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	<id>https://springrts-wiki.p2004a.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Koshi</id>
	<title>Spring - User contributions [en]</title>
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	<updated>2026-11-08T18:26:06Z</updated>
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	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Google_Summer_of_Code&amp;diff=9577</id>
		<title>Google Summer of Code</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Google_Summer_of_Code&amp;diff=9577"/>
		<updated>2012-03-08T20:02:43Z</updated>

		<summary type="html">&lt;p&gt;Koshi: /* I&amp;#039;m a Student -- What&amp;#039;s this all about? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introduction =&lt;br /&gt;
&lt;br /&gt;
Welcome to the [http://www.google-melange.com/gsoc/homepage/google/gsoc2012 GSoC 2012] page!&lt;br /&gt;
This year, Spring wants to participate in Google&#039;s fantastic Summer of Code program. We can&#039;t do this alone, however -- everyone has to pitch in to make the experience a good one.&lt;br /&gt;
&lt;br /&gt;
== I&#039;m already a Springer -- How can I help? ==&lt;br /&gt;
&lt;br /&gt;
If you&#039;re knowledgeable about the engine or with regard to content creation, you can apply to be a mentor.&lt;br /&gt;
&lt;br /&gt;
Volunteers can also help by cleaning up and expanding the documentation, especially pages pertinent to GSoC.&lt;br /&gt;
&lt;br /&gt;
== I&#039;m a Student -- What&#039;s this all about? ==&lt;br /&gt;
&lt;br /&gt;
If you want to help Spring out and learn something along the way, you can join us as a student!&lt;br /&gt;
&lt;br /&gt;
For possible projects, look at the [[Project proposals|project proposals]] page. You can also come up with your own ideas. If our projects gets accepted, send your application to Google.&lt;br /&gt;
&lt;br /&gt;
To participate, see the [[GSoC:student_application|student application]] page.&lt;br /&gt;
&lt;br /&gt;
To get in contact with the Spring community create a forum account, join one of our irc channels or create a lobby account and join #sy in the game lobby.&lt;br /&gt;
(#sy / #taspring is bridged by an irc bot)&lt;br /&gt;
&lt;br /&gt;
To get in touch with spring, [http://springrts.com/wiki/Building_spring download Spring&#039;s source code &amp;amp; setup a build enviroment] to get familiar with it.&lt;br /&gt;
&lt;br /&gt;
See the [http://www.google-melange.com/gsoc/events/google/gsoc2012 timeline at GSoC] for more details.&lt;br /&gt;
&lt;br /&gt;
= Contact =&lt;br /&gt;
You can reach the Spring developers at:&lt;br /&gt;
* [http://springrts.com/phpbb/viewforum.php?f=12 The Spring forum]&lt;br /&gt;
* IRC  (at irc.freenode.net in channel [irc://irc.freenode.net/taspring #taspring] or at irc.quakenet.org in [irc://irc.quakenet.org/sy #sy])&lt;br /&gt;
* On Spring&#039;s lobby server in channel #sy&lt;br /&gt;
* [[File:mailinglist.png|link=mailto:springrts-team@SPAMPROTECTED]]&lt;br /&gt;
&lt;br /&gt;
Please read [http://code.google.com/intl/de/soc/ Google&#039;s Summer of Code Website] for more information.&lt;br /&gt;
&lt;br /&gt;
[[Category:GSoC]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Google_Summer_of_Code&amp;diff=9576</id>
		<title>Google Summer of Code</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Google_Summer_of_Code&amp;diff=9576"/>
		<updated>2012-03-08T20:01:59Z</updated>

		<summary type="html">&lt;p&gt;Koshi: /* I&amp;#039;m already a Springer -- How can I help? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introduction =&lt;br /&gt;
&lt;br /&gt;
Welcome to the [http://www.google-melange.com/gsoc/homepage/google/gsoc2012 GSoC 2012] page!&lt;br /&gt;
This year, Spring wants to participate in Google&#039;s fantastic Summer of Code program. We can&#039;t do this alone, however -- everyone has to pitch in to make the experience a good one.&lt;br /&gt;
&lt;br /&gt;
== I&#039;m already a Springer -- How can I help? ==&lt;br /&gt;
&lt;br /&gt;
If you&#039;re knowledgeable about the engine or with regard to content creation, you can apply to be a mentor.&lt;br /&gt;
&lt;br /&gt;
Volunteers can also help by cleaning up and expanding the documentation, especially pages pertinent to GSoC.&lt;br /&gt;
&lt;br /&gt;
== I&#039;m a Student -- What&#039;s this all about? ==&lt;br /&gt;
&lt;br /&gt;
If you want to help Spring out and learn something along the way, you can join us as a student!&lt;br /&gt;
&lt;br /&gt;
For possible projects, look at the [[Project proposals|project proposals]] page. You can also come up with your own ideas. If our projects gets accepted, send your application to Google.&lt;br /&gt;
&lt;br /&gt;
To participate, see the [[GSoC:student_application|student application]] page.&lt;br /&gt;
&lt;br /&gt;
To get in contact with the Spring community create a forum account, join one of our irc channels or create a lobby account and join #sy in the game lobby.&lt;br /&gt;
(#sy / #taspring is bridget with an irc bot)&lt;br /&gt;
&lt;br /&gt;
To get in touch with spring, [http://springrts.com/wiki/Building_spring download Spring&#039;s source code &amp;amp; setup a build enviroment] to get familiar with it.&lt;br /&gt;
&lt;br /&gt;
See the [http://www.google-melange.com/gsoc/events/google/gsoc2012 timeline at GSoC] for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Contact =&lt;br /&gt;
You can reach the Spring developers at:&lt;br /&gt;
* [http://springrts.com/phpbb/viewforum.php?f=12 The Spring forum]&lt;br /&gt;
* IRC  (at irc.freenode.net in channel [irc://irc.freenode.net/taspring #taspring] or at irc.quakenet.org in [irc://irc.quakenet.org/sy #sy])&lt;br /&gt;
* On Spring&#039;s lobby server in channel #sy&lt;br /&gt;
* [[File:mailinglist.png|link=mailto:springrts-team@SPAMPROTECTED]]&lt;br /&gt;
&lt;br /&gt;
Please read [http://code.google.com/intl/de/soc/ Google&#039;s Summer of Code Website] for more information.&lt;br /&gt;
&lt;br /&gt;
[[Category:GSoC]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Project_proposals&amp;diff=15511</id>
		<title>Project proposals</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Project_proposals&amp;diff=15511"/>
		<updated>2012-03-08T16:24:04Z</updated>

		<summary type="html">&lt;p&gt;Koshi: grammar/spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Google Summer of Code=&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==[http://www.google-melange.com/gsoc/homepage/google/gsoc2012 GSoC 2012 Homepage]==&lt;br /&gt;
==I want to be one of your Google Summer of Code students, what should I do...==&lt;br /&gt;
* join either #taspring @ FreeNode, #sy @ QuakeNet or #sy via the game lobby (all channels are bridged via a bot)&lt;br /&gt;
* create a forum account (also needed to edit this wiki)&lt;br /&gt;
* [http://springrts.com/wiki/Building_spring download Spring&#039;s source code &amp;amp; setup a build enviroment] to get familiar with it&lt;br /&gt;
* visit [[GSoC:student_application]]&lt;br /&gt;
* submit your application to Google till April 6th&lt;br /&gt;
&lt;br /&gt;
=Project proposals=&lt;br /&gt;
Below is a list of project ideas by the developers.&lt;br /&gt;
&lt;br /&gt;
==GSoC project proposals==&lt;br /&gt;
&lt;br /&gt;
=== Limited play area ===&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;medium&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spring uses a finite-world model, where the scene has distinct bounds that all actors must obey.&lt;br /&gt;
Current Spring map formats have a hardcoded rectangle boundary geometry; they also provide very limited support for defining aesthetics of the surrounding environment outside the play area.&lt;br /&gt;
&lt;br /&gt;
The new system should allow the map&#039;s developer to restrict the playable area to a subset of the global area, possibly adding support for multiple shapes and/or non rectangular shape restrictions.&lt;br /&gt;
&lt;br /&gt;
The restriction shapes should be readable and changeable mid-game through the engine&#039;s Lua API. Proper handling of units which are suddenly off-map needs to be implemented.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_Limited_play_area]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mentors:&#039;&#039;&#039; abma, midknight&lt;br /&gt;
&lt;br /&gt;
=== Sensor handling redesign / simplification ===&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;high&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Currently there are a number of different &amp;quot;sensor&amp;quot; systems in the engine: LineOfSight, Radar, Sonar, and Seismic.&lt;br /&gt;
Some sensors can be jammed, some cannot. Some respect terrain, and some are always circular in coverage.&lt;br /&gt;
&lt;br /&gt;
A new sensor system should integrate the current LOS, Radar, Sonar, Seismic systems into a streamlined codebase, to reduce amount of code in each implementation, and it should add additional features which would then be available for all types, while improving efficiency where possible.&lt;br /&gt;
&lt;br /&gt;
Preferably all this should also be faster than the current system or a compelling argument/experiment should be made that shows there cannot be a faster system with the same features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_Sensor_handling_redesign]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mentors:&#039;&#039;&#039; abma, midnight&lt;br /&gt;
&lt;br /&gt;
=== Engine level abstraction of resources ===&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;medium to high&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Spring engine has its roots in an older Real-Time Strategy title, where only two resources were incorporated into the game design.&lt;br /&gt;
The current resource system is largely present in the codebase being hardcoded in a lot of critical places.&lt;br /&gt;
&lt;br /&gt;
The old system needs to be replaced, the new one should be flexible enough to reproduce everything that the old system did and be able to imitate the behaviour of most common RTS game titles.&lt;br /&gt;
&lt;br /&gt;
The engine&#039;s Lua API to fetch resources will have to be adapted to the new system, and new calls will have to be added to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_Engine_resource_abstraction]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mentors:&#039;&#039;&#039; abma, midnight&lt;br /&gt;
&lt;br /&gt;
=== Basic ingame lobby ===&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;high&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All existing Spring interfaces (lobbies) are either difficult to customize for game developers or have a different look and feel from the game itself and require focus switch from the game itself to operate.&lt;br /&gt;
&lt;br /&gt;
A new lobby should be implemented with customization and control in mind, using Lua scripting and reusing Spring codebase where possible.&lt;br /&gt;
&lt;br /&gt;
The engine&#039;s start screen should be replaced and integrated with it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_Ingame_lobby]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mentors:&#039;&#039;&#039; abma, koshi&lt;br /&gt;
&lt;br /&gt;
=== Implementing a Scene Graph ===&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;high&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Spring rendering engine uses a lot of FFP (fixed function pipeline) OpenGL functions. This model is becoming deprecated and is generally slower and less flexible than more modern approaches.&lt;br /&gt;
&lt;br /&gt;
Under this proposal, the rendering code should get a complete overhaul and moved into a Scene Graph.&lt;br /&gt;
Allowing to replace the old code optionally with shader based approaches, including techniques as normal/relief mapping or 100% GPU based rendering of particles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_New_rendering_system]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mentors:&#039;&#039;&#039; abma, jK, midnight&lt;br /&gt;
&lt;br /&gt;
=== New shadowmap techniques ===&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;high&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Currently Spring uses a single shadowtexture causing disturbed shadows when the viewrange increases.&lt;br /&gt;
The proposal is to implement one of the newer techniques like cascaded shadowmaps (CSM), percentage-closer filtering (PCF) or variance shadowmaps (VSM). Support for transparent shadows is appreciated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mentors:&#039;&#039;&#039; jK&lt;br /&gt;
&lt;br /&gt;
=== FontConfig support ===&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;medium&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spring already uses freetype2 for the font texture atlas generation. But it loads the used fonts from its VFS and cannot access system installed fonts yet, neither does it allow selecting the font&#039;s `style` (cursive, bold, ...) if it is included in the same ttf. Using fontconfig would solve all this. Windows support is wanted, too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mentors:&#039;&#039;&#039; jK&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Host change during a match ===&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;medium to high&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spring&#039;s network model implies the existence of a server to host a battle. For various reasons the network link between host and clients can be interrupted. &lt;br /&gt;
A system should be designed to allow manual and/or automatic switching of the game&#039;s host (possibly using an existing player after testing load handling capabilities).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_Reconnect_Host_change]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mentors:&#039;&#039;&#039; abma, koshi&lt;br /&gt;
&lt;br /&gt;
==General ideas for new developers==&lt;br /&gt;
&lt;br /&gt;
These projects are interesting, but do not fit into the time schedule of GSoC.&lt;br /&gt;
&lt;br /&gt;
=== In source Lua-API documentation ===&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;low to medium&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
write a tool, that creates html from in-source comments to document the lua api. For Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
/*-&lt;br /&gt;
Prints a message&lt;br /&gt;
@param msg&lt;br /&gt;
*/&lt;br /&gt;
static int Echo(lua_State* L);&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this should create the function in the lua-api-docs&lt;br /&gt;
&lt;br /&gt;
Spring.Echo&lt;br /&gt;
&lt;br /&gt;
(this is just a suggestion)&lt;br /&gt;
&lt;br /&gt;
see also [http://springrts.com/phpbb/viewtopic.php?f=73&amp;amp;t=27771 meeting minutes] (possible solution for in-source lua documentation)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Port spring to ARM/Android ===&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;medium to very high&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spring currently seems to not work on the ARM architecture as streflop currently doesn&#039;t support ARM. Also there will be possible compile/linker/sync errors that have to be fixed first to make it run flawlessly.&lt;br /&gt;
Also its not clear if its possible if spring can be made syncing to x86 platforms because on some ARM processors no FPU available.&lt;br /&gt;
&lt;br /&gt;
For a possible starting point see the [[Spring_on_ARM|Spring on ARM]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 3D map format ===&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;very high&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The current map format is 2d only (with heightmaps), adding a real 3d map format would allow real bridges or some fancy maps.&lt;br /&gt;
&lt;br /&gt;
[http://code.google.com/p/recastnavigation/ Recast navigation] could be used as pathfinder. This project is really difficult, as many / most parts of the engine have to be changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:GSoC]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=GSoC_Ingame_lobby&amp;diff=7725</id>
		<title>GSoC Ingame lobby</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=GSoC_Ingame_lobby&amp;diff=7725"/>
		<updated>2012-03-04T16:17:15Z</updated>

		<summary type="html">&lt;p&gt;Koshi: libSpringLobby hint is better placed here than on the overview page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= GSoC idea: Basic ingame lobby =&lt;br /&gt;
&lt;br /&gt;
== Why ==&lt;br /&gt;
All existing Spring interfaces (lobbies) are either difficult to customize for game developers or have a different look and feel from the game itself and require focus switch from the game itself to operate.&lt;br /&gt;
&lt;br /&gt;
== What ==&lt;br /&gt;
A new lobby should be implemented with customization and control in mind, using Lua scripting and reusing Spring codebase when possible. It should be running as a separate process overlaying to the game&#039;s UI.&lt;br /&gt;
&lt;br /&gt;
Optionally, the engine&#039;s start screen should be replaced and integrated with it.&lt;br /&gt;
&lt;br /&gt;
== Required skills ==&lt;br /&gt;
* Knowledge of C++&lt;br /&gt;
* Knowledge of Lua&lt;br /&gt;
* Knowledge of Lua API/C bindings&lt;br /&gt;
* Knowledge of basic OpenGL programming&lt;br /&gt;
&lt;br /&gt;
== Difficulty ==&lt;br /&gt;
Estimated: hard&lt;br /&gt;
&lt;br /&gt;
== Technical details ==&lt;br /&gt;
&lt;br /&gt;
* ensure Spring can clean up properly&lt;br /&gt;
* ensure Spring can change mod during program runtime (requires that some singletons be converted to Spring&#039;s *handler pattern)&lt;br /&gt;
* The lobby API should reuse/be identical to spring&#039;s LuaUI where possible ( GL calls, access to game infos )&lt;br /&gt;
* to prevent Spring &amp;lt;-&amp;gt; lobby crash propagations they should run as separate processes, with lobby overlaying on top of Spring&#039;s UI, the only exception could be made for start screen.&lt;br /&gt;
* create a new Lua context or initalize current context earlier in the code and rewrite Spring&#039;s start interface using Lua scripting.&lt;br /&gt;
&lt;br /&gt;
There is some potential of re-using/adapting libSpringLobby for the server interaction. Contact koshi in our IRC/Lobby channels if you are interested.&lt;br /&gt;
[[Category:GSoC]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Project_proposals&amp;diff=15478</id>
		<title>Project proposals</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Project_proposals&amp;diff=15478"/>
		<updated>2012-03-04T16:15:56Z</updated>

		<summary type="html">&lt;p&gt;Koshi: Reverted edits by Koshi (talk) to last revision by Midknight&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Project proposals =&lt;br /&gt;
&lt;br /&gt;
This is the list of project ideas for new developers willing to work on the Spring engine. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Port spring to ARM/Android ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;high&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spring currently seems to not work on the ARM architecture as streflop currently doesn&#039;t support ARM. Also there will be possible compile/linker/sync errors that have to be fixed first to make it run flawesly.&lt;br /&gt;
&lt;br /&gt;
For a possible start see the [[Spring_on_ARM|Spring on ARM]] page.&lt;br /&gt;
&lt;br /&gt;
== Limited play area ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;medium&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spring uses a finite-world model, where the scene has distinct bounds that all actors must obey.&lt;br /&gt;
Current Spring map formats have a hardcoded rectangle boundary geometry; they also provide very limited support for defining aesthetics of the surrounding environment outside the play area.&lt;br /&gt;
&lt;br /&gt;
The new system should allow the map&#039;s developer to restrict the playable area to a subset of the global area, possibly adding support for multiple shapes and/or non rectangular shape restrictions.&lt;br /&gt;
&lt;br /&gt;
The restriction shapes should be readable and changeable mid-game through the engine&#039;s Lua API. Proper handling of units which are suddenly off-map needs to be implemented.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_Limited_play_area]]&lt;br /&gt;
&lt;br /&gt;
== Sensor handling redesign / simplification ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;high&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Currently there are a number of different &amp;quot;sensor&amp;quot; systems in the engine: LineOfSight, Radar, Sonar, and Seismic.&lt;br /&gt;
Some sensors can be jammed, some cannot. Some respect terrain, and some are always circular in coverage.&lt;br /&gt;
&lt;br /&gt;
A new sensor system should integrate the current LOS, Radar, Sonar, Seismic systems into a streamlined codebase, to reduce amount of code in each implementation, and it should add additional features which would then be available for all types, while improving efficiency where possible.&lt;br /&gt;
&lt;br /&gt;
Preferably all this should also be faster than the current system or a compelling argument/experiment should be made that shows there cannot be a faster system with the same features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_Sensor_handling_redesign]]&lt;br /&gt;
&lt;br /&gt;
== Engine level abstraction of resources ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;medium to high&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Spring engine has its roots in an older Real-Time Strategy title, where only two resources were incorporated into the game design.&lt;br /&gt;
The current resource system is largely present in the codebase being hardcoded in a lot of critical places.&lt;br /&gt;
&lt;br /&gt;
The old system needs to be replaced, the new one should be flexible enough to reproduce everything that the old system did and be able to imitate the behaviour of most common RTS game titles.&lt;br /&gt;
&lt;br /&gt;
The engine&#039;s Lua API to fetch resources will have to be adapted to the new system, and new calls will have to be added to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_Engine_resource_abstraction]]&lt;br /&gt;
&lt;br /&gt;
== Basic ingame lobby ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;high&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All existing Spring interfaces (lobbies) are either difficult to customize for game developers or have a different look and feel from the game itself and require focus switch from the game itself to operate.&lt;br /&gt;
&lt;br /&gt;
A new lobby should be implemented with customization and control in mind, using Lua scripting and reusing Spring codebase where possible.&lt;br /&gt;
It should be running as a separate process overlaying the game&#039;s UI.&lt;br /&gt;
&lt;br /&gt;
Optionally, the engine&#039;s start screen should be replaced and integrated with it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_Ingame_lobby]]&lt;br /&gt;
&lt;br /&gt;
== Smarter pathfinder ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;high&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spring&#039;s pathfinder uses a 2d grid and is somewhat limited in functionality.&lt;br /&gt;
A partial/full rewrite should be introduced to add support for navigating using more than 8 primary directions and selectively ignore certain unit types for performance reasons.&lt;br /&gt;
&lt;br /&gt;
Spring&#039;s Lua API should be extended to allow game developers to push new nodes/links and be able to alter or delete existing ones (for pathfinder-aware tunnels/teleporting/etc.).&lt;br /&gt;
&lt;br /&gt;
Preferably this should all be faster than the current system, or a compelling argument/experiment should be made that shows there cannot be a faster system with the same features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_Smarter_pathfinder]]&lt;br /&gt;
&lt;br /&gt;
== More AI interfaces ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;medium&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Spring engine&#039;s AI interface supports bindings for multiple languages, currently C++, C and java are supported.&lt;br /&gt;
&lt;br /&gt;
Bindings for more languages and/or virtual machines should be added to allow broader AI developing audience (for example: Ruby, Perl, JavaScript, Python, D, Go, Mono, LLVM, Parrot).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_More_AI_interfaces]]&lt;br /&gt;
&lt;br /&gt;
== New Rendering System ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;medium&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Spring rendering engine uses a lot of FFP (fixed function pipeline) OpenGL functions. This model is becoming deprecated and is generally slower and less flexible than more modern approaches.&lt;br /&gt;
&lt;br /&gt;
Under this proposal, the rendering code should get a complete overhaul using modern graphic programming techniques such as shaders, implement load support for more standardised model formats (backwards compatibility with current available formats is mandatory either through direct load or automatic conversion to the new types) and eventually introduce some graphic enhancing features (bump mapping, normal mapping, multitexturing, etc.).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_New_rendering_system]]&lt;br /&gt;
&lt;br /&gt;
== Reconnect / Host change during a match ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;medium to high&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spring&#039;s network model implies the existence of a server to host a battle. For various reasons the network link between host and clients can be interrupted. &lt;br /&gt;
A system should be designed to allow manual and/or automatic switching of the game&#039;s host (possibly using an existing player after testing load handling capabilities) and manual and/or automatic reconnection from client side if host remains the same.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_Reconnect_Host_change]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== In source Lua-API documentation ==&lt;br /&gt;
&lt;br /&gt;
write a doxygen filter, that a allows to document the lua-api in-source. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
/*-&lt;br /&gt;
Prints a message&lt;br /&gt;
@param msg&lt;br /&gt;
*/&lt;br /&gt;
static int Echo(lua_State* L);&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this should create the function in the lua-api&lt;br /&gt;
&lt;br /&gt;
Spring.Echo&lt;br /&gt;
&lt;br /&gt;
[[Category:GSoC]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Project_proposals&amp;diff=15477</id>
		<title>Project proposals</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Project_proposals&amp;diff=15477"/>
		<updated>2012-03-04T16:14:29Z</updated>

		<summary type="html">&lt;p&gt;Koshi: added libSpringLobby hint&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Project proposals =&lt;br /&gt;
&lt;br /&gt;
This is the list of project ideas for new developers willing to work on the Spring engine. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Port spring to ARM/Android ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;high&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spring currently seems to not work on the ARM architecture as streflop currently doesn&#039;t support ARM. Also there will be possible compile/linker/sync errors that have to be fixed first to make it run flawesly.&lt;br /&gt;
&lt;br /&gt;
For a possible start see the [[Spring_on_ARM|Spring on ARM]] page.&lt;br /&gt;
&lt;br /&gt;
== Limited play area ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;medium&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spring uses a finite-world model, where the scene has distinct bounds that all actors must obey.&lt;br /&gt;
Current Spring map formats have a hardcoded rectangle boundary geometry; they also provide very limited support for defining aesthetics of the surrounding environment outside the play area.&lt;br /&gt;
&lt;br /&gt;
The new system should allow the map&#039;s developer to restrict the playable area to a subset of the global area, possibly adding support for multiple shapes and/or non rectangular shape restrictions.&lt;br /&gt;
&lt;br /&gt;
The restriction shapes should be readable and changeable mid-game through the engine&#039;s Lua API. Proper handling of units which are suddenly off-map needs to be implemented.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_Limited_play_area]]&lt;br /&gt;
&lt;br /&gt;
== Sensor handling redesign / simplification ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;high&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Currently there are a number of different &amp;quot;sensor&amp;quot; systems in the engine: LineOfSight, Radar, Sonar, and Seismic.&lt;br /&gt;
Some sensors can be jammed, some cannot. Some respect terrain, and some are always circular in coverage.&lt;br /&gt;
&lt;br /&gt;
A new sensor system should integrate the current LOS, Radar, Sonar, Seismic systems into a streamlined codebase, to reduce amount of code in each implementation, and it should add additional features which would then be available for all types, while improving efficiency where possible.&lt;br /&gt;
&lt;br /&gt;
Preferably all this should also be faster than the current system or a compelling argument/experiment should be made that shows there cannot be a faster system with the same features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_Sensor_handling_redesign]]&lt;br /&gt;
&lt;br /&gt;
== Engine level abstraction of resources ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;medium to high&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Spring engine has its roots in an older Real-Time Strategy title, where only two resources were incorporated into the game design.&lt;br /&gt;
The current resource system is largely present in the codebase being hardcoded in a lot of critical places.&lt;br /&gt;
&lt;br /&gt;
The old system needs to be replaced, the new one should be flexible enough to reproduce everything that the old system did and be able to imitate the behaviour of most common RTS game titles.&lt;br /&gt;
&lt;br /&gt;
The engine&#039;s Lua API to fetch resources will have to be adapted to the new system, and new calls will have to be added to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_Engine_resource_abstraction]]&lt;br /&gt;
&lt;br /&gt;
== Basic ingame lobby ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;high&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All existing Spring interfaces (lobbies) are either difficult to customize for game developers or have a different look and feel from the game itself and require focus switch from the game itself to operate.&lt;br /&gt;
&lt;br /&gt;
A new lobby should be implemented with customization and control in mind, using Lua scripting and reusing Spring codebase where possible.&lt;br /&gt;
It should be running as a separate process overlaying the game&#039;s UI.&lt;br /&gt;
&lt;br /&gt;
Optionally, the engine&#039;s start screen should be replaced and integrated with it.&lt;br /&gt;
&lt;br /&gt;
There is some potential of re-using/adapting libSpringLobby for the server interaction. Contact koshi in our IRC/Lobby channels if you are interested.&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_Ingame_lobby]]&lt;br /&gt;
&lt;br /&gt;
== Smarter pathfinder ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;high&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spring&#039;s pathfinder uses a 2d grid and is somewhat limited in functionality.&lt;br /&gt;
A partial/full rewrite should be introduced to add support for navigating using more than 8 primary directions and selectively ignore certain unit types for performance reasons.&lt;br /&gt;
&lt;br /&gt;
Spring&#039;s Lua API should be extended to allow game developers to push new nodes/links and be able to alter or delete existing ones (for pathfinder-aware tunnels/teleporting/etc.).&lt;br /&gt;
&lt;br /&gt;
Preferably this should all be faster than the current system, or a compelling argument/experiment should be made that shows there cannot be a faster system with the same features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_Smarter_pathfinder]]&lt;br /&gt;
&lt;br /&gt;
== More AI interfaces ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;medium&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Spring engine&#039;s AI interface supports bindings for multiple languages, currently C++, C and java are supported.&lt;br /&gt;
&lt;br /&gt;
Bindings for more languages and/or virtual machines should be added to allow broader AI developing audience (for example: Ruby, Perl, JavaScript, Python, D, Go, Mono, LLVM, Parrot).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_More_AI_interfaces]]&lt;br /&gt;
&lt;br /&gt;
== New Rendering System ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;medium&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Spring rendering engine uses a lot of FFP (fixed function pipeline) OpenGL functions. This model is becoming deprecated and is generally slower and less flexible than more modern approaches.&lt;br /&gt;
&lt;br /&gt;
Under this proposal, the rendering code should get a complete overhaul using modern graphic programming techniques such as shaders, implement load support for more standardised model formats (backwards compatibility with current available formats is mandatory either through direct load or automatic conversion to the new types) and eventually introduce some graphic enhancing features (bump mapping, normal mapping, multitexturing, etc.).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_New_rendering_system]]&lt;br /&gt;
&lt;br /&gt;
== Reconnect / Host change during a match ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;medium to high&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spring&#039;s network model implies the existence of a server to host a battle. For various reasons the network link between host and clients can be interrupted. &lt;br /&gt;
A system should be designed to allow manual and/or automatic switching of the game&#039;s host (possibly using an existing player after testing load handling capabilities) and manual and/or automatic reconnection from client side if host remains the same.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_Reconnect_Host_change]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== In source Lua-API documentation ==&lt;br /&gt;
&lt;br /&gt;
write a doxygen filter, that a allows to document the lua-api in-source. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
/*-&lt;br /&gt;
Prints a message&lt;br /&gt;
@param msg&lt;br /&gt;
*/&lt;br /&gt;
static int Echo(lua_State* L);&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this should create the function in the lua-api&lt;br /&gt;
&lt;br /&gt;
Spring.Echo&lt;br /&gt;
&lt;br /&gt;
[[Category:GSoC]]&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Springlobby_64.png&amp;diff=22104</id>
		<title>File:Springlobby 64.png</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Springlobby_64.png&amp;diff=22104"/>
		<updated>2012-01-03T00:45:24Z</updated>

		<summary type="html">&lt;p&gt;Koshi: SpringLobby icon 64x64, background transparent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SpringLobby icon 64x64, background transparent&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lobby_Development&amp;diff=10609</id>
		<title>Lobby Development</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lobby_Development&amp;diff=10609"/>
		<updated>2011-09-10T15:52:32Z</updated>

		<summary type="html">&lt;p&gt;Koshi: update /* Spring-PythonBotFramework */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
=Documentation=&lt;br /&gt;
&lt;br /&gt;
==Protocol==&lt;br /&gt;
* [http://springrts.com/dl/tasclient/ProtocolDescription.xml HTML] (may be out of date)&lt;br /&gt;
* [https://github.com/spring/LobbyProtocol/blob/master/ProtocolDescription.xml XML] (raw, always latest)&lt;br /&gt;
&lt;br /&gt;
==Download Systems==&lt;br /&gt;
* [http://springrts.com/wiki/Dev:LobbyDownloadSystems Lobby Download Systems]&lt;br /&gt;
&lt;br /&gt;
=Lobby client development=&lt;br /&gt;
There are currently four working public lobby clients available.&lt;br /&gt;
&lt;br /&gt;
==SpringLobby==&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;C++&amp;lt;/font&amp;gt;,&lt;br /&gt;
by &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;BrainDamage&amp;lt;/font&amp;gt; &amp;amp;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;koshi&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SpringLobby is the official lobby client of spring and is bundled with the Spring engine in the installer. It uses the &#039;&#039;wxWidgets&#039;&#039; library. You can browse the sources and submit issues on its [http://springlobby.info/ website].&lt;br /&gt;
&lt;br /&gt;
==Zero-K==&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Windows&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;C#&amp;lt;/font&amp;gt;,&lt;br /&gt;
by &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;Licho&amp;lt;/font&amp;gt; &amp;amp; &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;quantum&amp;lt;/font&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[https://code.google.com/p/zero-k/ Zero-K project page]&lt;br /&gt;
&lt;br /&gt;
==Alphalobby==&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Windows&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;C&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;unmaintained&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alphalobby is still very much work in progress. If you still wish to use it, source available from the [http://code.google.com/p/alphalobby/source/checkout mercurial repository], binary available on the [http://springfiles.com/spring/lobby-clients/alphalobby springfiles page].&lt;br /&gt;
&lt;br /&gt;
==TASClient==&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Windows&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;Delphi&amp;lt;/font&amp;gt;,&lt;br /&gt;
by &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;Satirik&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can download the sources from the [http://springrts.com/svn/spring/Lobby/TASClient/ subversion repository] (svn://springrts.com/svn/spring/Lobby/TASClient/) and browse them on the [http://springrts.com/websvn/listing.php?repname=Spring&amp;amp;path=%2FLobby%2FTASClient%2F#_Lobby_TASClient_ websvn]. Latest binary version is always available here:&lt;br /&gt;
http://springrts.com/dl/tasclient/TASClientLatest.7z&lt;br /&gt;
&lt;br /&gt;
[http://springrts.com/phpbb/viewtopic.php?f=12&amp;amp;t=18999 How to compile TASClient]&lt;br /&gt;
&lt;br /&gt;
[http://springrts.com/phpbb/viewtopic.php?f=14&amp;amp;t=19014 How to customize TASClient]&lt;br /&gt;
&lt;br /&gt;
==QtLobby==&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;C++&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;unmaintained&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://code.google.com/p/qtlobby/ project page]&lt;br /&gt;
&lt;br /&gt;
=Libraries and frameworks=&lt;br /&gt;
&lt;br /&gt;
==Spring-PythonBotFramework==&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;Python&amp;lt;/font&amp;gt;, by&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;BrainDamage&amp;lt;/font&amp;gt; &amp;amp; &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;koshi&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A bot framework written in python. [https://github.com/renemilk/tasbot/wiki GitHub wiki]&lt;br /&gt;
&lt;br /&gt;
==Go SpringLobbyClient==&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;Go&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A simple client implementation of the lobby protocol in Go.&lt;br /&gt;
[https://github.com/Agon/go-slc/ project page]&lt;br /&gt;
&lt;br /&gt;
=Lobby server development=&lt;br /&gt;
&lt;br /&gt;
==TASServer==&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;Java&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;hoijui&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The longest-running lobby server, created by Betalord, using PHP for the admin interface. You can fetch the sources through &#039;&#039;git&#039;&#039;. Details can be found on the [http://github.com/spring/TASServer development site].&lt;br /&gt;
&lt;br /&gt;
==UberServer==&lt;br /&gt;
&amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;cross-platform&amp;lt;/font&amp;gt;,&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00AAFF&amp;quot;&amp;gt;Python&amp;lt;/font&amp;gt;,&lt;br /&gt;
by &amp;lt;font color=&amp;quot;#00CC00&amp;quot;&amp;gt;aegis&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The primary lobby server currently running on springrts.com. All protocol commands in the primary documentation should be fully-functional and compatible between both uberserver and TASServer. You can get more information and download uberserver at the [https://github.com/lunixbochs/uberserver github page]&lt;br /&gt;
&lt;br /&gt;
[[Category: Lobbies]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ubuntu_install&amp;diff=18986</id>
		<title>Ubuntu install</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ubuntu_install&amp;diff=18986"/>
		<updated>2011-07-07T17:11:02Z</updated>

		<summary type="html">&lt;p&gt;Koshi: removed Emmanuel&amp;#039;s nonsense&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Linux|Linux Setup Guide]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
[[Image:Ubuntulogo.png]]&lt;br /&gt;
&lt;br /&gt;
packages are available for: 11.04, 10.10, 10.04, 9.10, 9.04, 8.10&lt;br /&gt;
&lt;br /&gt;
For packaging &amp;lt;font color=&amp;quot;#00DD00&amp;quot;&amp;gt;requests&amp;lt;/font&amp;gt; or &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;complaints&amp;lt;/font&amp;gt;, please contact [[Linux:Packaging#Ubuntu | the packagers]].&lt;br /&gt;
&lt;br /&gt;
= Ubuntu 9.10 and newer =&lt;br /&gt;
&lt;br /&gt;
== Installation Instructions ==&lt;br /&gt;
Go to &#039;&#039;Applications - Ubuntu Software Center&#039;&#039;, search for &#039;&#039;springlobby&#039;&#039; and click go.&lt;br /&gt;
If you want to be able to play online, see [[#Updating to newer releases|the next section]].&lt;br /&gt;
&lt;br /&gt;
== Updating to newer releases ==&lt;br /&gt;
Go to &#039;&#039;System - Administration - Software Sources&#039;&#039;, click the Other tab, click &#039;&#039;Add&#039;&#039;.  Type &#039;&#039;&#039;ppa:spring/ppa&#039;&#039;&#039; and close the window. Allow it to reload the packages, and you will find the new version of Spring and Spring Lobby in update manager.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running Ubuntu 10.10, see &amp;quot;Missing repositories in Ubuntu 10.10 on this help page for software sources: https://help.ubuntu.com/community/Repositories/Ubuntu.&lt;br /&gt;
&lt;br /&gt;
= Ubuntu 9.04 and 8.10 =&lt;br /&gt;
We now have a maintained and up to date APT repository for Ubuntu 9.04 (Jaunty) and 8.10 (Intrepid). If you have some older version of Ubuntu, you can easily upgrade with these instructions: http://www.ubuntu.com/getubuntu/upgrading.&lt;br /&gt;
&lt;br /&gt;
You will need to add the Spring PPA below and install the &#039;&#039;springlobby&#039;&#039; package.  Or you can upgrade to Ubuntu 9.10 and just install the &#039;&#039;springlobby&#039;&#039; package from the new Software Center.&lt;br /&gt;
&lt;br /&gt;
== Installing the repository key ==&lt;br /&gt;
First, we need to add the Launchpad PPA package-signing key; this allows Ubuntu to know the packages have been provided by the right people can can be trusted to be installed. If you skip this step then Ubuntu will complain about an unverifiable package every time there&#039;s an update for Spring.&lt;br /&gt;
&lt;br /&gt;
Go to:&lt;br /&gt;
[http://keyserver.ubuntu.com:11371/pks/lookup?op=get&amp;amp;search=0xFC66403D8670A035]&lt;br /&gt;
&lt;br /&gt;
Cut and paste the page contents to a file called &#039;&#039;ppa-spring.pgp&#039;&#039; or something recognizable like that. Do not use &#039;&#039;Save As&#039;&#039; in your browser, as this will likely not work because of added HTML formatting. You can use &#039;&#039;Applications - Accessories - Text Editor&#039;&#039; to copy&amp;amp;paste into and save to disk.&lt;br /&gt;
&lt;br /&gt;
Security-conscious people can go to the Spring Developers PPA page at [https://launchpad.net/~spring/+archive/ppa launchpad.net] to verify that the key mentioned above is indeed the right one to trust. &lt;br /&gt;
&lt;br /&gt;
Now go to &#039;&#039;System - Administration - Software Sources&#039;&#039; and click on the &#039;&#039;Authentication&#039;&#039; tab to add the saved &#039;&#039;ppa-spring.pgp&#039;&#039; with the &#039;&#039;Import Key File&#039;&#039; button. The new key should now pop up in the list.&lt;br /&gt;
&lt;br /&gt;
== Installing the repository ==&lt;br /&gt;
In &#039;&#039;System - Administration - Software Sources&#039;&#039;, click on the &#039;&#039;Third-Party Software&#039;&#039; tab. Then, click the &#039;&#039;Add&#039;&#039; button, and paste one of the two lines corresponding to your Ubuntu release (9.04 or 8.10).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ubuntu 9.04 &amp;quot;Jaunty Jackalope&amp;quot;&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
deb http://ppa.launchpad.net/spring/ubuntu jaunty main&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ubuntu 8.10 &amp;quot;Intrepid Ibex&amp;quot;&#039;&#039;&#039;:&lt;br /&gt;
Note: Please note if out of date. (It i easy enough to try.)&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
deb http://ppa.launchpad.net/spring/ubuntu intrepid main&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Close the dialog, and click on &#039;&#039;Reload&#039;&#039; when it asks.&lt;br /&gt;
&lt;br /&gt;
After that is done, you can just [http://springoo.mooo.com CLICK HERE TO INSTALL EVERYTHING]. Alternatively, you can head to &#039;&#039;System - Administration - Synaptic Package Manager&#039;&#039;, and search for &#039;&#039;spring&#039;&#039;. For the bare essentials, you will need to install the &#039;&#039;spring-engine&#039;&#039; and &#039;&#039;springlobby&#039;&#039; packages.&lt;br /&gt;
&lt;br /&gt;
SpringLobby can be found in &#039;&#039;Applications - Games&#039;&#039; after install. (Please note that you also need mods and maps to play. The easiest way to get them is to download them from within SpringLobby itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Alternative installation using the terminal =&lt;br /&gt;
Press &#039;&#039;Alt-F2&#039;&#039; to run a command. Enter:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
gksudo -- wget -O - &amp;quot;http://keyserver.ubuntu.com:11371/pks/lookup?op=get&amp;amp;search=0xFC66403D8670A035&amp;quot; | \&lt;br /&gt;
apt-key add -&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will add the Spring-Developers PPA package-signing key to the list of keys that Ubuntu should trust for software packages. (See above for more info).&lt;br /&gt;
&lt;br /&gt;
Then do:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
gksudo gedit /etc/apt/sources.list.d/springproject.list&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Copy and paste the following into the file:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ubuntu 9.04:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
deb http://ppa.launchpad.net/spring/ubuntu jaunty main&lt;br /&gt;
deb-src http://ppa.launchpad.net/spring/ubuntu jaunty main&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ubuntu 8.10:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
deb http://ppa.launchpad.net/spring/ubuntu intrepid main&lt;br /&gt;
deb-src http://ppa.launchpad.net/spring/ubuntu intrepid main&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Save the file. You can then either use the graphical package manager Synaptic (&#039;&#039;System - Administration - Synaptic Package Manager&#039;&#039;) and search for &#039;&#039;spring&#039;&#039; related packages, or just install spring from a terminal using:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo apt-get update&lt;br /&gt;
sudo apt-get install spring spring-maps-default&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other information ==&lt;br /&gt;
You can view the web page for the repository [https://edge.launchpad.net/~spring/+archive here]. Additional packages (such as one for Kernel Panic) are there as well.&lt;br /&gt;
&lt;br /&gt;
The package installs the Spring executable at &amp;lt;code&amp;gt;/usr/games/spring&amp;lt;/code&amp;gt; and read-only data in &amp;lt;code&amp;gt;/usr/share/games/spring&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= See Also: =&lt;br /&gt;
* [[Template: Finalizing_linux_install]]&lt;br /&gt;
* [[Template: Troubleshooting_linux]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Linux]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ubuntu_install&amp;diff=18985</id>
		<title>Ubuntu install</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Ubuntu_install&amp;diff=18985"/>
		<updated>2011-07-07T17:07:29Z</updated>

		<summary type="html">&lt;p&gt;Koshi: adds mention of 11.04&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Linux|Linux Setup Guide]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
[[Image:Ubuntulogo.png]]&lt;br /&gt;
&lt;br /&gt;
packages are available for: 11.04, 10.10, 10.04, 9.10, 9.04, 8.10&lt;br /&gt;
&lt;br /&gt;
For packaging &amp;lt;font color=&amp;quot;#00DD00&amp;quot;&amp;gt;requests&amp;lt;/font&amp;gt; or &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;complaints&amp;lt;/font&amp;gt;, please contact [[Linux:Packaging#Ubuntu | the packagers]].&lt;br /&gt;
&lt;br /&gt;
= Ubuntu 9.10 and newer =&lt;br /&gt;
&lt;br /&gt;
 10.04 &amp;amp; 10.10 have propretary drivers for ATI &amp;amp; Nvidia GPU&#039;s in the menu aplication / system / additionnal drivers (they are not free but mandatory if spring is very slow and the ground of the map ingame is full white );&lt;br /&gt;
 ATI catalyst config panel ask password for be edited but always get a bad password error for open it it need to open console and write :&amp;quot; sudo amdcccle &amp;quot;then that will ask the password and accept it&lt;br /&gt;
&lt;br /&gt;
== Installation Instructions ==&lt;br /&gt;
Go to &#039;&#039;Applications - Ubuntu Software Center&#039;&#039;, search for &#039;&#039;springlobby&#039;&#039; and click go.&lt;br /&gt;
If you want to be able to play online, see [[#Updating to newer releases|the next section]].&lt;br /&gt;
&lt;br /&gt;
== Updating to newer releases ==&lt;br /&gt;
Go to &#039;&#039;System - Administration - Software Sources&#039;&#039;, click the Other tab, click &#039;&#039;Add&#039;&#039;.  Type &#039;&#039;&#039;ppa:spring/ppa&#039;&#039;&#039; and close the window. Allow it to reload the packages, and you will find the new version of Spring and Spring Lobby in update manager.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running Ubuntu 10.10, see &amp;quot;Missing repositories in Ubuntu 10.10 on this help page for software sources: https://help.ubuntu.com/community/Repositories/Ubuntu.&lt;br /&gt;
&lt;br /&gt;
= Ubuntu 9.04 and 8.10 =&lt;br /&gt;
We now have a maintained and up to date APT repository for Ubuntu 9.04 (Jaunty) and 8.10 (Intrepid). If you have some older version of Ubuntu, you can easily upgrade with these instructions: http://www.ubuntu.com/getubuntu/upgrading.&lt;br /&gt;
&lt;br /&gt;
You will need to add the Spring PPA below and install the &#039;&#039;springlobby&#039;&#039; package.  Or you can upgrade to Ubuntu 9.10 and just install the &#039;&#039;springlobby&#039;&#039; package from the new Software Center.&lt;br /&gt;
&lt;br /&gt;
== Installing the repository key ==&lt;br /&gt;
First, we need to add the Launchpad PPA package-signing key; this allows Ubuntu to know the packages have been provided by the right people can can be trusted to be installed. If you skip this step then Ubuntu will complain about an unverifiable package every time there&#039;s an update for Spring.&lt;br /&gt;
&lt;br /&gt;
Go to:&lt;br /&gt;
[http://keyserver.ubuntu.com:11371/pks/lookup?op=get&amp;amp;search=0xFC66403D8670A035]&lt;br /&gt;
&lt;br /&gt;
Cut and paste the page contents to a file called &#039;&#039;ppa-spring.pgp&#039;&#039; or something recognizable like that. Do not use &#039;&#039;Save As&#039;&#039; in your browser, as this will likely not work because of added HTML formatting. You can use &#039;&#039;Applications - Accessories - Text Editor&#039;&#039; to copy&amp;amp;paste into and save to disk.&lt;br /&gt;
&lt;br /&gt;
Security-conscious people can go to the Spring Developers PPA page at [https://launchpad.net/~spring/+archive/ppa launchpad.net] to verify that the key mentioned above is indeed the right one to trust. &lt;br /&gt;
&lt;br /&gt;
Now go to &#039;&#039;System - Administration - Software Sources&#039;&#039; and click on the &#039;&#039;Authentication&#039;&#039; tab to add the saved &#039;&#039;ppa-spring.pgp&#039;&#039; with the &#039;&#039;Import Key File&#039;&#039; button. The new key should now pop up in the list.&lt;br /&gt;
&lt;br /&gt;
== Installing the repository ==&lt;br /&gt;
In &#039;&#039;System - Administration - Software Sources&#039;&#039;, click on the &#039;&#039;Third-Party Software&#039;&#039; tab. Then, click the &#039;&#039;Add&#039;&#039; button, and paste one of the two lines corresponding to your Ubuntu release (9.04 or 8.10).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ubuntu 9.04 &amp;quot;Jaunty Jackalope&amp;quot;&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
deb http://ppa.launchpad.net/spring/ubuntu jaunty main&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ubuntu 8.10 &amp;quot;Intrepid Ibex&amp;quot;&#039;&#039;&#039;:&lt;br /&gt;
Note: Please note if out of date. (It i easy enough to try.)&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
deb http://ppa.launchpad.net/spring/ubuntu intrepid main&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Close the dialog, and click on &#039;&#039;Reload&#039;&#039; when it asks.&lt;br /&gt;
&lt;br /&gt;
After that is done, you can just [http://springoo.mooo.com CLICK HERE TO INSTALL EVERYTHING]. Alternatively, you can head to &#039;&#039;System - Administration - Synaptic Package Manager&#039;&#039;, and search for &#039;&#039;spring&#039;&#039;. For the bare essentials, you will need to install the &#039;&#039;spring-engine&#039;&#039; and &#039;&#039;springlobby&#039;&#039; packages.&lt;br /&gt;
&lt;br /&gt;
SpringLobby can be found in &#039;&#039;Applications - Games&#039;&#039; after install. (Please note that you also need mods and maps to play. The easiest way to get them is to download them from within SpringLobby itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Alternative installation using the terminal =&lt;br /&gt;
Press &#039;&#039;Alt-F2&#039;&#039; to run a command. Enter:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
gksudo -- wget -O - &amp;quot;http://keyserver.ubuntu.com:11371/pks/lookup?op=get&amp;amp;search=0xFC66403D8670A035&amp;quot; | \&lt;br /&gt;
apt-key add -&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will add the Spring-Developers PPA package-signing key to the list of keys that Ubuntu should trust for software packages. (See above for more info).&lt;br /&gt;
&lt;br /&gt;
Then do:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
gksudo gedit /etc/apt/sources.list.d/springproject.list&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Copy and paste the following into the file:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ubuntu 9.04:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
deb http://ppa.launchpad.net/spring/ubuntu jaunty main&lt;br /&gt;
deb-src http://ppa.launchpad.net/spring/ubuntu jaunty main&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ubuntu 8.10:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
deb http://ppa.launchpad.net/spring/ubuntu intrepid main&lt;br /&gt;
deb-src http://ppa.launchpad.net/spring/ubuntu intrepid main&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Save the file. You can then either use the graphical package manager Synaptic (&#039;&#039;System - Administration - Synaptic Package Manager&#039;&#039;) and search for &#039;&#039;spring&#039;&#039; related packages, or just install spring from a terminal using:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
sudo apt-get update&lt;br /&gt;
sudo apt-get install spring spring-maps-default&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other information ==&lt;br /&gt;
You can view the web page for the repository [https://edge.launchpad.net/~spring/+archive here]. Additional packages (such as one for Kernel Panic) are there as well.&lt;br /&gt;
&lt;br /&gt;
The package installs the Spring executable at &amp;lt;code&amp;gt;/usr/games/spring&amp;lt;/code&amp;gt; and read-only data in &amp;lt;code&amp;gt;/usr/share/games/spring&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= See Also: =&lt;br /&gt;
* [[Template: Finalizing_linux_install]]&lt;br /&gt;
* [[Template: Troubleshooting_linux]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Linux]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Project_proposals&amp;diff=15455</id>
		<title>Project proposals</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Project_proposals&amp;diff=15455"/>
		<updated>2011-03-03T09:55:25Z</updated>

		<summary type="html">&lt;p&gt;Koshi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:GSOC.png]]&lt;br /&gt;
&lt;br /&gt;
= Project proposals =&lt;br /&gt;
&lt;br /&gt;
This is the list of project ideas for students willing to work on the Spring engine during the Google Summer of Code 2011. If you wish, you may read our [[Google_Summer_of_Code_2011_student_application|student application]].&lt;br /&gt;
&lt;br /&gt;
== Limited play area ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;medium&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spring uses a finite-world model, where the scene has distinct bounds that all actors must obey.&lt;br /&gt;
Current Spring map formats have a hardcoded rectangle boundary geometry; they also provide very limited support for defining aesthetics of the surrounding environment outside the play area.&lt;br /&gt;
&lt;br /&gt;
The new system should allow the map&#039;s developer to restrict the playable area to a subset of the global area, possibly adding support for multiple shapes and/or non rectangular shape restrictions.&lt;br /&gt;
&lt;br /&gt;
The restriction shapes should be readable and changeable mid-game through the engine&#039;s Lua API. Proper handling of units which are suddenly off-map needs to be implemented.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_Limited_play_area]]&lt;br /&gt;
&lt;br /&gt;
== Sensor handling redesign / simplification ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;hard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Currently there are a number of different &amp;quot;sensor&amp;quot; systems in the engine: LineOfSight, Radar, Sonar, and Seismic.&lt;br /&gt;
Some sensors can be jammed, some cannot. Some respect terrain, and some are always circular in coverage.&lt;br /&gt;
&lt;br /&gt;
A new sensor system should integrate the current LOS, Radar, Sonar, Seismic systems into a streamlined codebase, to reduce amount of code in each implementation, and it should add additional features which would then be available for all types, while improving efficiency where possible.&lt;br /&gt;
&lt;br /&gt;
Preferably all this should also be faster than the current system or a compelling argument/experiment should be made that shows there cannot be a faster system with the same features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_Sensor_handling_redesign]]&lt;br /&gt;
&lt;br /&gt;
== Engine level abstraction of resources ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;medium to hard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Spring engine has its roots in an older Real-Time Strategy title, where only two resources were incorporated into the game design.&lt;br /&gt;
The current resource system is largely present in the codebase being hardcoded in a lot of critical places.&lt;br /&gt;
&lt;br /&gt;
The old system needs to be replaced, the new one should be flexible enough to reproduce everything that the old system did and be able to imitate the behaviour of most common RTS game titles.&lt;br /&gt;
&lt;br /&gt;
The engine&#039;s Lua API to fetch resources will have to be adapted to the new system, and new calls will have to be added to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_Engine_resource_abstraction]]&lt;br /&gt;
&lt;br /&gt;
== Basic ingame lobby ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;hard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All existing Spring interfaces (lobbies) are either difficult to customize for game developers or have a different look and feel from the game itself and require focus switch from the game itself to operate.&lt;br /&gt;
&lt;br /&gt;
A new lobby should be implemented with customization and control in mind, using Lua scripting and reusing Spring codebase where possible.&lt;br /&gt;
It should be running as a separate process overlaying the game&#039;s UI.&lt;br /&gt;
&lt;br /&gt;
Optionally, the engine&#039;s start screen should be replaced and integrated with it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_Ingame_lobby]]&lt;br /&gt;
&lt;br /&gt;
== Smarter pathfinder ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;hard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spring&#039;s pathfinder uses a 2d grid and is somewhat limited in functionality.&lt;br /&gt;
A partial/full rewrite should be introduced to add support for navigating using more than 8 primary directions and selectively ignore certain unit types for performance reasons.&lt;br /&gt;
&lt;br /&gt;
Spring&#039;s Lua API should be extended to allow game developers to push new nodes/links and be able to alter or delete existing ones (for pathfinder-aware tunnels/teleporting/etc.).&lt;br /&gt;
&lt;br /&gt;
Preferably this should all be faster than the current system, or a compelling argument/experiment should be made that shows there cannot be a faster system with the same features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_Smarter_pathfinder]]&lt;br /&gt;
&lt;br /&gt;
== More AI interfaces ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;medium&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Spring engine&#039;s AI interface supports bindings for multiple languages, currently C++, C and java are supported.&lt;br /&gt;
&lt;br /&gt;
Bindings for more languages and/or virtual machines should be added to allow broader AI developing audience (for example: Ruby, Perl, JavaScript, Python, D, Go, Mono, LLVM, Parrot).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_More_AI_interfaces]]&lt;br /&gt;
&lt;br /&gt;
== New Rendering System ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;medium&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Spring rendering engine uses a lot of FFP (fixed function pipeline) OpenGL functions. This model is becoming deprecated and is generally slower and less flexible than more modern approaches.&lt;br /&gt;
&lt;br /&gt;
Under this proposal, the rendering code should get a complete overhaul using modern graphic programming techniques such as shaders, implement load support for more standardised model formats (backwards compatibility with current available formats is mandatory either through direct load or automatic conversion to the new types) and eventually introduce some graphic enhancing features (bump mapping, normal mapping, multitexturing, etc.).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_New_rendering_system]]&lt;br /&gt;
&lt;br /&gt;
== Reconnect / Host change during a match ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;medium to hard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spring&#039;s network model implies the existence of a server to host a battle. For various reasons the network link between host and clients can be interrupted. &lt;br /&gt;
A system should be designed to allow manual and/or automatic switching of the game&#039;s host (possibly using an existing player after testing load handling capabilities) and manual and/or automatic reconnection from client side if host remains the same.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_Reconnect_Host_change]]&lt;br /&gt;
&lt;br /&gt;
[[Category:GSoC_2011]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Google_Summer_of_Code_2010_student_application&amp;diff=9674</id>
		<title>Google Summer of Code 2010 student application</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Google_Summer_of_Code_2010_student_application&amp;diff=9674"/>
		<updated>2011-03-03T09:54:33Z</updated>

		<summary type="html">&lt;p&gt;Koshi: moved Google Summer of Code 2010 student application to Google Summer of Code 2011 student application: new year&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Google Summer of Code 2011 student application]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=GSoC:student_application&amp;diff=7682</id>
		<title>GSoC:student application</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=GSoC:student_application&amp;diff=7682"/>
		<updated>2011-03-03T09:54:33Z</updated>

		<summary type="html">&lt;p&gt;Koshi: moved Google Summer of Code 2010 student application to Google Summer of Code 2011 student application: new year&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Google Summer of Code student application =&lt;br /&gt;
&lt;br /&gt;
# Basics&lt;br /&gt;
## Write a small introduction to yourself.&lt;br /&gt;
## State your preferred email address.&lt;br /&gt;
## If you have chosen a nick for IRC, the Spring forums and the Spring game lobby, what is it?&lt;br /&gt;
## Why do you want to participate in summer of code?&lt;br /&gt;
## What are you studying, subject, level and school?&lt;br /&gt;
## What country are you from, at what time are you most likely to be able to join IRC?&lt;br /&gt;
## Do you have other commitments for the summer period ? Do you plan to take any vacations ? If yes, when.&lt;br /&gt;
# Experience&lt;br /&gt;
## What programs/software have you worked on before?&lt;br /&gt;
## Have you developed software in a team environment before? (As opposed to hacking on something on your own)&lt;br /&gt;
## Have you participated to the Google Summer of Code before? As a mentor or a student? In what project? Were you successful? If not, why?&lt;br /&gt;
## Are you already involved with any open source development projects? If yes, please describe the project and the scope of your involvement.&lt;br /&gt;
## Gaming experience - Are you a gamer?&lt;br /&gt;
## If you have contributed any patches to Spring, please list them below. You can also list patches that have been submitted but not committed yet and patches that have not been specifically written for GSoC.&lt;br /&gt;
# Communication skills&lt;br /&gt;
## Though most of our developers are not native English speakers, English is the project&#039;s working language. Describe your fluency level in written English.&lt;br /&gt;
## What spoken languages are you fluent in?&lt;br /&gt;
## Are you good at interacting with other players? Our developer community is friendly, but the player community can be a bit rough.&lt;br /&gt;
## Do you give constructive advice?&lt;br /&gt;
## Do you receive advice well?&lt;br /&gt;
## Are you good at sorting useful criticisms from useless ones?&lt;br /&gt;
## How autonomous are you when developing ? Would you rather discuss intensively changes and not start coding until you know what you want to do or would you rather code a proof of concept to &amp;quot;see how it turn out&amp;quot;, taking the risk of having it thrown away if it doesn&#039;t match what the project want&lt;br /&gt;
# Project&lt;br /&gt;
## Did you select a project from our list? If that is the case, what project did you select? What do you want to especially concentrate on?&lt;br /&gt;
## If you have invented your own project, please describe the project and the scope.&lt;br /&gt;
## Why did you choose this project?&lt;br /&gt;
## Include an estimated timeline for your work on the project. Don&#039;t forget to mention special things like &amp;quot;I booked holidays between A and B&amp;quot; and &amp;quot;I got an exam at ABC and won&#039;t be doing much then&amp;quot;.&lt;br /&gt;
## Include as much technical detail about your implementation as you can&lt;br /&gt;
## What do you expect to gain from this project?&lt;br /&gt;
## What would make you stay in the Spring community after the conclusion of SOC?&lt;br /&gt;
# Practical considerations&lt;br /&gt;
## Are you familiar with any of the following tools or languages?&lt;br /&gt;
##* Git (used for all commits)&lt;br /&gt;
##* C++ (language used for all the normal source code)&lt;br /&gt;
##* STL, Boost, Sdl, Lua (C/C++ libraries used by Spring)&lt;br /&gt;
##* build environments (eg. cmake, scons)&lt;br /&gt;
## Which tools do you normally use for development? Why do you use them?&lt;br /&gt;
## What programming languages are you fluent in?&lt;br /&gt;
## Would you mind talking with your mentor on telephone / internet phone? We would like to have a backup way for communications for the case that somehow emails and IRC do fail. If you are willing to do so, please do list a phone number (including international code) so that we are able to contact you. You should probably *only* add this number in the application for you submit to google since the info in the wiki is available in public. We will *not* make any use of your number unless some case of &amp;quot;there is no way to contact you&amp;quot; does arise!&lt;br /&gt;
&lt;br /&gt;
Source: [http://wiki.wesnoth.org/SoC_Information_for_Google#Does_your_organization_have_an_application_template_you_would_like_to_see_students_use.3F_If_so.2C_please_provide_it_now. Wesnoth/SoC_Information_for_Google] Thanks Wesnoth!&lt;br /&gt;
&lt;br /&gt;
{{GSoC2010_bottom}}&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Project_proposals&amp;diff=15454</id>
		<title>Project proposals</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Project_proposals&amp;diff=15454"/>
		<updated>2011-03-03T09:52:54Z</updated>

		<summary type="html">&lt;p&gt;Koshi: gsoc: inital copy of last years mainpage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:GSOC.png]]&lt;br /&gt;
&lt;br /&gt;
= Project proposals =&lt;br /&gt;
&lt;br /&gt;
This is the list of project ideas for students willing to work on the Spring engine during the Google Summer of Code 2010. If you wish, you may read our [[Google_Summer_of_Code_2010_student_application|student application]].&lt;br /&gt;
&lt;br /&gt;
== Limited play area ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;medium&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spring uses a finite-world model, where the scene has distinct bounds that all actors must obey.&lt;br /&gt;
Current Spring map formats have a hardcoded rectangle boundary geometry; they also provide very limited support for defining aesthetics of the surrounding environment outside the play area.&lt;br /&gt;
&lt;br /&gt;
The new system should allow the map&#039;s developer to restrict the playable area to a subset of the global area, possibly adding support for multiple shapes and/or non rectangular shape restrictions.&lt;br /&gt;
&lt;br /&gt;
The restriction shapes should be readable and changeable mid-game through the engine&#039;s Lua API. Proper handling of units which are suddenly off-map needs to be implemented.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_Limited_play_area]]&lt;br /&gt;
&lt;br /&gt;
== Sensor handling redesign / simplification ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;hard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Currently there are a number of different &amp;quot;sensor&amp;quot; systems in the engine: LineOfSight, Radar, Sonar, and Seismic.&lt;br /&gt;
Some sensors can be jammed, some cannot. Some respect terrain, and some are always circular in coverage.&lt;br /&gt;
&lt;br /&gt;
A new sensor system should integrate the current LOS, Radar, Sonar, Seismic systems into a streamlined codebase, to reduce amount of code in each implementation, and it should add additional features which would then be available for all types, while improving efficiency where possible.&lt;br /&gt;
&lt;br /&gt;
Preferably all this should also be faster than the current system or a compelling argument/experiment should be made that shows there cannot be a faster system with the same features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_Sensor_handling_redesign]]&lt;br /&gt;
&lt;br /&gt;
== Engine level abstraction of resources ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;medium to hard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Spring engine has its roots in an older Real-Time Strategy title, where only two resources were incorporated into the game design.&lt;br /&gt;
The current resource system is largely present in the codebase being hardcoded in a lot of critical places.&lt;br /&gt;
&lt;br /&gt;
The old system needs to be replaced, the new one should be flexible enough to reproduce everything that the old system did and be able to imitate the behaviour of most common RTS game titles.&lt;br /&gt;
&lt;br /&gt;
The engine&#039;s Lua API to fetch resources will have to be adapted to the new system, and new calls will have to be added to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_Engine_resource_abstraction]]&lt;br /&gt;
&lt;br /&gt;
== Basic ingame lobby ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;hard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All existing Spring interfaces (lobbies) are either difficult to customize for game developers or have a different look and feel from the game itself and require focus switch from the game itself to operate.&lt;br /&gt;
&lt;br /&gt;
A new lobby should be implemented with customization and control in mind, using Lua scripting and reusing Spring codebase where possible.&lt;br /&gt;
It should be running as a separate process overlaying the game&#039;s UI.&lt;br /&gt;
&lt;br /&gt;
Optionally, the engine&#039;s start screen should be replaced and integrated with it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_Ingame_lobby]]&lt;br /&gt;
&lt;br /&gt;
== Smarter pathfinder ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;hard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spring&#039;s pathfinder uses a 2d grid and is somewhat limited in functionality.&lt;br /&gt;
A partial/full rewrite should be introduced to add support for navigating using more than 8 primary directions and selectively ignore certain unit types for performance reasons.&lt;br /&gt;
&lt;br /&gt;
Spring&#039;s Lua API should be extended to allow game developers to push new nodes/links and be able to alter or delete existing ones (for pathfinder-aware tunnels/teleporting/etc.).&lt;br /&gt;
&lt;br /&gt;
Preferably this should all be faster than the current system, or a compelling argument/experiment should be made that shows there cannot be a faster system with the same features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_Smarter_pathfinder]]&lt;br /&gt;
&lt;br /&gt;
== More AI interfaces ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;medium&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Spring engine&#039;s AI interface supports bindings for multiple languages, currently C++, C and java are supported.&lt;br /&gt;
&lt;br /&gt;
Bindings for more languages and/or virtual machines should be added to allow broader AI developing audience (for example: Ruby, Perl, JavaScript, Python, D, Go, Mono, LLVM, Parrot).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_More_AI_interfaces]]&lt;br /&gt;
&lt;br /&gt;
== New Rendering System ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;medium&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Spring rendering engine uses a lot of FFP (fixed function pipeline) OpenGL functions. This model is becoming deprecated and is generally slower and less flexible than more modern approaches.&lt;br /&gt;
&lt;br /&gt;
Under this proposal, the rendering code should get a complete overhaul using modern graphic programming techniques such as shaders, implement load support for more standardised model formats (backwards compatibility with current available formats is mandatory either through direct load or automatic conversion to the new types) and eventually introduce some graphic enhancing features (bump mapping, normal mapping, multitexturing, etc.).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_New_rendering_system]]&lt;br /&gt;
&lt;br /&gt;
== Reconnect / Host change during a match ==&lt;br /&gt;
&lt;br /&gt;
Estimated difficulty: &#039;&#039;&#039;medium to hard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spring&#039;s network model implies the existence of a server to host a battle. For various reasons the network link between host and clients can be interrupted. &lt;br /&gt;
A system should be designed to allow manual and/or automatic switching of the game&#039;s host (possibly using an existing player after testing load handling capabilities) and manual and/or automatic reconnection from client side if host remains the same.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039; [[GSoC_Reconnect_Host_change]]&lt;br /&gt;
&lt;br /&gt;
[[Category:GSoC_2011]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Finalizing_linux_install&amp;diff=7520</id>
		<title>Finalizing linux install</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Finalizing_linux_install&amp;diff=7520"/>
		<updated>2010-10-17T11:37:52Z</updated>

		<summary type="html">&lt;p&gt;Koshi: section isn&amp;#039;t needed anymore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Finalizing installation =&lt;br /&gt;
You should have Spring installed by now; if not, please see the [[SetupGuide]].&lt;br /&gt;
&lt;br /&gt;
Depending on your distribution/package, you still need a Multiplayer Lobby.&lt;br /&gt;
For Linux, the most common one is SpringLobby, which you can get [http://springlobby.info/wiki/springlobby/Install here].&lt;br /&gt;
&lt;br /&gt;
== Maps &amp;amp; Mods ==&lt;br /&gt;
&lt;br /&gt;
Since Spring is only an engine, you need to download games/mods for it, and the maps that go with those games. &lt;br /&gt;
&lt;br /&gt;
SpringLobby will automatically do this for you when you attempt to join a game with a map or mod that you do not currently have, using an integrated downloader.&lt;br /&gt;
&lt;br /&gt;
If you want to download it manually or browse existing maps, there are several easy to use websites:&lt;br /&gt;
*[http://spring.jobjol.nl/subcategory.php?id=1 SpringFiles]&lt;br /&gt;
*[http://spring-portal.com/ Spring-Portal]&lt;br /&gt;
*[http://www.darkstars.co.uk/downloads/index.php?dir=spring Darkstars]&lt;br /&gt;
&lt;br /&gt;
Pick any of those sites, download a map or mod, and then double click it. This will move it to your Spring folder, using the spring map/mod installer program. If you wish to move maps/mods by hand, they are located under &amp;lt;code&amp;gt;~/.spring/maps/&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;~/.spring/mods/&amp;lt;/code&amp;gt; (if the folder does not exist - create it). Do not unpack the file in any way though, just download and save it. Reload your maps/mods in SpringLobby, (&#039;&#039;Tools - Reload maps/mods&#039;&#039;) and they will be ready to use.&lt;br /&gt;
&lt;br /&gt;
These sites also may provide other neat things like Lua widgets, epic replays, AI bots (for playing offline or to team up on with a friend). Generally the installation requires you to download the file and place it in the appropriate folder in your &#039;&#039;~/.spring&#039;&#039; directory. (you may have to create the folder)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hint:&#039;&#039; If you know the name of the map you want, there is a Search function provided in those websites. Just write a part of the name, like one word, and you will easily find the map you were looking for.&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Linux:Packaging&amp;diff=10455</id>
		<title>Linux:Packaging</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Linux:Packaging&amp;diff=10455"/>
		<updated>2010-08-19T08:06:47Z</updated>

		<summary type="html">&lt;p&gt;Koshi: /* Gentoo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Linux_Page|Linux]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
= Linux Packaging =&lt;br /&gt;
&lt;br /&gt;
== Packagers ==&lt;br /&gt;
&lt;br /&gt;
Nicknames and how to best contact them.&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu ===&lt;br /&gt;
&#039;&#039;&#039;Tobi&#039;&#039;&#039; - [http://springrts.com/phpbb/memberlist.php?mode=viewprofile&amp;amp;u=596 Forum:&#039;&#039;Tobi&#039;&#039;], Lobby:&#039;&#039;[RoX]Tobi&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;det&#039;&#039;&#039; - [http://springrts.com/phpbb/memberlist.php?mode=viewprofile&amp;amp;u=1213 Forum:&#039;&#039;det&#039;&#039;], Lobby:&#039;&#039;*det*??&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;YokoZar&#039;&#039;&#039; - [http://springrts.com/phpbb/memberlist.php?mode=viewprofile&amp;amp;u=5670 Forum:&#039;&#039;YokoZar&#039;&#039;], Lobby:&#039;&#039;*YokoZar*??&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Debian ===&lt;br /&gt;
&#039;&#039;&#039;mammadori&#039;&#039;&#039; - [http://springrts.com/phpbb/memberlist.php?mode=viewprofile&amp;amp;u=9045 Forum:&#039;&#039;mammadori&#039;&#039;], Lobby:&#039;&#039;*mammadori*??&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;jandd&#039;&#039;&#039; - [http://springrts.com/phpbb/memberlist.php?mode=viewprofile&amp;amp;u=9301 Forum:&#039;&#039;jandd&#039;&#039;], Lobby:&#039;&#039;*jandd*??&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Slackware ===&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;(no one)&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mandrive ===&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;(no one?)&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== OpenSuSe ===&lt;br /&gt;
&#039;&#039;&#039;Agon&#039;&#039;&#039; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;(retired)&amp;lt;/font&amp;gt; - [http://springrts.com/phpbb/memberlist.php?mode=viewprofile&amp;amp;u=5514 Forum:&#039;&#039;Agon&#039;&#039;], Lobby:&#039;&#039;*Agon|*Marcel&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Fedora ===&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;(unknown)&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gentoo ===&lt;br /&gt;
&#039;&#039;&#039;Auswaschbar&#039;&#039;&#039; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;(retired?)&amp;lt;/font&amp;gt; - [http://springrts.com/phpbb/memberlist.php?mode=viewprofile&amp;amp;u=5613 Forum:&#039;&#039;Auswaschbar&#039;&#039;], Lobby:&#039;&#039;*Auswaschbar&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;iElectric&#039;&#039;&#039;, #sy@quakenet:&#039;&#039;iElectric&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Guidelines ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; This section is only of interest for Linux package maintainers.&lt;br /&gt;
&lt;br /&gt;
Here we outline the packaging scheme currently recommended by the engine development team.&lt;br /&gt;
&lt;br /&gt;
=== Binary Distros ===&lt;br /&gt;
&lt;br /&gt;
We recommend using &amp;lt;code&amp;gt;CMAKE_BUILD_TYPE=RELWITHDEBINFO&amp;lt;/code&amp;gt;, and later splitting the debug symbols off into separate files with a command line this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;##STUB##&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;main packages (&#039;&#039;package&#039;&#039; ~ &#039;&#039;deps&#039;&#039;):&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
springrts-gamedata&lt;br /&gt;
springrts-engine-default ~ springrts-gamedata&lt;br /&gt;
springrts-engine-default-dbg ~ springrts-engine&lt;br /&gt;
springrts-engine-dedicated&lt;br /&gt;
springrts-engine-dedicated-dbg ~ springrts-engine-dedicated&lt;br /&gt;
springrts-engine-multithreaded ~ springrts-gamedata&lt;br /&gt;
springrts-engine-multithreaded-dbg ~ springrts-engine-multithreaded&lt;br /&gt;
springrts-engine-headless ~ springrts-gamedata&lt;br /&gt;
springrts-engine-headless-dbg ~ springrts-engine-headless&lt;br /&gt;
springrts-unitsync ~ springrts-gamedata&lt;br /&gt;
springrts-unitsync-dbg ~ springrts-unitsync&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;meta packages:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;springrts-engine ~ springrts-engine-default springrts-engine-multithreaded&lt;br /&gt;
springrts-engine-dbg ~ springrts-engine springrts-engine-default-dbg springrts-engine-multithreaded-dbg&lt;br /&gt;
springrts ~ springrts-engine unitsync&lt;br /&gt;
springrts-dbg ~ springrts springrts-engine-dbg unitsync-dbg&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Source Distros ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
springrts [default -dedicated -headless multithreaded unitsync]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=SmuG_Works&amp;diff=16951</id>
		<title>SmuG Works</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=SmuG_Works&amp;diff=16951"/>
		<updated>2010-03-13T22:11:33Z</updated>

		<summary type="html">&lt;p&gt;Koshi: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://spring.clan-sy.com/phpbb/viewtopic.php?t=8428&amp;amp;highlight=smug Smug Guide to Running Your Boy]&lt;br /&gt;
[[Category: Strategy]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA_Clans&amp;diff=19978</id>
		<title>XTA Clans</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=XTA_Clans&amp;diff=19978"/>
		<updated>2010-03-13T21:40:32Z</updated>

		<summary type="html">&lt;p&gt;Koshi: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of active clans and their members:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[CoX]&#039;&#039;&#039; Commanders of XTA: &lt;br /&gt;
&lt;br /&gt;
Babbles &amp;quot;My Commander is the army&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
Tribulex &amp;quot;I have the perfect strat for ONE MAP!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
FrozenLegacy &amp;quot;Sorry, Frozen has self destructed, come again later&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Jools &amp;quot;Do you want some mines with that?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Ansiktsburk &amp;quot;Allies losing, need to tech faster!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Malric &amp;quot;My gf won&#039;t let me play :(&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Scifi &amp;quot;I&#039;m modding, go away&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Jimjoe &amp;quot;Stop talking about my mum, Shift&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
V1ntage &amp;quot;I&#039;m really bad!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Shift &amp;quot;UKRAINE IS JOKE TO YOU?!&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
Punarbhava &amp;quot;I&#039;m too out of it to care&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Snel &amp;quot;I&#039;m the only good Swedish player really&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[CoW]&#039;&#039;&#039; Core of War:&lt;br /&gt;
&lt;br /&gt;
Manolo &amp;quot;Less playing, more speccing!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Seba &amp;quot;1v1?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
TheMightyOne &amp;quot;It hasn&#039;t failed me the first 9000 times, so it won&#039;t now!&amp;quot;&amp;lt;br&amp;gt;  &lt;br /&gt;
FlorisXIV &amp;quot;I have more smurfs than ingame minutes&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Error232 &amp;quot;I&#039;m rusty, I swear!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Kloot &amp;quot;HLT here, HLT there&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
HermuldXV &amp;quot;cow says mooh&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Jim Hatama &amp;quot;No-one knows who I am&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Ray &amp;quot;I hate people who are better than me; I love CoW&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[RoX]&#039;&#039;&#039; Rogues of XTA:&lt;br /&gt;
&lt;br /&gt;
Janid &amp;quot;I love my crashers like my children&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Tobi &amp;quot;I got bored of doing everything&amp;quot;&amp;lt;br&amp;gt; &lt;br /&gt;
John &amp;quot;My AK beats your AK&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Pintle &amp;quot;Hey, didn&#039;t my clan used to be good?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
1v0ry_k1ng &amp;quot;I haven&#039;t actually played, but I know the balance better than you&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
PhreakY &amp;quot;I&#039;m riding on knowing Pintle&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[SIN]&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Basic &amp;quot;Everything is OP unless I say otherwise&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
el_barto &amp;quot;Barto timed out before he could be quoted&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Creed &amp;quot;I&#039;m not Admin!!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
DearLordAnimal &amp;quot;I am but one of many&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
DojeH &amp;quot;Every low ranking German player is me&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Xta]]&lt;br /&gt;
[[Category:Clans]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Category:NOTA&amp;diff=23575</id>
		<title>Category:NOTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Category:NOTA&amp;diff=23575"/>
		<updated>2010-03-13T21:33:31Z</updated>

		<summary type="html">&lt;p&gt;Koshi: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_%26_Exterminate&amp;diff=6498</id>
		<title>Expand &amp; Exterminate</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Expand_%26_Exterminate&amp;diff=6498"/>
		<updated>2010-03-13T21:32:54Z</updated>

		<summary type="html">&lt;p&gt;Koshi: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;[[Image:E&amp;amp;E-wikiheadline.png]]&amp;lt;/center&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;&amp;lt;font size=10&amp;gt;Expand &amp;amp; Exterminate&amp;lt;/font&amp;gt;&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;The struggle for the blue planet &#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;.152 RELEASED! CHECK THE LINK SECTION &#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=5&amp;gt;&amp;lt;b&amp;gt;Overview&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot2.jpg|thumb|200px|right|URC units outside a GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot.jpg|thumb|200px|right|A well defended GD stronghold.]]&lt;br /&gt;
&lt;br /&gt;
The new and exciting mod Expand and Exterminate offers three very unique and dynamic factions fighting for global domination. Each faction has its own design and fighting style that requires players to employ thier own style of combat to defeat opponents. All three teams also have thier own unique super weapons that offer great strategic difference. Expand and Exterminate is set in the near future that includes many futuristic and even alien-like vehicles for combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=4&amp;gt;&amp;lt;b&amp;gt;&amp;lt;dl&amp;gt;Faction Overview &amp;lt;/dl&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
[[IMAGE:E&amp;amp;E-GD.png]]&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;dt&amp;gt;Global Dynasty &amp;lt;/dt&amp;gt;&amp;lt;/b&amp;gt; &amp;lt;dd&amp;gt;A tank force that uses brute force to push through enemies. GD has the strongest units and nuclear weapons but have higher costs and build times. Thier airforce consists of helicopters.&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-URC.png]]&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;dt&amp;gt;United Robot Confederation&amp;lt;/dt&amp;gt;&amp;lt;/b&amp;gt; &amp;lt;dd&amp;gt;Enforces control through walking mechanized units that use stealth and versatility to attack. URC units are the best at climbing hills and can navigate high terrain better than any other faction. Thier airforce consists of Vtols.&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:E&amp;amp;E-NI.png]]&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;dt&amp;gt;New Initiative &amp;lt;/dt&amp;gt;&amp;lt;/b&amp;gt; &amp;lt;dd&amp;gt;Utilizies heavy amounts of hovercraft and aircraft to swiftly move and attack enemies, great for raiding. Includes best airforce of all three factions. &amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font size=5&amp;gt;Strategy&amp;lt;/font&amp;gt;===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;GD&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to utilize the GD&#039;s greatest attribute: staying power, and minimize their weakness: lack of mobility.&lt;br /&gt;
&lt;br /&gt;
# STAYING POWER - GD units generally have more armor, better range, and greater firepower than the combat units of the other factions.  This allows GD tanks to form a line and focus fire on incoming enemies.  GD also has better artillery than the other factions.&lt;br /&gt;
&lt;br /&gt;
# LACK OF MOBILITY - GD basic mexes give energy, so you won&#039;t need to build a reactor immediately.  GD also may construct armed mexes, allowing them to more easily hold territory and making raiding difficult.  Armed mexes combined with the rapid deployment of units via air transports helps minimise GD&#039;s lack of mobility.  GD light tanks can climb fairly well, lvl2 tanks have more difficulty, lvl3 tanks have horrid climbing ability.&lt;br /&gt;
&lt;br /&gt;
GD is all about brute force; avoid your enemies&#039; emplacements if you can, but you can likely roll right over them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;URC&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this guide you will learn how to properly combine the URC&#039;s best attributes, agility and stealth.&lt;br /&gt;
&lt;br /&gt;
# AGILITY - To begin, when using the URC faction its best to take advantage of thier ability to climb steep slopes and mountains. There are a number of ways to utilize this advantage as you have the ability to attack from angles no other faction can. Its advised that when possible that you should attack from the steepest ground possible as GD and NI units will usually not be able to follow you and your units will gain greater firing range. But most important to URC strategy is the potential for invading bases by avoiding defenses. While GD shoves through defenses and NI runs through it, the URC can completly ignore it by going through high terrian to suprise attack an opponent&#039;s base. If the high terrian is steep enough, youre assured that neither GD or NI can build defenses on thier hills or mountains around thier base.&lt;br /&gt;
&lt;br /&gt;
# STEALTH - The URC are the only faction to have units that cloak. During early game after you have put up your small economy and unit factory use spiders (cheap, cloakable spy unit that can build cameras and mines. LV1) very early in game to put cameras around key positions and to observe enemy bases. A good objective to keep in mind is to use this unit as your eyes and ears to basically monitor your enemies base for an undefended route that you can use late game to invade. Be sure to build a few battle mechs and a couple construction mechs afterwards to properly expand in early game. During middle to late game, you can use your level two factory to produce a variety of medium strength attack mechs that can both cloak and jam radars. At the cost of this ability however these mechs are more expensive and less strong than its non-stealth counterparts. Therfor its advised to use these units in small raiding parties to disrupt and destroy the oponnents economy. Do not mainly focus them on aiding your main armies in combat as its not cost effective, they are best used for suprising un-protected bases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As URC you have many options open to you in conquest. Even though I have written guidelines for a suggested play style, you can still win without using stealth and agility, its entirely up to your gameplay style. You may find that using URC as brute force works better for you, as they can operate a highly strong head on function in proper numbers. Whatever your style is, URC can probably fit into it.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
[[Image:E&amp;amp;E-screenshot3wide.jpg|702px|center|]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;font size=5&amp;gt;Links&amp;lt;/font&amp;gt; ===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[http://www.fileuniverse.com/?p=showitem&amp;amp;ID=3065  Download Link ]&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4381&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0  Expand &amp;amp; Exterminate Thread ]&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[http://taspring.clan-sy.com/wiki/EEclan  Expand &amp;amp; Exterminate Clan ]&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
===&amp;lt;font size=5&amp;gt;Credits&amp;lt;/font&amp;gt;===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Mod Creation&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fang - Tirelessly created all of E&amp;amp;E, scripted, textured modeled and sounds. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;TA: WD&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ground Zero - Provided models and sounds &lt;br /&gt;
&lt;br /&gt;
Maestro - Provided models and sounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Gundam Annihilation&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Smoth - Scripting and modeling advice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Final Frontier Team&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dopefishhh - Predator Concept &lt;br /&gt;
&lt;br /&gt;
Longbow - Exploding turrets, duplicating scripting effects&lt;br /&gt;
&lt;br /&gt;
M. Kenyon - Battlestation script&lt;br /&gt;
&lt;br /&gt;
Savant - Models&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;The Lost Legacy Team&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
M3G - Provided textures, sounds and models&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Additional Help&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flintlock - Promotional/Biography/Wiki/Graphic Designs&lt;br /&gt;
&lt;br /&gt;
Decimator - Wrote GD Strategy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Testing &amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;Alpha &amp;lt;/dt&amp;gt;  &amp;lt;dd&amp;gt;(Big Steve, Cabbage, Das Bruce, Dave the Brave, Decimator, Drexion, Guilty Spark, Over Damage, Forboding Angel, Flintlock, J5mello, Smoth, Tenebrous,  Wasp, )&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;Beta &amp;lt;/dt&amp;gt; &amp;lt;dd&amp;gt;(WarhammerC, Cronyx, Aun, WarC, Emmanuel, Drone_Fragger, Azu(Azn))&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Expand_and_Exterminate]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Category:Expand_and_Exterminate&amp;diff=23430</id>
		<title>Category:Expand and Exterminate</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Category:Expand_and_Exterminate&amp;diff=23430"/>
		<updated>2010-03-13T21:32:14Z</updated>

		<summary type="html">&lt;p&gt;Koshi: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FirsttimeEE&amp;diff=7549</id>
		<title>FirsttimeEE</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FirsttimeEE&amp;diff=7549"/>
		<updated>2010-03-13T21:31:36Z</updated>

		<summary type="html">&lt;p&gt;Koshi: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you joined the battleroom you were like &#039;&#039;&amp;quot;yea iam so pro right&amp;quot;&#039;&#039; but now  you are no longer so sure?&amp;lt;br&amp;gt;&lt;br /&gt;
The game is about to begin and there is too little time to read the whole wiki-page about E&amp;amp;E?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So here comes the ultra-easy guide:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Which side do I want to play?==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For the beginner GD is probally better.&amp;lt;br&amp;gt;&lt;br /&gt;
Their units are tanks and everybody knows what tanks are good for.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==What buildings should I construct first?== &amp;lt;br&amp;gt;&lt;br /&gt;
1) Start next to a group of metalspots. Press F4 if you can not see them.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
2) Use your Commander to build at least &#039;&#039;&#039;3 metal extractors&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
You can que the buildorders up by holding shift if you want to.&amp;lt;br&amp;gt;&lt;br /&gt;
Note how the GD metalextractors also produce some energy.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
3) Now comes the tricky part: In E&amp;amp;E, factories are built by &#039;&#039;&#039;constructions-hubs&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
So use your Commander to build one of those.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
4) Use the construction hub to build a &#039;&#039;&#039;light factory&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
The Commander can speed this up if you rightclick him on the factory while it is built.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
5) Your Commander can now leave the startarea to build some &#039;&#039;&#039;more metalextractors.&#039;&#039;&#039; &amp;lt;br&amp;gt;Pay attention that you do not drive too far away because he has no weapons!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
6) When the factory is done, order the hub to build a &#039;&#039;&#039;Nuclear Power Plant&#039;&#039;&#039;, because you when you start producing tanks your factory will drain more energy.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
7) Also build a &#039;&#039;&#039;Radar&#039;&#039;&#039; using the hub, it will tell you about enemy activity in its area.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the first minutes your base should look like this:&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:EE_startbuildorder_GD.JPG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you are ready to produce some tanks for attack or defense!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
But...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==What units should I build with my first factory?== &amp;lt;br&amp;gt;&lt;br /&gt;
1) Build one or two &#039;&#039;&#039;Scouttanks&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
They are only armed with a small machinegun but you can use them to search for the enemy and maybe kill some of his metalextractors.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Also, try using them to build a fieldradar (or a hidden camera) in the enemy territory. This can prove very usefull.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
2) Build some &#039;&#039;&#039;Battletanks&#039;&#039;&#039; to guard your commander while he wanders around and builds metalextractors.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
3) Use construction units to expand across the map and start raids against the enemy!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
4) Building a Energystorage and a Metalstorage can be life-saving when your Commander gets killed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Notes:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
-Don&#039;t be a victim of the airrush!&amp;lt;br&amp;gt;&lt;br /&gt;
Construct a flakturret at your factory and some more all around the map.&amp;lt;br&amp;gt;&lt;br /&gt;
Almost all units can shoot at planes, but they usually miss.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-When your metalincome is bigger than ~20, &#039;&#039;&#039;construct a second factory!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Building more Hubs and using them as Nanotowers alÃƒÂ¡ BA will not speed up production.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-The constructions vehicles can also build waterstructures&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
-There are &#039;&#039;&#039;no metalmakers.&#039;&#039;&#039; So the more land you controll, the more metalextractors you can build. Easy.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is not suppossed to be a page where you can read about supersecret supertactics.&amp;lt;br&amp;gt;&lt;br /&gt;
It is for all these people who do not know what a hub is and who spend their money by building random stuff in front of their allies factories or are asking why the dgun is broken.&lt;br /&gt;
[[Category:Expand_and_Exterminate]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=OpenSUSE_install&amp;diff=15192</id>
		<title>OpenSUSE install</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=OpenSUSE_install&amp;diff=15192"/>
		<updated>2010-03-13T21:27:47Z</updated>

		<summary type="html">&lt;p&gt;Koshi: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of various packages for openSUSE and other distributions related to spring are located here:[http://download.opensuse.org/repositories/home:/accAgon/]&lt;br /&gt;
&lt;br /&gt;
openSUSE wiki for spring: [http://en.opensuse.org/Spring]&lt;br /&gt;
[[Category: Linux]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=URC_Unit_Guide&amp;diff=18865</id>
		<title>URC Unit Guide</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=URC_Unit_Guide&amp;diff=18865"/>
		<updated>2010-03-13T21:26:48Z</updated>

		<summary type="html">&lt;p&gt;Koshi: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Level One: Land==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grasshopper: Light ECM Mech&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Capable of projecting a small scanner interference field, the Grasshopper is capable of protecting a small squadron of bots against enemy radar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider: Light Plasma Mech&#039;&#039;&#039;&lt;br /&gt;
[[Image:Spider.jpg|left|100px]]&lt;br /&gt;
Sporting a four legged chassis and two light plasma weapons, the Spider is a deadly tool. Weaker, armor wise, than GD tanks, the Spider is faster and more maneuverable, capable of mounting hills and other forms of difficult terrain. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Ant: Flame thrower Mech&#039;&#039;&#039;&lt;br /&gt;
[[Image:FireAnt.jpg|left|100px]]&lt;br /&gt;
Fast, deadly, and short ranged, the Fire Ant is a quick raider that is capable of burning down enemy bases with unprecedented speed. They&#039;re armor is weak, so getting them into the fight can be a problem, but at close ranges, the Fire Ant is a deadly mech. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cricket: Light rocket mech&#039;&#039;&#039;&lt;br /&gt;
[[Image:Crickit.jpg|left|100px]]&lt;br /&gt;
Using the Spider chassis, the Cricket has switched the plasma pods for a rocket pod capable of firing arching missiles that have a high area of effect. Use these to back up the direct fire of your Spiders. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fly Trap: SAM mech&#039;&#039;&#039;&lt;br /&gt;
[[Image:FlyTrap.jpg|left|100px]]&lt;br /&gt;
Using the Spider chassis, the Fly Trap has switched the plasma pods for a Surface to Air Missile pod. The Fly Trap is able to take down enemy helos with disturbing efficiency, though heavier helicopters can withstand its fire for longer, tough repeated shots can even bring down a level 3 GD heli after a while.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stink Bug: Light Mortar Mech&#039;&#039;&#039;&lt;br /&gt;
[[Image:StinkBug.jpg|left|100px]]&lt;br /&gt;
The Stink Bug is not as powerful as the GD&#039;s artillery. The Spider frame is simply not big enough to handle the kick back from anything stronger than a light mortar. That, coupled with the GD&#039;s heavier armor, makes the Stink Bug seem ineffective. But they, like all URC mechs, are cheap enough to be built en mass, and their long range support is still very useful. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lice: Stealth Plasma Mech&#039;&#039;&#039;&lt;br /&gt;
[[Image:Lice.jpg|left|100px]]&lt;br /&gt;
The Lice is nothing more than a Spider mech with a single add on. But when that add on is the Optical Camoflague Jamming System or OCJS, its an add on that can tilt the balance of battle. Completely invisible, for all intents and purposes, a few Lice can sneak through the enemy&#039;s lines and devastate and unsuspecting base. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LFC Mech: Light Field Construction&#039;&#039;&#039;&lt;br /&gt;
[[Image:LFCM.jpg|left|100px]]&lt;br /&gt;
The LFC is equipped with a Field Construction Set (FCS) capable of cranking out Level 1 structures and turrets. The LFC is also capable of building the next generation of HUB, allowing the URC to move up to the next level of technology.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tick: Scout Mech&#039;&#039;&#039;&lt;br /&gt;
[[Image:Tick.jpg|left|100px]]&lt;br /&gt;
Equipped with a specialized FCS and a OJCS, the Tick is capable of building Recon Poles, very small land mines and perimeter cameras. Use these to shore up your defenses, keep an eye on your enemy and generally be a nuisance.&lt;br /&gt;
&lt;br /&gt;
==Tales from the Front==&lt;br /&gt;
&lt;br /&gt;
September, 24, 3129. Alaskan Defense Campaign. 22 Km East of the Siberian Land Bridge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	XZ-229. The name was printed under the Spider in probably the most inconvenient place imaginable. Which made it a freaken pain for someone (like me) to find the one that wasn&#039;t working. So who had thought that up? Maybe some stupid Compy that thought that names would help the enemy identify the spiders that had improved their programming using battlefield experience. &lt;br /&gt;
&lt;br /&gt;
	Yeah, it had blown my mind when they had let that out. Now not only were our armies bloodless, but they also learned from every engagement. Becoming better. &lt;br /&gt;
&lt;br /&gt;
	I slid out from under this Spider (XZ-331) and moved to the next one in line. The report had said, Ã¢â‚¬Å“Erratic Algorithmic BehaviorÃ¢â‚¬Â but it hadn&#039;t said what or where. Maybe using too much ink for a human was a &#039;inefficient&#039; &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Damn it, where are you?Ã¢â‚¬Â I muttered. One of the Spiders stepped out of line, it&#039;s footsteps echoing loudly in the factory. I looked at it and glimpsed, under one of it&#039;s legs, the lettering Ã¢â‚¬Å“XZ-229Ã¢â‚¬Â.&lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“There you are-Ã¢â‚¬Â I started. 229 opened fire. Bolts of plasma slammed into the wall of the factory and I staggered as a wave of cold air hit me. The Alaskan night filled the room as 229 walked out of the factory wall. &lt;br /&gt;
&lt;br /&gt;
	It got as far as the defense perimeter of our base. I saw a plasma turret turn it&#039;s barrels on the 229 and fire. The faulty unit exploded violently and a LFC walked up. It started to spray a protective polymer over the side of the wall. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Well...my work here is done,Ã¢â‚¬Â I muttered, picking up my tool kit and walking out of the factory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level One: Air==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gnat: Sonar/Radar VTOL&#039;&#039;&#039;&lt;br /&gt;
[[Image:Gnat.jpg|left|100px]]&lt;br /&gt;
	Though completely unarmed and unarmored, the Gnat is still a useful asset to your aerial forces. Capable of extending your radar and sonar ranges, the Gnat is able to spot enemy forces at longer ranges than simple scouts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fly: Interceptor VTOL&#039;&#039;&#039;&lt;br /&gt;
[[Image:Fly.jpg|left|100px]]&lt;br /&gt;
	A deadly little fighter, the Fly is capable of taking down enemy aircraft with deadly missile barrages. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bumble Bee: Ground Attack VTOL&#039;&#039;&#039;&lt;br /&gt;
[[Image:BumbleBee.jpg|left|100px]]&lt;br /&gt;
	A small VTOL armed with two small plasma cannons, the Bumble Bee is a swift attack vehicle, capable of harassing the enemy&#039;s forces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tales from the Front==&lt;br /&gt;
&lt;br /&gt;
October 14th, 3157 AD. Indonesian Retreat. 15 Km East of the Coral Sea&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	I looked at the map...and wondered if this war could get any worse. If only I knew. This was what the &#039;book&#039; called a &#039;Tri-engagement&#039;. &lt;br /&gt;
&lt;br /&gt;
	Its what I called a Level A Crash Up. The computers had computed a 78% chance that our bots could drive the GD into the sea and destroy them, giving us Australia. And, for half a year, it had worked. We had pushed the GD out of Sydney, the Abo-zones and the bitox villages. Then the strangers had shown up. &lt;br /&gt;
&lt;br /&gt;
	Calling themselves the New Initiative, they hit both of us and the tankers...hard. I had been airlifted out of our forward base in a hurry. Now that had been frightening. When I lose a battle, normally the worst thing that happens is some of our robos get destroyed and we lose territory. Not like the barbarians...if they lost, they lose men and women. Ugh. Made me shake when I think about it. &lt;br /&gt;
&lt;br /&gt;
	But this time it had been scary. The VTOL had lifted into the air, fifteen or so Flies covering it. The NI&#039;s weird hover craft started to breach the outwards defenses. Plasma shots were smashing into them and I was heartened to see that yes, they did die. &lt;br /&gt;
&lt;br /&gt;
	Then lighting struck. The front three NI tanks opened fire and lighting arced from their weird guns. The plasma turrets exploded and the base&#039;s entire left flank was left wide open. More NI hover tanks began to fill the base and I turned away. No sense getting worked up over destroyed parts and pieces. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Sir,Ã¢â‚¬Â A computerized voice said. Ã¢â‚¬Å“Expect incoming turbulence.Ã¢â‚¬Â &lt;br /&gt;
&lt;br /&gt;
	I looked up from the map. The VTOL shook and I wondered who was shooting at us, the GD or the NI. Did it really matter? I glanced back at the map. The radar said &#039;unknown aerial targets&#039;. NI.&lt;br /&gt;
&lt;br /&gt;
	The craft shook some more and I glanced out the window. I caught a glimpse of something smooth, silvery and very fast. Maybe being airlifted wasn&#039;t enough. Then I saw a missile impact in the side of the silvery thing and it exploded, falling out of the air.&lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Nice shot boys,Ã¢â‚¬Â I murmured. Then a Helicopter flew past, marked with red and green. &lt;br /&gt;
&lt;br /&gt;
	I glanced back at the map. GD dots were falling on NI dots. I grabbed my command stylus and tapped the map a few times. URC dots started to move in as well, a few bots I had kept in reserve. The VTOL shook again and I heard a missile streak past. &lt;br /&gt;
&lt;br /&gt;
	A glance out the window showed a Fly blowing apart a GD helo. I grinned. The Gnat was then struck by a strange blue sphere, fired from a NI  fighter. &lt;br /&gt;
&lt;br /&gt;
	Ã¢â‚¬Å“Now it gets interesting,Ã¢â‚¬Â I mutter, tapping my stylus some more.&lt;br /&gt;
[[Category: Mods]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Hosting_Spring/Springie&amp;diff=9782</id>
		<title>Hosting Spring/Springie</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Hosting_Spring/Springie&amp;diff=9782"/>
		<updated>2010-03-13T21:25:37Z</updated>

		<summary type="html">&lt;p&gt;Koshi: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tutorial}}&lt;br /&gt;
[[Springie]] is an Autohost for Spring, it creates a battleroom and starts automatically when enough people have joined. It also reacts to a number of chat commands.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
*Spring&lt;br /&gt;
*Open UDP Port&lt;br /&gt;
*Springie&lt;br /&gt;
&lt;br /&gt;
==Using==&lt;br /&gt;
Springie is easy to use but you will need an open UDP port to be able to host a game. You can download it using the link at the end of the page, no install is required.&lt;br /&gt;
&lt;br /&gt;
===Creating===&lt;br /&gt;
After opening an UDP port, you need to create a new account for the bot and ask a GO (Game Operator) to put a bot flag on it. Now you only need to log in with Springie and configure the map and other settings!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039; Spring changes Spring settings to 40 x 40 pixels and windowed mode, so if you want to play you will need to reconfigure it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Commands===&lt;br /&gt;
&#039;&#039;&#039;HELP&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*!help - lists the commands that are available to you&lt;br /&gt;
*!helpall - lists all commands (sorted by their level) - you may not be able to use all of them&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMUNICATION&#039;&#039;&#039;&lt;br /&gt;
*!ring [&amp;lt;filters&amp;gt;..]- rings either all unready or specified users&lt;br /&gt;
*!say - allows you to talk between lobby and game (not needed if chat is enabled)&lt;br /&gt;
*!notify - Springie will notify you when game ends&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TEAM AND ALLY MANAGEMENT&#039;&#039;&#039;&lt;br /&gt;
*!fix - fixes teamnumbers&lt;br /&gt;
*!fixcolors - fixes team colors (similar colors are changed)&lt;br /&gt;
*!random [&amp;lt;allycount&amp;gt;] - assigns people to &amp;lt;allycount&amp;gt; alliances (default: 2 alliances)&lt;br /&gt;
*!balance [&amp;lt;allycount&amp;gt;] - scans all ally combinations and randomly chose one which is balanced (eg regarding ranks) (warning: not tested for large teams, might take a long time)&lt;br /&gt;
*!cbalance [&amp;lt;allycount&amp;gt;] - assigns people to allycount random balanced alliances, attempting to put clanmates on the same alliance&lt;br /&gt;
*!ally &amp;lt;allynum&amp;gt; [&amp;lt;player&amp;gt;..] - forces ally number&lt;br /&gt;
*!team &amp;lt;teamnum&amp;gt; [&amp;lt;player&amp;gt;..] - forces team number&lt;br /&gt;
*!spec &amp;lt;username&amp;gt; - forces a player to become spectator&lt;br /&gt;
*!specafk - forces all AFK players to become spectators&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GAME CONTROL&#039;&#039;&#039;&lt;br /&gt;
*!start - starts game (checks for duplicate team numbers and ally fairness)&lt;br /&gt;
*!forcestart - overrides ordinary !start checks (duplicate team numbers and ally fairness)&lt;br /&gt;
*!force - makes spring force start (ctrl+enter in-game)&lt;br /&gt;
*!exit - exits the game&lt;br /&gt;
*!manage &amp;lt;minplayer&amp;gt; [&amp;lt;maxplayers&amp;gt;] - automanage game for min to max players. If minplayers is 0, it won&#039;t manage. In this mode, Springie keeps alliances even, colors fixed, autorings and spec afk or even kicks them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VOTING&#039;&#039;&#039;&lt;br /&gt;
*!voteforcestart - starts vote to execute !forcestart&lt;br /&gt;
*!voteforce - starts vote to force (in-game)&lt;br /&gt;
*!voteexit - starts vote to exit game&lt;br /&gt;
*!votekick [&amp;lt;filters&amp;gt;] - starts vote to kick player&lt;br /&gt;
*!votemap [&amp;lt;filters&amp;gt;] - starts vote for given map&lt;br /&gt;
*!voterehost [&amp;lt;filter&amp;gt;] - starts vote to rehost the game&lt;br /&gt;
*!votepreset [&amp;lt;presetname&amp;gt;..] - starts a vote to apply the given preset&lt;br /&gt;
*!voteboss &amp;lt;name&amp;gt; - sets &amp;lt;name&amp;gt; as a new boss, use without parameter to remove any current boss. If there is a boss on server, other non-admin people have their rights reduced&lt;br /&gt;
*!votekickspec - starts a vote to enables or disable automatic spectator kicking&lt;br /&gt;
*!votesetoptions &amp;lt;name&amp;gt;=&amp;lt;value&amp;gt;[,&amp;lt;name&amp;gt;=&amp;lt;value&amp;gt;] - starts a vote to apply the given option(s)&lt;br /&gt;
*!vote &amp;lt;number&amp;gt; - casts your vote (you must say it in battle window)&lt;br /&gt;
*!endvote - ends current poll&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BATTLE LOCKING&#039;&#039;&#039;&lt;br /&gt;
*!lock - locks battle&lt;br /&gt;
*!unlock - unlocks battle&lt;br /&gt;
*!autolock [&amp;lt;players&amp;gt;] - sets desired number of players in game. If this number is reached, Springie will lock the server, and if someone leaves, it will unlock it again. !autolock without parameter disables auto locking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PRESETS&#039;&#039;&#039;&lt;br /&gt;
*!listpresets [&amp;lt;presetname&amp;gt;..] - lists all the known presets (with name filtering)&lt;br /&gt;
*!presetdetails [&amp;lt;presetname&amp;gt;..] - shows the details of the given preset&lt;br /&gt;
*!preset [&amp;lt;presetname&amp;gt;..] - applies the given preset to current battle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BOXES&#039;&#039;&#039;&lt;br /&gt;
*!addbox &amp;lt;left&amp;gt; &amp;lt;top&amp;gt; &amp;lt;width&amp;gt; &amp;lt;height&amp;gt; [&amp;lt;number&amp;gt;] - adds a new box rectangle&lt;br /&gt;
*!clearbox [&amp;lt;number&amp;gt;] - removes a box (or removes all boxes if no number is specified)&lt;br /&gt;
*!split &amp;lt;&amp;quot;h&amp;quot;/&amp;quot;v&amp;quot;&amp;gt; &amp;lt;percent&amp;gt; - makes 2 boxes in h or v direction&lt;br /&gt;
*!corners &amp;lt;&amp;quot;a&amp;quot;/&amp;quot;b&amp;quot;&amp;gt; &amp;lt;percent&amp;gt; - makes 4 corners, a/b determines ordering&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAPS&#039;&#039;&#039;&lt;br /&gt;
*!listmaps [&amp;lt;filters&amp;gt;] - lists maps (can apply filtering)&lt;br /&gt;
*!map &amp;lt;filters&amp;gt; - changes map, and prints the new maplink in the battle&lt;br /&gt;
*!maplink - looks for map links on unknown files &lt;br /&gt;
*!dlmap &amp;lt;mapname/dllid/url&amp;gt; - downloads map to server. You can either specify map name or map id (from unknown files) or map URL&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MODS&#039;&#039;&#039;&lt;br /&gt;
*!listmods [&amp;lt;filters&amp;gt;] - lists mods (can apply filtering)&lt;br /&gt;
*!modlink - looks for mod links on unknown files &lt;br /&gt;
*!dlmod &amp;lt;modname/dllid/url&amp;gt; - downloads mod to server. You can either specify mod name or mod id (from unknown files) or mod URL&lt;br /&gt;
*!rehost [&amp;lt;filter&amp;gt;] - rehosts game (optionally with new mod)&lt;br /&gt;
*!listoptions - lists all mod options&lt;br /&gt;
*!setoptions &amp;lt;name&amp;gt;=&amp;lt;value&amp;gt;[,&amp;lt;name&amp;gt;=&amp;lt;value&amp;gt;] - applies mod/map options&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ADMINISTERING&#039;&#039;&#039; &lt;br /&gt;
*!admins - list privileged users&lt;br /&gt;
*!boss &amp;lt;name&amp;gt; - sets &amp;lt;name&amp;gt; as a new boss, use without parameter to remove any current boss. If there is a boss on server, other non-admin people have their rights reduced.&lt;br /&gt;
*!kick &amp;lt;filters&amp;gt; - kicks specified players from server (both game and lobby)&lt;br /&gt;
*!setlevel &amp;lt;username&amp;gt; &amp;lt;level&amp;gt; - sets rights level for given player &lt;br /&gt;
*!ban &amp;lt;username&amp;gt; [&amp;lt;duration&amp;gt;] [&amp;lt;reason&amp;gt;...] - bans user username for duration (in minutes) with given reason. Duration 0 = ban for 1000 years&lt;br /&gt;
*!unban &amp;lt;username&amp;gt; - unbans user&lt;br /&gt;
*!listbans - lists currently banned users&lt;br /&gt;
*!reload - reloads mod and map list&lt;br /&gt;
*!kickspec [0|1] - enables or disables automatic spectator kicking&lt;br /&gt;
*!mincpuspeed &amp;lt;GHz&amp;gt; - sets minimum CPU for this host - players with CPU speed below this value are auto-kicked, 0 = no limit&lt;br /&gt;
*!setpassword &amp;lt;newpassword&amp;gt; - sets server password (needs !rehost to apply)&lt;br /&gt;
*!setminrank &amp;lt;minrank&amp;gt; - sets server minimum rank (needs !rehost to apply)&lt;br /&gt;
*!setmaxplayers &amp;lt;maxplayers&amp;gt; - sets server size (needs !rehost to apply)&lt;br /&gt;
*!setgametitle &amp;lt;new title&amp;gt; - sets server game title (needs !rehost to apply)&lt;br /&gt;
*!springie - displays basic springie information&lt;br /&gt;
*!cheats - enables/disables .cheats in game&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STATISTICS&#039;&#039;&#039;&lt;br /&gt;
*!stats - lists various stats&lt;br /&gt;
*!smurfs - lists smurfs&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[http://spring.clan-sy.com/phpbb/viewtopic.php?t=7921 Springie Topic]&lt;br /&gt;
[[Category: Using_Spring]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Hosting_Spring&amp;diff=9761</id>
		<title>Hosting Spring</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Hosting_Spring&amp;diff=9761"/>
		<updated>2010-03-13T21:25:23Z</updated>

		<summary type="html">&lt;p&gt;Koshi: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Hosting==&lt;br /&gt;
&lt;br /&gt;
==Autohosting==&lt;br /&gt;
There are some autohosts, programs which can be run on a secondary computer to provide a bot-controlled automated hosting enviroment, available for Spring. &lt;br /&gt;
&lt;br /&gt;
=== Springie ===&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=7921 Licho&#039;s Springie Autohost]&lt;br /&gt;
*[[LINUX:SetupSpringie|How to setup Springie]]&lt;br /&gt;
*[[Hosting Spring/Autohost|How to use Springie]]&lt;br /&gt;
&lt;br /&gt;
=== SPADS ===&lt;br /&gt;
&lt;br /&gt;
*[http://springrts.com/phpbb/viewtopic.php?f=1&amp;amp;t=17130 SPADS AutoHost]&lt;br /&gt;
*[http://planetspads.free.fr/spads/doc/spadsDoc.html Commands and settings reference guide]&lt;br /&gt;
*[http://planetspads.free.fr/spads/conf/templates/ Configuration templates]&lt;br /&gt;
*[http://planetspads.free.fr/spads/conf/samples/ Advanced configuration samples]&lt;br /&gt;
*[http://planetspads.free.fr/spads/repository/CHANGELOG Detailed changelog]&lt;br /&gt;
*[http://planetspads.free.fr/spads/repository/UPDATE Manual update guide]&lt;br /&gt;
[[Category: Using_Spring]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=General_Resources&amp;diff=9289</id>
		<title>General Resources</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=General_Resources&amp;diff=9289"/>
		<updated>2010-03-13T21:25:11Z</updated>

		<summary type="html">&lt;p&gt;Koshi: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; General Resources&lt;br /&gt;
&lt;br /&gt;
=Textures=&lt;br /&gt;
[http://springrts.com/phpbb/viewtopic.php?t=7093&amp;amp;start=0 Texture Competition 0001 - Metal]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://springrts.com/phpbb/viewtopic.php?t=7188&amp;amp;start=0 Texture Competition 0002 - Camo]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://springrts.com/phpbb/viewtopic.php?t=7731 Texture Competition 0003 - Stone/Concrete]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.cgtextures.com/ CG Textures]&lt;br /&gt;
&lt;br /&gt;
=Code=&lt;br /&gt;
[http://springrts.com/phpbb/viewtopic.php?t=7457 GPL Code Repository]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://springrts.com/phpbb/viewtopic.php?t=6569&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0 The Millionth Monkey Gets Its Typewriter - Movement Optimization]&lt;br /&gt;
&lt;br /&gt;
=Sounds=&lt;br /&gt;
[http://freesound.iua.upf.edu/ Freesound] free sounds and samples, distributed under the [http://creativecommons.org/licenses/sampling+/1.0/ Creative Commons License]&lt;br /&gt;
&lt;br /&gt;
=Features=&lt;br /&gt;
[http://springrts.com/phpbb/viewtopic.php?t=4047 Compilation List of Features for Maps]&lt;br /&gt;
&lt;br /&gt;
=Models=&lt;br /&gt;
[http://planet-wars.eu/ModelBase/Units.aspx Model Base]&lt;br /&gt;
&lt;br /&gt;
[[Category: Art_assets]]&lt;br /&gt;
[[Category: Development]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Tech_Levels&amp;diff=18148</id>
		<title>Tech Levels</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Tech_Levels&amp;diff=18148"/>
		<updated>2010-03-13T21:23:00Z</updated>

		<summary type="html">&lt;p&gt;Koshi: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModSpecific}}&lt;br /&gt;
A Tech Level is a group of units that can be built by a certain construction unit.&lt;br /&gt;
&lt;br /&gt;
-There are 3 Tech Levels.-&lt;br /&gt;
 &lt;br /&gt;
* Tech Level 1, also sometimes mistaken as Tech Level 0 (May be my fault for this mixup -[[Eaglebird]]), is any unit the [[Commander]] can build. This includes the first resource facilities/collectors, the basic unit plants, the LLT, and the first radar facility available.&lt;br /&gt;
&lt;br /&gt;
* Tech Level 2 is any unit built by the first available unit plants, and any structure built by the first construction units excluding the commander.&lt;br /&gt;
&lt;br /&gt;
* Tech Level 3 is any unit built by a Tech Level 2 unit plant, and any structure built by the advanced construction units.&lt;br /&gt;
&lt;br /&gt;
Tech Level 0: This Tech Level is often disputed, sometimes forgotten altogether, and some call it Tech Level 1, and just move each level down a notch, so the levels go up to 4. Tech Level 0 is assumed to be the [[Commander]] itself, as he is not built by any unit plant, and cannot be ressurrected.&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=UI_commands&amp;diff=18798</id>
		<title>UI commands</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=UI_commands&amp;diff=18798"/>
		<updated>2010-03-13T21:22:40Z</updated>

		<summary type="html">&lt;p&gt;Koshi: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
select&amp;lt;br&amp;gt;&lt;br /&gt;
selectunits&amp;lt;br&amp;gt;&lt;br /&gt;
deselect&amp;lt;br&amp;gt;&lt;br /&gt;
shadows&amp;lt;br&amp;gt;&lt;br /&gt;
water&amp;lt;br&amp;gt;&lt;br /&gt;
advshading&amp;lt;br&amp;gt;&lt;br /&gt;
say&amp;lt;br&amp;gt;&lt;br /&gt;
w&amp;lt;br&amp;gt;&lt;br /&gt;
echo&amp;lt;br&amp;gt;&lt;br /&gt;
setf&amp;lt;br&amp;gt;&lt;br /&gt;
seti&amp;lt;br&amp;gt;&lt;br /&gt;
sets&amp;lt;br&amp;gt;&lt;br /&gt;
drawinmap&amp;lt;br&amp;gt;&lt;br /&gt;
drawlabel&amp;lt;br&amp;gt;&lt;br /&gt;
mouse[1-5]&amp;lt;br&amp;gt;&lt;br /&gt;
viewselection&amp;lt;br&amp;gt;&lt;br /&gt;
move[forward, back, left, right, up, down, fast, slow]&amp;lt;br&amp;gt;&lt;br /&gt;
team&amp;lt;br&amp;gt;&lt;br /&gt;
spectator&amp;lt;br&amp;gt;&lt;br /&gt;
specteam&amp;lt;br&amp;gt;&lt;br /&gt;
specfullview&amp;lt;br&amp;gt;&lt;br /&gt;
ally&amp;lt;br&amp;gt;&lt;br /&gt;
group[0-9]&amp;lt;br&amp;gt;&lt;br /&gt;
lastmsgpos&amp;lt;br&amp;gt;&lt;br /&gt;
char[, all, ally, spec]&amp;lt;br&amp;gt;&lt;br /&gt;
track&amp;lt;br&amp;gt;&lt;br /&gt;
trackoff&amp;lt;br&amp;gt;&lt;br /&gt;
trackmode&amp;lt;br&amp;gt;&lt;br /&gt;
showhealthbars&amp;lt;br&amp;gt;&lt;br /&gt;
pause&amp;lt;br&amp;gt;&lt;br /&gt;
debug&amp;lt;br&amp;gt;&lt;br /&gt;
nosound&amp;lt;br&amp;gt;&lt;br /&gt;
volume&amp;lt;br&amp;gt;&lt;br /&gt;
unitreplyvolume&amp;lt;br&amp;gt;&lt;br /&gt;
savegame&amp;lt;br&amp;gt;&lt;br /&gt;
createvideo&amp;lt;br&amp;gt;&lt;br /&gt;
updatefov&amp;lt;br&amp;gt;&lt;br /&gt;
drawtrees&amp;lt;br&amp;gt;&lt;br /&gt;
dynamicsky&amp;lt;br&amp;gt;&lt;br /&gt;
gameinfo&amp;lt;br&amp;gt;&lt;br /&gt;
hideinterface&amp;lt;br&amp;gt;&lt;br /&gt;
hardwarecursor&amp;lt;br&amp;gt;&lt;br /&gt;
[increase, decrease]viewradius&amp;lt;br&amp;gt;&lt;br /&gt;
[more, less]trees&amp;lt;br&amp;gt;&lt;br /&gt;
[more, less]clouds&amp;lt;br&amp;gt;&lt;br /&gt;
speedup&amp;lt;br&amp;gt;&lt;br /&gt;
slowdown&amp;lt;br&amp;gt;&lt;br /&gt;
controlunit&amp;lt;br&amp;gt;&lt;br /&gt;
showshadowmap&amp;lt;br&amp;gt;&lt;br /&gt;
showstandard&amp;lt;br&amp;gt;&lt;br /&gt;
showelevation&amp;lt;br&amp;gt;&lt;br /&gt;
toggleradarandjammer&amp;lt;br&amp;gt;&lt;br /&gt;
showmetalmap&amp;lt;br&amp;gt;&lt;br /&gt;
showpathmap&amp;lt;br&amp;gt;&lt;br /&gt;
yardmap4 (does nothing)&amp;lt;br&amp;gt;&lt;br /&gt;
togglelos&amp;lt;br&amp;gt;&lt;br /&gt;
sharedialog&amp;lt;br&amp;gt;&lt;br /&gt;
quitwarn&amp;lt;br&amp;gt;&lt;br /&gt;
quit&amp;lt;br&amp;gt;&lt;br /&gt;
[inc, dec]guiopacity&amp;lt;br&amp;gt;&lt;br /&gt;
screenshot&amp;lt;br&amp;gt;&lt;br /&gt;
grabinput&amp;lt;br&amp;gt;&lt;br /&gt;
clock&amp;lt;br&amp;gt;&lt;br /&gt;
cross&amp;lt;br&amp;gt;&lt;br /&gt;
fps&amp;lt;br&amp;gt;&lt;br /&gt;
info&amp;lt;br&amp;gt;&lt;br /&gt;
techlevels&amp;lt;br&amp;gt;&lt;br /&gt;
cmdcolors&amp;lt;br&amp;gt;&lt;br /&gt;
ctrlpanel&amp;lt;br&amp;gt;&lt;br /&gt;
font&amp;lt;br&amp;gt;&lt;br /&gt;
aiselect&amp;lt;br&amp;gt;&lt;br /&gt;
vsync&amp;lt;br&amp;gt;&lt;br /&gt;
safegl&amp;lt;br&amp;gt;&lt;br /&gt;
resbar&amp;lt;br&amp;gt;&lt;br /&gt;
tooltip&amp;lt;br&amp;gt;&lt;br /&gt;
console&amp;lt;br&amp;gt;&lt;br /&gt;
endgraph&amp;lt;br&amp;gt;&lt;br /&gt;
fpshud&amp;lt;br&amp;gt;&lt;br /&gt;
mapmarks&amp;lt;br&amp;gt;&lt;br /&gt;
allmapmarks&amp;lt;br&amp;gt;&lt;br /&gt;
luaui&amp;lt;br&amp;gt;&lt;br /&gt;
minimap&amp;lt;br&amp;gt;&lt;br /&gt;
grounddecals&amp;lt;br&amp;gt;&lt;br /&gt;
maxparticles&amp;lt;br&amp;gt;&lt;br /&gt;
gathermode&amp;lt;br&amp;gt;&lt;br /&gt;
pastetext&amp;lt;br&amp;gt;&lt;br /&gt;
buffertext&amp;lt;br&amp;gt;&lt;br /&gt;
inputtextgeo&amp;lt;br&amp;gt;&lt;br /&gt;
lodscale&amp;lt;br&amp;gt;&lt;br /&gt;
wiremap&amp;lt;br&amp;gt;&lt;br /&gt;
setgamma&amp;lt;br&amp;gt;&lt;br /&gt;
crash&amp;lt;br&amp;gt;&lt;br /&gt;
exception&amp;lt;br&amp;gt;&lt;br /&gt;
divbyzero&amp;lt;br&amp;gt;&lt;br /&gt;
give&amp;lt;br&amp;gt;&lt;br /&gt;
send&amp;lt;br&amp;gt;&lt;br /&gt;
save&amp;lt;br&amp;gt;&lt;br /&gt;
atm&amp;lt;br&amp;gt;&lt;br /&gt;
desync (debug only)&amp;lt;br&amp;gt;&lt;br /&gt;
resync&amp;lt;br&amp;gt;&lt;br /&gt;
take&amp;lt;br&amp;gt;&lt;br /&gt;
luarules&amp;lt;br&amp;gt;&lt;br /&gt;
[[Category: Using_Spring]]&lt;br /&gt;
[[Category: Lua]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Mapdev:Howto_skybox&amp;diff=13471</id>
		<title>Mapdev:Howto skybox</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Mapdev:Howto_skybox&amp;diff=13471"/>
		<updated>2010-03-13T21:21:48Z</updated>

		<summary type="html">&lt;p&gt;Koshi: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Map_development|Map Development]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skybox Information==&lt;br /&gt;
This is going to contain notes about the creation of skyboxes aka cubemaps. &lt;br /&gt;
&lt;br /&gt;
Skyboxes are created with a series of 6 separate images which form what we call a cube map. Below is an example of the skybox images that I created for a map.&lt;br /&gt;
&lt;br /&gt;
[[Image:Skyboxsimple.gif|center|this is what we call a cube cross]]&lt;br /&gt;
&lt;br /&gt;
Despite what you will see on many sites you do not need a cube cross for the creation of your skybox. You will be using six individual images. Each image represents a different face on an imaginary cube. Each face is applied to the cube that surrounds the map. &lt;br /&gt;
&lt;br /&gt;
[[Image:Sky1.gif|center|see how each side of the cube is it&#039;s own image]]&lt;br /&gt;
&lt;br /&gt;
Here an image is being applied to the cubemap. See how each side of the cube is an image?&lt;br /&gt;
&lt;br /&gt;
== Skybox creation ==&lt;br /&gt;
&lt;br /&gt;
=== Creating your 6 textures ===&lt;br /&gt;
You will need six images representing each side of your skybox. I will not go into any specific method of construction. There are tutorials out there for that. Just remember you will need 6 textures, front, back, left side, right side, top and bottom.&lt;br /&gt;
&lt;br /&gt;
=== Creating your dds using the nvidia dds utilities ===&lt;br /&gt;
You will need these utilities from Nvidia&#039;s website: [http://developer.nvidia.com/object/dds_utilities_legacy.html NVIDIA Texture Tools]&lt;br /&gt;
&lt;br /&gt;
Once you have downloaded and installed the tools you will need to created 2 files:&lt;br /&gt;
* &#039;&#039;&#039;Compiledds.bat&#039;&#039;&#039;, and&lt;br /&gt;
* &#039;&#039;&#039;cubemapfile.lst&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Inside of &#039;&#039;&#039;compiledds.bat&#039;&#039;&#039; type in:&lt;br /&gt;
&lt;br /&gt;
 nvdxt -cubeMap -list cubemapfile.lst  -output cubemap.dds &lt;br /&gt;
 pause&lt;br /&gt;
&lt;br /&gt;
This will compile your skybox to the name &#039;&#039;&#039;cubemap.dds&#039;&#039;&#039;, feel free to change the name. Also, the pause command will stop the the batch file and force it to wait before it closes, this will allow you to see any errors that may or may not occur.&lt;br /&gt;
&lt;br /&gt;
Inside of &#039;&#039;&#039;cubemapfile.lst&#039;&#039;&#039; type in:&lt;br /&gt;
&lt;br /&gt;
 left.jpg&lt;br /&gt;
 right.jpg&lt;br /&gt;
 top.jpg&lt;br /&gt;
 bottom.jpg&lt;br /&gt;
 front.jpg&lt;br /&gt;
 back.jpg&lt;br /&gt;
&lt;br /&gt;
The .dds file created should be put in the &#039;&#039;&#039;maps/&#039;&#039;&#039; directory with your maps .smd, .smf and .smt files.&lt;br /&gt;
&lt;br /&gt;
== Skybox notes ==&lt;br /&gt;
&lt;br /&gt;
Do not do these:&lt;br /&gt;
&lt;br /&gt;
Sizes that are not to the power of two. ATI cards have problems with sizes that are not a power of two. Recommended sizes are: &#039;&#039;&#039;256X256&#039;&#039;&#039;, &#039;&#039;&#039;512X512&#039;&#039;&#039; or &#039;&#039;&#039;1024x1024&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: the batch will export a DXT5 or something like that and spring has an issue with the newest dds stuff. I will update the command for you gents soon. I thought I already had... my bad.&lt;br /&gt;
&lt;br /&gt;
--[[User:Smoth|Smoth]] 09:24, 25 Apr 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
If you have problems with nvdxt:&lt;br /&gt;
&lt;br /&gt;
You can also create dds textures using the Texture Tool found in the Microsoft DirectX SDK.&lt;br /&gt;
&lt;br /&gt;
Although it is quite a large download it is worth while if you are serioues about making decent maps.&lt;br /&gt;
&lt;br /&gt;
These instruction may not be the best however they have been proven to work with some success.&lt;br /&gt;
&lt;br /&gt;
To create your cube map first open the DirectX Texture Tool. Go to File and select New Texture. Select Cubemap texture. Set the Width and Height as a power of two and leave the MipMap Levels at 1.&lt;br /&gt;
&lt;br /&gt;
The Surface format should be 32bit X8R8G8B8. It may be possible to use other formats for example 24Bit and use less space. If you want to try that you will have to experiment. You can now press OK.&lt;br /&gt;
&lt;br /&gt;
Go to file and select Open Onto This Cubemap Face. Select the image file you want to use for that face. You can select most common image formats such as jpg, bmp, png, etc. The image that you open should be the same width and height as you entered when creating the cubemap.&lt;br /&gt;
&lt;br /&gt;
Now you have done one face and can do the next. To change face go to the View menu, the Cube Map View submenu and select the next face in the list. Open the image you want onto this face as you did before.&lt;br /&gt;
&lt;br /&gt;
Keep doing this until you have opened an image onto every face, then save the file.&lt;br /&gt;
&lt;br /&gt;
You now have a sky-box.&lt;br /&gt;
&lt;br /&gt;
-Orakio&lt;br /&gt;
[[Category: Map_making]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=SmuG_Works&amp;diff=16950</id>
		<title>SmuG Works</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=SmuG_Works&amp;diff=16950"/>
		<updated>2010-03-13T21:21:25Z</updated>

		<summary type="html">&lt;p&gt;Koshi: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://spring.clan-sy.com/phpbb/viewtopic.php?t=8428&amp;amp;highlight=smug Smug Guide to Running Your Boy]&lt;br /&gt;
[[Category: Stratetgy]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Programming_Forum_Resources&amp;diff=15446</id>
		<title>Programming Forum Resources</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Programming_Forum_Resources&amp;diff=15446"/>
		<updated>2010-03-13T21:20:47Z</updated>

		<summary type="html">&lt;p&gt;Koshi: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are several programming forums that can be used as resources and provide a second insight to a programming problem. The purpose of this page is to list those so that the developers of spring may use them if necissary.&lt;br /&gt;
&lt;br /&gt;
*[http://www.comprog.co.nr/ Computer Programmer&#039;s Forum]&lt;br /&gt;
*[http://www.gamedev.net/ Game Development forum]&lt;br /&gt;
*[http://www.dreamincode.net/ Programming and Web Development Help forum]&lt;br /&gt;
[[category: Development]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Flak_Cannon&amp;diff=7555</id>
		<title>Flak Cannon</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Flak_Cannon&amp;diff=7555"/>
		<updated>2010-03-13T21:19:10Z</updated>

		<summary type="html">&lt;p&gt;Koshi: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModSpecific}}&lt;br /&gt;
Flak cannon are the main defense against air, other than fighters. It only takes a couple of these to wipe out a group of air units. They can fire at ground units, but are very ineffective and need to be backed up with traditional defense and units.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arm: Flakker&lt;br /&gt;
[[Image:armflak.jpg|Flakker]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Core: Cobra&lt;br /&gt;
[[Image:corflak.jpg|Cobra]]&lt;br /&gt;
[[category:Units]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Missile_Tower&amp;diff=14332</id>
		<title>Missile Tower</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Missile_Tower&amp;diff=14332"/>
		<updated>2010-03-13T21:18:57Z</updated>

		<summary type="html">&lt;p&gt;Koshi: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModSpecific}}&lt;br /&gt;
Missile Towers are light defense structures made for destroying aircraft. Their advantages over an [[LLT]] are that they have a longer range and do not consume energy, and are homing. However, they have much less health and do not shoot as quickly, so they should not be used as your main defensive structure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:armrl.jpg|Arm Missile Tower]][[Image:corrl.jpg|Core Missile Tower]]&lt;br /&gt;
&lt;br /&gt;
[[category:Units]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=LLT&amp;diff=10296</id>
		<title>LLT</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=LLT&amp;diff=10296"/>
		<updated>2010-03-13T21:18:26Z</updated>

		<summary type="html">&lt;p&gt;Koshi: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModSpecific}}&lt;br /&gt;
These laser towers are the earliest you can build in game without advancing to Tech Level 1. They can briefly hold off an attacking enemy, and can be built by the [[Commander]], making them the only structural defense available early in the game. They are best used two or three at a time where they can concentrate their fire on bottlenecks, or points where the enemy can only move one or two units through at a time. Their range, however, is easily negated by a [[Missile KBot|missile KBot]] or [[Missile Vehicle|missile truck]]. These units can destroy LLT&#039;s without much damage to themselves. This makes it rather important to back them up with something heavier or with a larger range than itself, such as a [[Missile Tower|missile turret]], if you plan on keeping it as a permanent base defense.&lt;br /&gt;
&lt;br /&gt;
[[Image:llt_pics.JPG|you need broadband]]&lt;br /&gt;
[[category:Units]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Defense_buildings&amp;diff=5372</id>
		<title>Defense buildings</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Defense_buildings&amp;diff=5372"/>
		<updated>2010-03-13T21:17:57Z</updated>

		<summary type="html">&lt;p&gt;Koshi: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Defensive Buildings ==&lt;br /&gt;
&amp;lt;p&amp;gt;This details the various defensive buildings in [[XTA]].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Land-Based ===&lt;br /&gt;
&amp;lt;p&amp;gt;The larger group (as opposed to sea-based, and (maybe;)) eventually air-based). This group includes everything, from lasers to missiles and plasma cannon.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Ground Defense&lt;br /&gt;
** Lasers&lt;br /&gt;
*** [[LLT]] (Light Laser Tower)&lt;br /&gt;
*** [[HLT]] (Heavy Laser Tower)&lt;br /&gt;
*** [[Energy Weapon]]&lt;br /&gt;
** Plasma&lt;br /&gt;
*** [[Pop-Up Cannon]]&lt;br /&gt;
*** [[Plasma Battery]]&lt;br /&gt;
*** [[LRPC]] (Long Range Plasma Cannon - aka VLRPC)&lt;br /&gt;
*** [[RFLRPC]] (Rapid-fire Long Range Plasma Cannon)&lt;br /&gt;
** Wall&lt;br /&gt;
*** [[Dragon&#039;s Teeth]]&lt;br /&gt;
*** [[Fortification Wall]]&lt;br /&gt;
* Air Defense&lt;br /&gt;
** Missiles&lt;br /&gt;
*** [[Missile Tower]]&lt;br /&gt;
** Flak&lt;br /&gt;
*** [[Flak Cannon]]&lt;br /&gt;
* Intelligence&lt;br /&gt;
** [[Radar]]&lt;br /&gt;
** [[Advanced Radar]]&lt;br /&gt;
** [[Jammer]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sea-Based ===&lt;br /&gt;
&amp;lt;p&amp;gt;This category include every definsive structure built on or under the sea.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Sea Defense&lt;br /&gt;
** Lasers&lt;br /&gt;
*** [[Floating HLT]]&lt;br /&gt;
** Torpedo&lt;br /&gt;
[[Category: Xta]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Construction_units&amp;diff=5151</id>
		<title>Construction units</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Construction_units&amp;diff=5151"/>
		<updated>2010-03-13T21:17:28Z</updated>

		<summary type="html">&lt;p&gt;Koshi: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Construction Units ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Note: This details construction units for [[XTA]]. If you were looking for the [[AA]] unit list, I suggest you head [[Absolute_Annihilation/Units|here]].&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Construction units in XTA do the obvious: they construct things. They can also reclaim things (mostly features) for resources, and repair things. There are 2 levels of construction unit, a well as two special ones (One each for Arm and Core). There are vehicular, kbot, airplane, seaplane, hovercraft, and naval construction units. Also, to make production faster, multiple units can construct a single thing at a time. Constructions unnits can help eachother make buildings, or factories to make other units.&lt;br /&gt;
&amp;lt;br&amp;gt;As a general rule:&lt;br /&gt;
&amp;lt;br&amp;gt;Mobility: Aircraft&amp;gt;Kbot&amp;gt;Vehicle&lt;br /&gt;
&amp;lt;br&amp;gt;Nanolathing (build) Speed: Vehicle&amp;gt;Kbot&amp;gt;Aircraft&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As naval is special (water, not land), it wasn&#039;t included above. However, it actually has a faster build speed than every other standard hovercraft. Also, you can build a construction seaplane and construction hovercraft. They are basically level 2 units that build level 1 structures.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Build Trees==&lt;br /&gt;
&lt;br /&gt;
=== Level 0 - The [[Commander]] ===&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Nanolathe Speed: 300.&lt;br /&gt;
&amp;lt;br&amp;gt;Although this isn&#039;t an actual tech level, I am putting this here for sake of clarity.&lt;br /&gt;
&amp;lt;br&amp;gt;Can Build:&lt;br /&gt;
* Construction Structures&lt;br /&gt;
** Land&lt;br /&gt;
*** Kbot Lab&lt;br /&gt;
*** Advanced Kbot Lab&lt;br /&gt;
*** Tank Factory&lt;br /&gt;
*** Advanced Tank Factory&lt;br /&gt;
*** Airbase&lt;br /&gt;
*** Advanced Airbase&lt;br /&gt;
** Special&lt;br /&gt;
*** Seaport&lt;br /&gt;
*** Advanced Seaport&lt;br /&gt;
*** Hovercraft Platform&lt;br /&gt;
*** Seaplane Factory&lt;br /&gt;
* Economy Structures&lt;br /&gt;
** Energy&lt;br /&gt;
*** Land&lt;br /&gt;
**** Solar Panel&lt;br /&gt;
**** Windmill&lt;br /&gt;
**** Energy Storage&lt;br /&gt;
*** Sea&lt;br /&gt;
**** Tidal Generator&lt;br /&gt;
**** Underwater Energy Storage&lt;br /&gt;
** Metal&lt;br /&gt;
*** Land&lt;br /&gt;
**** Metal Extractor&lt;br /&gt;
**** Metal Maker&lt;br /&gt;
**** Metal Storage &lt;br /&gt;
*** Sea&lt;br /&gt;
**** Underwater Metal Extractor&lt;br /&gt;
**** Floating Metal Maker&lt;br /&gt;
**** Underwater Metal Storage&lt;br /&gt;
* Defense Structures&lt;br /&gt;
** Land&lt;br /&gt;
*** [[LLT]] (Light Laser Tower)&lt;br /&gt;
*** Shortrange [[Radar]]&lt;br /&gt;
*** Dragon&#039;s Teeth (Wall Segment)&lt;br /&gt;
** Sea&lt;br /&gt;
*** [[Torpedo Launcher]]&lt;br /&gt;
*** Shortrange [[Sonar]]&lt;br /&gt;
*** Floating Dragon&#039;s Teeth (Floating Wall Segment)&lt;br /&gt;
&lt;br /&gt;
=== Land Level 1 ===&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Nanolathe Speed:&lt;br /&gt;
* Air: 50&lt;br /&gt;
* Kbot: 80&lt;br /&gt;
* Vehicle: 100&lt;br /&gt;
* Seaplane: 100&lt;br /&gt;
* Hovercraft: 200&lt;br /&gt;
&amp;lt;br&amp;gt;(As all units of the same level, other than the naval, appear to have the same capabilities, this list applies to the air, kbot, and vehicle styles of construction unit.&lt;br /&gt;
&amp;lt;br&amp;gt;Can Build:&lt;br /&gt;
* Everything commanders can EXCEPT most naval (exceptions below)&lt;br /&gt;
* Construction Structures&lt;br /&gt;
** Seaport&lt;br /&gt;
** Advanced Seaport&lt;br /&gt;
** Seaplane Platform&lt;br /&gt;
* Economy Structures&lt;br /&gt;
** Energy&lt;br /&gt;
*** Geothermal Powerplant&lt;br /&gt;
* Defense Structures&lt;br /&gt;
** [[HLT]] (Heavy Laser Tower)&lt;br /&gt;
** [[Missile Tower|Missile Turret]]&lt;br /&gt;
** [[Pop-Up Cannon|Pop-up Heavy Cannon]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Land Level 2 ===&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Nanolathe Speed:&lt;br /&gt;
* Air: 100&lt;br /&gt;
* Kbot: 160&lt;br /&gt;
* Vehicle: 200&lt;br /&gt;
Can Build:&lt;br /&gt;
* Everything Land level 1 can, except ALL naval&lt;br /&gt;
* Production Structures&lt;br /&gt;
** Land&lt;br /&gt;
*** Krogoth Gantry (Core Only)&lt;br /&gt;
* Economy Structures&lt;br /&gt;
** Energy&lt;br /&gt;
*** Fusion Powerplant&lt;br /&gt;
*** Cloakable Fusion Powerplant&lt;br /&gt;
** Metal&lt;br /&gt;
*** Moho Metal Extractor&lt;br /&gt;
*** Moho Metal Maker&lt;br /&gt;
* Defense&lt;br /&gt;
** [[Energy Weapon]]&lt;br /&gt;
** [[Plasma Battery]]&lt;br /&gt;
** Shortrange Radar Jammer&lt;br /&gt;
** Longrange Radar&lt;br /&gt;
** Flak Cannon&lt;br /&gt;
** Nuclear Missile Defence System&lt;br /&gt;
** Fortification Wall&lt;br /&gt;
* Special&lt;br /&gt;
** EMP Missile Launcher&lt;br /&gt;
** Nuclear Missile Launcher&lt;br /&gt;
** [[LRPC]] (Long-Range Plasma Cannon)&lt;br /&gt;
** [[RFLRPC]] (Rapid-Fire Long-Range Plasma Cannon)&lt;br /&gt;
** Radar Targetting Facility&lt;br /&gt;
** [[Airpad]] (Repairs Aircraft)&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sea Level 1 ===&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
The only level 1 sea unit is the construction boat, with a nanolathe speed of 125. It, being a boat, is restricted to water.&lt;br /&gt;
&amp;lt;br&amp;gt;Can Build:&lt;br /&gt;
* Construction Structures&lt;br /&gt;
** Land&lt;br /&gt;
*** Kbot Lab&lt;br /&gt;
*** Advanced Kbot Lab&lt;br /&gt;
*** Tank Factory&lt;br /&gt;
*** Advanced Tank Factory&lt;br /&gt;
*** Airbase&lt;br /&gt;
*** Advanced Airbase&lt;br /&gt;
** Special&lt;br /&gt;
*** Seaport&lt;br /&gt;
*** Advanced Seaport&lt;br /&gt;
*** Hovercraft Platform&lt;br /&gt;
*** Seaplane Factory&lt;br /&gt;
* Economy&lt;br /&gt;
** Energy&lt;br /&gt;
*** Tidal Generator&lt;br /&gt;
*** Underwater Energy Storage&lt;br /&gt;
** Metal&lt;br /&gt;
*** Underwater Metal Extractor&lt;br /&gt;
*** Floating Metal Maker&lt;br /&gt;
*** Underwater Metal Storage&lt;br /&gt;
* Defence&lt;br /&gt;
** Torpedo Launcher&lt;br /&gt;
** [[Floating HLT]] (Heavy Laser Tower)&lt;br /&gt;
** Floating Missile Launcher&lt;br /&gt;
** Shortrange Sonar&lt;br /&gt;
** Dragon&#039;s Teeth&lt;br /&gt;
** Floating Dragon&#039;s Teeth&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sea Level 2 ===&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Nanolathe Speed: 250&lt;br /&gt;
&amp;lt;br&amp;gt;Can Build:&lt;br /&gt;
* All NAVAL that sea level 1 can&lt;br /&gt;
* Construction Structures&lt;br /&gt;
** Airbase&lt;br /&gt;
** Advanced Airbase&lt;br /&gt;
** Hovercraft Platform&lt;br /&gt;
* Economy&lt;br /&gt;
** Energy&lt;br /&gt;
*** Underwater Fusion Powerplant&lt;br /&gt;
* Defence&lt;br /&gt;
** Heavy Torpedo Launcher&lt;br /&gt;
** Longrange Sonar&lt;br /&gt;
** Dragon&#039;s Teeth&lt;br /&gt;
** Fortification Post&lt;br /&gt;
** Longrange Radar&lt;br /&gt;
** Shortrange Jammer&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special Construction Units ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
There are two special construction KBots in [[XTA]]. Arm has the [[FARK]] (Fast Assist-Repair KBot), while Core has the Necro Rez KBot. The FARK has the fastest nanolathe speed in the mod, at 860. Although it can build little on its own, it is the fastest moving construction unit, and it also gets built quickly. The Necro still has a very fast nanolathe speed (720), but takes longer to build and moves less quickly. However, this is offset by 2 advantages: It is  both cheaper, and it can revive destroyed units and structures. This is much cheaper than building another, and is also quicker.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[FARK]] (Fast Assist-Repair KBot) Buildtree ===&lt;br /&gt;
* Production Facilities&lt;br /&gt;
** Land&lt;br /&gt;
*** KBot Lab&lt;br /&gt;
*** Advanced KBot Lab&lt;br /&gt;
* Economy&lt;br /&gt;
** Energy&lt;br /&gt;
*** Geothermal Powerplant&lt;br /&gt;
** Metal&lt;br /&gt;
*** Moho Metal Extractor&lt;br /&gt;
* Defence&lt;br /&gt;
** [[LLT]]&lt;br /&gt;
** Sentinel [[HLT]]&lt;br /&gt;
** Flakker [[Flak Cannon]]&lt;br /&gt;
** Dragon&#039;s Teeth&lt;br /&gt;
** Fortification Wall&lt;br /&gt;
** [[Advanced Radar]]&lt;br /&gt;
&lt;br /&gt;
=== [[Necro Rez KBot]] Buildtree ===&lt;br /&gt;
* Production Facilities&lt;br /&gt;
** Land&lt;br /&gt;
*** KBot Lab&lt;br /&gt;
*** Advanced KBot Lab&lt;br /&gt;
* Economy&lt;br /&gt;
** Energy&lt;br /&gt;
*** Geothermal Powerplant&lt;br /&gt;
** Metal&lt;br /&gt;
*** Moho Metal Extractor&lt;br /&gt;
* Defence&lt;br /&gt;
** [[LLT]]&lt;br /&gt;
** Gaat Gun [[HLT]]&lt;br /&gt;
** Viper Pop-Up [[Heavy Laser]]&lt;br /&gt;
** Cobra [[Flak Cannon]]&lt;br /&gt;
** Dragon&#039;s Teeth&lt;br /&gt;
** Fortification Wall&lt;br /&gt;
** [[Advanced Radar]]&lt;br /&gt;
** [[Immolator Plasma Tower]]&lt;br /&gt;
&lt;br /&gt;
== A note on build time ==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
You may notice that build times are extremely high. That is because that is not the build time, but build power necessary to construct that unit/structure. To find the actual time (in seconds), do the simple equation:&lt;br /&gt;
&amp;lt;br&amp;gt; time(seconds)=Buildpower necessary/Nanolathe Speed of all units constructing&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This means that if you were to build a structure with a buildtime of 1000 with a level 1 vehicle (Nanolathe:100), it will take 10 seconds to build. (10=1000/100)&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
[[Category: Xta]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Printable_Reference&amp;diff=15433</id>
		<title>Printable Reference</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Printable_Reference&amp;diff=15433"/>
		<updated>2010-03-13T21:16:31Z</updated>

		<summary type="html">&lt;p&gt;Koshi: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[[Using_Spring|&amp;lt;--Back to Using Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Printable Control Reference page==&lt;br /&gt;
&lt;br /&gt;
You can print out [http://sparcman.net/Documents/Spring_Control_Reference.pdf this two page quick reference sheet] which covers all basic keyboard and mouse controls and many advanced controls. Not all controls are included as this is meant to be a quick reference for basic gameplay use.&lt;br /&gt;
[[Category: Using_Spring]]&lt;br /&gt;
[[Category: Key_Bindings]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=SOP&amp;diff=16119</id>
		<title>SOP</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=SOP&amp;diff=16119"/>
		<updated>2010-03-13T21:15:37Z</updated>

		<summary type="html">&lt;p&gt;Koshi: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strategic, Operational &amp;amp; Tactical Warfare ==&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
Understanding the distinctions among strategic, operational, and tactical warfare is important in devising a successful battle plan. However, the distinctions can be a bit fuzzy; there is overlap at each level.&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
Strategic planning deals with the overall objective of the war - in this case, to destroy every enemy unit before being destroyed yourself. Strategy is at the national scale in the real world, which would be analogous to the scale of the whole of the player&#039;s units and buildings at the TAS scale. Strategy integrates economic, political, and military forces to achieve the final goal. Strategic goals are those that lead to the ultimate strategic objective: destruction of the enemy. They tend to be general rather than specific: for example, &amp;quot;destroy the enemy&#039;s energy generation capacity&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Operational Planning===&lt;br /&gt;
Operational planning provides a specific means for reaching a strategic goal. Operational planning deals with where, when, and how forces should be employed in order to reach a strategic goal. For example, if the objective is to &amp;quot;destroy the enemy&#039;s energy generation capacity,&amp;quot; the operational components of this would be to locate the enemy&#039;s energy generation buildings, assess the enemy forces available to defend the respective buildings, determine the best route to take to destroy the enemy building with the least enemy resistance, and deploy forces in such a way as to achieve the strategic goal. Operational goals tend to be on a more specific level than strategic ones; strategic goals can be broken down into one or several operational goals. An example of an operational goal may be &amp;quot;destroy the fusion plant at the north of the enemy&#039;s base&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
Tactical planning involves the use of force to best achieve the intermediate steps to the operational goal. Tactics involves where and how to best employ each unit so that its destructive potential is maximized, and the enemy&#039;s destructive potential against it and the whole force is minimized. Tactical planning will destroy single enemy defense structures, groups of defense structures, units, and so on. A good example of tactical planning might be &amp;quot;this group of Goliaths will advance and destroy the enemy&#039;s Annihilator defending his fusion plant&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Conclusion===&lt;br /&gt;
Why is it important to understand this? In order to win the game, you must set strategic goals that provide the best way to win. How is the game won? The game is not won on the battlefield; it is won on an economic level. You must set strategic goals in such a way as to maximize your own economic production over the length of the game, and minimize your enemy&#039;s. Operational goals allow you to break strategic goals down so that you can act with a sense of purpose; they give a concrete way of determining where, when, and how to use your forces. Tactics allows you to use your units to their maximum potential, thereby increasing the number of units that you can have because the need to replace losses will be less. &lt;br /&gt;
&lt;br /&gt;
-Felix the Cat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; [[Strategy_and_Tactics|&amp;lt;- Back to Strategy and Tactics page]]&#039;&#039;&#039;&lt;br /&gt;
[[Category: Strategy]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Readme&amp;diff=15853</id>
		<title>Readme</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Readme&amp;diff=15853"/>
		<updated>2010-03-13T21:14:58Z</updated>

		<summary type="html">&lt;p&gt;Koshi: deprecated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{deprecated}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
For up-to-date information about this project, visit the project home page at http://taspring.clan-sy.com. &lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
TA Spring is a project aiming to create a new RTS.&lt;br /&gt;
&lt;br /&gt;
==System requirements==&lt;br /&gt;
About 1ghz cpu and a GeForce3 or better graphics card. For larger battles the requirements increases. Some graphics effects require a graphics card which supports ARB_vertex_program/ARB_fragment_program. This is the same as having a graphics card that supports DX9.&lt;br /&gt;
&lt;br /&gt;
==Quick start==&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
Run the TA Spring battleroom and create an account &lt;br /&gt;
&lt;br /&gt;
Login to the master server and find a game to join &lt;br /&gt;
&lt;br /&gt;
===Singleplayer===&lt;br /&gt;
Spring supports AI plugins, which allow for external AI programs to be used. There is currently one AI included in the download, but you can find more singleplayer AIs on the AI forum. &lt;br /&gt;
If you start the spring.exe application directly, you will get to choose between these Global AI&#039;s. You can also use the lobby client to create a battle with AI (Bots) in it.&lt;br /&gt;
&lt;br /&gt;
==Multiplayer lobby==&lt;br /&gt;
===Name registration===&lt;br /&gt;
Before you can log into the master server, you must register a handle. Click File-&amp;gt;Register to open up the registration dialog. Names must be no more than 16 alphanumeric characters, and is not case sensitive. However, you may format your name with capitalization.&lt;br /&gt;
&lt;br /&gt;
===Options===&lt;br /&gt;
If you are behind a proxy server, or you are having trouble hosting, you might want to consider overriding the IP the server sees you as having so that people joining your battle room know where to find you&lt;br /&gt;
&lt;br /&gt;
===Chat===&lt;br /&gt;
The lobby supports basic chat functions. There is a permanent chatroom called Main, which you can join by double clicking it from the list, as well as any others that may have been created. You can create a chatroom from the menu, but this room is deleted when it becomes empty.&lt;br /&gt;
&lt;br /&gt;
===Battle room===&lt;br /&gt;
You can host a battle by selecting it from the menu. To choose a map, simply click the minimap and pick one from the popup window. Once in the battle room, the host may boot anyone by right clicking and selecting boot. The alliance system is a little complicated and needs a little explaining... Any number of players can join a Team, which is the equivalent of one player in OTA. Everyone on a Team shares resources, units, and LOS. The first player to join a team is the team leader, and can pick an Ally Team to join. An Ally Team is a permanent alliance. You&#039;ll notice a strange shape with two triangles to the right of the Ally Team combo box. This functions the same way as it did in OTA. If you click it, you create a one-way alliance with another ally team moving the triangle on the left to the middle. If the other Ally Team reciprocates, the triangle on the right will move to the middle. The host can then start Spring once all non-spectators have clicked ready.&lt;br /&gt;
&lt;br /&gt;
===Features to come===&lt;br /&gt;
* Clan support &lt;br /&gt;
* Map sharing &lt;br /&gt;
* Unit sharing &lt;br /&gt;
* Private messaging &lt;br /&gt;
* Private chatrooms &lt;br /&gt;
* New, slicker looking battle room &lt;br /&gt;
&lt;br /&gt;
==Game controls==&lt;br /&gt;
===Camera controls===&lt;br /&gt;
Move the camera with the arrow keys or by placing the mouse curser at the screen borders. Holding shift makes the camera move faster, and holding ctrl makes it slower. Turn on mouselook with mouse button 3 (or backspace). Use ctrl mouse3 to toggle between the camera modes available. &lt;br /&gt;
&lt;br /&gt;
===Key assignments===&lt;br /&gt;
You can configure the assignment of keys by editing the file uikeys.txt, and by running the Selectionkeys editor. These are the default key bindings:&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
{| &lt;br /&gt;
|&amp;lt;b&amp;gt;Camera controls&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Function&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;hr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | Mouse 1|| Selects units. Drag to select a group, double click to select units of the same type. Gives order if a specific order has been selected.&lt;br /&gt;
|-&lt;br /&gt;
|Mouse 2 || Gives the default order for the unit &lt;br /&gt;
|-&lt;br /&gt;
|Mouse 3 || Toggles mouse look &lt;br /&gt;
|- &lt;br /&gt;
| Ctrl   Mouse 3|| Toggles camera mode &lt;br /&gt;
|-&lt;br /&gt;
|Arrow keys || Moves the camera &lt;br /&gt;
|- &lt;br /&gt;
|Ctrl/shift|| Increases/decreases camera movement speed &lt;br /&gt;
|- &lt;br /&gt;
|Mousewheel|| Moves the camera up/down &lt;br /&gt;
|-&lt;br /&gt;
|T ||  Track a selected unit&lt;br /&gt;
|- &lt;br /&gt;
|C|| Take direct control of a selected unit&lt;br /&gt;
|- &lt;br /&gt;
|F3|| Jump to last message location&lt;br /&gt;
|-&lt;br /&gt;
|&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Floating_Metal_Maker&amp;diff=7563</id>
		<title>Floating Metal Maker</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Floating_Metal_Maker&amp;diff=7563"/>
		<updated>2010-03-13T21:12:28Z</updated>

		<summary type="html">&lt;p&gt;Koshi: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModSpecific}}&lt;br /&gt;
This is simply a floating variant of the normal [[Metal Maker]]. This should not be used as a source of metal, unless you have expanded across as much of the map and cannot get to any more metal patches. It should be used to funnel excess energy to metal, and should be used with the Metal Maker GroupAI for the greatest effect.&lt;br /&gt;
&lt;br /&gt;
[[Image:armfmakr.jpg|Arm Floating Metal Maker]][[Image:corfmakr.jpg|Core Floating Metal Maker]]&lt;br /&gt;
&lt;br /&gt;
[[category:Units]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Production_buildings&amp;diff=15441</id>
		<title>Production buildings</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Production_buildings&amp;diff=15441"/>
		<updated>2010-03-13T21:09:43Z</updated>

		<summary type="html">&lt;p&gt;Koshi: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModSpecific}}&lt;br /&gt;
== Unit Production ==&lt;br /&gt;
&lt;br /&gt;
Production buildings build mobile units for your army.&lt;br /&gt;
&lt;br /&gt;
=== Arm ===&lt;br /&gt;
&lt;br /&gt;
* Land Buildings&lt;br /&gt;
** Level 1&lt;br /&gt;
*** [[Vehicles#Arm Vehicle Plant|Vehicle Plant]]&lt;br /&gt;
*** [[Airplanes#Arm Air Plant|Air Base]]&lt;br /&gt;
*** [[KBots#Arm KBot Plant|KBot Lab]]&lt;br /&gt;
*** [[Hovercraft#Arm Hovercraft Plant|Hover Plant]]&lt;br /&gt;
** Level 2&lt;br /&gt;
*** [[Vehicles#Arm Advanced Vehicle Plant|Advanced Vehicle Plant]]&lt;br /&gt;
*** [[Airplanes#Arm Advanced Air Plant|Advanced Air Base]]&lt;br /&gt;
*** [[KBots#Arm Advanced KBot Plant|Advanced KBot Lab]]&lt;br /&gt;
* Sea Buildings&lt;br /&gt;
** Level 1&lt;br /&gt;
*** [[Ships#Arm Naval Base|Navy Base]]&lt;br /&gt;
*** [[Seaplanes#Arm Seaplane Factory|Seaplane Factory]]&lt;br /&gt;
** Level 2&lt;br /&gt;
*** [[Ships#Arm Advanced Naval Base|Advanced Navy Base]]&lt;br /&gt;
&lt;br /&gt;
=== Core ===&lt;br /&gt;
&lt;br /&gt;
* Land Buildings&lt;br /&gt;
** Level 1&lt;br /&gt;
*** [[Vehicles#Core Vehicle Plant|Vehicle Plant]]&lt;br /&gt;
*** [[Airplanes#Core Air Plant|Air Base]]&lt;br /&gt;
*** [[KBots#Core KBot Plant|KBot Lab]]&lt;br /&gt;
*** [[Hovercraft#Core Hovercraft Plant|Hover Plant]]&lt;br /&gt;
** Level 2&lt;br /&gt;
*** [[Vehicles#Core Advanced Vehicle Plant|Advanced Vehicle Plant]]&lt;br /&gt;
*** [[Airplanes#Core Advanced Air Plant|Advanced Air Base]]&lt;br /&gt;
*** [[KBots#Core Advanced KBot Plant|Advanced KBot Lab]]&lt;br /&gt;
* Sea Buildings&lt;br /&gt;
** Level 1&lt;br /&gt;
*** [[Ships#Core Naval Base|Navy Base]]&lt;br /&gt;
*** [[Seaplanes#Core Seaplane Factory|Seaplane Factory]]&lt;br /&gt;
** Level 2&lt;br /&gt;
*** [[Ships#Core Advanced Naval Base|Advanced Navy Base]]&lt;br /&gt;
&lt;br /&gt;
== Resource Production ==&lt;br /&gt;
&lt;br /&gt;
As a sidenote, units with nanolathes (building units) can reclaim wrecks, features (such as trees and rocks) and units for resources also. Also, mobile units typically provide a small amount of energy.&lt;br /&gt;
&lt;br /&gt;
As Arm and Core use the same types of structures, the followwing applies to both.&lt;br /&gt;
&lt;br /&gt;
* Energy&lt;br /&gt;
** Level 1&lt;br /&gt;
*** [[Solar Panel]]&lt;br /&gt;
*** [[Geothermal Powerplant]]&lt;br /&gt;
*** [[Tidal Generator]]&lt;br /&gt;
** Level 2&lt;br /&gt;
*** [[Fusion Reactor]]&lt;br /&gt;
*** [[Cloakable Fusion Reactor]]&lt;br /&gt;
* Metal&lt;br /&gt;
** Level 1&lt;br /&gt;
*** [[Metal Extractor]]&lt;br /&gt;
*** [[Metal Maker]]&lt;br /&gt;
*** [[Underwater Metal Extractor]]&lt;br /&gt;
*** [[Floating Metal Maker]]&lt;br /&gt;
** Level 2&lt;br /&gt;
*** [[Moho Metal Extractor]]&lt;br /&gt;
*** [[Moho Metal Maker]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Printable_Reference&amp;diff=15432</id>
		<title>Printable Reference</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Printable_Reference&amp;diff=15432"/>
		<updated>2010-03-13T21:09:10Z</updated>

		<summary type="html">&lt;p&gt;Koshi: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[[Using_Spring|&amp;lt;--Back to Using Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Printable Control Reference page==&lt;br /&gt;
&lt;br /&gt;
You can print out [http://sparcman.net/Documents/Spring_Control_Reference.pdf this two page quick reference sheet] which covers all basic keyboard and mouse controls and many advanced controls. Not all controls are included as this is meant to be a quick reference for basic gameplay use.&lt;br /&gt;
[[Category: Usage_Help]]&lt;br /&gt;
[[Category: Key_Bindings]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MTR&amp;diff=12550</id>
		<title>MTR</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=MTR&amp;diff=12550"/>
		<updated>2010-03-13T21:06:42Z</updated>

		<summary type="html">&lt;p&gt;Koshi: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The New Monthly Topic Rotation=&lt;br /&gt;
&lt;br /&gt;
[[Monthly_Topic_Rotation|Old Monthly Topic Rotation]]&lt;br /&gt;
&lt;br /&gt;
===Class I and II Etiquette/Rules===&lt;br /&gt;
When someone asks a question that has been answered before post a link to this page to the specific sub-section.  Sub-sections will be formatted similar to any other FAQ with the title being the actual question and the answer being the body of the section with links at the end to further reading.  In addition, there should be a &amp;quot;Should have looked in&amp;quot; section with a description on how the information should have been found.&lt;br /&gt;
&lt;br /&gt;
===Class III Etiquette/Rules===&lt;br /&gt;
&lt;br /&gt;
When someone posts in the forum about something that has been posted before, they will be linked to the relevant section and their post will be added to the body, the sections name will be a witty description of the question, the body of the section will be a list of topics on the subject in question.&lt;br /&gt;
&lt;br /&gt;
==Class I: Really Frequently Asked Questions(Living FAQ)==&lt;br /&gt;
(Questions that have been asked and answered a lot)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class II: How I X==&lt;br /&gt;
(Questions about how to do specific things like model, make maps, make mods and games)&lt;br /&gt;
&lt;br /&gt;
==Class III: Monthly Topic Rotation==&lt;br /&gt;
(Regularly posted topics, requests for features, discussions that are repeated)&lt;br /&gt;
&lt;br /&gt;
==Class IV: Graduates==&lt;br /&gt;
(Things that went from Monthly Topic Rotation to actual game features or repeated issues that were resolved by improvements to the engine. Basically move stuff here from other sections when they are no longer MTRs... continue linking people here when they ask for a feature that has already been implemented.)&lt;br /&gt;
[[Category: FAQ]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Game_and_Unit_development&amp;diff=7980</id>
		<title>Game and Unit development</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Game_and_Unit_development&amp;diff=7980"/>
		<updated>2010-03-13T21:01:31Z</updated>

		<summary type="html">&lt;p&gt;Koshi: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Engine_Development|Development]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
=Game development=&lt;br /&gt;
This information is meant to help newcomers learn how to develop their own games for the Spring Engine.&lt;br /&gt;
==General==&lt;br /&gt;
*[[Mod specification|Game specification]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://springrts.com/phpbb/viewtopic.php?t=6015 What do I need to create a game?]&lt;br /&gt;
*[[Simple Mod Tutorial|Simple Game Tutorial]]&lt;br /&gt;
*[[Freely available and reusable content|Freely available and reusable content for maps and games]]&lt;br /&gt;
&lt;br /&gt;
==Unit Development==&lt;br /&gt;
===Units - Models===&lt;br /&gt;
*[http://user.supradigital.org/jcnossen/UpspringInstaller-1.54-EulerAngles.exe Click here to download UpSpring, our content support tool.]&lt;br /&gt;
* [[Basic s3o unit making guide]]&lt;br /&gt;
* [http://springrts.com/phpbb/viewtopic.php?f=9&amp;amp;t=15106 Argh&#039;s UpSpring Easy Workflow Guide]&lt;br /&gt;
* [[Trouble-shooting s3o units]]&lt;br /&gt;
* [http://lassie.student.utwente.nl/vliet/springtut.pdf Maestro&#039;s tutorial of Upspring and textures- very outdated].&lt;br /&gt;
&lt;br /&gt;
====Models - Modeling, UV Mapping====&lt;br /&gt;
* [http://springrts.com/phpbb/viewtopic.php?t=10612 Wings UV Mapping Tutorial]&lt;br /&gt;
* [http://springrts.com/phpbb/viewtopic.php?f=9&amp;amp;t=12354 Saving polygons in Wings3d Tutorial]&lt;br /&gt;
* [http://springrts.com/phpbb/viewtopic.php?t=10503 Runecrafter&#039;s 3DS Max UV Mapping Tutorial]&lt;br /&gt;
&lt;br /&gt;
====Models - Textures====&lt;br /&gt;
* [http://springrts.com/phpbb/viewtopic.php?f=57&amp;amp;t=22392 DDS Textures:  How To]&lt;br /&gt;
* [http://springrts.com/phpbb/viewtopic.php?t=10947 Greeble Tutorial 1]&lt;br /&gt;
* [http://springrts.com/phpbb/viewtopic.php?f=9&amp;amp;t=12356 Greeble Tutorial 2]&lt;br /&gt;
&lt;br /&gt;
====Models - 3do Files====&lt;br /&gt;
-NOTE- this is an outdated model format used by OTA models (Balanced Annihilation, NOTA, etc.).&amp;lt;br&amp;gt;&lt;br /&gt;
(Note: UpSpring has some problems with empty objects and groundplates)&lt;br /&gt;
*use [http://springrts.com/phpbb/viewtopic.php?f=12&amp;amp;t=7208&amp;amp;p=126129&amp;amp;hilit=upspring#p126129 UpSpring] and [http://springfiles.com/1755 3doBuilder] to edit those files&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[http://springrts.com/wiki/Category:Animation Scripting and Animation - COB/BOS Files]===&lt;br /&gt;
To edit .bos files you need a program/compiler. The most famous one is [http://jobjol.nl/1384 Scriptor]&lt;br /&gt;
*[[Animation-LuaScripting]]&lt;br /&gt;
**[[Animation-LuaCallins]]&lt;br /&gt;
**[[Animation-LuaCallouts]]&lt;br /&gt;
**[[Animation-CobLuaDifferences]]&lt;br /&gt;
*[[Animation-CobOverview]]&lt;br /&gt;
**[[Animation-CobExamples]]&lt;br /&gt;
**[[Animation-CobAnimation]]&lt;br /&gt;
**[[Animation-CobCallins]]&lt;br /&gt;
**[[Animation-CobConstants]]&lt;br /&gt;
**[[Animation-CobThreads]]&lt;br /&gt;
**[[Animation-CobHitByWeaponID]]&lt;br /&gt;
*[http://www.planetannihilation.com/tadc/tut_unit_01_1.asp PlanetAnnihilation] has a nice tutorial&lt;br /&gt;
*[[Units:LuaCOB]] - how to interface COB with LUA&lt;br /&gt;
*[[CEG_For_Units|Game Development:Calling basic CEGs from COB]]&lt;br /&gt;
* [http://springrts.com/phpbb/viewtopic.php?p=132943#132943 GPL-compliant sourcecode, scripting code examples, and other things.]&lt;br /&gt;
&lt;br /&gt;
===Units - FBI Files===&lt;br /&gt;
*[[Units:FBI]]&lt;br /&gt;
*[[All_FBI-variable_values:_min,_max,_default,_type|Units:FBI (variable datatype list)]]&lt;br /&gt;
*[[Unit_Categories]]&lt;br /&gt;
&lt;br /&gt;
===Units - MoveTypes===&lt;br /&gt;
*[[Units:MoveTypes]]&lt;br /&gt;
&lt;br /&gt;
===Weapons - TDF Files===&lt;br /&gt;
*[[Weapon Variables]] : This is the most up to date&lt;br /&gt;
*[[Units:WeaponMainDir]]&lt;br /&gt;
*[[Units:Weapons]] : Various informations about the weapontypes (uncompleted)&lt;br /&gt;
*[[All_Weapons_variable_values:_min%2C_max%2C_default%2C_type|Weapon datatype list]] : All weapon variables min/max/default values and datatypes listed.&lt;br /&gt;
*[[Weapons:Antinukes]]: All about antinukes.&lt;br /&gt;
&lt;br /&gt;
===Explosions===&lt;br /&gt;
*[[CEG]]&lt;br /&gt;
**[[CEG-Calls]] &lt;br /&gt;
**[[CEG-Format]] &lt;br /&gt;
**[[CEG-Classes]] &lt;br /&gt;
**[[CEG-Operators]] &lt;br /&gt;
**[[CEG-Miscellaneous]] &lt;br /&gt;
**[[CEG-OldInfo]]&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
*[[Units:Design]]&lt;br /&gt;
*[[Units:Textures]]&lt;br /&gt;
*[[Units:Buildpics]]&lt;br /&gt;
*[[Units:SideData TDF]]&lt;br /&gt;
*[[Units:Download TDF]] &lt;br /&gt;
*[[Units:FlankingBonus]]&lt;br /&gt;
*[[Mod Development:Armor|Game Development:Armor]]&lt;br /&gt;
*[[Mod Development:Cursors|Game Development:Cursors]]&lt;br /&gt;
*[[Mod Development:Archives|Game Development:Archives]]&lt;br /&gt;
*[[Mod Development:Sidepics|Game Development:Sidepics]]&lt;br /&gt;
*[[CustomUnitIcons|Game Development:Custom unit icons]]&lt;br /&gt;
&lt;br /&gt;
===Legacy Porting Tools===&lt;br /&gt;
====Automated Game Creation====&lt;br /&gt;
* [[TA2Spring]] - Automatically adds and converts Total Annihilation unit packs (.ufo files, etc..) into Spring games (requires a base game for the game rules, XTA is recommended, it is probably not properly supported by current Spring)&lt;br /&gt;
&lt;br /&gt;
[[Category: Unit_development]]&lt;br /&gt;
[[Category: Mod_development]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Energy_Weapon&amp;diff=6254</id>
		<title>Energy Weapon</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Energy_Weapon&amp;diff=6254"/>
		<updated>2010-03-13T20:58:56Z</updated>

		<summary type="html">&lt;p&gt;Koshi: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModSpecific}}&lt;br /&gt;
The Annihilator and Doomsday Machine are one of the most powerful structures you can build. They are Tech Level 3 structures, built by the most advanced construction units available.&lt;br /&gt;
&lt;br /&gt;
===The Arm Annihilator===&lt;br /&gt;
&lt;br /&gt;
[[Image:Annihilator.JPG|Arm Annihilator]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Annihilator is an offensive and defensive weapon that fires energy shells, and is effective against the stronger units, but can easily be taken down by many weak units. It does massive damage, but shoots slowly and takes a lot of energy (4000) to fire. Although expensive to build, and time consuming, it is one of Arm&#039;s most powerful structures.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Core Doomsday Machine===&lt;br /&gt;
&lt;br /&gt;
[[Image:Doomsday.JPG|Core Doomsday Device]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Doomsday Machine is equipped with a cannon that fires explosive energy shells. However, its range is slightly less than that of an annihilator. This is compensated for by an [[HLT]] below the main cannon, and another HLT below that. Like the Annihilator, it is time consuming and expensive to build, but it is extremely powerful and very effective. It can become a linchpin of your base defense the moment you build it.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Buildqueuewars&amp;diff=3750</id>
		<title>Buildqueuewars</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Buildqueuewars&amp;diff=3750"/>
		<updated>2010-03-13T20:58:35Z</updated>

		<summary type="html">&lt;p&gt;Koshi: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The struggle/joy some people seem to have towards &amp;quot;basebuilding&amp;quot; over strategy and tactics, degenrating into porking or porcing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It can be thought that people suffering of buildqueuewarache, has fallen into a &amp;quot;lack&amp;quot;  strategies/tactics, and uses, all the times, the same tactic/strategy: Building.&lt;br /&gt;
&lt;br /&gt;
You can fall into this desease, at any time in a game, but happens usually after some &amp;quot;panic&amp;quot; situation, like spotting a base full of lvl1 gunships early game, or when under siege of a well orchestrated attack that seems overwhelming. Or if you have been under attack pressure constantly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Buildqueue wars happens more often in large maps.&lt;br /&gt;
&lt;br /&gt;
Well, large for the number of people playing it.&lt;br /&gt;
&lt;br /&gt;
For example, a game of 1v1 in delta siege, is VERY possible ending into a buildqueuewar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A game of builqueuewarheads, usually ends in spam, nukewar, or eternal MLRPC struggle.&lt;br /&gt;
&lt;br /&gt;
When its spam its usually made of a single unit type, (brawlers in tradittional mods), or maybe 2 unit types, that overload countering defense.&lt;br /&gt;
&lt;br /&gt;
Other units may include, warriors, spiders, panthers, lvl1 Gunships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Builqueing can be fun, but lacks the nerve of attacking/organizing attacks, planning strategies.&lt;br /&gt;
[[Category: Strategy]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Spring_on_MacOSX&amp;diff=17639</id>
		<title>Spring on MacOSX</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Spring_on_MacOSX&amp;diff=17639"/>
		<updated>2010-03-13T20:55:57Z</updated>

		<summary type="html">&lt;p&gt;Koshi: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Because all needed libraries are available for OSX as well, you can compile a working version of Spring for Mac. But Unitsync will only work between Intel Macs and PCs, but not between those and PPC, and due to Apple&#039;s switch from PPC to Intel and due to the astronomical amount of effort it would take to to make them sync, there is no PPC port under development.&lt;br /&gt;
&lt;br /&gt;
There&#039;s also a working lobby client for Mac OSX, follow the instruction below to compile it.&lt;br /&gt;
&lt;br /&gt;
=Install Spring from source on an Intel Mac=&lt;br /&gt;
The following guide was created and tested in a 2,53 Ghz 13&amp;quot; MacBook Pro, 4 GB RAM Nvidia GeForce 9400M and a MacPro Xenon Quadcore ATI Radeon HD 4870, both with Snow Leopard (10.6).&lt;br /&gt;
&lt;br /&gt;
==Dependencies:==&lt;br /&gt;
You will need the following dependencies to compile:&lt;br /&gt;
 Programs necessary to build&lt;br /&gt;
    * Xcode Tools&lt;br /&gt;
    * cmake (included in Xcode tools)&lt;br /&gt;
    * zip&lt;br /&gt;
    * p7zip&lt;br /&gt;
&lt;br /&gt;
 Libraries&lt;br /&gt;
    * SDL&lt;br /&gt;
    * boost (version 1.35 or later recommended)&lt;br /&gt;
    * DeviL (IL, ILU)&lt;br /&gt;
    * OpenAL (comes with Xcode tools)&lt;br /&gt;
    * OpenGL headers (mesa, glew, etc.) (comes with Xcode tools)&lt;br /&gt;
    * zlib&lt;br /&gt;
    * freetype&lt;br /&gt;
    * ogg,vorbis and vorbisfile &lt;br /&gt;
    * Python (2.5) &lt;br /&gt;
    * glew&lt;br /&gt;
&lt;br /&gt;
==Installing the Dependencies==&lt;br /&gt;
&lt;br /&gt;
Firstly, download the Xcode Development Tools from Apple or install them from your OsX DVD: http://developer.apple.com/technology/xcode.html (u will need to register, but its free of charge)&lt;br /&gt;
&lt;br /&gt;
Then download and install Macports (http://www.macports.org)&lt;br /&gt;
You need to be administrator to complete the following.&lt;br /&gt;
Open the Terminal and copy and paste the first command and wait until it is completed, continue one-by-one with the others (you will be asked for the admin password each time).&lt;br /&gt;
&lt;br /&gt;
 sudo port install cmake&lt;br /&gt;
 sudo port install libsdl&lt;br /&gt;
 sudo port install libsdl-framework&lt;br /&gt;
 sudo port install boost&lt;br /&gt;
 sudo port install glew&lt;br /&gt;
 sudo port install boost-jam&lt;br /&gt;
 sudo port install libpng&lt;br /&gt;
 sudo port install jpeg&lt;br /&gt;
 sudo port install tiff&lt;br /&gt;
 sudo port install libogg&lt;br /&gt;
 sudo port install libvorbis&lt;br /&gt;
 sudo port install python25&lt;br /&gt;
 sudo port install libdevil&lt;br /&gt;
 sudo port install p7zip&lt;br /&gt;
&lt;br /&gt;
This will take some time and disk space, but should complete without problems. If you experience any errors, download the dependencies&#039;  source and compile it.&lt;br /&gt;
&lt;br /&gt;
==Fixes==&lt;br /&gt;
Download the latest spring source from the download page.&lt;br /&gt;
If you try to compile now, you will experience some errors, and therefore you will have to apply theseÂ patchÂ files:&lt;br /&gt;
&lt;br /&gt;
https://trac.macports.org/attachment/ticket/23556/patch-file-extension.diff&lt;br /&gt;
https://trac.macports.org/attachment/ticket/23556/platform-misc-cpp.diff&lt;br /&gt;
&lt;br /&gt;
cdÂ intoÂ theÂ sourceÂ directoryÂ andÂ execute&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;patchÂ -pÂ 0Â &amp;lt;Â patch-file-extension.diff&lt;br /&gt;
&lt;br /&gt;
patchÂ -pÂ 0Â &amp;lt;Â platform-misc-cpp.diff&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Compiling:==&lt;br /&gt;
Open the Terminal, change into the Spring source folder (e.g.: &amp;quot;cd Desktop/spring_0_80_5_2/&amp;quot;) and follow the instructions below:&lt;br /&gt;
(You will be asked for the admin password)&lt;br /&gt;
&lt;br /&gt;
 type &amp;quot;cmake .&amp;quot; (the dot and the gap is important)&lt;br /&gt;
 type &amp;quot;make&amp;quot; (this will take some time)&lt;br /&gt;
 type &amp;quot;sudo make install&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After the above commands have finished, check &amp;quot;/usr/local/share/games/spring/AI/Interfaces/C/0.1/&amp;quot; to see if the files there end with &#039;.so&#039; or &#039;.dylib&#039;. If they are named .so you will get an error message when using AI bots. Run this command to rename all .so files to .dylib:&lt;br /&gt;
&lt;br /&gt;
 for X in `find /usr/local/share/games/spring/ -name &amp;quot;*.so&amp;quot;`; do sudo mv $X ${X/.so/.dylib}; done;&lt;br /&gt;
&lt;br /&gt;
==Result==&lt;br /&gt;
Now, you have a a Unix Executable File called &amp;quot;spring&amp;quot; in your source directory and a &amp;quot;spring&amp;quot; directory in &amp;quot;usr/local/share/games/&amp;quot; (you need to make hidden folders visible to see it).&lt;br /&gt;
Create a folder called &amp;quot;maps&amp;quot; and a folder called &amp;quot;mods&amp;quot; there. (This is where Spring will check for maps/mods).&lt;br /&gt;
You can double click on the spring file (mod+map needed) and test if everything is alright.&lt;br /&gt;
&lt;br /&gt;
=Compiling the Lobby=&lt;br /&gt;
You will need to get a lobby client (e.g.: SpringLobby: http://springlobby.info) and the dependencies to compile it from source following this guide: http://springlobby.info/projects/springlobby/wiki/InstallFromSource&lt;br /&gt;
This Chapter will be extended soon. &lt;br /&gt;
&lt;br /&gt;
--[[User:Grapefruit|Grapefruit]] 11:08, 4 December 2009 (UTC)&lt;br /&gt;
[[Category: Mac]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=OTA&amp;diff=15158</id>
		<title>OTA</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=OTA&amp;diff=15158"/>
		<updated>2010-03-13T20:55:27Z</updated>

		<summary type="html">&lt;p&gt;Koshi: made historical&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{historical}}&lt;br /&gt;
OTA, or the original Total Annihilation, is a game made by Cavedog in 1997. Spring was originally a remake of OTA in 3D, but has expanded beyond that. OTA still has a large community, and has many, many mods to play with. A few of these have been ported to Spring, such as [[Absolute Annihilation]], [[UberHack]], [[Final Fronteir]], [[TA-WD|World Domination]], and [[SWTA]].&lt;br /&gt;
&lt;br /&gt;
For more information, go look at [[Wikipedia:Total Annihilation]].&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=D-gun&amp;diff=5273</id>
		<title>D-gun</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=D-gun&amp;diff=5273"/>
		<updated>2010-03-13T20:55:03Z</updated>

		<summary type="html">&lt;p&gt;Koshi: fix category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModSpecific}}&lt;br /&gt;
The Disintegrator Gun, which only the Arm and Core Commanders can use. This weapon is capable of dissolving anything on a subatomic level, and requires a massive level of power (400 Energy) for each shot.&lt;br /&gt;
&lt;br /&gt;
It is thought the &#039;backpacks&#039; on the Commanders contain rare and exotic equipment needed to use this weapon, accounting for the megaton explosion on the destruction of these units.&lt;br /&gt;
&lt;br /&gt;
[[Image:dgun.PNG|D-Gun Shot]]&lt;/div&gt;</summary>
		<author><name>Koshi</name></author>
	</entry>
</feed>