br /&gt;
===Does Spring support AI Players?===&lt;br /&gt;
Yes, see [[AI]] You can also use the [[random_enemies]] script, which spawns units out of thin air and sends them to attack you.&lt;br /&gt;
&lt;br /&gt;
===How do I join an Internet multiplayer game?===&lt;br /&gt;
Run the &amp;quot;TA Spring multiplayer battleroom&amp;quot; from the Start menu or the TASClient.exe from your installation folder.  In the &amp;quot;Server&amp;quot; tab change the server to &amp;quot;Official Host&amp;quot;.  Hit &amp;quot;Apply and close&amp;quot;.  Re-open the TA Spring client.  Create an account on the &amp;quot;Account&amp;quot; tab.  &lt;br /&gt;
&lt;br /&gt;
===When I try to connect to the lobby it gives me an error.===&lt;br /&gt;
There could be 3 problems. Either you don&#039;t have an account, the server is down, or you have not configured your router/firewall correctly. If you don&#039;t have an account, make one. If the server is down, you&#039;ll just have to wait (this doesn&#039;t happen often, though). If you have a router/firewall read below. Have a look at this website&#039;s News page and/or the Messageboard, it is likely that you will get some information there in the eventuality that the server is down.&lt;br /&gt;
&lt;br /&gt;
Also make sure that you don&#039;t have any spaces in your username.&lt;br /&gt;
&lt;br /&gt;
===I have a router and I don&#039;t seem to be able to get a game===&lt;br /&gt;
&lt;br /&gt;
If you are using a router you may have other problems. Explanations of [http://www.portforward.com/routers.htm how to forward ports] has instructions for every router.&lt;br /&gt;
&lt;br /&gt;
===Where can I download more maps?===&lt;br /&gt;
As for most Spring downloads [http://spring.unknown-files.net Unknown Files] is the place to be! The [http://spring.unknown-files.net/category/13/Maps/ map category] has a nice overview.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How do I install downloaded maps?===&lt;br /&gt;
Most maps are released as .sdz or .sd7 files. These can be put directly into the &amp;quot;maps&amp;quot; folder inside the Spring folder. If they are compressed into another type of archive you will have to unpack them first. Just unzip them into your spring maps folder. Some map files use newer (smaller) file formats such as .rar or .7z, to unzip these newer formats, you&#039;ll need to download 7-Zip [http://www.7-zip.org/ http://www.7-zip.org/] or Zip-genius [http://downloads.zipgenius.it/ http://downloads.zipgenius.it/]. They both handle almost all formats and are totally free.  There is also now a map browser in the TASClient lobby software, click the more maps button in a battle screen to access it.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I try to join games it gives me an error.===&lt;br /&gt;
The host is behind a firewall that has not opened the correct ports for Spring.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts I never make it past the loading screen.===&lt;br /&gt;
This indicates a problem with your video card. Once again the best way to deal with this situation is to make sure your video card has the latest driver updates and that all Spring video features are on the lowest settings.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts, I make it past the loading screen, but when I get into the game it says, &amp;quot;Waiting for Host&amp;quot;, and does a 10 second countdown. It always reaches zero and boots me out, what gives?===&lt;br /&gt;
This is a firewall issue. There are three things you can do to fix this. First, make sure your windows firewall is either off, or is not blocking the TA: Spring application. Secondly, if you are behind a router, you can forward the ports that the host is using (especially if you are the host), and it usually fixes the problem. To do this you must go to your router configuration page. You can see what port &#039;you&#039; are using (as the host), by hosting a multiplayer game in the Spring Lobby. You must make this your trigger port, and make sure that it is open for both TCP and UDP. Thirdly, if none of the aforementioned worked. The easiest thing to do (assuming you are behind a router) is to set the DMZ (Demilitarized Zone). This means your computer will be completely exposed to the internet, which will make you vulnerable to any unknown or unpatched exploits in windows. All you have to do is find the personal IP if the computer you are using and add it to your router&#039;s DMZ list. Please only try this last option if you can&#039;t get the others to work.&lt;br /&gt;
Good Luck&lt;br /&gt;
&lt;br /&gt;
===I got into the game, but some people didn&#039;t.===&lt;br /&gt;
The host may have reached the number of players it has set.&lt;br /&gt;
Or the players may be experiencing firewall or video card difficulty. That is not your fault. Please ask them too leave if they are still there when you get into the &#039;game lobby&#039;. Some people have problem connecting to &amp;quot;hole punching&amp;quot; hosts.&lt;br /&gt;
&lt;br /&gt;
===I got into a game but my name is red, nobody can hear me speak, and eventually I get disconnected===&lt;br /&gt;
This is to do with how long it takes the game to start up (the &amp;quot;load time&amp;quot;). If it takes too long you will see this problem. The load time can be reduced by changing the game graphics settings to lower quality. In particular try setting texture quality to lowest.&lt;br /&gt;
&lt;br /&gt;
===What do all those icons mean in the server list?===&lt;br /&gt;
Server status icons inform you, at a quick glance, what the server is doing at the moment, and what state it&#039;s in (password protected, locked, open, full, etc). Read all about the server status icons and what they mean [[Server Status|here]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Playing==&lt;br /&gt;
&lt;br /&gt;
===What is with this weird right-click mode? I&#039;m &#039;bout to break my keyboard.===&lt;br /&gt;
Sorry, you&#039;ll just have to get used to it. As of now it can&#039;t be changed.&lt;br /&gt;
&lt;br /&gt;
===Why is somebody else also controlling my units?===&lt;br /&gt;
In the &#039;game lobby&#039; there are two sets of teams. There are the &#039;Teams&#039; and the &#039;Ally Teams&#039;. If you are on the same &#039;Team&#039;, then you both get the same commander, and can control the same units. If you are on &#039;Ally Teams&#039;, then you both get different commanders and can&#039;t control each others units.&lt;br /&gt;
&lt;br /&gt;
===Is there a way that I can play music directly through TA-Spring, with alternating tracks for building/attacking like in the original Total Annihilation?===&lt;br /&gt;
Currently there is no in-game music player. For now, you will have to rely on a seperate program to play music such as Winamp or Windows Media Player.&lt;br /&gt;
&lt;br /&gt;
===Then why would I want to be on the same &#039;Team&#039; as somebody?===&lt;br /&gt;
Because it&#039;s fun to just drive around units and not have to worry about commanding. (Assuming that one of the people on the team is commanding.)&lt;br /&gt;
&lt;br /&gt;
===How do I talk to my allies only?===&lt;br /&gt;
You must type &#039;a:&#039; before you speak. Here&#039;s an example: a: Now I am talking to my allies only.&amp;lt;br&amp;gt;&lt;br /&gt;
And most important, you can split tasks, as base building, troops managment.&lt;br /&gt;
&lt;br /&gt;
===Help! After I&#039;m finished driving a unit, the camera is all insane! This is nuts! How do I fix it?===&lt;br /&gt;
Whoa now. Calm down. Just press ctrl + mouse button 3 to change camera modes.  If your unit is destroyed in FPS mode, you will stay in FPS mode until you change camera modes.  Also, the camera will stay in &amp;quot;free look&amp;quot; when FPS mode is disengaged, press middle-mouse or J to switch to normal scrolling.&lt;br /&gt;
&lt;br /&gt;
===After I&#039;m finished driving a unit, where what used to be my mouse pointer is now a crosshair. Why?===&lt;br /&gt;
-This is a special &#039;view mode&#039; that allows you to move around the screen much faster. It&#039;s good for viewing the battle or getting screenshots. Simply press on your third mouse button or &#039;delete&#039; to revert back to your mouse pointer.&lt;br /&gt;
&lt;br /&gt;
===But I don&#039;t have a third mouse button!===&lt;br /&gt;
The key &#039;J&#039; works in the same way as the &#039;middle mouse button&#039; does. So where you would use ctrl + middle mouse button to change camera modes, ctrl + j does the same thing. Pressing J once will also switch you from &#039;crosshair mode&#039; to &#039;pointer mode&#039; and vice versa.&lt;br /&gt;
&lt;br /&gt;
===IÃ‚Â´ve managed to get stuck in this weird camera mode and my perspective is all messed up. How do I switch to the overhead (OTA style) camera?===&lt;br /&gt;
Shift+Backspace (or Shift+J or Shift+MiddleMouseClick) switches between the fps style, total war style and OTA style cameras. Use it to get your camera back to normal in this situation.&lt;br /&gt;
&lt;br /&gt;
===People are cheating! How do I stop it?!===&lt;br /&gt;
Well currently, you can&#039;t.&lt;br /&gt;
&lt;br /&gt;
Only the host can &amp;quot;activate&amp;quot; the cheat codes. After that, any player can do almost all cheats.&lt;br /&gt;
&lt;br /&gt;
The best thing to do is just not play with the cheaters anymore. But with new spring version cheats are disabled in multiplayer, so that paragraph is hopefully now irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Well how do you cheat?===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Cheat Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;.cheat&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;enable cheats - Cheats don&#039;t work in multiplayer until the host types this&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.nocost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;instabuild (doesn&#039;t work on things already under construction, only on new ones)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setmaxspeed 50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the maximum speed multiplier (default is 3.0)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setminspeed 0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the minimum speed multiplier (default is 0.3)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.spectator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows you to see the entire map... but you lose control of your units&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.team 0, .team 1, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Change player&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.give ARMCOM, .give 10 CORKROG, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Place 1 or specified number of specified unit.  Valid units are the internal names of units as specified in the unit definition.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
You can use auto-completion in the spring console if you don&#039;t remember the internal unit name. To do that type: &lt;br /&gt;
 &amp;quot;.give arm&amp;quot; and then press your &#039;&#039;&#039;TAB key&#039;&#039;&#039; &lt;br /&gt;
A list of all matching units will be shown.&lt;br /&gt;
&lt;br /&gt;
===In Game Commands===&lt;br /&gt;
The following &#039;&#039;non-cheating&#039;&#039; commands are also available in game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.info&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you what colour each player is and their ping delay in the bottom left corner of the screen&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.clock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you the elapsed game time in minutes and seconds in the bottom left corner of the screen&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.take&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pulls all allied units, that are owned by players who have lost connection to the server, to your team.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How do I ally or unally in game?===&lt;br /&gt;
I&#039;m pretty sure you can&#039;t. Yet.&lt;br /&gt;
&lt;br /&gt;
===How do I give somebody units or metal or energy?===&lt;br /&gt;
Press the &#039;H&#039; key. Then select the amount of metal and/or energy to share. Then select the receiving player and press OK.&lt;br /&gt;
&lt;br /&gt;
When sharing units, you must first select the units to share, then press &#039;H&#039; key. Tick share units checkbox and choose a receiving player.&lt;br /&gt;
&lt;br /&gt;
===How do I continually give somebody metal and/or energy after a certain point (i.e. Original TA commands +setshare..., +shareall)?===&lt;br /&gt;
You&#039;ll notice that on your metal and energy bars (top of screen), there are two red bars. You have to put them wherever you want your metal and energy to be shared after.&lt;br /&gt;
&lt;br /&gt;
===This game is different than TA, the units HP and damage are not the same===&lt;br /&gt;
 &lt;br /&gt;
There were several third party &amp;quot;balance&amp;quot; mods for the original TA game.&lt;br /&gt;
&lt;br /&gt;
One of those mods were xTA, and was developed by the same clan (SY) that has brought life back to TA, making Spring.&lt;br /&gt;
&lt;br /&gt;
This balance mod is what is bundled by default with the spring engine, and is the mod that was ready to play when spring was released.&lt;br /&gt;
&lt;br /&gt;
Now are several mods available, install the mod of your choice.&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=listing&amp;amp;ID=92 get mods here]&lt;br /&gt;
&lt;br /&gt;
===XTA? OTA? AA? OMFGLAMO? What those all the abbreviations mean?===&lt;br /&gt;
zwzsg maintains a handy dandy FAQ about TA, and the abbreviations that relate to Spring too, of course.&lt;br /&gt;
[http://www.tauniverse.com/forum/showthread.php?t=27309 click here]. See also the Spring [[Glossary]], which contains brief explanations for all non-standard words and phrases.&lt;br /&gt;
&lt;br /&gt;
===Why am I destroyed so easily by long range assaults?===&lt;br /&gt;
This is a realistic feature of Spring. Units will automatically attack &#039;radar blips&#039; (units that they can not actually see, but that are indicated on radar). However, the accuracy is very bad while shooting at radar blips until:&lt;br /&gt;
* Your unit kills a lot of units and gets experience&lt;br /&gt;
* You get a targeting facility.&lt;br /&gt;
&lt;br /&gt;
===Can I kick people from my &#039;game lobby&#039; or my game?===&lt;br /&gt;
First of all, you have to be the host to kick. Use the good old &amp;quot;.kick playernamehere&amp;quot; command. Works in-game too, use it wisely.&lt;br /&gt;
&lt;br /&gt;
===When I&#039;m &#039;driving&#039; my commander, why can&#039;t I use my laser?===&lt;br /&gt;
The TA: Spring team will most likely add a way for you to use your commander&#039;s laser soon.&lt;br /&gt;
&lt;br /&gt;
===I hate driving around with the &#039;arrow keys&#039;. Is there any way I can use the &#039;W-A-S-D&#039; controls (the controls most First Person Shooters use) anymore?===&lt;br /&gt;
Go into your Spring directory and edit the uikeys file. Keep in mind that &#039;S&#039; is originally a &#039;hot-key&#039; that will stop your units and that &#039;D&#039; is a &#039;hot-key&#039; for your commander&#039;s D-Gun. You might want to change those too.&lt;br /&gt;
&lt;br /&gt;
===I turned the shadows feature on; I still don&#039;t see shadows. What gives?===&lt;br /&gt;
Your graphics card can&#039;t handle shadows, so Spring automatically turns them off.&lt;br /&gt;
&lt;br /&gt;
===I can&#039;t go backwards when I am &#039;driving&#039; a unit. Why not?===&lt;br /&gt;
Because TA units were never intended to go backwards. Sorry, but you just cant.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m in an Unreal Tournament kind of mood. How do I strafe?===&lt;br /&gt;
You can only strafe in &#039;brawler type&#039; ships, such as the brawler, rapier, and light gunships.&lt;br /&gt;
&lt;br /&gt;
===How can I record and watch demos/replays?===   &lt;br /&gt;
From version 0.62 onwards recordings of all the games you play are easily available for replay via the Replays button in the TASclient.&lt;br /&gt;
&lt;br /&gt;
You can use the Speed up/Slow down game keys while watching the replay, along with other in-game commands like .team&lt;br /&gt;
&lt;br /&gt;
From version 0.60b1 onwards, demos are automatically recorded in the &amp;quot;demos&amp;quot; folder, underneath your Spring folder (default is C:\Program Files\TASpring\demos), named for the date and map they were played on. If you play multiple games in the same day on the same map, the games will also be numbered to prevent them from overwriting each other.&lt;br /&gt;
&lt;br /&gt;
From version 0.62 onwards, to view a demo from the Windows file manager you can just double click the file name.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I play get &amp;quot;not sync&amp;quot; &amp;quot;delayed synch&amp;quot; errors===&lt;br /&gt;
&lt;br /&gt;
Thats caused because of lag. One of the players in the game is having some lag issues. Ask him/her to free up its bandwidth for the game to use.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use the pause key and wait till the connection gets more stable.&lt;br /&gt;
&lt;br /&gt;
Lag is the seccond number showed when you use the .info command ingame, numbers bigger than 40 are not usual in a normal game and are a signal of lag.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Content==&lt;br /&gt;
 &lt;br /&gt;
===Do Spring maps need a &amp;quot;ground&amp;quot;?===&lt;br /&gt;
Spring maps do require a ground. We have had many requests to have space maps, however, a &amp;quot;true&amp;quot; (ala Homeworld) space setting is not likely. It would have to wait until a much later stage. This does not mean that TA&#039;s style of &amp;quot;space&amp;quot; maps won&#039;t be possible, (see the Final Frontier TC for examples of this).&lt;br /&gt;
&lt;br /&gt;
===You stated that Spring uses the TA unit format.===&lt;br /&gt;
Spring does use the Total Annihilation unit format. However, there is also a new format dubbed &#039;.s3o&#039; which uses a UV mapped texture instead of 3do&#039;s per face texturing system, as well as other improvements.&lt;br /&gt;
&lt;br /&gt;
===How powerful will Spring&#039;s custom format be?===&lt;br /&gt;
Total Annihilation&#039;s unit format was extremely limited. Most of these limitations will either be expanded or non-existent in Spring&#039;s custom unit format. One of the most exciting improvements is the introduction of an entirely new method of scripting, with nearly complete control over every aspect of a unit&#039;s actions and behaviors.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limited number of weapons?===&lt;br /&gt;
No. Unlike Total Annihilation, Spring&#039;s weapon IDs will be unlimited. Meaning it will be possible to add as many third-party units as you want.  However, the current model format limits 16 weapons to each unit.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limited number of unique units?===&lt;br /&gt;
No. Unit IDs, like weapon IDs, will be unlimited.&lt;br /&gt;
&lt;br /&gt;
===Will units have a maximum of 3 unique weapons?===&lt;br /&gt;
Total Annihilation had a limitation that permitted a maximum of 3 unique weapons per unit. Spring currently has a way to have 16 weapons per unit. (Replace Primary, Secondary, Tertiary by 1 2 3 ...16). More can be made possible by modifying the source if there&#039;s a sufficient demand by mod makers.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m curious as to the per-unit polygon limit.===&lt;br /&gt;
The engine itself does not have a polygon count limit. The limit is that of the processing power of today&#039;s computers. Since Spring requires a 3D card, the maximum polygon count per unit will be several times higher than Total Annihilation&#039;s. That means for your average mod, 300 polygons for common units and 700 for the more expensive ones is quite reasonable. (But don&#039;t waste polies unnecessarily!)&lt;br /&gt;
&lt;br /&gt;
===Will units be able to perform basic terraforming?===&lt;br /&gt;
Total Annihilation units probably won&#039;t have any terrain editable functionality. Future units may be endowed with such functionality, but it&#039;s more of a gameplay issue and has not been decided upon yet. However construction units can restore ground, and certain weapons (especially explosive ones) can be used to deform the ground.&lt;br /&gt;
&lt;br /&gt;
===Will tunnel building be possible?===&lt;br /&gt;
Subterranean areas of any sort is impossible. However, it is possible to heavily deform the ground with explosives.. Which is great fun!&lt;br /&gt;
&lt;br /&gt;
===Will the ground&#039;s water retention be editable?===&lt;br /&gt;
No. Water will always collect when a piece of land has a height below sea level.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limit on the number of races?===&lt;br /&gt;
Spring has no limit on the total number of sides/races.&lt;br /&gt;
&lt;br /&gt;
===What are the sizes of the biggest and smallest units?===&lt;br /&gt;
Static units (buildings, defenses, etc.) have no size limitations in the engine. Technically, neither do mobile units, but units with a footprint larger than 4x4 &amp;quot;squares&amp;quot; (an arbitrary size standard created by Cavedog) might have problems pathfinding.&lt;br /&gt;
&lt;br /&gt;
===What is going to be the maximum possible sea depth?===&lt;br /&gt;
For all practical purposes, it will be unlimited. The depth values are stored as &amp;quot;float variables&amp;quot;, so it is doubtful that maps would ever be made which even come close to approaching the limit.&lt;br /&gt;
&lt;br /&gt;
===Will Spring support campaigns?===&lt;br /&gt;
Basic Map scripting has been implemented, using a Lua scripting engine. From that, it would be possible to make a basic campaign, but for ease of use a better way of selecting scripts and an improved Single player menu is needed.&lt;br /&gt;
&lt;br /&gt;
See [[Mission development]] for more details.&lt;br /&gt;
&lt;br /&gt;
===How big are the Spring files?===&lt;br /&gt;
Spring will be as small as however much content is included with it. The &amp;quot;essential&amp;quot; files are only be several megabytes large. Content (such as maps and units) will add considerable size to the Spring download. Currently, the file size is roughly 30 MB.&lt;br /&gt;
&lt;br /&gt;
===How will Spring render sound effects?===&lt;br /&gt;
Sound is rendered 3D, meaning that the volume and direction (assuming a multi-speaker setup) vary with the location of the camera from the sound &amp;quot;emitter&amp;quot;. What this translates into gameplay terms means that the closer you are to a unit making a sound or motion, the louder the sound will be. Additionally, the sound will be heard differently depending on which way the camera is facing relative to units making sound.&lt;br /&gt;
&lt;br /&gt;
===Will Spring have ambient sound?===&lt;br /&gt;
There is no ambient sound, and we haven&#039;t planned on adding it thus far.&lt;br /&gt;
&lt;br /&gt;
===Will there be an AI or a &amp;quot;skirmish&amp;quot; mode?===&lt;br /&gt;
We have created an interface for artificial intelligences (AIs), and several are currently under development. Information on these can be found at the [[AIs]] wiki page.&lt;br /&gt;
&lt;br /&gt;
===Will a &amp;quot;possess&amp;quot; or a FPS option be present?===&lt;br /&gt;
Yes, it is possible to fully control a unit from the first person view. It is more of a gimmick, but it still allows for a nice diversion once in a while.  Instructions on its use are in the [[Using_Spring#FPS_.22Mode.22_.28C.29|Using Spring]] article.&lt;br /&gt;
&lt;br /&gt;
===How do I create maps?===&lt;br /&gt;
See the [[Map development]] page for all the map info.&lt;br /&gt;
&lt;br /&gt;
===How do I create units/mods?===&lt;br /&gt;
See the [[Mod_and_Unit_development#Mod_devlopement|Mod and Unit development]] page on creating units/ mods.&lt;br /&gt;
&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>Joachim Schiele</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6899</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6899"/>
		<updated>2006-12-24T00:42:03Z</updated>

		<summary type="html">&lt;p&gt;Joachim Schiele: /* sorry, typo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General information==&lt;br /&gt;
&lt;br /&gt;
===What is Spring?===&lt;br /&gt;
Spring is a project to create the best RTS ever (no joke). There are three principle goals which we hope to achieve.&lt;br /&gt;
&lt;br /&gt;
# Reach a stage where TA Spring can flawlessly execute most of Total Annihilation&#039;s original gameplay, with its original units in their original format.&lt;br /&gt;
# Add new features as we see fit, fix bugs, and release new versions when we feel it is appropriate to do so.&lt;br /&gt;
# Support the mod community as we see fit.&lt;br /&gt;
# Improving the already fine original TA Interface in a way that the Players will have more tactical Options, more Control, more Comfort and still don`t get lost, as long as they are willing to learn.&lt;br /&gt;
&lt;br /&gt;
The goals might need an update.. -- Tim Blokdijk&lt;br /&gt;
&lt;br /&gt;
===Is Spring free?===&lt;br /&gt;
The core game is released under GPL License. However, some parts of the game are still under copyright by their owners. Therefore, today, you need to own the original TA game if you want to play. However the community is working hard in order to offer completely free alternatives.&lt;br /&gt;
&lt;br /&gt;
===Why can I edit this page?===&lt;br /&gt;
This page, and several others, are located in the Spring [http://en.wikipedia.org/wiki/Wiki Wiki]. The link gives a full explanation of what it is, but in short it is a way of letting anyone who wants to contribute to the page content. This can of course be abused, but even while it is easy for someone to vandalise the page, it is just as easy for someone to restore it, since the wiki saves all previous versions of a page.&lt;br /&gt;
&lt;br /&gt;
===Why can&#039;t I edit this page?===&lt;br /&gt;
You need to be [[Special:Userlogin|logged in]] to edit our wiki because people were vandalizing and/or being morons too much, so they had to lock it down.&lt;br /&gt;
&lt;br /&gt;
===I want to help, what can I do?===&lt;br /&gt;
Please look at the Messageboard. There are lots of things you can do according to your skills. Particularly important is to create viable and pleasing free alternatives to copyrighted material, mainly sounds and units.&lt;br /&gt;
&lt;br /&gt;
===I want to donate.===&lt;br /&gt;
People have made clear their desire to donate to the project, and so far, we have been fairly reluctant about accepting donations. Our main concern? While we certainly hope to have something on the level of a commercial release in the near future, there is no guarantee that it will ever happen. Unforeseen events arise, and it would be most unfortunate if everyone who donated felt swindled because the project did not turn out as they had hoped.&lt;br /&gt;
&lt;br /&gt;
We do not plan to be more or less productive solely based upon the quantity and frequency of donations received. The Spring project is here only because we view this as an enjoyable hobby.&lt;br /&gt;
&lt;br /&gt;
===I read all that and I still want to donate.===&lt;br /&gt;
Very well then! You can find the required details [http://taspring.clan-sy.com/donate.php here]. It will be much appreciated. :)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Technical==&lt;br /&gt;
&lt;br /&gt;
===What port numbers does Spring use?===&lt;br /&gt;
Game uses port 8452 UDP by default, which can be changed in the lobby. If you are behind a router, and are having problems hosting, try forwarding the correct port and also make sure the firewall is not blocking it.&lt;br /&gt;
&lt;br /&gt;
===What APIs does Spring use?===&lt;br /&gt;
The Windows version of the program (Which is the Binary that can be downloaded from this site) uses: OpenGL for rendering, DirectSound for sound, and Winsock for networking.&lt;br /&gt;
&lt;br /&gt;
The Linux port, see [[MultiplatformSpring]] with more info below, uses SDL/OpenGL for rendering, OpenAL for sound (which will connect to DirectSound on Windows and OSS or ALSA on Linux), BSD  sockets for networking.&lt;br /&gt;
&lt;br /&gt;
===What language is Spring written in?===&lt;br /&gt;
The spring game engine is written in C and C++. The Windows lobby client is written in Delphi, the lobby server is java. Another portable lobby is being made in Python.&lt;br /&gt;
&lt;br /&gt;
===Is Spring open source?===&lt;br /&gt;
Yes, it is. Go to the [http://taspring.clan-sy.com/download.php downloads] section of the site to download the source code.&lt;br /&gt;
&lt;br /&gt;
===Is there any documentation for the source code?===&lt;br /&gt;
Yes, doxygen is used to automatically generate the [http://taspring.clan-sy.com/doxygen/ documentation]&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
===What platforms will Spring run on?===&lt;br /&gt;
At the moment, it runs on Windows and Linux. However there is no working lobby for the Linux users at the moment, and Cross-Platform play does not work due to Sync errors.&lt;br /&gt;
&lt;br /&gt;
===What sort of a system do I need to run Spring?===&lt;br /&gt;
You need a 3D graphics card to run Spring, which will probably require at least a a GeForce4 MX and the latest driver supported. Minimum CPU requirements are a little more complex. A more powerful CPU will have the capability to support larger maps and a greater maximum unit limit. A 1 GHz CPU should be able to support an estimated 500 units. The needed memory will also vary with unit count and map size, but 512 MB should be enough. However, 1024MB you should already have, so it&#039;ll run fine.&lt;br /&gt;
&lt;br /&gt;
For further details and tested Systems check the [[Requirements]] page.&lt;br /&gt;
&lt;br /&gt;
===Spring says I need the GL_ARB_texture_env_combine extension, what can I do?===&lt;br /&gt;
If you encounter the error &amp;quot;Needed extension GL_ARB_texture_env_combine not found&amp;quot;, this means that your video card driver does not support GL_ARB_texture_env_combine. You can try downloading a new video driver from the manufacturers website ([www.ati.com], [www.nvidia.com], ...). If they donÃ‚Â´t work, your last chance is to try &amp;quot;modded&amp;quot; drivers if you can find any. If this doesn&#039;t solve the problem either, then your video hardware is too old to support the extension. Buy a new video card. &lt;br /&gt;
&lt;br /&gt;
EDIT: I am also having this problem with the geoforce 6800 ultra and I have the latest drivers.&lt;br /&gt;
&lt;br /&gt;
REQUEST : please name some working and non-working 3D video cards. please give a value for minimum video memory : 32 Mo ? 64 Mo ?&lt;br /&gt;
&lt;br /&gt;
ANSWER : its not REALLY a matter of video memory..though 32mb and 64mb are pretty small...i got myself a 128mb and its fine. But its more a question of the gfx cards clock speed. Even if the card had insane memory , lets say for example, 4000gb. If it isn&#039;t fast enough to utilize the memory, its fairly pointless. But i guess, there must be a direct correlation between the memory and clock speed, otherwise the manufacturers need to rethink what they&#039;re doing =D                    &lt;br /&gt;
&lt;br /&gt;
List of video cards supposed to be supporting GL_ARB_texture_env_combine :&lt;br /&gt;
&lt;br /&gt;
http://www.delphi3d.net/hardware/extsupport.php?extension=GL_ARB_texture_env_combine&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If your drivers are up to date, and you are not using an ancient graphics card, try turning the resolution down (to 800x600 for example).&lt;br /&gt;
&lt;br /&gt;
For users like me running Vista with an ATI card, tough luck, you cannot play TASpring. Quoted from the release notes of the latest Vista ATI Catalyst drivers:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&lt;br /&gt;
Note: 	The following ATI features are &amp;lt;b&amp;gt;not supported&amp;lt;/b&amp;gt; in the CatalystÃ‚Â® Vista RC1 driver for the Microsoft Windows Vista operating system:&lt;br /&gt;
&amp;lt;br&amp;gt;Ã‚Â· CrossFireÃ¢â€žÂ¢&lt;br /&gt;
&amp;lt;br&amp;gt;Ã‚Â· CatalystÃ‚Â® Control Center Video aspect page&lt;br /&gt;
&amp;lt;br&amp;gt;Ã‚Â· &amp;lt;b&amp;gt;OpenGL&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Content==&lt;br /&gt;
 &lt;br /&gt;
===Do Spring maps need a &amp;quot;ground&amp;quot;?===&lt;br /&gt;
Spring maps do require a ground. We have had many requests to have space maps, however, a &amp;quot;true&amp;quot; (ala Homeworld) space setting is not likely. It would have to wait until a much later stage. This does not mean that TA&#039;s style of &amp;quot;space&amp;quot; maps won&#039;t be possible, (see the Final Frontier TC for examples of this).&lt;br /&gt;
&lt;br /&gt;
===You stated that Spring uses the TA unit format.===&lt;br /&gt;
Spring does use the Total Annihilation unit format. However, there is also a new format dubbed &#039;.s3o&#039; which uses a UV mapped texture instead of 3do&#039;s per face texturing system, as well as other improvements.&lt;br /&gt;
&lt;br /&gt;
===How powerful will Spring&#039;s custom format be?===&lt;br /&gt;
Total Annihilation&#039;s unit format was extremely limited. Most of these limitations will either be expanded or non-existent in Spring&#039;s custom unit format. One of the most exciting improvements is the introduction of an entirely new method of scripting, with nearly complete control over every aspect of a unit&#039;s actions and behaviors.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limited number of weapons?===&lt;br /&gt;
No. Unlike Total Annihilation, Spring&#039;s weapon IDs will be unlimited. Meaning it will be possible to add as many third-party units as you want.  However, the current model format limits 16 weapons to each unit.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limited number of unique units?===&lt;br /&gt;
No. Unit IDs, like weapon IDs, will be unlimited.&lt;br /&gt;
&lt;br /&gt;
===Will units have a maximum of 3 unique weapons?===&lt;br /&gt;
Total Annihilation had a limitation that permitted a maximum of 3 unique weapons per unit. Spring currently has a way to have 16 weapons per unit. (Replace Primary, Secondary, Tertiary by 1 2 3 ...16). More can be made possible by modifying the source if there&#039;s a sufficient demand by mod makers.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m curious as to the per-unit polygon limit.===&lt;br /&gt;
The engine itself does not have a polygon count limit. The limit is that of the processing power of today&#039;s computers. Since Spring requires a 3D card, the maximum polygon count per unit will be several times higher than Total Annihilation&#039;s. That means for your average mod, 300 polygons for common units and 700 for the more expensive ones is quite reasonable. (But don&#039;t waste polies unnecessarily!)&lt;br /&gt;
&lt;br /&gt;
===Will units be able to perform basic terraforming?===&lt;br /&gt;
Total Annihilation units probably won&#039;t have any terrain editable functionality. Future units may be endowed with such functionality, but it&#039;s more of a gameplay issue and has not been decided upon yet. However construction units can restore ground, and certain weapons (especially explosive ones) can be used to deform the ground.&lt;br /&gt;
&lt;br /&gt;
===Will tunnel building be possible?===&lt;br /&gt;
Subterranean areas of any sort is impossible. However, it is possible to heavily deform the ground with explosives.. Which is great fun!&lt;br /&gt;
&lt;br /&gt;
===Will the ground&#039;s water retention be editable?===&lt;br /&gt;
No. Water will always collect when a piece of land has a height below sea level.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limit on the number of races?===&lt;br /&gt;
Spring has no limit on the total number of sides/races.&lt;br /&gt;
&lt;br /&gt;
===What are the sizes of the biggest and smallest units?===&lt;br /&gt;
Static units (buildings, defenses, etc.) have no size limitations in the engine. Technically, neither do mobile units, but units with a footprint larger than 4x4 &amp;quot;squares&amp;quot; (an arbitrary size standard created by Cavedog) might have problems pathfinding.&lt;br /&gt;
&lt;br /&gt;
===What is going to be the maximum possible sea depth?===&lt;br /&gt;
For all practical purposes, it will be unlimited. The depth values are stored as &amp;quot;float variables&amp;quot;, so it is doubtful that maps would ever be made which even come close to approaching the limit.&lt;br /&gt;
&lt;br /&gt;
===Will Spring support campaigns?===&lt;br /&gt;
Basic Map scripting has been implemented, using a Lua scripting engine. From that, it would be possible to make a basic campaign, but for ease of use a better way of selecting scripts and an improved Single player menu is needed.&lt;br /&gt;
&lt;br /&gt;
See [[Mission development]] for more details.&lt;br /&gt;
&lt;br /&gt;
===How big are the Spring files?===&lt;br /&gt;
Spring will be as small as however much content is included with it. The &amp;quot;essential&amp;quot; files are only be several megabytes large. Content (such as maps and units) will add considerable size to the Spring download. Currently, the file size is roughly 30 MB.&lt;br /&gt;
&lt;br /&gt;
===How will Spring render sound effects?===&lt;br /&gt;
Sound is rendered 3D, meaning that the volume and direction (assuming a multi-speaker setup) vary with the location of the camera from the sound &amp;quot;emitter&amp;quot;. What this translates into gameplay terms means that the closer you are to a unit making a sound or motion, the louder the sound will be. Additionally, the sound will be heard differently depending on which way the camera is facing relative to units making sound.&lt;br /&gt;
&lt;br /&gt;
===Will Spring have ambient sound?===&lt;br /&gt;
There is no ambient sound, and we haven&#039;t planned on adding it thus far.&lt;br /&gt;
&lt;br /&gt;
===Will there be an AI or a &amp;quot;skirmish&amp;quot; mode?===&lt;br /&gt;
We have created an interface for artificial intelligences (AIs), and several are currently under development. Information on these can be found at the [[AIs]] wiki page.&lt;br /&gt;
&lt;br /&gt;
===Will a &amp;quot;possess&amp;quot; or a FPS option be present?===&lt;br /&gt;
Yes, it is possible to fully control a unit from the first person view. It is more of a gimmick, but it still allows for a nice diversion once in a while.  Instructions on its use are in the [[Using_Spring#FPS_.22Mode.22_.28C.29|Using Spring]] article.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Getting into a game==&lt;br /&gt;
&lt;br /&gt;
===People talk about &#039;Single Player&#039;. How do I start a single player game?===&lt;br /&gt;
Simply start a game in the lobby, and enter a password, so that nobody can join. Then click ready, and start and away you go !&lt;br /&gt;
&lt;br /&gt;
===When I try to make a single player game, it gives me an error.===&lt;br /&gt;
Your graphics card probably can&#039;t support Spring. If you read the requirements it did say GeForce 3 or better. Go to the settings file in your Spring directory and lower some of the options. Sometimes that works.&lt;br /&gt;
&lt;br /&gt;
===Does Spring support AI Players?===&lt;br /&gt;
Yes, see [[AI]] You can also use the [[random_enemies]] script, which spawns units out of thin air and sends them to attack you.&lt;br /&gt;
&lt;br /&gt;
===How do I join an Internet multiplayer game?===&lt;br /&gt;
Run the &amp;quot;TA Spring multiplayer battleroom&amp;quot; from the Start menu or the TASClient.exe from your installation folder.  In the &amp;quot;Server&amp;quot; tab change the server to &amp;quot;Official Host&amp;quot;.  Hit &amp;quot;Apply and close&amp;quot;.  Re-open the TA Spring client.  Create an account on the &amp;quot;Account&amp;quot; tab.  &lt;br /&gt;
&lt;br /&gt;
===When I try to connect to the lobby it gives me an error.===&lt;br /&gt;
There could be 3 problems. Either you don&#039;t have an account, the server is down, or you have not configured your router/firewall correctly. If you don&#039;t have an account, make one. If the server is down, you&#039;ll just have to wait (this doesn&#039;t happen often, though). If you have a router/firewall read below. Have a look at this website&#039;s News page and/or the Messageboard, it is likely that you will get some information there in the eventuality that the server is down.&lt;br /&gt;
&lt;br /&gt;
Also make sure that you don&#039;t have any spaces in your username.&lt;br /&gt;
&lt;br /&gt;
===I have a router and I don&#039;t seem to be able to get a game===&lt;br /&gt;
&lt;br /&gt;
If you are using a router you may have other problems. Explanations of [http://www.portforward.com/routers.htm how to forward ports] has instructions for every router.&lt;br /&gt;
&lt;br /&gt;
===Where can I download more maps?===&lt;br /&gt;
As for most Spring downloads [http://www.unknown-files.net/index.php?page=browse&amp;amp;cat=1 UnknownDownloads] is the place to be! A collection of maps can be downloaded [http://www.unknown-files.net/index.php?page=browse&amp;amp;cat=1&amp;amp;subcat=4 here].&lt;br /&gt;
&lt;br /&gt;
===I used the small installer where can I get the missing maps?===&lt;br /&gt;
Unfortunately the maps included in the regular installer aren&#039;t available for seperate download. However, since many of the scripts included in the game rely on map4, this can be downloaded [http://taspring.clan-sy.com/dl/map4.7z here].&lt;br /&gt;
&lt;br /&gt;
===How do I install downloaded maps?===&lt;br /&gt;
Most maps are released as .sdz or .sd7 files. These can be put directly into the &amp;quot;maps&amp;quot; folder inside the Spring folder. If they are compressed into another type of archive you will have to unpack them first. Just unzip them into your spring maps folder. Some map files use newer (smaller) file formats such as .rar or .7z, to unzip these newer formats, you&#039;ll need to download 7-Zip [http://www.7-zip.org/ http://www.7-zip.org/] or Zip-genius [http://downloads.zipgenius.it/ http://downloads.zipgenius.it/]. They both handle almost all formats and are totally free.  There is also now a map browser in the TASClient lobby software, click the more maps button in a battle screen to access it.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I try to join games it gives me an error.===&lt;br /&gt;
The host is behind a firewall that has not opened the correct ports for Spring.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts I never make it past the loading screen.===&lt;br /&gt;
This indicates a problem with your video card. Once again the best way to deal with this situation is to make sure your video card has the latest driver updates and that all Spring video features are on the lowest settings.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts, I make it past the loading screen, but when I get into the game it says, &amp;quot;Waiting for Host&amp;quot;, and does a 10 second countdown. It always reaches zero and boots me out, what gives?===&lt;br /&gt;
This is a firewall issue. There are three things you can do to fix this. First, make sure your windows firewall is either off, or is not blocking the TA: Spring application. Secondly, if you are behind a router, you can forward the ports that the host is using (especially if you are the host), and it usually fixes the problem. To do this you must go to your router configuration page. You can see what port &#039;you&#039; are using (as the host), by hosting a multiplayer game in the Spring Lobby. You must make this your trigger port, and make sure that it is open for both TCP and UDP. Thirdly, if none of the aforementioned worked. The easiest thing to do (assuming you are behind a router) is to set the DMZ (Demilitarized Zone). This means your computer will be completely exposed to the internet, which will make you vulnerable to any unknown or unpatched exploits in windows. All you have to do is find the personal IP if the computer you are using and add it to your router&#039;s DMZ list. Please only try this last option if you can&#039;t get the others to work.&lt;br /&gt;
Good Luck&lt;br /&gt;
&lt;br /&gt;
===I got into the game, but some people didn&#039;t.===&lt;br /&gt;
The host may have reached the number of players it has set.&lt;br /&gt;
Or the players may be experiencing firewall or video card difficulty. That is not your fault. Please ask them too leave if they are still there when you get into the &#039;game lobby&#039;. Some people have problem connecting to &amp;quot;hole punching&amp;quot; hosts.&lt;br /&gt;
&lt;br /&gt;
===I got into a game but my name is red, nobody can hear me speak, and eventually I get disconnected===&lt;br /&gt;
This is to do with how long it takes the game to start up (the &amp;quot;load time&amp;quot;). If it takes too long you will see this problem. The load time can be reduced by changing the game graphics settings to lower quality. In particular try setting texture quality to lowest.&lt;br /&gt;
&lt;br /&gt;
===What do all those icons mean in the server list?===&lt;br /&gt;
Server status icons inform you, at a quick glance, what the server is doing at the moment, and what state it&#039;s in (password protected, locked, open, full, etc). Read all about the server status icons and what they mean [[Server Status|here]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Playing==&lt;br /&gt;
&lt;br /&gt;
===What is with this weird right-click mode? I&#039;m &#039;bout to break my keyboard.===&lt;br /&gt;
Sorry, you&#039;ll just have to get used to it. As of now it can&#039;t be changed.&lt;br /&gt;
&lt;br /&gt;
===Why is somebody else also controlling my units?===&lt;br /&gt;
In the &#039;game lobby&#039; there are two sets of teams. There are the &#039;Teams&#039; and the &#039;Ally Teams&#039;. If you are on the same &#039;Team&#039;, then you both get the same commander, and can control the same units. If you are on &#039;Ally Teams&#039;, then you both get different commanders and can&#039;t control each others units.&lt;br /&gt;
&lt;br /&gt;
===Is there a way that I can play music directly through TA-Spring, with alternating tracks for building/attacking like in the original Total Annihilation?===&lt;br /&gt;
Currently there is no in-game music player. For now, you will have to rely on a seperate program to play music such as Winamp or Windows Media Player.&lt;br /&gt;
&lt;br /&gt;
===Then why would I want to be on the same &#039;Team&#039; as somebody?===&lt;br /&gt;
Because it&#039;s fun to just drive around units and not have to worry about commanding. (Assuming that one of the people on the team is commanding.)&lt;br /&gt;
&lt;br /&gt;
===How do I talk to my allies only?===&lt;br /&gt;
You must type &#039;a:&#039; before you speak. Here&#039;s an example: a: Now I am talking to my allies only.&amp;lt;br&amp;gt;&lt;br /&gt;
And most important, you can split tasks, as base building, troops managment.&lt;br /&gt;
&lt;br /&gt;
===Help! After I&#039;m finished driving a unit, the camera is all insane! This is nuts! How do I fix it?===&lt;br /&gt;
Whoa now. Calm down. Just press ctrl + mouse button 3 to change camera modes.  If your unit is destroyed in FPS mode, you will stay in FPS mode until you change camera modes.  Also, the camera will stay in &amp;quot;free look&amp;quot; when FPS mode is disengaged, press middle-mouse or J to switch to normal scrolling.&lt;br /&gt;
&lt;br /&gt;
===After I&#039;m finished driving a unit, where what used to be my mouse pointer is now a crosshair. Why?===&lt;br /&gt;
-This is a special &#039;view mode&#039; that allows you to move around the screen much faster. It&#039;s good for viewing the battle or getting screenshots. Simply press on your third mouse button or &#039;delete&#039; to revert back to your mouse pointer.&lt;br /&gt;
&lt;br /&gt;
===But I don&#039;t have a third mouse button!===&lt;br /&gt;
The key &#039;J&#039; works in the same way as the &#039;middle mouse button&#039; does. So where you would use ctrl + middle mouse button to change camera modes, ctrl + j does the same thing. Pressing J once will also switch you from &#039;crosshair mode&#039; to &#039;pointer mode&#039; and vice versa.&lt;br /&gt;
&lt;br /&gt;
===IÃ‚Â´ve managed to get stuck in this weird camera mode and my perspective is all messed up. How do I switch to the overhead (OTA style) camera?===&lt;br /&gt;
Shift+Backspace (or Shift+J or Shift+MiddleMouseClick) switches between the fps style, total war style and OTA style cameras. Use it to get your camera back to normal in this situation.&lt;br /&gt;
&lt;br /&gt;
===People are cheating! How do I stop it?!===&lt;br /&gt;
Well currently, you can&#039;t.&lt;br /&gt;
&lt;br /&gt;
Only the host can &amp;quot;activate&amp;quot; the cheat codes. After that, any player can do almost all cheats.&lt;br /&gt;
&lt;br /&gt;
The best thing to do is just not play with the cheaters anymore. But with new spring version cheats are disabled in multiplayer, so that paragraph is hopefully now irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Well how do you cheat?===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Cheat Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;.cheat&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;enable cheats - Cheats don&#039;t work in multiplayer until the host types this&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.nocost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;instabuild (doesn&#039;t work on things already under construction, only on new ones)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setmaxspeed 50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the maximum speed multiplier (default is 3.0)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setminspeed 0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the minimum speed multiplier (default is 0.3)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.spectator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows you to see the entire map... but you lose control of your units&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.team 0, .team 1, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Change player&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.give ARMCOM, .give 10 CORKROG, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Place 1 or specified number of specified unit.  Valid units are the internal names of units as specified in the unit definition.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
You can use auto-completion in the spring console if you don&#039;t remember the internal unit name. To do that type: &lt;br /&gt;
 &amp;quot;.give arm&amp;quot; and then press your &#039;&#039;&#039;TAB key&#039;&#039;&#039; &lt;br /&gt;
A list of all mathing units will be shown.&lt;br /&gt;
&lt;br /&gt;
===In Game Commands===&lt;br /&gt;
The following &#039;&#039;non-cheating&#039;&#039; commands are also available in game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.info&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you what colour each player is and their ping delay in the bottom left corner of the screen&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.clock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you the elapsed game time in minutes and seconds in the bottom left corner of the screen&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.take&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pulls all allied units, that are owned by players who have lost connection to the server, to your team.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How do I ally or unally in game?===&lt;br /&gt;
I&#039;m pretty sure you can&#039;t. Yet.&lt;br /&gt;
&lt;br /&gt;
===How do I give somebody units or metal or energy?===&lt;br /&gt;
Press the &#039;H&#039; key. Then select the amount of metal and/or energy to share. Then select the receiving player and press OK.&lt;br /&gt;
&lt;br /&gt;
When sharing units, you must first select the units to share, then press &#039;H&#039; key. Tick share units checkbox and choose a receiving player.&lt;br /&gt;
&lt;br /&gt;
===How do I continually give somebody metal and/or energy after a certain point (i.e. Original TA commands +setshare..., +shareall)?===&lt;br /&gt;
You&#039;ll notice that on your metal and energy bars (top of screen), there are two red bars. You have to put them wherever you want your metal and energy to be shared after.&lt;br /&gt;
&lt;br /&gt;
===This game is different than TA, the units HP and damage are not the same===&lt;br /&gt;
 &lt;br /&gt;
There were several third party &amp;quot;balance&amp;quot; mods for the original TA game.&lt;br /&gt;
&lt;br /&gt;
One of those mods were xTA, and was developed by the same clan (SY) that has brought life back to TA, making Spring.&lt;br /&gt;
&lt;br /&gt;
This balance mod is what is bundled by default with the spring engine, and is the mod that was ready to play when spring was released.&lt;br /&gt;
&lt;br /&gt;
Now are several mods available, install the mod of your choice.&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=listing&amp;amp;ID=92 get mods here]&lt;br /&gt;
&lt;br /&gt;
===XTA? OTA? AA? OMFGLAMO? What those all the abbreviations mean?===&lt;br /&gt;
zwzsg maintains a handy dandy FAQ about TA, and the abbreviations that relate to Spring too, of course.&lt;br /&gt;
[http://www.tauniverse.com/forum/showthread.php?t=27309 click here]. See also the Spring [[Glossary]], which contains brief explanations for all non-standard words and phrases.&lt;br /&gt;
&lt;br /&gt;
===Why am I destroyed so easily by long range assaults?===&lt;br /&gt;
This is a realistic feature of Spring. Units will automatically attack &#039;radar blips&#039; (units that they can not actually see, but that are indicated on radar). However, the accuracy is very bad while shooting at radar blips until:&lt;br /&gt;
* Your unit kills a lot of units and gets experience&lt;br /&gt;
* You get a targeting facility.&lt;br /&gt;
&lt;br /&gt;
===Can I kick people from my &#039;game lobby&#039; or my game?===&lt;br /&gt;
First of all, you have to be the host to kick. Use the good old &amp;quot;.kick playernamehere&amp;quot; command. Works in-game too, use it wisely.&lt;br /&gt;
&lt;br /&gt;
===When I&#039;m &#039;driving&#039; my commander, why can&#039;t I use my laser?===&lt;br /&gt;
The TA: Spring team will most likely add a way for you to use your commander&#039;s laser soon.&lt;br /&gt;
&lt;br /&gt;
===I hate driving around with the &#039;arrow keys&#039;. Is there any way I can use the &#039;W-A-S-D&#039; controls (the controls most First Person Shooters use) anymore?===&lt;br /&gt;
Go into your Spring directory and edit the uikeys file. Keep in mind that &#039;S&#039; is originally a &#039;hot-key&#039; that will stop your units and that &#039;D&#039; is a &#039;hot-key&#039; for your commander&#039;s D-Gun. You might want to change those too.&lt;br /&gt;
&lt;br /&gt;
===I turned the shadows feature on; I still don&#039;t see shadows. What gives?===&lt;br /&gt;
Your graphics card can&#039;t handle shadows, so Spring automatically turns them off.&lt;br /&gt;
&lt;br /&gt;
===I can&#039;t go backwards when I am &#039;driving&#039; a unit. Why not?===&lt;br /&gt;
Because TA units were never intended to go backwards. Sorry, but you just cant.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m in an Unreal Tournament kind of mood. How do I strafe?===&lt;br /&gt;
You can only strafe in &#039;brawler type&#039; ships, such as the brawler, rapier, and light gunships.&lt;br /&gt;
&lt;br /&gt;
===How can I record and watch demos/replays?===   &lt;br /&gt;
From version 0.62 onwards recordings of all the games you play are easily available for replay via the Replays button in the TASclient.&lt;br /&gt;
&lt;br /&gt;
You can use the Speed up/Slow down game keys while watching the replay, along with other in-game commands like .team&lt;br /&gt;
&lt;br /&gt;
From version 0.60b1 onwards, demos are automatically recorded in the &amp;quot;demos&amp;quot; folder, underneath your Spring folder (default is C:\Program Files\TASpring\demos), named for the date and map they were played on. If you play multiple games in the same day on the same map, the games will also be numbered to prevent them from overwriting each other.&lt;br /&gt;
&lt;br /&gt;
From version 0.62 onwards, to view a demo from the Windows file manager you can just double click the file name.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I play get &amp;quot;not sync&amp;quot; &amp;quot;delayed synch&amp;quot; errors===&lt;br /&gt;
&lt;br /&gt;
Thats caused because of lag. One of the players in the game is having some lag issues. Ask him/her to free up its bandwidth for the game to use.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use the pause key and wait till the connection gets more stable.&lt;br /&gt;
&lt;br /&gt;
Lag is the seccond number showed when you use the .info command ingame, numbers bigger than 40 are not usual in a normal game and are a signal of lag.&lt;br /&gt;
&lt;br /&gt;
==Creating Content for Spring==&lt;br /&gt;
===How do I create maps?===&lt;br /&gt;
See the [[Map development]] page for all the map info.&lt;br /&gt;
&lt;br /&gt;
===How do I create units/mods?===&lt;br /&gt;
See the [[Mod_and_Unit_development#Mod_devlopement|Mod and Unit development]] page on creating units/ mods.&lt;br /&gt;
&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>Joachim Schiele</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6898</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6898"/>
		<updated>2006-12-24T00:41:21Z</updated>

		<summary type="html">&lt;p&gt;Joachim Schiele: /* Well how do you cheat? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General information==&lt;br /&gt;
&lt;br /&gt;
===What is Spring?===&lt;br /&gt;
Spring is a project to create the best RTS ever (no joke). There are three principle goals which we hope to achieve.&lt;br /&gt;
&lt;br /&gt;
# Reach a stage where TA Spring can flawlessly execute most of Total Annihilation&#039;s original gameplay, with its original units in their original format.&lt;br /&gt;
# Add new features as we see fit, fix bugs, and release new versions when we feel it is appropriate to do so.&lt;br /&gt;
# Support the mod community as we see fit.&lt;br /&gt;
# Improving the already fine original TA Interface in a way that the Players will have more tactical Options, more Control, more Comfort and still don`t get lost, as long as they are willing to learn.&lt;br /&gt;
&lt;br /&gt;
The goals might need an update.. -- Tim Blokdijk&lt;br /&gt;
&lt;br /&gt;
===Is Spring free?===&lt;br /&gt;
The core game is released under GPL License. However, some parts of the game are still under copyright by their owners. Therefore, today, you need to own the original TA game if you want to play. However the community is working hard in order to offer completely free alternatives.&lt;br /&gt;
&lt;br /&gt;
===Why can I edit this page?===&lt;br /&gt;
This page, and several others, are located in the Spring [http://en.wikipedia.org/wiki/Wiki Wiki]. The link gives a full explanation of what it is, but in short it is a way of letting anyone who wants to contribute to the page content. This can of course be abused, but even while it is easy for someone to vandalise the page, it is just as easy for someone to restore it, since the wiki saves all previous versions of a page.&lt;br /&gt;
&lt;br /&gt;
===Why can&#039;t I edit this page?===&lt;br /&gt;
You need to be [[Special:Userlogin|logged in]] to edit our wiki because people were vandalizing and/or being morons too much, so they had to lock it down.&lt;br /&gt;
&lt;br /&gt;
===I want to help, what can I do?===&lt;br /&gt;
Please look at the Messageboard. There are lots of things you can do according to your skills. Particularly important is to create viable and pleasing free alternatives to copyrighted material, mainly sounds and units.&lt;br /&gt;
&lt;br /&gt;
===I want to donate.===&lt;br /&gt;
People have made clear their desire to donate to the project, and so far, we have been fairly reluctant about accepting donations. Our main concern? While we certainly hope to have something on the level of a commercial release in the near future, there is no guarantee that it will ever happen. Unforeseen events arise, and it would be most unfortunate if everyone who donated felt swindled because the project did not turn out as they had hoped.&lt;br /&gt;
&lt;br /&gt;
We do not plan to be more or less productive solely based upon the quantity and frequency of donations received. The Spring project is here only because we view this as an enjoyable hobby.&lt;br /&gt;
&lt;br /&gt;
===I read all that and I still want to donate.===&lt;br /&gt;
Very well then! You can find the required details [http://taspring.clan-sy.com/donate.php here]. It will be much appreciated. :)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Technical==&lt;br /&gt;
&lt;br /&gt;
===What port numbers does Spring use?===&lt;br /&gt;
Game uses port 8452 UDP by default, which can be changed in the lobby. If you are behind a router, and are having problems hosting, try forwarding the correct port and also make sure the firewall is not blocking it.&lt;br /&gt;
&lt;br /&gt;
===What APIs does Spring use?===&lt;br /&gt;
The Windows version of the program (Which is the Binary that can be downloaded from this site) uses: OpenGL for rendering, DirectSound for sound, and Winsock for networking.&lt;br /&gt;
&lt;br /&gt;
The Linux port, see [[MultiplatformSpring]] with more info below, uses SDL/OpenGL for rendering, OpenAL for sound (which will connect to DirectSound on Windows and OSS or ALSA on Linux), BSD  sockets for networking.&lt;br /&gt;
&lt;br /&gt;
===What language is Spring written in?===&lt;br /&gt;
The spring game engine is written in C and C++. The Windows lobby client is written in Delphi, the lobby server is java. Another portable lobby is being made in Python.&lt;br /&gt;
&lt;br /&gt;
===Is Spring open source?===&lt;br /&gt;
Yes, it is. Go to the [http://taspring.clan-sy.com/download.php downloads] section of the site to download the source code.&lt;br /&gt;
&lt;br /&gt;
===Is there any documentation for the source code?===&lt;br /&gt;
Yes, doxygen is used to automatically generate the [http://taspring.clan-sy.com/doxygen/ documentation]&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
===What platforms will Spring run on?===&lt;br /&gt;
At the moment, it runs on Windows and Linux. However there is no working lobby for the Linux users at the moment, and Cross-Platform play does not work due to Sync errors.&lt;br /&gt;
&lt;br /&gt;
===What sort of a system do I need to run Spring?===&lt;br /&gt;
You need a 3D graphics card to run Spring, which will probably require at least a a GeForce4 MX and the latest driver supported. Minimum CPU requirements are a little more complex. A more powerful CPU will have the capability to support larger maps and a greater maximum unit limit. A 1 GHz CPU should be able to support an estimated 500 units. The needed memory will also vary with unit count and map size, but 512 MB should be enough. However, 1024MB you should already have, so it&#039;ll run fine.&lt;br /&gt;
&lt;br /&gt;
For further details and tested Systems check the [[Requirements]] page.&lt;br /&gt;
&lt;br /&gt;
===Spring says I need the GL_ARB_texture_env_combine extension, what can I do?===&lt;br /&gt;
If you encounter the error &amp;quot;Needed extension GL_ARB_texture_env_combine not found&amp;quot;, this means that your video card driver does not support GL_ARB_texture_env_combine. You can try downloading a new video driver from the manufacturers website ([www.ati.com], [www.nvidia.com], ...). If they donÃ‚Â´t work, your last chance is to try &amp;quot;modded&amp;quot; drivers if you can find any. If this doesn&#039;t solve the problem either, then your video hardware is too old to support the extension. Buy a new video card. &lt;br /&gt;
&lt;br /&gt;
EDIT: I am also having this problem with the geoforce 6800 ultra and I have the latest drivers.&lt;br /&gt;
&lt;br /&gt;
REQUEST : please name some working and non-working 3D video cards. please give a value for minimum video memory : 32 Mo ? 64 Mo ?&lt;br /&gt;
&lt;br /&gt;
ANSWER : its not REALLY a matter of video memory..though 32mb and 64mb are pretty small...i got myself a 128mb and its fine. But its more a question of the gfx cards clock speed. Even if the card had insane memory , lets say for example, 4000gb. If it isn&#039;t fast enough to utilize the memory, its fairly pointless. But i guess, there must be a direct correlation between the memory and clock speed, otherwise the manufacturers need to rethink what they&#039;re doing =D                    &lt;br /&gt;
&lt;br /&gt;
List of video cards supposed to be supporting GL_ARB_texture_env_combine :&lt;br /&gt;
&lt;br /&gt;
http://www.delphi3d.net/hardware/extsupport.php?extension=GL_ARB_texture_env_combine&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If your drivers are up to date, and you are not using an ancient graphics card, try turning the resolution down (to 800x600 for example).&lt;br /&gt;
&lt;br /&gt;
For users like me running Vista with an ATI card, tough luck, you cannot play TASpring. Quoted from the release notes of the latest Vista ATI Catalyst drivers:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&lt;br /&gt;
Note: 	The following ATI features are &amp;lt;b&amp;gt;not supported&amp;lt;/b&amp;gt; in the CatalystÃ‚Â® Vista RC1 driver for the Microsoft Windows Vista operating system:&lt;br /&gt;
&amp;lt;br&amp;gt;Ã‚Â· CrossFireÃ¢â€žÂ¢&lt;br /&gt;
&amp;lt;br&amp;gt;Ã‚Â· CatalystÃ‚Â® Control Center Video aspect page&lt;br /&gt;
&amp;lt;br&amp;gt;Ã‚Â· &amp;lt;b&amp;gt;OpenGL&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Content==&lt;br /&gt;
 &lt;br /&gt;
===Do Spring maps need a &amp;quot;ground&amp;quot;?===&lt;br /&gt;
Spring maps do require a ground. We have had many requests to have space maps, however, a &amp;quot;true&amp;quot; (ala Homeworld) space setting is not likely. It would have to wait until a much later stage. This does not mean that TA&#039;s style of &amp;quot;space&amp;quot; maps won&#039;t be possible, (see the Final Frontier TC for examples of this).&lt;br /&gt;
&lt;br /&gt;
===You stated that Spring uses the TA unit format.===&lt;br /&gt;
Spring does use the Total Annihilation unit format. However, there is also a new format dubbed &#039;.s3o&#039; which uses a UV mapped texture instead of 3do&#039;s per face texturing system, as well as other improvements.&lt;br /&gt;
&lt;br /&gt;
===How powerful will Spring&#039;s custom format be?===&lt;br /&gt;
Total Annihilation&#039;s unit format was extremely limited. Most of these limitations will either be expanded or non-existent in Spring&#039;s custom unit format. One of the most exciting improvements is the introduction of an entirely new method of scripting, with nearly complete control over every aspect of a unit&#039;s actions and behaviors.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limited number of weapons?===&lt;br /&gt;
No. Unlike Total Annihilation, Spring&#039;s weapon IDs will be unlimited. Meaning it will be possible to add as many third-party units as you want.  However, the current model format limits 16 weapons to each unit.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limited number of unique units?===&lt;br /&gt;
No. Unit IDs, like weapon IDs, will be unlimited.&lt;br /&gt;
&lt;br /&gt;
===Will units have a maximum of 3 unique weapons?===&lt;br /&gt;
Total Annihilation had a limitation that permitted a maximum of 3 unique weapons per unit. Spring currently has a way to have 16 weapons per unit. (Replace Primary, Secondary, Tertiary by 1 2 3 ...16). More can be made possible by modifying the source if there&#039;s a sufficient demand by mod makers.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m curious as to the per-unit polygon limit.===&lt;br /&gt;
The engine itself does not have a polygon count limit. The limit is that of the processing power of today&#039;s computers. Since Spring requires a 3D card, the maximum polygon count per unit will be several times higher than Total Annihilation&#039;s. That means for your average mod, 300 polygons for common units and 700 for the more expensive ones is quite reasonable. (But don&#039;t waste polies unnecessarily!)&lt;br /&gt;
&lt;br /&gt;
===Will units be able to perform basic terraforming?===&lt;br /&gt;
Total Annihilation units probably won&#039;t have any terrain editable functionality. Future units may be endowed with such functionality, but it&#039;s more of a gameplay issue and has not been decided upon yet. However construction units can restore ground, and certain weapons (especially explosive ones) can be used to deform the ground.&lt;br /&gt;
&lt;br /&gt;
===Will tunnel building be possible?===&lt;br /&gt;
Subterranean areas of any sort is impossible. However, it is possible to heavily deform the ground with explosives.. Which is great fun!&lt;br /&gt;
&lt;br /&gt;
===Will the ground&#039;s water retention be editable?===&lt;br /&gt;
No. Water will always collect when a piece of land has a height below sea level.&lt;br /&gt;
&lt;br /&gt;
===Does Spring have a limit on the number of races?===&lt;br /&gt;
Spring has no limit on the total number of sides/races.&lt;br /&gt;
&lt;br /&gt;
===What are the sizes of the biggest and smallest units?===&lt;br /&gt;
Static units (buildings, defenses, etc.) have no size limitations in the engine. Technically, neither do mobile units, but units with a footprint larger than 4x4 &amp;quot;squares&amp;quot; (an arbitrary size standard created by Cavedog) might have problems pathfinding.&lt;br /&gt;
&lt;br /&gt;
===What is going to be the maximum possible sea depth?===&lt;br /&gt;
For all practical purposes, it will be unlimited. The depth values are stored as &amp;quot;float variables&amp;quot;, so it is doubtful that maps would ever be made which even come close to approaching the limit.&lt;br /&gt;
&lt;br /&gt;
===Will Spring support campaigns?===&lt;br /&gt;
Basic Map scripting has been implemented, using a Lua scripting engine. From that, it would be possible to make a basic campaign, but for ease of use a better way of selecting scripts and an improved Single player menu is needed.&lt;br /&gt;
&lt;br /&gt;
See [[Mission development]] for more details.&lt;br /&gt;
&lt;br /&gt;
===How big are the Spring files?===&lt;br /&gt;
Spring will be as small as however much content is included with it. The &amp;quot;essential&amp;quot; files are only be several megabytes large. Content (such as maps and units) will add considerable size to the Spring download. Currently, the file size is roughly 30 MB.&lt;br /&gt;
&lt;br /&gt;
===How will Spring render sound effects?===&lt;br /&gt;
Sound is rendered 3D, meaning that the volume and direction (assuming a multi-speaker setup) vary with the location of the camera from the sound &amp;quot;emitter&amp;quot;. What this translates into gameplay terms means that the closer you are to a unit making a sound or motion, the louder the sound will be. Additionally, the sound will be heard differently depending on which way the camera is facing relative to units making sound.&lt;br /&gt;
&lt;br /&gt;
===Will Spring have ambient sound?===&lt;br /&gt;
There is no ambient sound, and we haven&#039;t planned on adding it thus far.&lt;br /&gt;
&lt;br /&gt;
===Will there be an AI or a &amp;quot;skirmish&amp;quot; mode?===&lt;br /&gt;
We have created an interface for artificial intelligences (AIs), and several are currently under development. Information on these can be found at the [[AIs]] wiki page.&lt;br /&gt;
&lt;br /&gt;
===Will a &amp;quot;possess&amp;quot; or a FPS option be present?===&lt;br /&gt;
Yes, it is possible to fully control a unit from the first person view. It is more of a gimmick, but it still allows for a nice diversion once in a while.  Instructions on its use are in the [[Using_Spring#FPS_.22Mode.22_.28C.29|Using Spring]] article.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Getting into a game==&lt;br /&gt;
&lt;br /&gt;
===People talk about &#039;Single Player&#039;. How do I start a single player game?===&lt;br /&gt;
Simply start a game in the lobby, and enter a password, so that nobody can join. Then click ready, and start and away you go !&lt;br /&gt;
&lt;br /&gt;
===When I try to make a single player game, it gives me an error.===&lt;br /&gt;
Your graphics card probably can&#039;t support Spring. If you read the requirements it did say GeForce 3 or better. Go to the settings file in your Spring directory and lower some of the options. Sometimes that works.&lt;br /&gt;
&lt;br /&gt;
===Does Spring support AI Players?===&lt;br /&gt;
Yes, see [[AI]] You can also use the [[random_enemies]] script, which spawns units out of thin air and sends them to attack you.&lt;br /&gt;
&lt;br /&gt;
===How do I join an Internet multiplayer game?===&lt;br /&gt;
Run the &amp;quot;TA Spring multiplayer battleroom&amp;quot; from the Start menu or the TASClient.exe from your installation folder.  In the &amp;quot;Server&amp;quot; tab change the server to &amp;quot;Official Host&amp;quot;.  Hit &amp;quot;Apply and close&amp;quot;.  Re-open the TA Spring client.  Create an account on the &amp;quot;Account&amp;quot; tab.  &lt;br /&gt;
&lt;br /&gt;
===When I try to connect to the lobby it gives me an error.===&lt;br /&gt;
There could be 3 problems. Either you don&#039;t have an account, the server is down, or you have not configured your router/firewall correctly. If you don&#039;t have an account, make one. If the server is down, you&#039;ll just have to wait (this doesn&#039;t happen often, though). If you have a router/firewall read below. Have a look at this website&#039;s News page and/or the Messageboard, it is likely that you will get some information there in the eventuality that the server is down.&lt;br /&gt;
&lt;br /&gt;
Also make sure that you don&#039;t have any spaces in your username.&lt;br /&gt;
&lt;br /&gt;
===I have a router and I don&#039;t seem to be able to get a game===&lt;br /&gt;
&lt;br /&gt;
If you are using a router you may have other problems. Explanations of [http://www.portforward.com/routers.htm how to forward ports] has instructions for every router.&lt;br /&gt;
&lt;br /&gt;
===Where can I download more maps?===&lt;br /&gt;
As for most Spring downloads [http://www.unknown-files.net/index.php?page=browse&amp;amp;cat=1 UnknownDownloads] is the place to be! A collection of maps can be downloaded [http://www.unknown-files.net/index.php?page=browse&amp;amp;cat=1&amp;amp;subcat=4 here].&lt;br /&gt;
&lt;br /&gt;
===I used the small installer where can I get the missing maps?===&lt;br /&gt;
Unfortunately the maps included in the regular installer aren&#039;t available for seperate download. However, since many of the scripts included in the game rely on map4, this can be downloaded [http://taspring.clan-sy.com/dl/map4.7z here].&lt;br /&gt;
&lt;br /&gt;
===How do I install downloaded maps?===&lt;br /&gt;
Most maps are released as .sdz or .sd7 files. These can be put directly into the &amp;quot;maps&amp;quot; folder inside the Spring folder. If they are compressed into another type of archive you will have to unpack them first. Just unzip them into your spring maps folder. Some map files use newer (smaller) file formats such as .rar or .7z, to unzip these newer formats, you&#039;ll need to download 7-Zip [http://www.7-zip.org/ http://www.7-zip.org/] or Zip-genius [http://downloads.zipgenius.it/ http://downloads.zipgenius.it/]. They both handle almost all formats and are totally free.  There is also now a map browser in the TASClient lobby software, click the more maps button in a battle screen to access it.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I try to join games it gives me an error.===&lt;br /&gt;
The host is behind a firewall that has not opened the correct ports for Spring.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts I never make it past the loading screen.===&lt;br /&gt;
This indicates a problem with your video card. Once again the best way to deal with this situation is to make sure your video card has the latest driver updates and that all Spring video features are on the lowest settings.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts, I make it past the loading screen, but when I get into the game it says, &amp;quot;Waiting for Host&amp;quot;, and does a 10 second countdown. It always reaches zero and boots me out, what gives?===&lt;br /&gt;
This is a firewall issue. There are three things you can do to fix this. First, make sure your windows firewall is either off, or is not blocking the TA: Spring application. Secondly, if you are behind a router, you can forward the ports that the host is using (especially if you are the host), and it usually fixes the problem. To do this you must go to your router configuration page. You can see what port &#039;you&#039; are using (as the host), by hosting a multiplayer game in the Spring Lobby. You must make this your trigger port, and make sure that it is open for both TCP and UDP. Thirdly, if none of the aforementioned worked. The easiest thing to do (assuming you are behind a router) is to set the DMZ (Demilitarized Zone). This means your computer will be completely exposed to the internet, which will make you vulnerable to any unknown or unpatched exploits in windows. All you have to do is find the personal IP if the computer you are using and add it to your router&#039;s DMZ list. Please only try this last option if you can&#039;t get the others to work.&lt;br /&gt;
Good Luck&lt;br /&gt;
&lt;br /&gt;
===I got into the game, but some people didn&#039;t.===&lt;br /&gt;
The host may have reached the number of players it has set.&lt;br /&gt;
Or the players may be experiencing firewall or video card difficulty. That is not your fault. Please ask them too leave if they are still there when you get into the &#039;game lobby&#039;. Some people have problem connecting to &amp;quot;hole punching&amp;quot; hosts.&lt;br /&gt;
&lt;br /&gt;
===I got into a game but my name is red, nobody can hear me speak, and eventually I get disconnected===&lt;br /&gt;
This is to do with how long it takes the game to start up (the &amp;quot;load time&amp;quot;). If it takes too long you will see this problem. The load time can be reduced by changing the game graphics settings to lower quality. In particular try setting texture quality to lowest.&lt;br /&gt;
&lt;br /&gt;
===What do all those icons mean in the server list?===&lt;br /&gt;
Server status icons inform you, at a quick glance, what the server is doing at the moment, and what state it&#039;s in (password protected, locked, open, full, etc). Read all about the server status icons and what they mean [[Server Status|here]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Playing==&lt;br /&gt;
&lt;br /&gt;
===What is with this weird right-click mode? I&#039;m &#039;bout to break my keyboard.===&lt;br /&gt;
Sorry, you&#039;ll just have to get used to it. As of now it can&#039;t be changed.&lt;br /&gt;
&lt;br /&gt;
===Why is somebody else also controlling my units?===&lt;br /&gt;
In the &#039;game lobby&#039; there are two sets of teams. There are the &#039;Teams&#039; and the &#039;Ally Teams&#039;. If you are on the same &#039;Team&#039;, then you both get the same commander, and can control the same units. If you are on &#039;Ally Teams&#039;, then you both get different commanders and can&#039;t control each others units.&lt;br /&gt;
&lt;br /&gt;
===Is there a way that I can play music directly through TA-Spring, with alternating tracks for building/attacking like in the original Total Annihilation?===&lt;br /&gt;
Currently there is no in-game music player. For now, you will have to rely on a seperate program to play music such as Winamp or Windows Media Player.&lt;br /&gt;
&lt;br /&gt;
===Then why would I want to be on the same &#039;Team&#039; as somebody?===&lt;br /&gt;
Because it&#039;s fun to just drive around units and not have to worry about commanding. (Assuming that one of the people on the team is commanding.)&lt;br /&gt;
&lt;br /&gt;
===How do I talk to my allies only?===&lt;br /&gt;
You must type &#039;a:&#039; before you speak. Here&#039;s an example: a: Now I am talking to my allies only.&amp;lt;br&amp;gt;&lt;br /&gt;
And most important, you can split tasks, as base building, troops managment.&lt;br /&gt;
&lt;br /&gt;
===Help! After I&#039;m finished driving a unit, the camera is all insane! This is nuts! How do I fix it?===&lt;br /&gt;
Whoa now. Calm down. Just press ctrl + mouse button 3 to change camera modes.  If your unit is destroyed in FPS mode, you will stay in FPS mode until you change camera modes.  Also, the camera will stay in &amp;quot;free look&amp;quot; when FPS mode is disengaged, press middle-mouse or J to switch to normal scrolling.&lt;br /&gt;
&lt;br /&gt;
===After I&#039;m finished driving a unit, where what used to be my mouse pointer is now a crosshair. Why?===&lt;br /&gt;
-This is a special &#039;view mode&#039; that allows you to move around the screen much faster. It&#039;s good for viewing the battle or getting screenshots. Simply press on your third mouse button or &#039;delete&#039; to revert back to your mouse pointer.&lt;br /&gt;
&lt;br /&gt;
===But I don&#039;t have a third mouse button!===&lt;br /&gt;
The key &#039;J&#039; works in the same way as the &#039;middle mouse button&#039; does. So where you would use ctrl + middle mouse button to change camera modes, ctrl + j does the same thing. Pressing J once will also switch you from &#039;crosshair mode&#039; to &#039;pointer mode&#039; and vice versa.&lt;br /&gt;
&lt;br /&gt;
===IÃ‚Â´ve managed to get stuck in this weird camera mode and my perspective is all messed up. How do I switch to the overhead (OTA style) camera?===&lt;br /&gt;
Shift+Backspace (or Shift+J or Shift+MiddleMouseClick) switches between the fps style, total war style and OTA style cameras. Use it to get your camera back to normal in this situation.&lt;br /&gt;
&lt;br /&gt;
===People are cheating! How do I stop it?!===&lt;br /&gt;
Well currently, you can&#039;t.&lt;br /&gt;
&lt;br /&gt;
Only the host can &amp;quot;activate&amp;quot; the cheat codes. After that, any player can do almost all cheats.&lt;br /&gt;
&lt;br /&gt;
The best thing to do is just not play with the cheaters anymore. But with new spring version cheats are disabled in multiplayer, so that paragraph is hopefully now irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Well how do you cheat?===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Cheat Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;.cheat&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;enable cheats - Cheats don&#039;t work in multiplayer until the host types this&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.nocost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;instabuild (doesn&#039;t work on things already under construction, only on new ones)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setmaxspeed 50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the maximum speed multiplier (default is 3.0)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setminspeed 0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the minimum speed multiplier (default is 0.3)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.spectator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows you to see the entire map... but you lose control of your units&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.team 0, .team 1, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Change player&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.give ARMCOM, .give 10 CORKROG, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Place 1 or specified number of specified unit.  Valid units are the internal names of units as specified in the unit definition.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
You can use auto-completion in the spring console if you don&#039;t remember the internal unit name. To do that type: &lt;br /&gt;
 &amp;quot;.give arm&amp;quot; and then press you &#039;&#039;&#039;TAB key&#039;&#039;&#039; &lt;br /&gt;
A list of all mathing units will be shown.&lt;br /&gt;
&lt;br /&gt;
===In Game Commands===&lt;br /&gt;
The following &#039;&#039;non-cheating&#039;&#039; commands are also available in game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.info&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you what colour each player is and their ping delay in the bottom left corner of the screen&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.clock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you the elapsed game time in minutes and seconds in the bottom left corner of the screen&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.take&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pulls all allied units, that are owned by players who have lost connection to the server, to your team.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How do I ally or unally in game?===&lt;br /&gt;
I&#039;m pretty sure you can&#039;t. Yet.&lt;br /&gt;
&lt;br /&gt;
===How do I give somebody units or metal or energy?===&lt;br /&gt;
Press the &#039;H&#039; key. Then select the amount of metal and/or energy to share. Then select the receiving player and press OK.&lt;br /&gt;
&lt;br /&gt;
When sharing units, you must first select the units to share, then press &#039;H&#039; key. Tick share units checkbox and choose a receiving player.&lt;br /&gt;
&lt;br /&gt;
===How do I continually give somebody metal and/or energy after a certain point (i.e. Original TA commands +setshare..., +shareall)?===&lt;br /&gt;
You&#039;ll notice that on your metal and energy bars (top of screen), there are two red bars. You have to put them wherever you want your metal and energy to be shared after.&lt;br /&gt;
&lt;br /&gt;
===This game is different than TA, the units HP and damage are not the same===&lt;br /&gt;
 &lt;br /&gt;
There were several third party &amp;quot;balance&amp;quot; mods for the original TA game.&lt;br /&gt;
&lt;br /&gt;
One of those mods were xTA, and was developed by the same clan (SY) that has brought life back to TA, making Spring.&lt;br /&gt;
&lt;br /&gt;
This balance mod is what is bundled by default with the spring engine, and is the mod that was ready to play when spring was released.&lt;br /&gt;
&lt;br /&gt;
Now are several mods available, install the mod of your choice.&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=listing&amp;amp;ID=92 get mods here]&lt;br /&gt;
&lt;br /&gt;
===XTA? OTA? AA? OMFGLAMO? What those all the abbreviations mean?===&lt;br /&gt;
zwzsg maintains a handy dandy FAQ about TA, and the abbreviations that relate to Spring too, of course.&lt;br /&gt;
[http://www.tauniverse.com/forum/showthread.php?t=27309 click here]. See also the Spring [[Glossary]], which contains brief explanations for all non-standard words and phrases.&lt;br /&gt;
&lt;br /&gt;
===Why am I destroyed so easily by long range assaults?===&lt;br /&gt;
This is a realistic feature of Spring. Units will automatically attack &#039;radar blips&#039; (units that they can not actually see, but that are indicated on radar). However, the accuracy is very bad while shooting at radar blips until:&lt;br /&gt;
* Your unit kills a lot of units and gets experience&lt;br /&gt;
* You get a targeting facility.&lt;br /&gt;
&lt;br /&gt;
===Can I kick people from my &#039;game lobby&#039; or my game?===&lt;br /&gt;
First of all, you have to be the host to kick. Use the good old &amp;quot;.kick playernamehere&amp;quot; command. Works in-game too, use it wisely.&lt;br /&gt;
&lt;br /&gt;
===When I&#039;m &#039;driving&#039; my commander, why can&#039;t I use my laser?===&lt;br /&gt;
The TA: Spring team will most likely add a way for you to use your commander&#039;s laser soon.&lt;br /&gt;
&lt;br /&gt;
===I hate driving around with the &#039;arrow keys&#039;. Is there any way I can use the &#039;W-A-S-D&#039; controls (the controls most First Person Shooters use) anymore?===&lt;br /&gt;
Go into your Spring directory and edit the uikeys file. Keep in mind that &#039;S&#039; is originally a &#039;hot-key&#039; that will stop your units and that &#039;D&#039; is a &#039;hot-key&#039; for your commander&#039;s D-Gun. You might want to change those too.&lt;br /&gt;
&lt;br /&gt;
===I turned the shadows feature on; I still don&#039;t see shadows. What gives?===&lt;br /&gt;
Your graphics card can&#039;t handle shadows, so Spring automatically turns them off.&lt;br /&gt;
&lt;br /&gt;
===I can&#039;t go backwards when I am &#039;driving&#039; a unit. Why not?===&lt;br /&gt;
Because TA units were never intended to go backwards. Sorry, but you just cant.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m in an Unreal Tournament kind of mood. How do I strafe?===&lt;br /&gt;
You can only strafe in &#039;brawler type&#039; ships, such as the brawler, rapier, and light gunships.&lt;br /&gt;
&lt;br /&gt;
===How can I record and watch demos/replays?===   &lt;br /&gt;
From version 0.62 onwards recordings of all the games you play are easily available for replay via the Replays button in the TASclient.&lt;br /&gt;
&lt;br /&gt;
You can use the Speed up/Slow down game keys while watching the replay, along with other in-game commands like .team&lt;br /&gt;
&lt;br /&gt;
From version 0.60b1 onwards, demos are automatically recorded in the &amp;quot;demos&amp;quot; folder, underneath your Spring folder (default is C:\Program Files\TASpring\demos), named for the date and map they were played on. If you play multiple games in the same day on the same map, the games will also be numbered to prevent them from overwriting each other.&lt;br /&gt;
&lt;br /&gt;
From version 0.62 onwards, to view a demo from the Windows file manager you can just double click the file name.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I play get &amp;quot;not sync&amp;quot; &amp;quot;delayed synch&amp;quot; errors===&lt;br /&gt;
&lt;br /&gt;
Thats caused because of lag. One of the players in the game is having some lag issues. Ask him/her to free up its bandwidth for the game to use.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use the pause key and wait till the connection gets more stable.&lt;br /&gt;
&lt;br /&gt;
Lag is the seccond number showed when you use the .info command ingame, numbers bigger than 40 are not usual in a normal game and are a signal of lag.&lt;br /&gt;
&lt;br /&gt;
==Creating Content for Spring==&lt;br /&gt;
===How do I create maps?===&lt;br /&gt;
See the [[Map development]] page for all the map info.&lt;br /&gt;
&lt;br /&gt;
===How do I create units/mods?===&lt;br /&gt;
See the [[Mod_and_Unit_development#Mod_devlopement|Mod and Unit development]] page on creating units/ mods.&lt;br /&gt;
&lt;br /&gt;
[[Category:Content]]&lt;/div&gt;</summary>
		<author><name>Joachim Schiele</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI:AAI&amp;diff=387</id>
		<title>AI:AAI</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI:AAI&amp;diff=387"/>
		<updated>2006-09-20T15:34:27Z</updated>

		<summary type="html">&lt;p&gt;Joachim Schiele: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AI|AAI|Submarine|V0.70|Supports XTAV7, AA2.11, TA:WD, SWTA, TLL, KuroTA, FF, Gundam, E&amp;amp;E|Under Active Development| To 0.7 Closed Source, &amp;lt;br&amp;gt;from 0.7 Open Source (GPL)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AAI&#039;&#039;&#039; is being developed by [[User:Submarine|Submarine]]. It is stable and supports most popular [[mods]] (e.g. AA, TA:WD, XTA, SWTA and TLL).&lt;br /&gt;
&lt;br /&gt;
AAI attempts to learn about the mod it&#039;s playing, however this may take a few games - do not wonder if it makes stupid choices at first. It also  places its defences according to where it has been attacked.&lt;br /&gt;
&lt;br /&gt;
Since AAI 0.50, a new economy management has been implemented. AAI will build all kinds of power plants, storages and metal makers according to its current demand and situation. AAI will also try to exchange metal extractors with better versions once they are available.&lt;br /&gt;
&lt;br /&gt;
AAI will use its airforce to weaken enemy defences, destroy outposts and support ground assault units.&lt;br /&gt;
&lt;br /&gt;
Since version 0.60, some experimental water support has been implemented. &lt;br /&gt;
&lt;br /&gt;
=== Info ===&lt;br /&gt;
*Playability : especially on big maps with lots of metal it will put up a decent fight (play against 3 AAIs on Comet Catcher Remake :) )&lt;br /&gt;
*Limitations : experimental water support, no support for nukes/anti nukes etc.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
* AAI 0.7 (and above) will have a license change from unknown license TO GPL (version not specified, ask Submarine for futher details)&lt;br /&gt;
&lt;br /&gt;
=== Related forum threads ===&lt;br /&gt;
* [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6094 &amp;quot;AAI v0.70&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; [[AIs|&amp;lt;- Back to AI page]]&#039;&#039;&#039;&lt;br /&gt;
[[Category:AI]]&lt;/div&gt;</summary>
		<author><name>Joachim Schiele</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI:AAI&amp;diff=386</id>
		<title>AI:AAI</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI:AAI&amp;diff=386"/>
		<updated>2006-09-20T15:32:56Z</updated>

		<summary type="html">&lt;p&gt;Joachim Schiele: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AI|AAI|Submarine|V0.70|Supports XTAV7, AA2.11, TA:WD, SWTA, TLL, KuroTA, FF, Gundam, E&amp;amp;E|Under Active Development|Closed Source}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AAI&#039;&#039;&#039; is being developed by [[User:Submarine|Submarine]]. It is stable and supports most popular [[mods]] (e.g. AA, TA:WD, XTA, SWTA and TLL).&lt;br /&gt;
&lt;br /&gt;
AAI attempts to learn about the mod it&#039;s playing, however this may take a few games - do not wonder if it makes stupid choices at first. It also  places its defences according to where it has been attacked.&lt;br /&gt;
&lt;br /&gt;
Since AAI 0.50, a new economy management has been implemented. AAI will build all kinds of power plants, storages and metal makers according to its current demand and situation. AAI will also try to exchange metal extractors with better versions once they are available.&lt;br /&gt;
&lt;br /&gt;
AAI will use its airforce to weaken enemy defences, destroy outposts and support ground assault units.&lt;br /&gt;
&lt;br /&gt;
Since version 0.60, some experimental water support has been implemented. &lt;br /&gt;
&lt;br /&gt;
=== Info ===&lt;br /&gt;
*Playability : especially on big maps with lots of metal it will put up a decent fight (play against 3 AAIs on Comet Catcher Remake :) )&lt;br /&gt;
*Limitations : experimental water support, no support for nukes/anti nukes etc.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
* AAI 0.7 (and above) will have a license change from unknown license TO GPL (version not specified, ask Submarine for futher details)&lt;br /&gt;
&lt;br /&gt;
=== Related forum threads ===&lt;br /&gt;
* [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6094 &amp;quot;AAI v0.70&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; [[AIs|&amp;lt;- Back to AI page]]&#039;&#039;&#039;&lt;br /&gt;
[[Category:AI]]&lt;/div&gt;</summary>
		<author><name>Joachim Schiele</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Linux&amp;diff=10448</id>
		<title>Linux</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Linux&amp;diff=10448"/>
		<updated>2006-09-16T13:36:33Z</updated>

		<summary type="html">&lt;p&gt;Joachim Schiele: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spring is running on Linux&#039;&#039;!&#039;&#039;&lt;br /&gt;
But it&#039;s not ready for a release, networking and sound need love for example but linux2linux games run quite nice right now (with current svn).&lt;br /&gt;
&lt;br /&gt;
== Spring4Linux Setup ==&lt;br /&gt;
To compile spring yourself, refer to the [[SetupGuide]].&lt;br /&gt;
&lt;br /&gt;
== Roadmap for linux ==&lt;br /&gt;
The [[LinuxReleaseRoadmap| Linux release Roadmap]] is useful if you want to know how you can help.&lt;br /&gt;
The Linux porting effort is underway at BerliOS.&amp;lt;br&amp;gt;&lt;br /&gt;
http://developer.berlios.de/projects/taspring-linux/&amp;lt;br&amp;gt;&lt;br /&gt;
The linux port wiki startpoint is: http://taspring.clan-sy.com/wiki/MultiplatformSpring&lt;br /&gt;
The old linux port wiki (which may or may not work at the moment) was: http://taspring-linux.berlios.de/wikka.php?wakka=HomePage&amp;lt;br&amp;gt;&lt;br /&gt;
The old location for Linux development was https://opensvn.csie.org/traccgi/taspring_linux/trac.cgi/wiki&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Linux porting mailinglist can be found at http://lolut.utbm.info/cgi-bin/mailman/listinfo/taspring-linux a move to the mailinglist provided by BerliOS is posible in the (near) future.&lt;br /&gt;
&lt;br /&gt;
==Running Spring via wine==&lt;br /&gt;
[[Image:Screen1.jpg|center]]&lt;br /&gt;
The first sceenshot of Spring running on Linux.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Even though a native Linux port of Spring is progressing well you can play Spring on Linux using [http://winehq.org/ Wine]:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;This is unconfirmed, if it&#039;s not working please figure it out and update this wiki page!&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
And if you had success with these guidelines please let us know.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 - You&#039;ll need, of course, Wine installed.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Just use the version included with your distribution.&amp;lt;br&amp;gt;&lt;br /&gt;
You can compile from source but that is generally unnecessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 - Be sure to have 3D hardware acceleration enabled.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Spring is a fully 3D accelerated game and will require this.  Confirmed to work stable with [http://dri.freedesktop.org/wiki/R300_20Application r300 open driver] (Mesa 6.5.1).&lt;br /&gt;
You can also install the nVidia/Ati commercial drivers. Obtain the package for your distribution. If you&#039;re having problems installing these, you&#039;ll also probably find better help at their websites.&lt;br /&gt;
The Spring forums are not really for general linux help, so refer to your distribution&#039;s forums - if they have any.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To know if you have 3D acceleration working, you can execute the following command:&lt;br /&gt;
glxinfo&lt;br /&gt;
If it shows the line:&lt;br /&gt;
direct rendering: yes&lt;br /&gt;
You probably have it working.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 - Install Spring or use an already installed Spring in Windows.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* If you already have Spring installed in Windows, make sure that partition is accessible in Linux, and using a terminal window change directory (cd) into that directory and execute:&lt;br /&gt;
wine TASClient.exe&lt;br /&gt;
* If you don&#039;t have Spring installed yet, install it by executing the following command in a terminal window where the installer file is located:&lt;br /&gt;
wine taspring_0.72b1.exe&lt;br /&gt;
(or whatever else the installer might be called)&lt;br /&gt;
Then, change directory to where you installed it to, generally:&lt;br /&gt;
cd ~/.wine/drive_c/Program\ Files/TASpring&lt;br /&gt;
(the command line only accepts &amp;quot; &amp;quot; spaces in paths if they have an &amp;quot;\&amp;quot; before, like: cd Program\ Files)&lt;br /&gt;
And, similarly, execute:&lt;br /&gt;
wine TASClient.exe&lt;br /&gt;
&lt;br /&gt;
Suse Linux 9.3 installs Wine by default and had the option, through the YOU auto-updating tool, to automatically install the commercial drivers. If your distribution also has such options, it can save you much work.&lt;br /&gt;
&lt;br /&gt;
It should be noted that in the multiplatform code releases of Spring (0.7x) you may need to run Spring in full-screen mode or the mouse will not scroll the world when you push against the edges of the screen. Only Spring needs to run in full-screen mode; the other programs do not.  You can have wine emulate a virtual desktop and run Spring in full-screen mode inside that.&lt;br /&gt;
&lt;br /&gt;
[[Category:Source development]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Linux Port]]&lt;/div&gt;</summary>
		<author><name>Joachim Schiele</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=12733</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=12733"/>
		<updated>2006-09-16T12:20:49Z</updated>

		<summary type="html">&lt;p&gt;Joachim Schiele: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 10px; border: 1px #aaa solid; border-collapse: collapse; background: #f9f9f9&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Other Languages&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Image:france_flag.gif]] [http://home.tele2.fr/flani/Tutoriaux.htm FranÃƒÂ§ais]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Image:germany_flag.gif]] [[Uebersicht der Wiki|Deutsch]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;10&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
===General===&lt;br /&gt;
====[[Read Me First]]==== Answers to questions often asked by newcomers. Everyone should read this first.&lt;br /&gt;
====[[FAQ]]==== Has it been asked before? &lt;br /&gt;
====[[Using_Spring|Playing Spring]]==== How to play the game. Controls, issuing orders, and related topics.&lt;br /&gt;
====[[Spring Maps]]==== All about maps and where to get them.&lt;br /&gt;
====[[Mods]]==== Games that use the Spring engine.&lt;br /&gt;
====[[AIs]]==== Skirmish AIs, Helper AIs, Single player heaven.&lt;br /&gt;
====[[Strategy and Tactics]]==== Basic ideas how to stand your ground.&lt;br /&gt;
====[[Glossary]]==== What does &amp;quot;AA&amp;quot; or &amp;quot;XTA&amp;quot; mean? Explanations for common terms and shorthand.&lt;br /&gt;
====[[Monthly Topic Rotation]]==== Read before posting on the forums.  &lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Development===&lt;br /&gt;
====[[Engine Development]]==== Information regarding the source code of Spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Mod_and_Unit_development#Mod_development|Mod Development And Unit Creation]]==== Lots of links to valuable Articles and forum threads regarding Mod/Unit Development.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Map_development| Map creation]]==== Tutorials and other useful information for creating maps.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[AI|AI Development]]==== Lots of information about developing AIs for Spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Linux]]&#039;&#039;&#039; - Basic information for getting Spring to run on Linux.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Linux multiplayer games]]&#039;&#039;&#039; - Basic information starting a multiplayer game with several linux2linux clients&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Map, Mod, And Unit Development Programs|Map/Units Development Programs]]==== Links to all kind of useful programs.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot; style=&amp;quot;margin:10px; background:#f9f9f9; padding:5px; border:1px #aaa solid;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
This site is put together by the community, which could (read as SHOULD) mean YOU!  If you see information missing, or find out new information you think would be helpful, put it in.  If you find a spelling mistake or phrase that could be clearer, fix it.  If you find yourself doing repeated searches or going back to the [[Special:Allpages|Topic Index]] repeatedly when trying to find out about a particular feature, consider combining articles or linking them to one another.  Any contributions you make to this Wiki are in the public domain.  [[Help:Editing|Add to the Wiki]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A wiki is a web application that allows users to add content, as on an Internet forum, but also allows anyone to edit the content.&amp;quot;&#039;&#039;&lt;br /&gt;
- [http://en.wikipedia.org/wiki/Wiki Wikipedia.org]&lt;br /&gt;
|}&lt;br /&gt;
 __NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
If you wish to comment on this page (or the wiki) you need to login and then you can go [http://taspring.clan-sy.com/w/index.php?title=Talk:Main_Page&amp;amp;action=edit&amp;amp;section=new here], and post your thoughts.&lt;br /&gt;
[[Category:Spring]]&lt;/div&gt;</summary>
		<author><name>Joachim Schiele</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=171</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=171"/>
		<updated>2006-09-16T12:20:49Z</updated>

		<summary type="html">&lt;p&gt;Joachim Schiele: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 10px; border: 1px #aaa solid; border-collapse: collapse; background: #f9f9f9&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Other Languages&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Image:france_flag.gif]] [http://home.tele2.fr/flani/Tutoriaux.htm FranÃƒÂ§ais]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Image:germany_flag.gif]] [[Uebersicht der Wiki|Deutsch]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;10&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
===General===&lt;br /&gt;
====[[Read Me First]]==== Answers to questions often asked by newcomers. Everyone should read this first.&lt;br /&gt;
====[[FAQ]]==== Has it been asked before? &lt;br /&gt;
====[[Using_Spring|Playing Spring]]==== How to play the game. Controls, issuing orders, and related topics.&lt;br /&gt;
====[[Spring Maps]]==== All about maps and where to get them.&lt;br /&gt;
====[[Mods]]==== Games that use the Spring engine.&lt;br /&gt;
====[[AIs]]==== Skirmish AIs, Helper AIs, Single player heaven.&lt;br /&gt;
====[[Strategy and Tactics]]==== Basic ideas how to stand your ground.&lt;br /&gt;
====[[Glossary]]==== What does &amp;quot;AA&amp;quot; or &amp;quot;XTA&amp;quot; mean? Explanations for common terms and shorthand.&lt;br /&gt;
====[[Monthly Topic Rotation]]==== Read before posting on the forums.  &lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Development===&lt;br /&gt;
====[[Engine Development]]==== Information regarding the source code of Spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Mod_and_Unit_development#Mod_development|Mod Development And Unit Creation]]==== Lots of links to valuable Articles and forum threads regarding Mod/Unit Development.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Map_development| Map creation]]==== Tutorials and other useful information for creating maps.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[AI|AI Development]]==== Lots of information about developing AIs for Spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Linux]]&#039;&#039;&#039; - Basic information for getting Spring to run on Linux.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Linux multiplayer games]]&#039;&#039;&#039; - Basic information starting a multiplayer game with several linux2linux clients&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Map, Mod, And Unit Development Programs|Map/Units Development Programs]]==== Links to all kind of useful programs.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot; style=&amp;quot;margin:10px; background:#f9f9f9; padding:5px; border:1px #aaa solid;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
This site is put together by the community, which could (read as SHOULD) mean YOU!  If you see information missing, or find out new information you think would be helpful, put it in.  If you find a spelling mistake or phrase that could be clearer, fix it.  If you find yourself doing repeated searches or going back to the [[Special:Allpages|Topic Index]] repeatedly when trying to find out about a particular feature, consider combining articles or linking them to one another.  Any contributions you make to this Wiki are in the public domain.  [[Help:Editing|Add to the Wiki]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A wiki is a web application that allows users to add content, as on an Internet forum, but also allows anyone to edit the content.&amp;quot;&#039;&#039;&lt;br /&gt;
- [http://en.wikipedia.org/wiki/Wiki Wikipedia.org]&lt;br /&gt;
|}&lt;br /&gt;
 __NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
If you wish to comment on this page (or the wiki) you need to login and then you can go [http://taspring.clan-sy.com/w/index.php?title=Talk:Main_Page&amp;amp;action=edit&amp;amp;section=new here], and post your thoughts.&lt;br /&gt;
[[Category:Spring]]&lt;/div&gt;</summary>
		<author><name>Joachim Schiele</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=SetupGuide&amp;diff=16371</id>
		<title>SetupGuide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=SetupGuide&amp;diff=16371"/>
		<updated>2006-09-11T11:50:33Z</updated>

		<summary type="html">&lt;p&gt;Joachim Schiele: /* gentoo linux */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Linux Setup Guide ==&lt;br /&gt;
&lt;br /&gt;
=== gentoo linux ===&lt;br /&gt;
* If you&#039;re running [http://www.gentoo.org Gentoo linux], you&#039;re lucky, because [http://developer.berlios.de/project/showfiles.php?group_id=4358 an ebuild is already available].&amp;lt;br&amp;gt;The best way to install the ebuild in gentoo would be to add an portage overlay and copy the file into the overlay. Now in detail:&amp;lt;br&amp;gt;&lt;br /&gt;
:# &amp;lt;b&amp;gt;mkdir /usr/local/portage&amp;lt;/b&amp;gt;&lt;br /&gt;
:# add this line to you /etc/make.conf&amp;lt;br&amp;gt; &amp;lt;b&amp;gt;PORTDIR_OVERLAY=&amp;quot;/usr/local/portage&amp;quot;&amp;lt;/b&amp;gt;&lt;br /&gt;
:# download the ebuild you want, for example: taspring-linux-release-ebuild-0.72-r1.tar.bz2&lt;br /&gt;
:# &amp;lt;b&amp;gt;mv taspring-linux-release-ebuild-0.72-r1.tar.bz2 /usr/local/portage&amp;lt;/b&amp;gt;&lt;br /&gt;
:# &amp;lt;b&amp;gt;cd /usr/local/portage&amp;lt;/b&amp;gt;&lt;br /&gt;
:# &amp;lt;b&amp;gt;tar jxvf taspring-linux-release-ebuild-0.72-r1.tar.bz2&amp;lt;/b&amp;gt;&lt;br /&gt;
:# most likely you don&#039;t run a ~x86 system (unstable) so do a:&amp;lt;br&amp;gt; &amp;lt;b&amp;gt;echo &amp;quot;games-strategy/taspring-linux-release ~x86&amp;quot; &amp;gt;&amp;gt; /etc/portage/package.keywords&amp;lt;/b&amp;gt;&lt;br /&gt;
:# &amp;lt;b&amp;gt;echo &amp;quot;dev-libs/boost threads&amp;quot; &amp;gt;&amp;gt; /etc/portage/package.use&amp;lt;/b&amp;gt;&lt;br /&gt;
:# You might want to have a look at the USE flags, type:&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;emerge -pv taspring-linux-release&amp;lt;/b&amp;gt;&lt;br /&gt;
:# finally install it with:&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;emerge taspring-linux-release&amp;lt;/b&amp;gt;&lt;br /&gt;
:* if you get this error:&lt;br /&gt;
:: Calculating dependencies... done!&lt;br /&gt;
:: &amp;gt;&amp;gt;&amp;gt; Emerging (1 of 1) games-strategy/taspring-linux-release-0.72-r1 to /&lt;br /&gt;
:: &amp;gt;&amp;gt;&amp;gt; checking ebuild checksums ;-)&lt;br /&gt;
:: &amp;gt;&amp;gt;&amp;gt; checking auxfile checksums ;-)&lt;br /&gt;
:: &amp;gt;&amp;gt;&amp;gt; checking miscfile checksums ;-)&lt;br /&gt;
:: &amp;gt;&amp;gt;&amp;gt; checking taspring-linux-data-0.72b1.tar.bz2 ;-)&lt;br /&gt;
:: &amp;gt;&amp;gt;&amp;gt; Unpacking source...&lt;br /&gt;
:: &lt;br /&gt;
:: !!! ERROR: games-strategy/taspring-linux-release-0.72-r1 failed.&lt;br /&gt;
:: Call stack:&lt;br /&gt;
::   ebuild.sh, line 1539:   Called dyn_unpack&lt;br /&gt;
::   ebuild.sh, line 711:   Called src_unpack&lt;br /&gt;
::   taspring-linux-release-0.72-r1.ebuild, line 45:   Called subversion_src_unpack &lt;br /&gt;
::   subversion.eclass, line 278:   Called subversion_fetch&lt;br /&gt;
::   subversion.eclass, line 127:   Called die&lt;br /&gt;
:: !!! subversion.eclass: ESVN_REPO_URI is empty.&lt;br /&gt;
:: !!! If you need support, post the topmost build error, and the call stack if relevant.&lt;br /&gt;
:: &lt;br /&gt;
:: !!! This ebuild is from an overlay: &#039;/usr/local/portage&#039; &lt;br /&gt;
:* Then try: &amp;lt;b&amp;gt;rm -Rf /usr/portage/distfiles/svn-src/spring&amp;lt;/b&amp;gt;&lt;br /&gt;
:* Afterwards do: &amp;lt;b&amp;gt;emerge taspring-linux-release&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== all other linux distributions ===&lt;br /&gt;
&lt;br /&gt;
In short, to get spring compiled under linux, make sure you&#039;ve got all necessary development packages installed. On [http://www.ubuntu.com/ (K)Ubuntu linux], and maybe [http://www.debian.org/ Debian] too, this can be done by copying the following in a root terminal (or use the graphical package manager Synaptic or Adept if you can&#039;t stand commandline):&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;apt-get install build-essential subversion scons libsdl-dev libopenal-dev libglew-dev libboost-dev libboost-thread-dev libboost-filesystem-dev libboost-regex-dev libdevil-dev libfreetype6-dev python2.4-dev&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For any other distribution, grab these libraries and the base development packages too (for Gentoo, base development packages aren&#039;t needed, because everything is compiled from source: they&#039;re already installed). I&#039;ve no clue about RPM based distros. But [http://www.google.com google] is your friend.&lt;br /&gt;
&lt;br /&gt;
* Grab the latest work-in-progress sourcecode from subversion (using commandline SVN): &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;svn co https://taspring.clan-sy.com/svn/spring/trunk&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Or look in https://taspring.clan-sy.com/svn/spring/tags/ for the last official release.&lt;br /&gt;
&lt;br /&gt;
* To compile the sourcecode, switch to the trunk directory created by the svn checkout in the previous step. Then type: &amp;lt;code&amp;gt;scons configure&amp;lt;/code&amp;gt; to configure the build. (You can fine tune the build by passing options to this command [for enabling debugging/optimizing etc.]. Type &amp;lt;code&amp;gt;scons --help&amp;lt;/code&amp;gt; to view the available options.) Now, if you really installed all development package, the scons configure will output: &amp;quot;Everything seems OK. Run `scons&#039; now to build.&amp;quot;. If it outputs with an error you&#039;re probably missing a development package. &lt;br /&gt;
&lt;br /&gt;
* As instructed on end of previous step, type: &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; Spring will now build including [[NTAI]], [[JCAI]] and a few [[GroupAI]]s. You should end up with a file &amp;lt;code&amp;gt;trunk/game/spring&amp;lt;/code&amp;gt; (the executable) and some shared objects (SOs or DLLs) in &amp;lt;code&amp;gt;trunk/game/aidll&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Now, grab [https://developer.berlios.de/project/showfiles.php?group_id=4358 the linux data tarball] and extract it somewhere. This will create a directory taspring-linux-data-0.71b1 (or higher version number).&lt;br /&gt;
&lt;br /&gt;
* Put a symlink to the spring executable in the data directory:&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;ln -s /path/to/trunk/game/spring /path/to/taspring-linux-data-0.71b1/spring&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Optionally, make symlinks for the shared objects in &amp;lt;code&amp;gt;trunk/game/aidll too&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* Now run spring by &amp;lt;code&amp;gt;cd&amp;lt;/code&amp;gt;&#039;ing (change dir) to the &amp;lt;code&amp;gt;taspring-linux-data-0.71b1&amp;lt;/code&amp;gt; directory and typing: &amp;lt;code&amp;gt;./spring&amp;lt;/code&amp;gt; If you&#039;ve compiled with debugging enabled, you might want to run inside gdb to provide the devs with a backtrace if spring crashes: &amp;lt;code&amp;gt;gdb ./spring&amp;lt;/code&amp;gt;&lt;br /&gt;
** Basic commands inside gdb are: &lt;br /&gt;
*** &amp;lt;code&amp;gt;&#039;&#039;&#039;r&#039;&#039;&#039;un&amp;lt;/code&amp;gt; - Run the program (spring) &lt;br /&gt;
*** &amp;lt;code&amp;gt;&#039;&#039;&#039;bt&#039;&#039;&#039;&amp;lt;/code&amp;gt; - Print a backtrace &lt;br /&gt;
*** &amp;lt;code&amp;gt;&#039;&#039;&#039;q&#039;&#039;&#039;uit&amp;lt;/code&amp;gt; - Quit &lt;br /&gt;
*** &amp;lt;code&amp;gt;&#039;&#039;&#039;help&#039;&#039;&#039;&amp;lt;/code&amp;gt; - This one&#039;s important&lt;br /&gt;
&lt;br /&gt;
* Be happy!&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Checkout [http://www.fileuniverse.com File Universe] for much more maps &amp;amp; mods.&lt;br /&gt;
* If spring hangs/crashes while in full screen mode, you can press ctrl+alt+backspace to restart X, so no need for a reboot.&lt;br /&gt;
* A binary release of [[AAI]], a skirmish AI, is included in the data package.&lt;br /&gt;
* Spring uses OpenAL for sound, Config your sound output i.e esd / arts / oss / alsa by editing /etc/openalrc  or ~/.openalrc, example:  (&amp;quot;&#039;(&amp;quot; is not a typo)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; &lt;br /&gt;
(define devices &#039;(alsa))&amp;lt;br&amp;gt;&lt;br /&gt;
(define speaker-num 2)&amp;lt;br&amp;gt;&lt;br /&gt;
(define alsa-out-device &amp;quot;hw:0,0&amp;quot;)&amp;lt;br&amp;gt;&lt;br /&gt;
(define alsa-in-device &amp;quot;hw:0,0&amp;quot;)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
Adventurous people with an emu10k1 based card (sblive) can try the accelerated openal version. http://www.lost.org.uk/openal.html , don&#039;t submit audiobugs if you do.&lt;br /&gt;
&lt;br /&gt;
If you really can&#039;t figure out how to get spring compiled, or you think there&#039;s a bug in the code or the buildsystem...&lt;br /&gt;
* just poke any developer on IRC&lt;br /&gt;
** channel &amp;lt;code&amp;gt;#taspring&amp;lt;/code&amp;gt; on [http://freenode.net/ FreeNode]&lt;br /&gt;
** or channel &amp;lt;code&amp;gt;#sy&amp;lt;/code&amp;gt; on [http://www.quakenet.org/ QuakeNet]&lt;br /&gt;
* post it on the forum&lt;br /&gt;
* or file a bug in our [http://taspring.clan-sy.com/mantis/ Bug tracking system].&lt;br /&gt;
&lt;br /&gt;
[[Category:Linux Port]][[Category:Playing]]&lt;/div&gt;</summary>
		<author><name>Joachim Schiele</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=SetupGuide&amp;diff=16370</id>
		<title>SetupGuide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=SetupGuide&amp;diff=16370"/>
		<updated>2006-09-11T11:50:09Z</updated>

		<summary type="html">&lt;p&gt;Joachim Schiele: /* gentoo linux */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Linux Setup Guide ==&lt;br /&gt;
&lt;br /&gt;
=== gentoo linux ===&lt;br /&gt;
* If you&#039;re running [http://www.gentoo.org Gentoo linux], you&#039;re lucky, because [http://developer.berlios.de/project/showfiles.php?group_id=4358 an ebuild is already available].&amp;lt;br&amp;gt;The best way to install the ebuild in gentoo would be to add an portage overlay and copy the file into the overlay. Now in detail:&amp;lt;br&amp;gt;&lt;br /&gt;
:# &amp;lt;b&amp;gt;mkdir /usr/local/portage&amp;lt;/b&amp;gt;&lt;br /&gt;
:# add this line to you /etc/make.conf&amp;lt;br&amp;gt; &amp;lt;b&amp;gt;PORTDIR_OVERLAY=&amp;quot;/usr/local/portage&amp;quot;&amp;lt;/b&amp;gt;&lt;br /&gt;
:# download the ebuild you want, for example: taspring-linux-release-ebuild-0.72-r1.tar.bz2&lt;br /&gt;
:# &amp;lt;b&amp;gt;mv taspring-linux-release-ebuild-0.72-r1.tar.bz2 /usr/local/portage&amp;lt;/b&amp;gt;&lt;br /&gt;
:# &amp;lt;b&amp;gt;cd /usr/local/portage&amp;lt;/b&amp;gt;&lt;br /&gt;
:# &amp;lt;b&amp;gt;tar jxvf taspring-linux-release-ebuild-0.72-r1.tar.bz2&amp;lt;/b&amp;gt;&lt;br /&gt;
:# most likely you don&#039;t run a ~x86 system (unstable) so do a:&amp;lt;br&amp;gt; &amp;lt;b&amp;gt;echo &amp;quot;games-strategy/taspring-linux-release ~x86&amp;quot; &amp;gt;&amp;gt; /etc/portage/package.keywords&amp;lt;/b&amp;gt;&lt;br /&gt;
:# echo &amp;quot;dev-libs/boost threads&amp;quot; &amp;gt;&amp;gt; /etc/portage/package.use&lt;br /&gt;
:# You might want to have a look at the USE flags, type:&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;emerge -pv taspring-linux-release&amp;lt;/b&amp;gt;&lt;br /&gt;
:# finally install it with:&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;emerge taspring-linux-release&amp;lt;/b&amp;gt;&lt;br /&gt;
:* if you get this error:&lt;br /&gt;
:: Calculating dependencies... done!&lt;br /&gt;
:: &amp;gt;&amp;gt;&amp;gt; Emerging (1 of 1) games-strategy/taspring-linux-release-0.72-r1 to /&lt;br /&gt;
:: &amp;gt;&amp;gt;&amp;gt; checking ebuild checksums ;-)&lt;br /&gt;
:: &amp;gt;&amp;gt;&amp;gt; checking auxfile checksums ;-)&lt;br /&gt;
:: &amp;gt;&amp;gt;&amp;gt; checking miscfile checksums ;-)&lt;br /&gt;
:: &amp;gt;&amp;gt;&amp;gt; checking taspring-linux-data-0.72b1.tar.bz2 ;-)&lt;br /&gt;
:: &amp;gt;&amp;gt;&amp;gt; Unpacking source...&lt;br /&gt;
:: &lt;br /&gt;
:: !!! ERROR: games-strategy/taspring-linux-release-0.72-r1 failed.&lt;br /&gt;
:: Call stack:&lt;br /&gt;
::   ebuild.sh, line 1539:   Called dyn_unpack&lt;br /&gt;
::   ebuild.sh, line 711:   Called src_unpack&lt;br /&gt;
::   taspring-linux-release-0.72-r1.ebuild, line 45:   Called subversion_src_unpack &lt;br /&gt;
::   subversion.eclass, line 278:   Called subversion_fetch&lt;br /&gt;
::   subversion.eclass, line 127:   Called die&lt;br /&gt;
:: !!! subversion.eclass: ESVN_REPO_URI is empty.&lt;br /&gt;
:: !!! If you need support, post the topmost build error, and the call stack if relevant.&lt;br /&gt;
:: &lt;br /&gt;
:: !!! This ebuild is from an overlay: &#039;/usr/local/portage&#039; &lt;br /&gt;
:* Then try: &amp;lt;b&amp;gt;rm -Rf /usr/portage/distfiles/svn-src/spring&amp;lt;/b&amp;gt;&lt;br /&gt;
:* Afterwards do: &amp;lt;b&amp;gt;emerge taspring-linux-release&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== all other linux distributions ===&lt;br /&gt;
&lt;br /&gt;
In short, to get spring compiled under linux, make sure you&#039;ve got all necessary development packages installed. On [http://www.ubuntu.com/ (K)Ubuntu linux], and maybe [http://www.debian.org/ Debian] too, this can be done by copying the following in a root terminal (or use the graphical package manager Synaptic or Adept if you can&#039;t stand commandline):&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;apt-get install build-essential subversion scons libsdl-dev libopenal-dev libglew-dev libboost-dev libboost-thread-dev libboost-filesystem-dev libboost-regex-dev libdevil-dev libfreetype6-dev python2.4-dev&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For any other distribution, grab these libraries and the base development packages too (for Gentoo, base development packages aren&#039;t needed, because everything is compiled from source: they&#039;re already installed). I&#039;ve no clue about RPM based distros. But [http://www.google.com google] is your friend.&lt;br /&gt;
&lt;br /&gt;
* Grab the latest work-in-progress sourcecode from subversion (using commandline SVN): &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;svn co https://taspring.clan-sy.com/svn/spring/trunk&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Or look in https://taspring.clan-sy.com/svn/spring/tags/ for the last official release.&lt;br /&gt;
&lt;br /&gt;
* To compile the sourcecode, switch to the trunk directory created by the svn checkout in the previous step. Then type: &amp;lt;code&amp;gt;scons configure&amp;lt;/code&amp;gt; to configure the build. (You can fine tune the build by passing options to this command [for enabling debugging/optimizing etc.]. Type &amp;lt;code&amp;gt;scons --help&amp;lt;/code&amp;gt; to view the available options.) Now, if you really installed all development package, the scons configure will output: &amp;quot;Everything seems OK. Run `scons&#039; now to build.&amp;quot;. If it outputs with an error you&#039;re probably missing a development package. &lt;br /&gt;
&lt;br /&gt;
* As instructed on end of previous step, type: &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; Spring will now build including [[NTAI]], [[JCAI]] and a few [[GroupAI]]s. You should end up with a file &amp;lt;code&amp;gt;trunk/game/spring&amp;lt;/code&amp;gt; (the executable) and some shared objects (SOs or DLLs) in &amp;lt;code&amp;gt;trunk/game/aidll&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Now, grab [https://developer.berlios.de/project/showfiles.php?group_id=4358 the linux data tarball] and extract it somewhere. This will create a directory taspring-linux-data-0.71b1 (or higher version number).&lt;br /&gt;
&lt;br /&gt;
* Put a symlink to the spring executable in the data directory:&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;ln -s /path/to/trunk/game/spring /path/to/taspring-linux-data-0.71b1/spring&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Optionally, make symlinks for the shared objects in &amp;lt;code&amp;gt;trunk/game/aidll too&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* Now run spring by &amp;lt;code&amp;gt;cd&amp;lt;/code&amp;gt;&#039;ing (change dir) to the &amp;lt;code&amp;gt;taspring-linux-data-0.71b1&amp;lt;/code&amp;gt; directory and typing: &amp;lt;code&amp;gt;./spring&amp;lt;/code&amp;gt; If you&#039;ve compiled with debugging enabled, you might want to run inside gdb to provide the devs with a backtrace if spring crashes: &amp;lt;code&amp;gt;gdb ./spring&amp;lt;/code&amp;gt;&lt;br /&gt;
** Basic commands inside gdb are: &lt;br /&gt;
*** &amp;lt;code&amp;gt;&#039;&#039;&#039;r&#039;&#039;&#039;un&amp;lt;/code&amp;gt; - Run the program (spring) &lt;br /&gt;
*** &amp;lt;code&amp;gt;&#039;&#039;&#039;bt&#039;&#039;&#039;&amp;lt;/code&amp;gt; - Print a backtrace &lt;br /&gt;
*** &amp;lt;code&amp;gt;&#039;&#039;&#039;q&#039;&#039;&#039;uit&amp;lt;/code&amp;gt; - Quit &lt;br /&gt;
*** &amp;lt;code&amp;gt;&#039;&#039;&#039;help&#039;&#039;&#039;&amp;lt;/code&amp;gt; - This one&#039;s important&lt;br /&gt;
&lt;br /&gt;
* Be happy!&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Checkout [http://www.fileuniverse.com File Universe] for much more maps &amp;amp; mods.&lt;br /&gt;
* If spring hangs/crashes while in full screen mode, you can press ctrl+alt+backspace to restart X, so no need for a reboot.&lt;br /&gt;
* A binary release of [[AAI]], a skirmish AI, is included in the data package.&lt;br /&gt;
* Spring uses OpenAL for sound, Config your sound output i.e esd / arts / oss / alsa by editing /etc/openalrc  or ~/.openalrc, example:  (&amp;quot;&#039;(&amp;quot; is not a typo)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; &lt;br /&gt;
(define devices &#039;(alsa))&amp;lt;br&amp;gt;&lt;br /&gt;
(define speaker-num 2)&amp;lt;br&amp;gt;&lt;br /&gt;
(define alsa-out-device &amp;quot;hw:0,0&amp;quot;)&amp;lt;br&amp;gt;&lt;br /&gt;
(define alsa-in-device &amp;quot;hw:0,0&amp;quot;)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
Adventurous people with an emu10k1 based card (sblive) can try the accelerated openal version. http://www.lost.org.uk/openal.html , don&#039;t submit audiobugs if you do.&lt;br /&gt;
&lt;br /&gt;
If you really can&#039;t figure out how to get spring compiled, or you think there&#039;s a bug in the code or the buildsystem...&lt;br /&gt;
* just poke any developer on IRC&lt;br /&gt;
** channel &amp;lt;code&amp;gt;#taspring&amp;lt;/code&amp;gt; on [http://freenode.net/ FreeNode]&lt;br /&gt;
** or channel &amp;lt;code&amp;gt;#sy&amp;lt;/code&amp;gt; on [http://www.quakenet.org/ QuakeNet]&lt;br /&gt;
* post it on the forum&lt;br /&gt;
* or file a bug in our [http://taspring.clan-sy.com/mantis/ Bug tracking system].&lt;br /&gt;
&lt;br /&gt;
[[Category:Linux Port]][[Category:Playing]]&lt;/div&gt;</summary>
		<author><name>Joachim Schiele</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=SetupGuide&amp;diff=16369</id>
		<title>SetupGuide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=SetupGuide&amp;diff=16369"/>
		<updated>2006-09-11T11:06:26Z</updated>

		<summary type="html">&lt;p&gt;Joachim Schiele: /* gentoo linux */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Linux Setup Guide ==&lt;br /&gt;
&lt;br /&gt;
=== gentoo linux ===&lt;br /&gt;
* If you&#039;re running [http://www.gentoo.org Gentoo linux], you&#039;re lucky, because [http://developer.berlios.de/project/showfiles.php?group_id=4358 an ebuild is already available].&amp;lt;br&amp;gt;The best way to install the ebuild in gentoo would be to add an portage overlay and copy the file into the overlay. Now in detail:&amp;lt;br&amp;gt;&lt;br /&gt;
:# &amp;lt;b&amp;gt;mkdir /usr/local/portage&amp;lt;/b&amp;gt;&lt;br /&gt;
:# add this line to you /etc/make.conf&amp;lt;br&amp;gt; &amp;lt;b&amp;gt;PORTDIR_OVERLAY=&amp;quot;/usr/local/portage&amp;quot;&amp;lt;/b&amp;gt;&lt;br /&gt;
:# download the ebuild you want, for example: taspring-linux-release-ebuild-0.72-r1.tar.bz2&lt;br /&gt;
:# &amp;lt;b&amp;gt;mv taspring-linux-release-ebuild-0.72-r1.tar.bz2 /usr/local/portage&amp;lt;/b&amp;gt;&lt;br /&gt;
:# &amp;lt;b&amp;gt;cd /usr/local/portage&amp;lt;/b&amp;gt;&lt;br /&gt;
:# &amp;lt;b&amp;gt;tar jxvf taspring-linux-release-ebuild-0.72-r1.tar.bz2&amp;lt;/b&amp;gt;&lt;br /&gt;
:# most likely you don&#039;t run a ~x86 system (unstable) so do a:&amp;lt;br&amp;gt; &amp;lt;b&amp;gt;echo &amp;quot;games-strategy/taspring-linux-release ~x86&amp;quot; &amp;gt;&amp;gt; /etc/portage/package.keywords&amp;lt;/b&amp;gt;&lt;br /&gt;
:# You might want to have a look at the USE flags, type:&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;emerge -pv taspring-linux-release&amp;lt;/b&amp;gt;&lt;br /&gt;
:# finally install it with:&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;emerge taspring-linux-release&amp;lt;/b&amp;gt;&lt;br /&gt;
:* if you get this error:&lt;br /&gt;
:: Calculating dependencies... done!&lt;br /&gt;
:: &amp;gt;&amp;gt;&amp;gt; Emerging (1 of 1) games-strategy/taspring-linux-release-0.72-r1 to /&lt;br /&gt;
:: &amp;gt;&amp;gt;&amp;gt; checking ebuild checksums ;-)&lt;br /&gt;
:: &amp;gt;&amp;gt;&amp;gt; checking auxfile checksums ;-)&lt;br /&gt;
:: &amp;gt;&amp;gt;&amp;gt; checking miscfile checksums ;-)&lt;br /&gt;
:: &amp;gt;&amp;gt;&amp;gt; checking taspring-linux-data-0.72b1.tar.bz2 ;-)&lt;br /&gt;
:: &amp;gt;&amp;gt;&amp;gt; Unpacking source...&lt;br /&gt;
:: &lt;br /&gt;
:: !!! ERROR: games-strategy/taspring-linux-release-0.72-r1 failed.&lt;br /&gt;
:: Call stack:&lt;br /&gt;
::   ebuild.sh, line 1539:   Called dyn_unpack&lt;br /&gt;
::   ebuild.sh, line 711:   Called src_unpack&lt;br /&gt;
::   taspring-linux-release-0.72-r1.ebuild, line 45:   Called subversion_src_unpack &lt;br /&gt;
::   subversion.eclass, line 278:   Called subversion_fetch&lt;br /&gt;
::   subversion.eclass, line 127:   Called die&lt;br /&gt;
:: !!! subversion.eclass: ESVN_REPO_URI is empty.&lt;br /&gt;
:: !!! If you need support, post the topmost build error, and the call stack if relevant.&lt;br /&gt;
:: &lt;br /&gt;
:: !!! This ebuild is from an overlay: &#039;/usr/local/portage&#039; &lt;br /&gt;
:* Then try: &amp;lt;b&amp;gt;rm -Rf /usr/portage/distfiles/svn-src/spring&amp;lt;/b&amp;gt;&lt;br /&gt;
:* Afterwards do: &amp;lt;b&amp;gt;emerge taspring-linux-release&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== all other linux distributions ===&lt;br /&gt;
&lt;br /&gt;
In short, to get spring compiled under linux, make sure you&#039;ve got all necessary development packages installed. On [http://www.ubuntu.com/ (K)Ubuntu linux], and maybe [http://www.debian.org/ Debian] too, this can be done by copying the following in a root terminal (or use the graphical package manager Synaptic or Adept if you can&#039;t stand commandline):&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;apt-get install build-essential subversion scons libsdl-dev libopenal-dev libglew-dev libboost-dev libboost-thread-dev libboost-filesystem-dev libboost-regex-dev libdevil-dev libfreetype6-dev python2.4-dev&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For any other distribution, grab these libraries and the base development packages too (for Gentoo, base development packages aren&#039;t needed, because everything is compiled from source: they&#039;re already installed). I&#039;ve no clue about RPM based distros. But [http://www.google.com google] is your friend.&lt;br /&gt;
&lt;br /&gt;
* Grab the latest work-in-progress sourcecode from subversion (using commandline SVN): &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;svn co https://taspring.clan-sy.com/svn/spring/trunk&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Or look in https://taspring.clan-sy.com/svn/spring/tags/ for the last official release.&lt;br /&gt;
&lt;br /&gt;
* To compile the sourcecode, switch to the trunk directory created by the svn checkout in the previous step. Then type: &amp;lt;code&amp;gt;scons configure&amp;lt;/code&amp;gt; to configure the build. (You can fine tune the build by passing options to this command [for enabling debugging/optimizing etc.]. Type &amp;lt;code&amp;gt;scons --help&amp;lt;/code&amp;gt; to view the available options.) Now, if you really installed all development package, the scons configure will output: &amp;quot;Everything seems OK. Run `scons&#039; now to build.&amp;quot;. If it outputs with an error you&#039;re probably missing a development package. &lt;br /&gt;
&lt;br /&gt;
* As instructed on end of previous step, type: &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; Spring will now build including [[NTAI]], [[JCAI]] and a few [[GroupAI]]s. You should end up with a file &amp;lt;code&amp;gt;trunk/game/spring&amp;lt;/code&amp;gt; (the executable) and some shared objects (SOs or DLLs) in &amp;lt;code&amp;gt;trunk/game/aidll&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Now, grab [https://developer.berlios.de/project/showfiles.php?group_id=4358 the linux data tarball] and extract it somewhere. This will create a directory taspring-linux-data-0.71b1 (or higher version number).&lt;br /&gt;
&lt;br /&gt;
* Put a symlink to the spring executable in the data directory:&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;ln -s /path/to/trunk/game/spring /path/to/taspring-linux-data-0.71b1/spring&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Optionally, make symlinks for the shared objects in &amp;lt;code&amp;gt;trunk/game/aidll too&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* Now run spring by &amp;lt;code&amp;gt;cd&amp;lt;/code&amp;gt;&#039;ing (change dir) to the &amp;lt;code&amp;gt;taspring-linux-data-0.71b1&amp;lt;/code&amp;gt; directory and typing: &amp;lt;code&amp;gt;./spring&amp;lt;/code&amp;gt; If you&#039;ve compiled with debugging enabled, you might want to run inside gdb to provide the devs with a backtrace if spring crashes: &amp;lt;code&amp;gt;gdb ./spring&amp;lt;/code&amp;gt;&lt;br /&gt;
** Basic commands inside gdb are: &lt;br /&gt;
*** &amp;lt;code&amp;gt;&#039;&#039;&#039;r&#039;&#039;&#039;un&amp;lt;/code&amp;gt; - Run the program (spring) &lt;br /&gt;
*** &amp;lt;code&amp;gt;&#039;&#039;&#039;bt&#039;&#039;&#039;&amp;lt;/code&amp;gt; - Print a backtrace &lt;br /&gt;
*** &amp;lt;code&amp;gt;&#039;&#039;&#039;q&#039;&#039;&#039;uit&amp;lt;/code&amp;gt; - Quit &lt;br /&gt;
*** &amp;lt;code&amp;gt;&#039;&#039;&#039;help&#039;&#039;&#039;&amp;lt;/code&amp;gt; - This one&#039;s important&lt;br /&gt;
&lt;br /&gt;
* Be happy!&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Checkout [http://www.fileuniverse.com File Universe] for much more maps &amp;amp; mods.&lt;br /&gt;
* If spring hangs/crashes while in full screen mode, you can press ctrl+alt+backspace to restart X, so no need for a reboot.&lt;br /&gt;
* A binary release of [[AAI]], a skirmish AI, is included in the data package.&lt;br /&gt;
* Spring uses OpenAL for sound, Config your sound output i.e esd / arts / oss / alsa by editing /etc/openalrc  or ~/.openalrc, example:  (&amp;quot;&#039;(&amp;quot; is not a typo)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; &lt;br /&gt;
(define devices &#039;(alsa))&amp;lt;br&amp;gt;&lt;br /&gt;
(define speaker-num 2)&amp;lt;br&amp;gt;&lt;br /&gt;
(define alsa-out-device &amp;quot;hw:0,0&amp;quot;)&amp;lt;br&amp;gt;&lt;br /&gt;
(define alsa-in-device &amp;quot;hw:0,0&amp;quot;)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
Adventurous people with an emu10k1 based card (sblive) can try the accelerated openal version. http://www.lost.org.uk/openal.html , don&#039;t submit audiobugs if you do.&lt;br /&gt;
&lt;br /&gt;
If you really can&#039;t figure out how to get spring compiled, or you think there&#039;s a bug in the code or the buildsystem...&lt;br /&gt;
* just poke any developer on IRC&lt;br /&gt;
** channel &amp;lt;code&amp;gt;#taspring&amp;lt;/code&amp;gt; on [http://freenode.net/ FreeNode]&lt;br /&gt;
** or channel &amp;lt;code&amp;gt;#sy&amp;lt;/code&amp;gt; on [http://www.quakenet.org/ QuakeNet]&lt;br /&gt;
* post it on the forum&lt;br /&gt;
* or file a bug in our [http://taspring.clan-sy.com/mantis/ Bug tracking system].&lt;br /&gt;
&lt;br /&gt;
[[Category:Linux Port]][[Category:Playing]]&lt;/div&gt;</summary>
		<author><name>Joachim Schiele</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=SetupGuide&amp;diff=16368</id>
		<title>SetupGuide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=SetupGuide&amp;diff=16368"/>
		<updated>2006-09-10T22:37:18Z</updated>

		<summary type="html">&lt;p&gt;Joachim Schiele: /* another fix */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Linux Setup Guide ==&lt;br /&gt;
&lt;br /&gt;
=== gentoo linux ===&lt;br /&gt;
* If you&#039;re running [http://www.gentoo.org Gentoo linux], you&#039;re lucky, because [http://developer.berlios.de/project/showfiles.php?group_id=4358 an ebuild is already available].&amp;lt;br&amp;gt;The best way to install the ebuild in gentoo would be to add an portage overlay and copy the file into the overlay. Now in detail:&amp;lt;br&amp;gt;&lt;br /&gt;
:# mkdir /usr/local/portage&lt;br /&gt;
:# add this line to you /etc/make.conf&amp;lt;br&amp;gt; PORTDIR_OVERLAY=&amp;quot;/usr/local/portage&amp;quot;&lt;br /&gt;
:# download the ebuild you want, for example: taspring-linux-release-ebuild-0.72-r1.tar.bz2&lt;br /&gt;
:# mv taspring-linux-release-ebuild-0.72-r1.tar.bz2 /usr/local/portage&lt;br /&gt;
:# cd /usr/local/portage&lt;br /&gt;
:# tar jxvf taspring-linux-release-ebuild-0.72-r1.tar.bz2&lt;br /&gt;
:# most likely you don&#039;t run a ~x86 system (unstable) so do a:&amp;lt;br&amp;gt; echo &amp;quot;games-strategy/taspring-linux-release ~x86&amp;quot; &amp;gt;&amp;gt; /etc/portage/package.keywords&lt;br /&gt;
:# You might want to have a look at the USE flags, type:&amp;lt;br&amp;gt;emerge -pv taspring-linux-release&lt;br /&gt;
:# finally:&amp;lt;br&amp;gt;emerge taspring-linux-release&lt;br /&gt;
&lt;br /&gt;
=== all other linux distributions ===&lt;br /&gt;
&lt;br /&gt;
In short, to get spring compiled under linux, make sure you&#039;ve got all necessary development packages installed. On [http://www.ubuntu.com/ (K)Ubuntu linux], and maybe [http://www.debian.org/ Debian] too, this can be done by copying the following in a root terminal (or use the graphical package manager Synaptic or Adept if you can&#039;t stand commandline):&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;apt-get install build-essential subversion scons libsdl-dev libopenal-dev libglew-dev libboost-dev libboost-thread-dev libboost-filesystem-dev libboost-regex-dev libdevil-dev libfreetype6-dev python2.4-dev&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For any other distribution, grab these libraries and the base development packages too (for Gentoo, base development packages aren&#039;t needed, because everything is compiled from source: they&#039;re already installed). I&#039;ve no clue about RPM based distros. But [http://www.google.com google] is your friend.&lt;br /&gt;
&lt;br /&gt;
* Grab the latest work-in-progress sourcecode from subversion (using commandline SVN): &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;svn co https://taspring.clan-sy.com/svn/spring/trunk&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Or look in https://taspring.clan-sy.com/svn/spring/tags/ for the last official release.&lt;br /&gt;
&lt;br /&gt;
* To compile the sourcecode, switch to the trunk directory created by the svn checkout in the previous step. Then type: &amp;lt;code&amp;gt;scons configure&amp;lt;/code&amp;gt; to configure the build. (You can fine tune the build by passing options to this command [for enabling debugging/optimizing etc.]. Type &amp;lt;code&amp;gt;scons --help&amp;lt;/code&amp;gt; to view the available options.) Now, if you really installed all development package, the scons configure will output: &amp;quot;Everything seems OK. Run `scons&#039; now to build.&amp;quot;. If it outputs with an error you&#039;re probably missing a development package. &lt;br /&gt;
&lt;br /&gt;
* As instructed on end of previous step, type: &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; Spring will now build including [[NTAI]], [[JCAI]] and a few [[GroupAI]]s. You should end up with a file &amp;lt;code&amp;gt;trunk/game/spring&amp;lt;/code&amp;gt; (the executable) and some shared objects (SOs or DLLs) in &amp;lt;code&amp;gt;trunk/game/aidll&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Now, grab [https://developer.berlios.de/project/showfiles.php?group_id=4358 the linux data tarball] and extract it somewhere. This will create a directory taspring-linux-data-0.71b1 (or higher version number).&lt;br /&gt;
&lt;br /&gt;
* Put a symlink to the spring executable in the data directory:&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;ln -s /path/to/trunk/game/spring /path/to/taspring-linux-data-0.71b1/spring&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Optionally, make symlinks for the shared objects in &amp;lt;code&amp;gt;trunk/game/aidll too&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* Now run spring by &amp;lt;code&amp;gt;cd&amp;lt;/code&amp;gt;&#039;ing (change dir) to the &amp;lt;code&amp;gt;taspring-linux-data-0.71b1&amp;lt;/code&amp;gt; directory and typing: &amp;lt;code&amp;gt;./spring&amp;lt;/code&amp;gt; If you&#039;ve compiled with debugging enabled, you might want to run inside gdb to provide the devs with a backtrace if spring crashes: &amp;lt;code&amp;gt;gdb ./spring&amp;lt;/code&amp;gt;&lt;br /&gt;
** Basic commands inside gdb are: &lt;br /&gt;
*** &amp;lt;code&amp;gt;&#039;&#039;&#039;r&#039;&#039;&#039;un&amp;lt;/code&amp;gt; - Run the program (spring) &lt;br /&gt;
*** &amp;lt;code&amp;gt;&#039;&#039;&#039;bt&#039;&#039;&#039;&amp;lt;/code&amp;gt; - Print a backtrace &lt;br /&gt;
*** &amp;lt;code&amp;gt;&#039;&#039;&#039;q&#039;&#039;&#039;uit&amp;lt;/code&amp;gt; - Quit &lt;br /&gt;
*** &amp;lt;code&amp;gt;&#039;&#039;&#039;help&#039;&#039;&#039;&amp;lt;/code&amp;gt; - This one&#039;s important&lt;br /&gt;
&lt;br /&gt;
* Be happy!&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Checkout [http://www.fileuniverse.com File Universe] for much more maps &amp;amp; mods.&lt;br /&gt;
* If spring hangs/crashes while in full screen mode, you can press ctrl+alt+backspace to restart X, so no need for a reboot.&lt;br /&gt;
* A binary release of [[AAI]], a skirmish AI, is included in the data package.&lt;br /&gt;
* Spring uses OpenAL for sound, Config your sound output i.e esd / arts / oss / alsa by editing /etc/openalrc  or ~/.openalrc, example:  (&amp;quot;&#039;(&amp;quot; is not a typo)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; &lt;br /&gt;
(define devices &#039;(alsa))&amp;lt;br&amp;gt;&lt;br /&gt;
(define speaker-num 2)&amp;lt;br&amp;gt;&lt;br /&gt;
(define alsa-out-device &amp;quot;hw:0,0&amp;quot;)&amp;lt;br&amp;gt;&lt;br /&gt;
(define alsa-in-device &amp;quot;hw:0,0&amp;quot;)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
Adventurous people with an emu10k1 based card (sblive) can try the accelerated openal version. http://www.lost.org.uk/openal.html , don&#039;t submit audiobugs if you do.&lt;br /&gt;
&lt;br /&gt;
If you really can&#039;t figure out how to get spring compiled, or you think there&#039;s a bug in the code or the buildsystem...&lt;br /&gt;
* just poke any developer on IRC&lt;br /&gt;
** channel &amp;lt;code&amp;gt;#taspring&amp;lt;/code&amp;gt; on [http://freenode.net/ FreeNode]&lt;br /&gt;
** or channel &amp;lt;code&amp;gt;#sy&amp;lt;/code&amp;gt; on [http://www.quakenet.org/ QuakeNet]&lt;br /&gt;
* post it on the forum&lt;br /&gt;
* or file a bug in our [http://taspring.clan-sy.com/mantis/ Bug tracking system].&lt;br /&gt;
&lt;br /&gt;
[[Category:Linux Port]][[Category:Playing]]&lt;/div&gt;</summary>
		<author><name>Joachim Schiele</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=SetupGuide&amp;diff=16367</id>
		<title>SetupGuide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=SetupGuide&amp;diff=16367"/>
		<updated>2006-09-10T22:35:25Z</updated>

		<summary type="html">&lt;p&gt;Joachim Schiele: /* wrong tar command ...*/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Linux Setup Guide ==&lt;br /&gt;
&lt;br /&gt;
=== gentoo linux ===&lt;br /&gt;
* If you&#039;re running [http://www.gentoo.org Gentoo linux], you&#039;re lucky, because [http://developer.berlios.de/project/showfiles.php?group_id=4358 an ebuild is already available].&amp;lt;br&amp;gt;The best way to install the ebuild in gentoo would be to add an portage overlay and copy the file into the overlay. Now in detail:&amp;lt;br&amp;gt;&lt;br /&gt;
:# mkdir /usr/local/portage&lt;br /&gt;
:# add this line to you /etc/make.conf&amp;lt;br&amp;gt; PORTDIR_OVERLAY=&amp;quot;/usr/local/portage&amp;quot;&lt;br /&gt;
:# download the ebuild you want, for example: taspring-linux-release-ebuild-0.72-r1.tar.bz2&lt;br /&gt;
:# mv taspring-linux-release-ebuild-0.72-r1.tar.bz2 /usr/local/portage&lt;br /&gt;
:# cd /usr/local/portage&lt;br /&gt;
:# tar jxvf taspring-linux-release-ebuild-0.72-r1.tar.bz2&lt;br /&gt;
:# most likely you don&#039;t run a ~x86 system (unstable) so do a:&amp;lt;br&amp;gt; echo &amp;quot;games-strategy/taspring-linux-release ~x86&amp;quot; &amp;gt;&amp;gt; /etc/portage/package.keywords&lt;br /&gt;
:# You might want to have a look at the USE flags, type:&amp;lt;br&amp;gt;emerge -pv taspring-linux-release&lt;br /&gt;
:# finally:&amp;lt;br&amp;gt;emerge -pv taspring-linux-release&lt;br /&gt;
&lt;br /&gt;
=== all other linux distributions ===&lt;br /&gt;
&lt;br /&gt;
In short, to get spring compiled under linux, make sure you&#039;ve got all necessary development packages installed. On [http://www.ubuntu.com/ (K)Ubuntu linux], and maybe [http://www.debian.org/ Debian] too, this can be done by copying the following in a root terminal (or use the graphical package manager Synaptic or Adept if you can&#039;t stand commandline):&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;apt-get install build-essential subversion scons libsdl-dev libopenal-dev libglew-dev libboost-dev libboost-thread-dev libboost-filesystem-dev libboost-regex-dev libdevil-dev libfreetype6-dev python2.4-dev&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For any other distribution, grab these libraries and the base development packages too (for Gentoo, base development packages aren&#039;t needed, because everything is compiled from source: they&#039;re already installed). I&#039;ve no clue about RPM based distros. But [http://www.google.com google] is your friend.&lt;br /&gt;
&lt;br /&gt;
* Grab the latest work-in-progress sourcecode from subversion (using commandline SVN): &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;svn co https://taspring.clan-sy.com/svn/spring/trunk&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Or look in https://taspring.clan-sy.com/svn/spring/tags/ for the last official release.&lt;br /&gt;
&lt;br /&gt;
* To compile the sourcecode, switch to the trunk directory created by the svn checkout in the previous step. Then type: &amp;lt;code&amp;gt;scons configure&amp;lt;/code&amp;gt; to configure the build. (You can fine tune the build by passing options to this command [for enabling debugging/optimizing etc.]. Type &amp;lt;code&amp;gt;scons --help&amp;lt;/code&amp;gt; to view the available options.) Now, if you really installed all development package, the scons configure will output: &amp;quot;Everything seems OK. Run `scons&#039; now to build.&amp;quot;. If it outputs with an error you&#039;re probably missing a development package. &lt;br /&gt;
&lt;br /&gt;
* As instructed on end of previous step, type: &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; Spring will now build including [[NTAI]], [[JCAI]] and a few [[GroupAI]]s. You should end up with a file &amp;lt;code&amp;gt;trunk/game/spring&amp;lt;/code&amp;gt; (the executable) and some shared objects (SOs or DLLs) in &amp;lt;code&amp;gt;trunk/game/aidll&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Now, grab [https://developer.berlios.de/project/showfiles.php?group_id=4358 the linux data tarball] and extract it somewhere. This will create a directory taspring-linux-data-0.71b1 (or higher version number).&lt;br /&gt;
&lt;br /&gt;
* Put a symlink to the spring executable in the data directory:&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;ln -s /path/to/trunk/game/spring /path/to/taspring-linux-data-0.71b1/spring&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Optionally, make symlinks for the shared objects in &amp;lt;code&amp;gt;trunk/game/aidll too&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* Now run spring by &amp;lt;code&amp;gt;cd&amp;lt;/code&amp;gt;&#039;ing (change dir) to the &amp;lt;code&amp;gt;taspring-linux-data-0.71b1&amp;lt;/code&amp;gt; directory and typing: &amp;lt;code&amp;gt;./spring&amp;lt;/code&amp;gt; If you&#039;ve compiled with debugging enabled, you might want to run inside gdb to provide the devs with a backtrace if spring crashes: &amp;lt;code&amp;gt;gdb ./spring&amp;lt;/code&amp;gt;&lt;br /&gt;
** Basic commands inside gdb are: &lt;br /&gt;
*** &amp;lt;code&amp;gt;&#039;&#039;&#039;r&#039;&#039;&#039;un&amp;lt;/code&amp;gt; - Run the program (spring) &lt;br /&gt;
*** &amp;lt;code&amp;gt;&#039;&#039;&#039;bt&#039;&#039;&#039;&amp;lt;/code&amp;gt; - Print a backtrace &lt;br /&gt;
*** &amp;lt;code&amp;gt;&#039;&#039;&#039;q&#039;&#039;&#039;uit&amp;lt;/code&amp;gt; - Quit &lt;br /&gt;
*** &amp;lt;code&amp;gt;&#039;&#039;&#039;help&#039;&#039;&#039;&amp;lt;/code&amp;gt; - This one&#039;s important&lt;br /&gt;
&lt;br /&gt;
* Be happy!&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Checkout [http://www.fileuniverse.com File Universe] for much more maps &amp;amp; mods.&lt;br /&gt;
* If spring hangs/crashes while in full screen mode, you can press ctrl+alt+backspace to restart X, so no need for a reboot.&lt;br /&gt;
* A binary release of [[AAI]], a skirmish AI, is included in the data package.&lt;br /&gt;
* Spring uses OpenAL for sound, Config your sound output i.e esd / arts / oss / alsa by editing /etc/openalrc  or ~/.openalrc, example:  (&amp;quot;&#039;(&amp;quot; is not a typo)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; &lt;br /&gt;
(define devices &#039;(alsa))&amp;lt;br&amp;gt;&lt;br /&gt;
(define speaker-num 2)&amp;lt;br&amp;gt;&lt;br /&gt;
(define alsa-out-device &amp;quot;hw:0,0&amp;quot;)&amp;lt;br&amp;gt;&lt;br /&gt;
(define alsa-in-device &amp;quot;hw:0,0&amp;quot;)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
Adventurous people with an emu10k1 based card (sblive) can try the accelerated openal version. http://www.lost.org.uk/openal.html , don&#039;t submit audiobugs if you do.&lt;br /&gt;
&lt;br /&gt;
If you really can&#039;t figure out how to get spring compiled, or you think there&#039;s a bug in the code or the buildsystem...&lt;br /&gt;
* just poke any developer on IRC&lt;br /&gt;
** channel &amp;lt;code&amp;gt;#taspring&amp;lt;/code&amp;gt; on [http://freenode.net/ FreeNode]&lt;br /&gt;
** or channel &amp;lt;code&amp;gt;#sy&amp;lt;/code&amp;gt; on [http://www.quakenet.org/ QuakeNet]&lt;br /&gt;
* post it on the forum&lt;br /&gt;
* or file a bug in our [http://taspring.clan-sy.com/mantis/ Bug tracking system].&lt;br /&gt;
&lt;br /&gt;
[[Category:Linux Port]][[Category:Playing]]&lt;/div&gt;</summary>
		<author><name>Joachim Schiele</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=SetupGuide&amp;diff=16366</id>
		<title>SetupGuide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=SetupGuide&amp;diff=16366"/>
		<updated>2006-09-10T22:31:23Z</updated>

		<summary type="html">&lt;p&gt;Joachim Schiele: /* Linux Setup Guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Linux Setup Guide ==&lt;br /&gt;
&lt;br /&gt;
=== gentoo linux ===&lt;br /&gt;
* If you&#039;re running [http://www.gentoo.org Gentoo linux], you&#039;re lucky, because [http://developer.berlios.de/project/showfiles.php?group_id=4358 an ebuild is already available].&amp;lt;br&amp;gt;The best way to install the ebuild in gentoo would be to add an portage overlay and copy the file into the overlay. Now in detail:&amp;lt;br&amp;gt;&lt;br /&gt;
:# mkdir /usr/local/portage&lt;br /&gt;
:# add this line to you /etc/make.conf&amp;lt;br&amp;gt; PORTDIR_OVERLAY=&amp;quot;/usr/local/portage&amp;quot;&lt;br /&gt;
:# download the ebuild you want, for example: taspring-linux-release-ebuild-0.72-r1.tar.bz2&lt;br /&gt;
:# mv taspring-linux-release-ebuild-0.72-r1.tar.bz2 /usr/local/portage&lt;br /&gt;
:# cd /usr/local/portage&lt;br /&gt;
:# tar xzjf taspring-linux-release-ebuild-0.72-r1.tar.bz2&lt;br /&gt;
:# most likely you don&#039;t run a ~x86 system (unstable) so do a:&amp;lt;br&amp;gt; echo &amp;quot;games-strategy/taspring-linux-release ~x86&amp;quot; &amp;gt;&amp;gt; /etc/portage/package.keywords&lt;br /&gt;
:# You might want to have a look at the USE flags, type:&amp;lt;br&amp;gt;emerge -pv taspring-linux-release&lt;br /&gt;
:# finally:&amp;lt;br&amp;gt;emerge -pv taspring-linux-release&lt;br /&gt;
&lt;br /&gt;
=== all other linux distributions ===&lt;br /&gt;
&lt;br /&gt;
In short, to get spring compiled under linux, make sure you&#039;ve got all necessary development packages installed. On [http://www.ubuntu.com/ (K)Ubuntu linux], and maybe [http://www.debian.org/ Debian] too, this can be done by copying the following in a root terminal (or use the graphical package manager Synaptic or Adept if you can&#039;t stand commandline):&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;apt-get install build-essential subversion scons libsdl-dev libopenal-dev libglew-dev libboost-dev libboost-thread-dev libboost-filesystem-dev libboost-regex-dev libdevil-dev libfreetype6-dev python2.4-dev&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For any other distribution, grab these libraries and the base development packages too (for Gentoo, base development packages aren&#039;t needed, because everything is compiled from source: they&#039;re already installed). I&#039;ve no clue about RPM based distros. But [http://www.google.com google] is your friend.&lt;br /&gt;
&lt;br /&gt;
* Grab the latest work-in-progress sourcecode from subversion (using commandline SVN): &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;svn co https://taspring.clan-sy.com/svn/spring/trunk&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Or look in https://taspring.clan-sy.com/svn/spring/tags/ for the last official release.&lt;br /&gt;
&lt;br /&gt;
* To compile the sourcecode, switch to the trunk directory created by the svn checkout in the previous step. Then type: &amp;lt;code&amp;gt;scons configure&amp;lt;/code&amp;gt; to configure the build. (You can fine tune the build by passing options to this command [for enabling debugging/optimizing etc.]. Type &amp;lt;code&amp;gt;scons --help&amp;lt;/code&amp;gt; to view the available options.) Now, if you really installed all development package, the scons configure will output: &amp;quot;Everything seems OK. Run `scons&#039; now to build.&amp;quot;. If it outputs with an error you&#039;re probably missing a development package. &lt;br /&gt;
&lt;br /&gt;
* As instructed on end of previous step, type: &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; Spring will now build including [[NTAI]], [[JCAI]] and a few [[GroupAI]]s. You should end up with a file &amp;lt;code&amp;gt;trunk/game/spring&amp;lt;/code&amp;gt; (the executable) and some shared objects (SOs or DLLs) in &amp;lt;code&amp;gt;trunk/game/aidll&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Now, grab [https://developer.berlios.de/project/showfiles.php?group_id=4358 the linux data tarball] and extract it somewhere. This will create a directory taspring-linux-data-0.71b1 (or higher version number).&lt;br /&gt;
&lt;br /&gt;
* Put a symlink to the spring executable in the data directory:&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;ln -s /path/to/trunk/game/spring /path/to/taspring-linux-data-0.71b1/spring&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Optionally, make symlinks for the shared objects in &amp;lt;code&amp;gt;trunk/game/aidll too&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* Now run spring by &amp;lt;code&amp;gt;cd&amp;lt;/code&amp;gt;&#039;ing (change dir) to the &amp;lt;code&amp;gt;taspring-linux-data-0.71b1&amp;lt;/code&amp;gt; directory and typing: &amp;lt;code&amp;gt;./spring&amp;lt;/code&amp;gt; If you&#039;ve compiled with debugging enabled, you might want to run inside gdb to provide the devs with a backtrace if spring crashes: &amp;lt;code&amp;gt;gdb ./spring&amp;lt;/code&amp;gt;&lt;br /&gt;
** Basic commands inside gdb are: &lt;br /&gt;
*** &amp;lt;code&amp;gt;&#039;&#039;&#039;r&#039;&#039;&#039;un&amp;lt;/code&amp;gt; - Run the program (spring) &lt;br /&gt;
*** &amp;lt;code&amp;gt;&#039;&#039;&#039;bt&#039;&#039;&#039;&amp;lt;/code&amp;gt; - Print a backtrace &lt;br /&gt;
*** &amp;lt;code&amp;gt;&#039;&#039;&#039;q&#039;&#039;&#039;uit&amp;lt;/code&amp;gt; - Quit &lt;br /&gt;
*** &amp;lt;code&amp;gt;&#039;&#039;&#039;help&#039;&#039;&#039;&amp;lt;/code&amp;gt; - This one&#039;s important&lt;br /&gt;
&lt;br /&gt;
* Be happy!&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
* Checkout [http://www.fileuniverse.com File Universe] for much more maps &amp;amp; mods.&lt;br /&gt;
* If spring hangs/crashes while in full screen mode, you can press ctrl+alt+backspace to restart X, so no need for a reboot.&lt;br /&gt;
* A binary release of [[AAI]], a skirmish AI, is included in the data package.&lt;br /&gt;
* Spring uses OpenAL for sound, Config your sound output i.e esd / arts / oss / alsa by editing /etc/openalrc  or ~/.openalrc, example:  (&amp;quot;&#039;(&amp;quot; is not a typo)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt; &lt;br /&gt;
(define devices &#039;(alsa))&amp;lt;br&amp;gt;&lt;br /&gt;
(define speaker-num 2)&amp;lt;br&amp;gt;&lt;br /&gt;
(define alsa-out-device &amp;quot;hw:0,0&amp;quot;)&amp;lt;br&amp;gt;&lt;br /&gt;
(define alsa-in-device &amp;quot;hw:0,0&amp;quot;)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
Adventurous people with an emu10k1 based card (sblive) can try the accelerated openal version. http://www.lost.org.uk/openal.html , don&#039;t submit audiobugs if you do.&lt;br /&gt;
&lt;br /&gt;
If you really can&#039;t figure out how to get spring compiled, or you think there&#039;s a bug in the code or the buildsystem...&lt;br /&gt;
* just poke any developer on IRC&lt;br /&gt;
** channel &amp;lt;code&amp;gt;#taspring&amp;lt;/code&amp;gt; on [http://freenode.net/ FreeNode]&lt;br /&gt;
** or channel &amp;lt;code&amp;gt;#sy&amp;lt;/code&amp;gt; on [http://www.quakenet.org/ QuakeNet]&lt;br /&gt;
* post it on the forum&lt;br /&gt;
* or file a bug in our [http://taspring.clan-sy.com/mantis/ Bug tracking system].&lt;br /&gt;
&lt;br /&gt;
[[Category:Linux Port]][[Category:Playing]]&lt;/div&gt;</summary>
		<author><name>Joachim Schiele</name></author>
	</entry>
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