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	<id>https://springrts-wiki.p2004a.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Munchgreeble</id>
	<title>Spring - User contributions [en]</title>
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	<updated>2026-11-08T20:56:48Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI:Links&amp;diff=831</id>
		<title>AI:Links</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI:Links&amp;diff=831"/>
		<updated>2005-12-16T18:45:38Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AI, or Artificial Intelligence, is what the Computer Opponents in games are called. Developing a good AI is a major undertaking, and requires quite a bit of know how. As the SY&#039;s have more important things to do than develop an AI, they have left this job up to the community. The community has risen to the challenge remarkably well, releasing quite a few AI&#039;s, most of which are in working condition.&lt;br /&gt;
&lt;br /&gt;
There are currently a few AI&#039;s in development. The more notable of these include JCAI, which is shipped with Spring, and NTAI, which is not stable enough for release yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Current AI&#039;s ==&lt;br /&gt;
=== [[AI:AAI|AAI]] ===&lt;br /&gt;
[[AI:AAI|AAI]] is an AI currently being developed by [[User:Submarine|Submarine]]. The newest version is 0.3. AAI is stable and works with all popular mods but it doesn&#039;t support air or naval units yet.&lt;br /&gt;
&lt;br /&gt;
=== [[AI:JCAI|JCAI]] ===&lt;br /&gt;
[[AI:JCAI|JCAI]] is an AI currently being developed by [[User:Zaphod|Zaphod]]. It is currently being shipped with Spring, and is a good starting point for new players to train against. Is very stable........................&lt;br /&gt;
&lt;br /&gt;
=== [[AI:NTAI|NTAI]] ===&lt;br /&gt;
[[AI:NTAI|NTAI]] is an AI currently being developed by [http://taspring.clan-sy.com/phpbb/profile.php?mode=viewprofile&amp;amp;u=73 Alantai Firestar]. It performs better than [[User:Zaphod|Zaphod&#039;s]] [[AI:JCAI|JCAI]], but is not quite as stable. Because of this, it was not shipped with the current version of Spring, but will quite possibly make it into a future version....................&lt;br /&gt;
&lt;br /&gt;
=== OTAI ===&lt;br /&gt;
OTAI is an AI being developed by [[User:Veylon|Veylon]]. It builds randomly using OTA-style profiles. More erratic than either JCAI or NTAI....................&lt;br /&gt;
&lt;br /&gt;
=== ZcAIn ===&lt;br /&gt;
[[AI:ZcAIn|ZcAIn]] is an AI currently being developed by [[User:Cain|Cain]]. It is probably the least developed of the lot, but is coming along nicley. It is a new addition to the AI scene..................&lt;br /&gt;
&lt;br /&gt;
=== [[Random enemies|Random Enemy&#039;s]] ===&lt;br /&gt;
There is a also the [[Random enemies|Random Enemy&#039;s]] script, which can be used for some basic testing. It is not an AI as such, but a spawn script that can be either used to test an AI, or to train against..............&lt;br /&gt;
&lt;br /&gt;
== Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== Global AI Interface ===&lt;br /&gt;
Jouninkomiko has a topic on the [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=923 Global AI Interface] running here.&lt;br /&gt;
&lt;br /&gt;
=== Metal Handler Class ===&lt;br /&gt;
Cain has developed and released a Metal Handler Class that succesfully finds metal spots on maps, which can be a major stumbling block for many AI developers. Information about it can be found in [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2408 this thread]&lt;br /&gt;
&lt;br /&gt;
=== Theory ===&lt;br /&gt;
Useful existing documentation on the Spring unit AI can be found in&lt;br /&gt;
[http://taspring.clan-sy.com/SAI/ K-man&#039;s Spring AI documentation], however this is not related to the Global AI.&lt;br /&gt;
&lt;br /&gt;
Alantai Firestar has a lot of theory on the topic on [http://www.darkstars.co.uk his site], including details on his NTAI project.&lt;br /&gt;
&lt;br /&gt;
Triaxx had a topic about the &#039;[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=539 5 Matrix AI 1,2,3]&#039;, and also some information at Alantai Firestar&#039;s site.&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5544</id>
		<title>Development:Main</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5544"/>
		<updated>2005-11-19T00:08:34Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: merged compile and edit sections as they were confused&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outlined below is information on assisting with the development of the Spring source itself.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;small&amp;gt;NOTE: For information about developing a mod (units, maps, etc.) see the [[Mod Development]] page.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Below you can find information on how to work with the Spring source in the current mainline (Windows platform) if you like to work on another platform (Linux &amp;amp; Mac) please look at the bottem of this page under &amp;quot;Multiplatform development&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Starting Development==&lt;br /&gt;
To start development, you&#039;ll need&lt;br /&gt;
#The latest version of the source &lt;br /&gt;
#A good code manipulation program&lt;br /&gt;
#Compiling your modified source&lt;br /&gt;
&lt;br /&gt;
===Source Code Documentation===&lt;br /&gt;
A good place to start is the source code documentation, which can be found here: [http://taspring.clan-sy.com/doxygen/ doxygen]&lt;br /&gt;
&lt;br /&gt;
An explanation on how the code is executed ingame can be found in the [[Spring Engine Code]]&lt;br /&gt;
page.&lt;br /&gt;
&lt;br /&gt;
===Obtaining the Source===&lt;br /&gt;
One option is to manually download it along with the latest released version of the game. However, for serious developers, a better way would be to download the source straight from the CVS. The CVS is updated nightly, and is considered &amp;quot;bleeding edge&amp;quot; because it may or may not work properly. However, the CVS will always have the most up-to-date version of the source code. Look at this [[CVS tutorial]] for instructions on how to get the source code from the CVS, or download the nightly cvs tarball:&lt;br /&gt;
http://cvs.sourceforge.net/cvstarballs/springrts-cvsroot.tar.bz2&lt;br /&gt;
&lt;br /&gt;
===Learning C++===&lt;br /&gt;
You will need to know C++ to modify or understand Spring&#039;s source code. If you&#039;re interested in learning C++, check out these links:&lt;br /&gt;
*[http://newdata.box.sk/bx/c/ Teach Yourself C++ in 21 Days] is an excellent introduction for anybody new to the language. It teaches you the bare minimum you can get away with.&lt;br /&gt;
*[http://mindview.net/Books/TICPP/ThinkingInCPP2e.html Thinking in C++] An excellent, thorough C++ book available free online as HTML. Also available in  [http://www.planetpdf.com/developer/article.asp?ContentID=6634 PDF format].&lt;br /&gt;
*[http://www.parashift.com/c++-faq-lite/ C++ FAQ] An excellent guide to the many problems encountered when writing C++ and how to avoid them.&lt;br /&gt;
*[http://www.amazon.com/exec/obidos/tg/detail/-/0130384747/002-6409742-5712035?v=glance C++ How to Program] Although it&#039;s a commercial volume, it is an excellent introduction to the language.&lt;br /&gt;
&lt;br /&gt;
If the above aren&#039;t enough there are links to more free C++ books here: http://www.freeprogrammingresources.com/cppbooks.html.&lt;br /&gt;
&lt;br /&gt;
For humour you might be interested in: [http://www.lysator.liu.se/c/ten-commandments.html The Ten Commandments for C Programmers] (C++ is based on C). However the advice given should be taken with a pinch of salt!&lt;br /&gt;
&lt;br /&gt;
===Modifying and Compiling the Source===&lt;br /&gt;
The Spring engine is highly complex; it is recommended that you use an IDE such as Microsoft&#039;s Visual Studio .NET 2003, Code::Blocks or Eclipse. In order to compile your code you&#039;ll need the MS Visual Studio .NET 2003 C++ compiler. This is the compiler that comes with Visual Studio. Since the project is being developed in Visual Studio it is recommended that you use this if possible (it will make life easier for you). If you aren&#039;t using MS Visual Studio, the recommendation is to use Code::Blocks. You&#039;ll need to download the FREE command line version of the compiler from MicroSoft: http://msdn.microsoft.com/visualc/vctoolkit2003/ and point your IDE at it.&lt;br /&gt;
&lt;br /&gt;
Although the ad-hoc standard is Visual Studio, it is extremely expensive and heavy weight. Code::Blocks (and also Dev C++) is a light weight (around 3MB download), widely-used and a free and legal alternative to Visual Studio .NET, and can be downloaded here: http://www.codeblocks.org/ . Dev C++ is in the same vein as Code::Blocks, but slightly less advanced. It can be downloaded here: http://www.bloodshed.net/devcpp.html&lt;br /&gt;
&lt;br /&gt;
A good full blown free C++ IDE is Eclipse. Eclipse does not come with C++ support by default but has a downloadable plugin that provides C++ support. See http://www.eclipse.org/ and http://www.eclipse.org/cdt/. The download is much larger at around 100MB for the basic tool without the C++ plugin.&lt;br /&gt;
&lt;br /&gt;
Eclipse, Code::Blocks and Dev C++ all rely on an external compiler. They all use the gnu compiler by default (gcc/g++) which does NOT produce compatible binaries with the MS VS C++ compiler. So, whilst you can edit in either of these development environments, note that you won&#039;t be able to use them to build anything to work with the real Spring engine unless you install the MS Compiler as instructed above. Code::Blocks and Dev C++ can both be downloaded with the Gnu compiler bundled in (total download around 10MB), which you should avoid as it&#039;s the wrong compiler, but Eclipse forces you to configure your machine yourself. Unless you&#039;re prepared to buy visual studio, the current recommendation is to download and install first the free MS compiler, then Code::Blocks, since this should auto-detect the MS Compiler for you, making setup a lot simpler.&lt;br /&gt;
&lt;br /&gt;
Look at the end of [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=921 this forum thread] for more information on getting Code::Blocks to compile the code succesfully. Hopefully this will be turned into a Wiki guide by someone who has gotten this to work properly!&lt;br /&gt;
&lt;br /&gt;
The bulk of the game engine is found inside the /rts/ folder. The AI and Lobby subsystems are located in respective folders. Take a peek and see where everything is.&lt;br /&gt;
You can take a look at http://taspring.clan-sy.com/doxygen/ for a good (graphical) and dynamic display of how the Spring engine code hangs together.&lt;br /&gt;
&lt;br /&gt;
Compiling the source will make it into a playable.exe. The very same IDEs previously mentioned can compile the source, so see the appropriate documentation for the program you are using to compile properly. Make sure that you are in Release mode and not Debug mode when you compile.&lt;br /&gt;
&lt;br /&gt;
==Development Suggestions==&lt;br /&gt;
&lt;br /&gt;
Before starting to make modifications to the source, take a look at the [[development guidelines]] which outlines some important things to think about. To find something interesting to work on, look at the list of [[example projects]]. You can also check the list of [[whois doing what]] to see what others are doing. If you do edit the code, please add [[Doxygen style comments]] to the code, which will then enhance the source code documentation.&lt;br /&gt;
&lt;br /&gt;
===How to get your code included===&lt;br /&gt;
If you create something that you think should be included in the official source tree, you can submit a patch (also known as a .diff file) to Spring&#039;s [http://sourceforge.net/tracker/?group_id=137982&amp;amp;atid=739725 SourceForge] page. It&#039;s also considered standard practice to post one&#039;s modifications in the [http://taspring.clan-sy.com/phpbb/viewforum.php?f=12 development forum] and get feedback.&lt;br /&gt;
&lt;br /&gt;
==Multiplatform development==&lt;br /&gt;
The Spring code is made portable in a separate branch at BerliOS.&amp;lt;br&amp;gt;&lt;br /&gt;
We intent to merge the (portable) code into mainline once it&#039;s stable.&amp;lt;br&amp;gt;&lt;br /&gt;
At this moment our goal is to make Spring run on Linux, if you would like to work on the Linux port please look at the [[Linux]] page.&amp;lt;br&amp;gt;&lt;br /&gt;
A [[Mac]] version is possible if enough developers like to port it.&amp;lt;br&amp;gt;&lt;br /&gt;
Although we advise to wait with full mac development until the Linux port is merged into mainline.&amp;lt;br&amp;gt;&lt;br /&gt;
Chris Han leads the [[Linux]] porting effort and this is done in cooperation with the lead &amp;quot;Windows&amp;quot; developers.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the two versions are merged the terms Windows and Linux developers will probebly disapear as all developers will be working on the same portible Spring codebase.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Glossary]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5543</id>
		<title>Development:Main</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5543"/>
		<updated>2005-11-18T23:54:37Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: FREE MS Compiler - yay! Updated to include details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outlined below is information on assisting with the development of the Spring source itself.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;small&amp;gt;NOTE: For information about developing a mod (units, maps, etc.) see the [[Mod Development]] page.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Below you can find information on how to work with the Spring source in the current mainline (Windows platform) if you like to work on another platform (Linux &amp;amp; Mac) please look at the bottem of this page under &amp;quot;Multiplatform development&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Starting Development==&lt;br /&gt;
To start development, you&#039;ll need&lt;br /&gt;
#The latest version of the source &lt;br /&gt;
#A good code manipulation program&lt;br /&gt;
#Compiling your modified source&lt;br /&gt;
&lt;br /&gt;
===Source Code Documentation===&lt;br /&gt;
A good place to start is the source code documentation, which can be found here: [http://taspring.clan-sy.com/doxygen/ doxygen]&lt;br /&gt;
&lt;br /&gt;
An explanation on how the code is executed ingame can be found in the [[Spring Engine Code]]&lt;br /&gt;
page.&lt;br /&gt;
&lt;br /&gt;
===Obtaining the Source===&lt;br /&gt;
One option is to manually download it along with the latest released version of the game. However, for serious developers, a better way would be to download the source straight from the CVS. The CVS is updated nightly, and is considered &amp;quot;bleeding edge&amp;quot; because it may or may not work properly. However, the CVS will always have the most up-to-date version of the source code. Look at this [[CVS tutorial]] for instructions on how to get the source code from the CVS, or download the nightly cvs tarball:&lt;br /&gt;
http://cvs.sourceforge.net/cvstarballs/springrts-cvsroot.tar.bz2&lt;br /&gt;
&lt;br /&gt;
===Learning C++===&lt;br /&gt;
You will need to know C++ to modify or understand Spring&#039;s source code. If you&#039;re interested in learning C++, check out these links:&lt;br /&gt;
*[http://newdata.box.sk/bx/c/ Teach Yourself C++ in 21 Days] is an excellent introduction for anybody new to the language. It teaches you the bare minimum you can get away with.&lt;br /&gt;
*[http://mindview.net/Books/TICPP/ThinkingInCPP2e.html Thinking in C++] An excellent, thorough C++ book available free online as HTML. Also available in  [http://www.planetpdf.com/developer/article.asp?ContentID=6634 PDF format].&lt;br /&gt;
*[http://www.parashift.com/c++-faq-lite/ C++ FAQ] An excellent guide to the many problems encountered when writing C++ and how to avoid them.&lt;br /&gt;
*[http://www.amazon.com/exec/obidos/tg/detail/-/0130384747/002-6409742-5712035?v=glance C++ How to Program] Although it&#039;s a commercial volume, it is an excellent introduction to the language.&lt;br /&gt;
&lt;br /&gt;
If the above aren&#039;t enough there are links to more free C++ books here: http://www.freeprogrammingresources.com/cppbooks.html.&lt;br /&gt;
&lt;br /&gt;
For humour you might be interested in: [http://www.lysator.liu.se/c/ten-commandments.html The Ten Commandments for C Programmers] (C++ is based on C). However the advice given should be taken with a pinch of salt!&lt;br /&gt;
&lt;br /&gt;
===Properly Modifying the Source===&lt;br /&gt;
The Spring engine is highly complex; it is recommended that you use an IDE such as Microsoft&#039;s Visual Studio .NET 2003, Code::Blocks or Eclipse. In order to compile your code you&#039;ll need the MS Visual Studio .NET 2003 C++ compiler. This is the compiler that comes with Visual Studio. If you aren&#039;t using visual studio, you&#039;ll need to download the FREE command line version of the compiler from MicroSoft: http://msdn.microsoft.com/visualc/vctoolkit2003/ and point your IDE at it.&lt;br /&gt;
&lt;br /&gt;
Although the ad-hoc standard is Visual Studio, it is extremely expensive and heavy weight. Code::Blocks (and also Dev C++) is a light weight (around 3MB download), widely-used and a free and legal alternative to Visual Studio .NET, and can be downloaded here: http://www.codeblocks.org/ . Dev C++ is in the same vein as Code::Blocks, but slightly less advanced. It can be downloaded here: http://www.bloodshed.net/devcpp.html&lt;br /&gt;
&lt;br /&gt;
A good full blown free C++ IDE is Eclipse. Eclipse does not come with C++ support by default but has a downloadable plugin that provides C++ support. See http://www.eclipse.org/ and http://www.eclipse.org/cdt/. The download is much larger at around 100MB for the basic tool without the C++ plugin.&lt;br /&gt;
&lt;br /&gt;
Eclipse, Code::Blocks and Dev C++ all rely on an external compiler. They all use the gnu compiler by default (gcc/g++) which does NOT produce compatible binaries with the MS VS C++ compiler. So, whilst you can edit in either of these development environments, note that you won&#039;t be able to use them to build anything to work with the real Spring engine unless you install the MS Compiler as instructed above. Code::Blocks and Dev C++ can both be downloaded with the Gnu compiler bundled in (total download around 10MB), which you should avoid as it&#039;s the wrong compiler, but Eclipse forces you to configure your machine yourself. Unless you&#039;re prepared to buy visual studio, the current recommendation is to download and install first the free MS compiler, then Code::Blocks, since this should auto-detect the MS Compiler for you, making setup a lot simpler.&lt;br /&gt;
&lt;br /&gt;
The bulk of the game engine is found inside the /rts/ folder. The AI and Lobby subsystems are located in respective folders. Take a peek and see where everything is.&lt;br /&gt;
You can take a look at http://taspring.clan-sy.com/doxygen/ for a good (graphical) and dynamic display of how the Spring engine code hangs together.&lt;br /&gt;
&lt;br /&gt;
===Compiling the Source===&lt;br /&gt;
Compiling the source will make it into a playable.exe. The very same IDEs previously mentioned can compile the source, so see the appropriate documentation for the program you are using to compile properly. Make sure that you are in Release mode and not Debug mode when you compile.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have access to this compiler, it should be possible to use the free version of Visual C++ instead. Look at the end of [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=921 this forum thread] for more information. Hopefully this will be turned into a Wiki guide by someone who has gotten this to work.&lt;br /&gt;
&lt;br /&gt;
==Development Suggestions==&lt;br /&gt;
&lt;br /&gt;
Before starting to make modifications to the source, take a look at the [[development guidelines]] which outlines some important things to think about. To find something interesting to work on, look at the list of [[example projects]]. You can also check the list of [[whois doing what]] to see what others are doing. If you do edit the code, please add [[Doxygen style comments]] to the code, which will then enhance the source code documentation.&lt;br /&gt;
&lt;br /&gt;
===How to get your code included===&lt;br /&gt;
If you create something that you think should be included in the official source tree, you can submit a patch (also known as a .diff file) to Spring&#039;s [http://sourceforge.net/tracker/?group_id=137982&amp;amp;atid=739725 SourceForge] page. It&#039;s also considered standard practice to post one&#039;s modifications in the [http://taspring.clan-sy.com/phpbb/viewforum.php?f=12 development forum] and get feedback.&lt;br /&gt;
&lt;br /&gt;
==Multiplatform development==&lt;br /&gt;
The Spring code is made portable in a separate branch at BerliOS.&amp;lt;br&amp;gt;&lt;br /&gt;
We intent to merge the (portable) code into mainline once it&#039;s stable.&amp;lt;br&amp;gt;&lt;br /&gt;
At this moment our goal is to make Spring run on Linux, if you would like to work on the Linux port please look at the [[Linux]] page.&amp;lt;br&amp;gt;&lt;br /&gt;
A [[Mac]] version is possible if enough developers like to port it.&amp;lt;br&amp;gt;&lt;br /&gt;
Although we advise to wait with full mac development until the Linux port is merged into mainline.&amp;lt;br&amp;gt;&lt;br /&gt;
Chris Han leads the [[Linux]] porting effort and this is done in cooperation with the lead &amp;quot;Windows&amp;quot; developers.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the two versions are merged the terms Windows and Linux developers will probebly disapear as all developers will be working on the same portible Spring codebase.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Glossary]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5542</id>
		<title>Development:Main</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5542"/>
		<updated>2005-11-18T23:16:17Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: /* Learning C++ */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outlined below is information on assisting with the development of the Spring source itself.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;small&amp;gt;NOTE: For information about developing a mod (units, maps, etc.) see the [[Mod Development]] page.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Below you can find information on how to work with the Spring source in the current mainline (Windows platform) if you like to work on another platform (Linux &amp;amp; Mac) please look at the bottem of this page under &amp;quot;Multiplatform development&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Starting Development==&lt;br /&gt;
To start development, you&#039;ll need&lt;br /&gt;
#The latest version of the source &lt;br /&gt;
#A good code manipulation program&lt;br /&gt;
#Compiling your modified source&lt;br /&gt;
&lt;br /&gt;
===Source Code Documentation===&lt;br /&gt;
A good place to start is the source code documentation, which can be found here: [http://taspring.clan-sy.com/doxygen/ doxygen]&lt;br /&gt;
&lt;br /&gt;
An explanation on how the code is executed ingame can be found in the [[Spring Engine Code]]&lt;br /&gt;
page.&lt;br /&gt;
&lt;br /&gt;
===Obtaining the Source===&lt;br /&gt;
One option is to manually download it along with the latest released version of the game. However, for serious developers, a better way would be to download the source straight from the CVS. The CVS is updated nightly, and is considered &amp;quot;bleeding edge&amp;quot; because it may or may not work properly. However, the CVS will always have the most up-to-date version of the source code. Look at this [[CVS tutorial]] for instructions on how to get the source code from the CVS, or download the nightly cvs tarball:&lt;br /&gt;
http://cvs.sourceforge.net/cvstarballs/springrts-cvsroot.tar.bz2&lt;br /&gt;
&lt;br /&gt;
===Learning C++===&lt;br /&gt;
You will need to know C++ to modify or understand Spring&#039;s source code. If you&#039;re interested in learning C++, check out these links:&lt;br /&gt;
*[http://newdata.box.sk/bx/c/ Teach Yourself C++ in 21 Days] is an excellent introduction for anybody new to the language. It teaches you the bare minimum you can get away with.&lt;br /&gt;
*[http://mindview.net/Books/TICPP/ThinkingInCPP2e.html Thinking in C++] An excellent, thorough C++ book available free online as HTML. Also available in  [http://www.planetpdf.com/developer/article.asp?ContentID=6634 PDF format].&lt;br /&gt;
*[http://www.parashift.com/c++-faq-lite/ C++ FAQ] An excellent guide to the many problems encountered when writing C++ and how to avoid them.&lt;br /&gt;
*[http://www.amazon.com/exec/obidos/tg/detail/-/0130384747/002-6409742-5712035?v=glance C++ How to Program] Although it&#039;s a commercial volume, it is an excellent introduction to the language.&lt;br /&gt;
&lt;br /&gt;
If the above aren&#039;t enough there are links to more free C++ books here: http://www.freeprogrammingresources.com/cppbooks.html.&lt;br /&gt;
&lt;br /&gt;
For humour you might be interested in: [http://www.lysator.liu.se/c/ten-commandments.html The Ten Commandments for C Programmers] (C++ is based on C). However the advice given should be taken with a pinch of salt!&lt;br /&gt;
&lt;br /&gt;
===Properly Modifying the Source===&lt;br /&gt;
Although it is theoretically possible to use Notepad or Crimson Editor to modify the source, it is pragmatically unsound. The Spring engine is highly complex, and any serious developer will want to use a proper IDE such as Microsoft&#039;s Visual Studio .NET 2003 or Eclipse. Although the ad-hoc standard is Visual Studio, it is extremely expensive and heavy weight. Dev C++ is a light weight (around 3MB download), widely-used free and legal alternative to Visual Studio .NET, and can be downloaded here: http://www.bloodshed.net/devcpp.html. Code::Blocks is in the same vein as Dev C++, but slightly more advanced. It can be downloaded here: http://www.codeblocks.org/&lt;br /&gt;
&lt;br /&gt;
Another good free C++ editor is Eclipse. Eclipse does not come with C++ support by default but has a downloadable plugin that provides C++ support. See http://www.eclipse.org/ and http://www.eclipse.org/cdt/. It is much more fully featured than Dev-C++ but the download is much larger at around 100MB for the basic tool without the C++ plugin.&lt;br /&gt;
&lt;br /&gt;
Both Eclipse and Dev C++ rely on the GNU compiler, which does NOT produce compatible binaries with the MS VS C++ compiler, so whilst you can edit in either of these development environments, note that you won&#039;t be able to use them to build anything to work with the real Spring engine (as of 18/10/2005 - this will hopefully change in the future). Dev C++ can be downloaded with the compiler bundled in (total download around 10MB), but Eclipse expects you to have already configured your machine correctly: you need to install Cygwin and select gcc (in the Development section). Cygwin can be downloaded here: http://www.cygwin.com/&lt;br /&gt;
&lt;br /&gt;
The bulk of the game engine is found inside the /rts/ folder. The AI and Lobby subsystems are located in respective folders. Take a peek and see where everything is.&lt;br /&gt;
You can take a look at http://taspring.clan-sy.com/doxygen/ for a good (graphical) and dynamic display of how the Spring engine code hangs together.&lt;br /&gt;
&lt;br /&gt;
===Compiling the Source===&lt;br /&gt;
Compiling the source will make it into a playable.exe. The very same IDEs previously mentioned can compile the source, so see the appropriate documentation for the program you are using to compile properly. Make sure that you are in Release mode and not Debug mode when you compile.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have access to this compiler, it should be possible to use the free version of Visual C++ instead. Look at the end of [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=921 this forum thread] for more information. Hopefully this will be turned into a Wiki guide by someone who has gotten this to work.&lt;br /&gt;
&lt;br /&gt;
==Development Suggestions==&lt;br /&gt;
&lt;br /&gt;
Before starting to make modifications to the source, take a look at the [[development guidelines]] which outlines some important things to think about. To find something interesting to work on, look at the list of [[example projects]]. You can also check the list of [[whois doing what]] to see what others are doing. If you do edit the code, please add [[Doxygen style comments]] to the code, which will then enhance the source code documentation.&lt;br /&gt;
&lt;br /&gt;
===How to get your code included===&lt;br /&gt;
If you create something that you think should be included in the official source tree, you can submit a patch (also known as a .diff file) to Spring&#039;s [http://sourceforge.net/tracker/?group_id=137982&amp;amp;atid=739725 SourceForge] page. It&#039;s also considered standard practice to post one&#039;s modifications in the [http://taspring.clan-sy.com/phpbb/viewforum.php?f=12 development forum] and get feedback.&lt;br /&gt;
&lt;br /&gt;
==Multiplatform development==&lt;br /&gt;
The Spring code is made portable in a separate branch at BerliOS.&amp;lt;br&amp;gt;&lt;br /&gt;
We intent to merge the (portable) code into mainline once it&#039;s stable.&amp;lt;br&amp;gt;&lt;br /&gt;
At this moment our goal is to make Spring run on Linux, if you would like to work on the Linux port please look at the [[Linux]] page.&amp;lt;br&amp;gt;&lt;br /&gt;
A [[Mac]] version is possible if enough developers like to port it.&amp;lt;br&amp;gt;&lt;br /&gt;
Although we advise to wait with full mac development until the Linux port is merged into mainline.&amp;lt;br&amp;gt;&lt;br /&gt;
Chris Han leads the [[Linux]] porting effort and this is done in cooperation with the lead &amp;quot;Windows&amp;quot; developers.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the two versions are merged the terms Windows and Linux developers will probebly disapear as all developers will be working on the same portible Spring codebase.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Glossary]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5541</id>
		<title>Development:Main</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5541"/>
		<updated>2005-11-18T23:15:50Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: /* Learning C++ */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outlined below is information on assisting with the development of the Spring source itself.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;small&amp;gt;NOTE: For information about developing a mod (units, maps, etc.) see the [[Mod Development]] page.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Below you can find information on how to work with the Spring source in the current mainline (Windows platform) if you like to work on another platform (Linux &amp;amp; Mac) please look at the bottem of this page under &amp;quot;Multiplatform development&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Starting Development==&lt;br /&gt;
To start development, you&#039;ll need&lt;br /&gt;
#The latest version of the source &lt;br /&gt;
#A good code manipulation program&lt;br /&gt;
#Compiling your modified source&lt;br /&gt;
&lt;br /&gt;
===Source Code Documentation===&lt;br /&gt;
A good place to start is the source code documentation, which can be found here: [http://taspring.clan-sy.com/doxygen/ doxygen]&lt;br /&gt;
&lt;br /&gt;
An explanation on how the code is executed ingame can be found in the [[Spring Engine Code]]&lt;br /&gt;
page.&lt;br /&gt;
&lt;br /&gt;
===Obtaining the Source===&lt;br /&gt;
One option is to manually download it along with the latest released version of the game. However, for serious developers, a better way would be to download the source straight from the CVS. The CVS is updated nightly, and is considered &amp;quot;bleeding edge&amp;quot; because it may or may not work properly. However, the CVS will always have the most up-to-date version of the source code. Look at this [[CVS tutorial]] for instructions on how to get the source code from the CVS, or download the nightly cvs tarball:&lt;br /&gt;
http://cvs.sourceforge.net/cvstarballs/springrts-cvsroot.tar.bz2&lt;br /&gt;
&lt;br /&gt;
===Learning C++===&lt;br /&gt;
You will need to know C++ to modify or understand Spring&#039;s source code. If you&#039;re interested in learning C++, check out these links:&lt;br /&gt;
*[http://newdata.box.sk/bx/c/ Teach Yourself C++ in 21 Days] is an excellent introduction for anybody new to the language. It teaches you the bare minimum you can get away with.&lt;br /&gt;
*[http://mindview.net/Books/TICPP/ThinkingInCPP2e.html Thinking in C++] An excellent, thorough C++ book available free online as HTML. Also available in  [http://www.planetpdf.com/developer/article.asp?ContentID=6634 PDF format].&lt;br /&gt;
*[http://www.parashift.com/c++-faq-lite/ C++ FAQ] An excellent guide to the many problems encountered when writing C++ and how to avoid them.&lt;br /&gt;
*[http://www.amazon.com/exec/obidos/tg/detail/-/0130384747/002-6409742-5712035?v=glance C++ How to Program] Although it&#039;s a commercial volume, it is an excellent introduction to the language.&lt;br /&gt;
&lt;br /&gt;
If the above aren&#039;t enough there are links to more free C++ books here: http://www.freeprogrammingresources.com/cppbooks.html].&lt;br /&gt;
&lt;br /&gt;
For humour you might be interested in: [http://www.lysator.liu.se/c/ten-commandments.html The Ten Commandments for C Programmers] (C++ is based on C). However the advice given should be taken with a pinch of salt!&lt;br /&gt;
&lt;br /&gt;
===Properly Modifying the Source===&lt;br /&gt;
Although it is theoretically possible to use Notepad or Crimson Editor to modify the source, it is pragmatically unsound. The Spring engine is highly complex, and any serious developer will want to use a proper IDE such as Microsoft&#039;s Visual Studio .NET 2003 or Eclipse. Although the ad-hoc standard is Visual Studio, it is extremely expensive and heavy weight. Dev C++ is a light weight (around 3MB download), widely-used free and legal alternative to Visual Studio .NET, and can be downloaded here: http://www.bloodshed.net/devcpp.html. Code::Blocks is in the same vein as Dev C++, but slightly more advanced. It can be downloaded here: http://www.codeblocks.org/&lt;br /&gt;
&lt;br /&gt;
Another good free C++ editor is Eclipse. Eclipse does not come with C++ support by default but has a downloadable plugin that provides C++ support. See http://www.eclipse.org/ and http://www.eclipse.org/cdt/. It is much more fully featured than Dev-C++ but the download is much larger at around 100MB for the basic tool without the C++ plugin.&lt;br /&gt;
&lt;br /&gt;
Both Eclipse and Dev C++ rely on the GNU compiler, which does NOT produce compatible binaries with the MS VS C++ compiler, so whilst you can edit in either of these development environments, note that you won&#039;t be able to use them to build anything to work with the real Spring engine (as of 18/10/2005 - this will hopefully change in the future). Dev C++ can be downloaded with the compiler bundled in (total download around 10MB), but Eclipse expects you to have already configured your machine correctly: you need to install Cygwin and select gcc (in the Development section). Cygwin can be downloaded here: http://www.cygwin.com/&lt;br /&gt;
&lt;br /&gt;
The bulk of the game engine is found inside the /rts/ folder. The AI and Lobby subsystems are located in respective folders. Take a peek and see where everything is.&lt;br /&gt;
You can take a look at http://taspring.clan-sy.com/doxygen/ for a good (graphical) and dynamic display of how the Spring engine code hangs together.&lt;br /&gt;
&lt;br /&gt;
===Compiling the Source===&lt;br /&gt;
Compiling the source will make it into a playable.exe. The very same IDEs previously mentioned can compile the source, so see the appropriate documentation for the program you are using to compile properly. Make sure that you are in Release mode and not Debug mode when you compile.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have access to this compiler, it should be possible to use the free version of Visual C++ instead. Look at the end of [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=921 this forum thread] for more information. Hopefully this will be turned into a Wiki guide by someone who has gotten this to work.&lt;br /&gt;
&lt;br /&gt;
==Development Suggestions==&lt;br /&gt;
&lt;br /&gt;
Before starting to make modifications to the source, take a look at the [[development guidelines]] which outlines some important things to think about. To find something interesting to work on, look at the list of [[example projects]]. You can also check the list of [[whois doing what]] to see what others are doing. If you do edit the code, please add [[Doxygen style comments]] to the code, which will then enhance the source code documentation.&lt;br /&gt;
&lt;br /&gt;
===How to get your code included===&lt;br /&gt;
If you create something that you think should be included in the official source tree, you can submit a patch (also known as a .diff file) to Spring&#039;s [http://sourceforge.net/tracker/?group_id=137982&amp;amp;atid=739725 SourceForge] page. It&#039;s also considered standard practice to post one&#039;s modifications in the [http://taspring.clan-sy.com/phpbb/viewforum.php?f=12 development forum] and get feedback.&lt;br /&gt;
&lt;br /&gt;
==Multiplatform development==&lt;br /&gt;
The Spring code is made portable in a separate branch at BerliOS.&amp;lt;br&amp;gt;&lt;br /&gt;
We intent to merge the (portable) code into mainline once it&#039;s stable.&amp;lt;br&amp;gt;&lt;br /&gt;
At this moment our goal is to make Spring run on Linux, if you would like to work on the Linux port please look at the [[Linux]] page.&amp;lt;br&amp;gt;&lt;br /&gt;
A [[Mac]] version is possible if enough developers like to port it.&amp;lt;br&amp;gt;&lt;br /&gt;
Although we advise to wait with full mac development until the Linux port is merged into mainline.&amp;lt;br&amp;gt;&lt;br /&gt;
Chris Han leads the [[Linux]] porting effort and this is done in cooperation with the lead &amp;quot;Windows&amp;quot; developers.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the two versions are merged the terms Windows and Linux developers will probebly disapear as all developers will be working on the same portible Spring codebase.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Glossary]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5540</id>
		<title>Development:Main</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5540"/>
		<updated>2005-11-18T23:14:04Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: relegated humorous C link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outlined below is information on assisting with the development of the Spring source itself.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;small&amp;gt;NOTE: For information about developing a mod (units, maps, etc.) see the [[Mod Development]] page.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Below you can find information on how to work with the Spring source in the current mainline (Windows platform) if you like to work on another platform (Linux &amp;amp; Mac) please look at the bottem of this page under &amp;quot;Multiplatform development&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Starting Development==&lt;br /&gt;
To start development, you&#039;ll need&lt;br /&gt;
#The latest version of the source &lt;br /&gt;
#A good code manipulation program&lt;br /&gt;
#Compiling your modified source&lt;br /&gt;
&lt;br /&gt;
===Source Code Documentation===&lt;br /&gt;
A good place to start is the source code documentation, which can be found here: [http://taspring.clan-sy.com/doxygen/ doxygen]&lt;br /&gt;
&lt;br /&gt;
An explanation on how the code is executed ingame can be found in the [[Spring Engine Code]]&lt;br /&gt;
page.&lt;br /&gt;
&lt;br /&gt;
===Obtaining the Source===&lt;br /&gt;
One option is to manually download it along with the latest released version of the game. However, for serious developers, a better way would be to download the source straight from the CVS. The CVS is updated nightly, and is considered &amp;quot;bleeding edge&amp;quot; because it may or may not work properly. However, the CVS will always have the most up-to-date version of the source code. Look at this [[CVS tutorial]] for instructions on how to get the source code from the CVS, or download the nightly cvs tarball:&lt;br /&gt;
http://cvs.sourceforge.net/cvstarballs/springrts-cvsroot.tar.bz2&lt;br /&gt;
&lt;br /&gt;
===Learning C++===&lt;br /&gt;
You will need to know C++ to modify or understand Spring&#039;s source code. If you&#039;re interested in learning C++, check out these links:&lt;br /&gt;
*[http://newdata.box.sk/bx/c/ Teach Yourself C++ in 21 Days] is an excellent introduction for anybody new to the language. It teaches you the bare minimum you can get away with.&lt;br /&gt;
*[http://mindview.net/Books/TICPP/ThinkingInCPP2e.html Thinking in C++] An excellent, thorough C++ book available free online as HTML. Also available in  [http://www.planetpdf.com/developer/article.asp?ContentID=6634 PDF format].&lt;br /&gt;
*[http://www.parashift.com/c++-faq-lite/ C++ FAQ] An excellent guide to the many problems encountered when writing C++ and how to avoid them.&lt;br /&gt;
*[http://www.amazon.com/exec/obidos/tg/detail/-/0130384747/002-6409742-5712035?v=glance C++ How to Program] Although it&#039;s a commercial volume, it is an excellent introduction to the language.&lt;br /&gt;
&lt;br /&gt;
If the above aren&#039;t enough there are links to more free C++ books here: http://www.freeprogrammingresources.com/cppbooks.html]. For humour you might be interested in: [http://www.lysator.liu.se/c/ten-commandments.html The Ten Commandments for C Programmers] A comical introduction to the principles of the C language, on which C++ is based. However the advice here should be taken with a pinch of salt!&lt;br /&gt;
&lt;br /&gt;
===Properly Modifying the Source===&lt;br /&gt;
Although it is theoretically possible to use Notepad or Crimson Editor to modify the source, it is pragmatically unsound. The Spring engine is highly complex, and any serious developer will want to use a proper IDE such as Microsoft&#039;s Visual Studio .NET 2003 or Eclipse. Although the ad-hoc standard is Visual Studio, it is extremely expensive and heavy weight. Dev C++ is a light weight (around 3MB download), widely-used free and legal alternative to Visual Studio .NET, and can be downloaded here: http://www.bloodshed.net/devcpp.html. Code::Blocks is in the same vein as Dev C++, but slightly more advanced. It can be downloaded here: http://www.codeblocks.org/&lt;br /&gt;
&lt;br /&gt;
Another good free C++ editor is Eclipse. Eclipse does not come with C++ support by default but has a downloadable plugin that provides C++ support. See http://www.eclipse.org/ and http://www.eclipse.org/cdt/. It is much more fully featured than Dev-C++ but the download is much larger at around 100MB for the basic tool without the C++ plugin.&lt;br /&gt;
&lt;br /&gt;
Both Eclipse and Dev C++ rely on the GNU compiler, which does NOT produce compatible binaries with the MS VS C++ compiler, so whilst you can edit in either of these development environments, note that you won&#039;t be able to use them to build anything to work with the real Spring engine (as of 18/10/2005 - this will hopefully change in the future). Dev C++ can be downloaded with the compiler bundled in (total download around 10MB), but Eclipse expects you to have already configured your machine correctly: you need to install Cygwin and select gcc (in the Development section). Cygwin can be downloaded here: http://www.cygwin.com/&lt;br /&gt;
&lt;br /&gt;
The bulk of the game engine is found inside the /rts/ folder. The AI and Lobby subsystems are located in respective folders. Take a peek and see where everything is.&lt;br /&gt;
You can take a look at http://taspring.clan-sy.com/doxygen/ for a good (graphical) and dynamic display of how the Spring engine code hangs together.&lt;br /&gt;
&lt;br /&gt;
===Compiling the Source===&lt;br /&gt;
Compiling the source will make it into a playable.exe. The very same IDEs previously mentioned can compile the source, so see the appropriate documentation for the program you are using to compile properly. Make sure that you are in Release mode and not Debug mode when you compile.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have access to this compiler, it should be possible to use the free version of Visual C++ instead. Look at the end of [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=921 this forum thread] for more information. Hopefully this will be turned into a Wiki guide by someone who has gotten this to work.&lt;br /&gt;
&lt;br /&gt;
==Development Suggestions==&lt;br /&gt;
&lt;br /&gt;
Before starting to make modifications to the source, take a look at the [[development guidelines]] which outlines some important things to think about. To find something interesting to work on, look at the list of [[example projects]]. You can also check the list of [[whois doing what]] to see what others are doing. If you do edit the code, please add [[Doxygen style comments]] to the code, which will then enhance the source code documentation.&lt;br /&gt;
&lt;br /&gt;
===How to get your code included===&lt;br /&gt;
If you create something that you think should be included in the official source tree, you can submit a patch (also known as a .diff file) to Spring&#039;s [http://sourceforge.net/tracker/?group_id=137982&amp;amp;atid=739725 SourceForge] page. It&#039;s also considered standard practice to post one&#039;s modifications in the [http://taspring.clan-sy.com/phpbb/viewforum.php?f=12 development forum] and get feedback.&lt;br /&gt;
&lt;br /&gt;
==Multiplatform development==&lt;br /&gt;
The Spring code is made portable in a separate branch at BerliOS.&amp;lt;br&amp;gt;&lt;br /&gt;
We intent to merge the (portable) code into mainline once it&#039;s stable.&amp;lt;br&amp;gt;&lt;br /&gt;
At this moment our goal is to make Spring run on Linux, if you would like to work on the Linux port please look at the [[Linux]] page.&amp;lt;br&amp;gt;&lt;br /&gt;
A [[Mac]] version is possible if enough developers like to port it.&amp;lt;br&amp;gt;&lt;br /&gt;
Although we advise to wait with full mac development until the Linux port is merged into mainline.&amp;lt;br&amp;gt;&lt;br /&gt;
Chris Han leads the [[Linux]] porting effort and this is done in cooperation with the lead &amp;quot;Windows&amp;quot; developers.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the two versions are merged the terms Windows and Linux developers will probebly disapear as all developers will be working on the same portible Spring codebase.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Glossary]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5539</id>
		<title>Development:Main</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5539"/>
		<updated>2005-11-18T23:11:52Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: Added link to C++ in 21 days as we were lacking an introductory text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outlined below is information on assisting with the development of the Spring source itself.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;small&amp;gt;NOTE: For information about developing a mod (units, maps, etc.) see the [[Mod Development]] page.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Below you can find information on how to work with the Spring source in the current mainline (Windows platform) if you like to work on another platform (Linux &amp;amp; Mac) please look at the bottem of this page under &amp;quot;Multiplatform development&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Starting Development==&lt;br /&gt;
To start development, you&#039;ll need&lt;br /&gt;
#The latest version of the source &lt;br /&gt;
#A good code manipulation program&lt;br /&gt;
#Compiling your modified source&lt;br /&gt;
&lt;br /&gt;
===Source Code Documentation===&lt;br /&gt;
A good place to start is the source code documentation, which can be found here: [http://taspring.clan-sy.com/doxygen/ doxygen]&lt;br /&gt;
&lt;br /&gt;
An explanation on how the code is executed ingame can be found in the [[Spring Engine Code]]&lt;br /&gt;
page.&lt;br /&gt;
&lt;br /&gt;
===Obtaining the Source===&lt;br /&gt;
One option is to manually download it along with the latest released version of the game. However, for serious developers, a better way would be to download the source straight from the CVS. The CVS is updated nightly, and is considered &amp;quot;bleeding edge&amp;quot; because it may or may not work properly. However, the CVS will always have the most up-to-date version of the source code. Look at this [[CVS tutorial]] for instructions on how to get the source code from the CVS, or download the nightly cvs tarball:&lt;br /&gt;
http://cvs.sourceforge.net/cvstarballs/springrts-cvsroot.tar.bz2&lt;br /&gt;
&lt;br /&gt;
===Learning C++===&lt;br /&gt;
You will need to know C++ to modify or understand Spring&#039;s source code. If you&#039;re interested in learning C++, check out these links:&lt;br /&gt;
*[http://newdata.box.sk/bx/c/ Teach Yourself C++ in 21 Days] is an excellent introduction for anybody new to the language. It teaches you the bare minimum you can get away with.&lt;br /&gt;
*[http://mindview.net/Books/TICPP/ThinkingInCPP2e.html Thinking in C++] An excellent, thorough C++ book available free online as HTML. Also available in  [http://www.planetpdf.com/developer/article.asp?ContentID=6634 PDF format].&lt;br /&gt;
*[http://www.lysator.liu.se/c/ten-commandments.html The Ten Commandments for C Programmers] A comical introduction to the principles of the language.&lt;br /&gt;
*[http://www.parashift.com/c++-faq-lite/ C++ FAQ] An excellent guide to the many problems encountered when writing C++ and how to avoid them.&lt;br /&gt;
*[http://www.amazon.com/exec/obidos/tg/detail/-/0130384747/002-6409742-5712035?v=glance C++ How to Program] Although it&#039;s a commercial volume, it is an excellent introduction to the language.&lt;br /&gt;
&lt;br /&gt;
If the above aren&#039;t enough there are links to more free C++ books here: [http://www.freeprogrammingresources.com/cppbooks.html]&lt;br /&gt;
&lt;br /&gt;
===Properly Modifying the Source===&lt;br /&gt;
Although it is theoretically possible to use Notepad or Crimson Editor to modify the source, it is pragmatically unsound. The Spring engine is highly complex, and any serious developer will want to use a proper IDE such as Microsoft&#039;s Visual Studio .NET 2003 or Eclipse. Although the ad-hoc standard is Visual Studio, it is extremely expensive and heavy weight. Dev C++ is a light weight (around 3MB download), widely-used free and legal alternative to Visual Studio .NET, and can be downloaded here: http://www.bloodshed.net/devcpp.html. Code::Blocks is in the same vein as Dev C++, but slightly more advanced. It can be downloaded here: http://www.codeblocks.org/&lt;br /&gt;
&lt;br /&gt;
Another good free C++ editor is Eclipse. Eclipse does not come with C++ support by default but has a downloadable plugin that provides C++ support. See http://www.eclipse.org/ and http://www.eclipse.org/cdt/. It is much more fully featured than Dev-C++ but the download is much larger at around 100MB for the basic tool without the C++ plugin.&lt;br /&gt;
&lt;br /&gt;
Both Eclipse and Dev C++ rely on the GNU compiler, which does NOT produce compatible binaries with the MS VS C++ compiler, so whilst you can edit in either of these development environments, note that you won&#039;t be able to use them to build anything to work with the real Spring engine (as of 18/10/2005 - this will hopefully change in the future). Dev C++ can be downloaded with the compiler bundled in (total download around 10MB), but Eclipse expects you to have already configured your machine correctly: you need to install Cygwin and select gcc (in the Development section). Cygwin can be downloaded here: http://www.cygwin.com/&lt;br /&gt;
&lt;br /&gt;
The bulk of the game engine is found inside the /rts/ folder. The AI and Lobby subsystems are located in respective folders. Take a peek and see where everything is.&lt;br /&gt;
You can take a look at http://taspring.clan-sy.com/doxygen/ for a good (graphical) and dynamic display of how the Spring engine code hangs together.&lt;br /&gt;
&lt;br /&gt;
===Compiling the Source===&lt;br /&gt;
Compiling the source will make it into a playable.exe. The very same IDEs previously mentioned can compile the source, so see the appropriate documentation for the program you are using to compile properly. Make sure that you are in Release mode and not Debug mode when you compile.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have access to this compiler, it should be possible to use the free version of Visual C++ instead. Look at the end of [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=921 this forum thread] for more information. Hopefully this will be turned into a Wiki guide by someone who has gotten this to work.&lt;br /&gt;
&lt;br /&gt;
==Development Suggestions==&lt;br /&gt;
&lt;br /&gt;
Before starting to make modifications to the source, take a look at the [[development guidelines]] which outlines some important things to think about. To find something interesting to work on, look at the list of [[example projects]]. You can also check the list of [[whois doing what]] to see what others are doing. If you do edit the code, please add [[Doxygen style comments]] to the code, which will then enhance the source code documentation.&lt;br /&gt;
&lt;br /&gt;
===How to get your code included===&lt;br /&gt;
If you create something that you think should be included in the official source tree, you can submit a patch (also known as a .diff file) to Spring&#039;s [http://sourceforge.net/tracker/?group_id=137982&amp;amp;atid=739725 SourceForge] page. It&#039;s also considered standard practice to post one&#039;s modifications in the [http://taspring.clan-sy.com/phpbb/viewforum.php?f=12 development forum] and get feedback.&lt;br /&gt;
&lt;br /&gt;
==Multiplatform development==&lt;br /&gt;
The Spring code is made portable in a separate branch at BerliOS.&amp;lt;br&amp;gt;&lt;br /&gt;
We intent to merge the (portable) code into mainline once it&#039;s stable.&amp;lt;br&amp;gt;&lt;br /&gt;
At this moment our goal is to make Spring run on Linux, if you would like to work on the Linux port please look at the [[Linux]] page.&amp;lt;br&amp;gt;&lt;br /&gt;
A [[Mac]] version is possible if enough developers like to port it.&amp;lt;br&amp;gt;&lt;br /&gt;
Although we advise to wait with full mac development until the Linux port is merged into mainline.&amp;lt;br&amp;gt;&lt;br /&gt;
Chris Han leads the [[Linux]] porting effort and this is done in cooperation with the lead &amp;quot;Windows&amp;quot; developers.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the two versions are merged the terms Windows and Linux developers will probebly disapear as all developers will be working on the same portible Spring codebase.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Glossary]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5538</id>
		<title>Development:Main</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5538"/>
		<updated>2005-11-18T20:40:46Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: /* Compiling the Source */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outlined below is information on assisting with the development of the Spring source itself.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;small&amp;gt;NOTE: For information about developing a mod (units, maps, etc.) see the [[Mod Development]] page.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Below you can find information on how to work with the Spring source in the current mainline (Windows platform) if you like to work on another platform (Linux &amp;amp; Mac) please look at the bottem of this page under &amp;quot;Multiplatform development&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Starting Development==&lt;br /&gt;
To start development, you&#039;ll need&lt;br /&gt;
#The latest version of the source &lt;br /&gt;
#A good code manipulation program&lt;br /&gt;
#Compiling your modified source&lt;br /&gt;
&lt;br /&gt;
===Source Code Documentation===&lt;br /&gt;
A good place to start is the source code documentation, which can be found here: [http://taspring.clan-sy.com/doxygen/ doxygen]&lt;br /&gt;
&lt;br /&gt;
An explanation on how the code is executed ingame can be found in the [[Spring Engine Code]]&lt;br /&gt;
page.&lt;br /&gt;
&lt;br /&gt;
===Obtaining the Source===&lt;br /&gt;
One option is to manually download it along with the latest released version of the game. However, for serious developers, a better way would be to download the source straight from the CVS. The CVS is updated nightly, and is considered &amp;quot;bleeding edge&amp;quot; because it may or may not work properly. However, the CVS will always have the most up-to-date version of the source code. Look at this [[CVS tutorial]] for instructions on how to get the source code from the CVS, or download the nightly cvs tarball:&lt;br /&gt;
http://cvs.sourceforge.net/cvstarballs/springrts-cvsroot.tar.bz2&lt;br /&gt;
&lt;br /&gt;
===Learning C++===&lt;br /&gt;
You will need to know C++ to modify or understand Spring&#039;s source code. If you&#039;re interested in learning C++, check out these links:&lt;br /&gt;
*[http://mindview.net/Books/TICPP/ThinkingInCPP2e.html Thinking in C++] An excellent C++ book available free online as HTML. Also available in  [http://www.planetpdf.com/developer/article.asp?ContentID=6634 PDF format].&lt;br /&gt;
*[http://www.lysator.liu.se/c/ten-commandments.html The Ten Commandments for C Programmers] A comical introduction to the principles of the language.&lt;br /&gt;
*[http://www.parashift.com/c++-faq-lite/ C++ FAQ] An excellent guide to the many problems encountered when writing C++ and how to avoid them.&lt;br /&gt;
*[http://www.amazon.com/exec/obidos/tg/detail/-/0130384747/002-6409742-5712035?v=glance C++ How to Program] Although it&#039;s a commercial volume, it is an excellent introduction to the language.&lt;br /&gt;
&lt;br /&gt;
===Properly Modifying the Source===&lt;br /&gt;
Although it is theoretically possible to use Notepad or Crimson Editor to modify the source, it is pragmatically unsound. The Spring engine is highly complex, and any serious developer will want to use a proper IDE such as Microsoft&#039;s Visual Studio .NET 2003 or Eclipse. Although the ad-hoc standard is Visual Studio, it is extremely expensive and heavy weight. Dev C++ is a light weight (around 3MB download), widely-used free and legal alternative to Visual Studio .NET, and can be downloaded here: http://www.bloodshed.net/devcpp.html. Code::Blocks is in the same vein as Dev C++, but slightly more advanced. It can be downloaded here: http://www.codeblocks.org/&lt;br /&gt;
&lt;br /&gt;
Another good free C++ editor is Eclipse. Eclipse does not come with C++ support by default but has a downloadable plugin that provides C++ support. See http://www.eclipse.org/ and http://www.eclipse.org/cdt/. It is much more fully featured than Dev-C++ but the download is much larger at around 100MB for the basic tool without the C++ plugin.&lt;br /&gt;
&lt;br /&gt;
Both Eclipse and Dev C++ rely on the GNU compiler, which does NOT produce compatible binaries with the MS VS C++ compiler, so whilst you can edit in either of these development environments, note that you won&#039;t be able to use them to build anything to work with the real Spring engine (as of 18/10/2005 - this will hopefully change in the future). Dev C++ can be downloaded with the compiler bundled in (total download around 10MB), but Eclipse expects you to have already configured your machine correctly: you need to install Cygwin and select gcc (in the Development section). Cygwin can be downloaded here: http://www.cygwin.com/&lt;br /&gt;
&lt;br /&gt;
The bulk of the game engine is found inside the /rts/ folder. The AI and Lobby subsystems are located in respective folders. Take a peek and see where everything is.&lt;br /&gt;
You can take a look at http://taspring.clan-sy.com/doxygen/ for a good (graphical) and dynamic display of how the Spring engine code hangs together.&lt;br /&gt;
&lt;br /&gt;
===Compiling the Source===&lt;br /&gt;
Compiling the source will make it into a playable.exe. The very same IDEs previously mentioned can compile the source, so see the appropriate documentation for the program you are using to compile properly. Make sure that you are in Release mode and not Debug mode when you compile.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have access to this compiler, it should be possible to use the free version of Visual C++ instead. Look at the end of [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=921 this forum thread] for more information. Hopefully this will be turned into a Wiki guide by someone who has gotten this to work.&lt;br /&gt;
&lt;br /&gt;
==Development Suggestions==&lt;br /&gt;
&lt;br /&gt;
Before starting to make modifications to the source, take a look at the [[development guidelines]] which outlines some important things to think about. To find something interesting to work on, look at the list of [[example projects]]. You can also check the list of [[whois doing what]] to see what others are doing. If you do edit the code, please add [[Doxygen style comments]] to the code, which will then enhance the source code documentation.&lt;br /&gt;
&lt;br /&gt;
===How to get your code included===&lt;br /&gt;
If you create something that you think should be included in the official source tree, you can submit a patch (also known as a .diff file) to Spring&#039;s [http://sourceforge.net/tracker/?group_id=137982&amp;amp;atid=739725 SourceForge] page. It&#039;s also considered standard practice to post one&#039;s modifications in the [http://taspring.clan-sy.com/phpbb/viewforum.php?f=12 development forum] and get feedback.&lt;br /&gt;
&lt;br /&gt;
==Multiplatform development==&lt;br /&gt;
The Spring code is made portable in a separate branch at BerliOS.&amp;lt;br&amp;gt;&lt;br /&gt;
We intent to merge the (portable) code into mainline once it&#039;s stable.&amp;lt;br&amp;gt;&lt;br /&gt;
At this moment our goal is to make Spring run on Linux, if you would like to work on the Linux port please look at the [[Linux]] page.&amp;lt;br&amp;gt;&lt;br /&gt;
A [[Mac]] version is possible if enough developers like to port it.&amp;lt;br&amp;gt;&lt;br /&gt;
Although we advise to wait with full mac development until the Linux port is merged into mainline.&amp;lt;br&amp;gt;&lt;br /&gt;
Chris Han leads the [[Linux]] porting effort and this is done in cooperation with the lead &amp;quot;Windows&amp;quot; developers.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the two versions are merged the terms Windows and Linux developers will probebly disapear as all developers will be working on the same portible Spring codebase.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Glossary]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5537</id>
		<title>Development:Main</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5537"/>
		<updated>2005-11-18T20:37:53Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: Added link to code blocks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outlined below is information on assisting with the development of the Spring source itself.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;small&amp;gt;NOTE: For information about developing a mod (units, maps, etc.) see the [[Mod Development]] page.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Below you can find information on how to work with the Spring source in the current mainline (Windows platform) if you like to work on another platform (Linux &amp;amp; Mac) please look at the bottem of this page under &amp;quot;Multiplatform development&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Starting Development==&lt;br /&gt;
To start development, you&#039;ll need&lt;br /&gt;
#The latest version of the source &lt;br /&gt;
#A good code manipulation program&lt;br /&gt;
#Compiling your modified source&lt;br /&gt;
&lt;br /&gt;
===Source Code Documentation===&lt;br /&gt;
A good place to start is the source code documentation, which can be found here: [http://taspring.clan-sy.com/doxygen/ doxygen]&lt;br /&gt;
&lt;br /&gt;
An explanation on how the code is executed ingame can be found in the [[Spring Engine Code]]&lt;br /&gt;
page.&lt;br /&gt;
&lt;br /&gt;
===Obtaining the Source===&lt;br /&gt;
One option is to manually download it along with the latest released version of the game. However, for serious developers, a better way would be to download the source straight from the CVS. The CVS is updated nightly, and is considered &amp;quot;bleeding edge&amp;quot; because it may or may not work properly. However, the CVS will always have the most up-to-date version of the source code. Look at this [[CVS tutorial]] for instructions on how to get the source code from the CVS, or download the nightly cvs tarball:&lt;br /&gt;
http://cvs.sourceforge.net/cvstarballs/springrts-cvsroot.tar.bz2&lt;br /&gt;
&lt;br /&gt;
===Learning C++===&lt;br /&gt;
You will need to know C++ to modify or understand Spring&#039;s source code. If you&#039;re interested in learning C++, check out these links:&lt;br /&gt;
*[http://mindview.net/Books/TICPP/ThinkingInCPP2e.html Thinking in C++] An excellent C++ book available free online as HTML. Also available in  [http://www.planetpdf.com/developer/article.asp?ContentID=6634 PDF format].&lt;br /&gt;
*[http://www.lysator.liu.se/c/ten-commandments.html The Ten Commandments for C Programmers] A comical introduction to the principles of the language.&lt;br /&gt;
*[http://www.parashift.com/c++-faq-lite/ C++ FAQ] An excellent guide to the many problems encountered when writing C++ and how to avoid them.&lt;br /&gt;
*[http://www.amazon.com/exec/obidos/tg/detail/-/0130384747/002-6409742-5712035?v=glance C++ How to Program] Although it&#039;s a commercial volume, it is an excellent introduction to the language.&lt;br /&gt;
&lt;br /&gt;
===Properly Modifying the Source===&lt;br /&gt;
Although it is theoretically possible to use Notepad or Crimson Editor to modify the source, it is pragmatically unsound. The Spring engine is highly complex, and any serious developer will want to use a proper IDE such as Microsoft&#039;s Visual Studio .NET 2003 or Eclipse. Although the ad-hoc standard is Visual Studio, it is extremely expensive and heavy weight. Dev C++ is a light weight (around 3MB download), widely-used free and legal alternative to Visual Studio .NET, and can be downloaded here: http://www.bloodshed.net/devcpp.html. Code::Blocks is in the same vein as Dev C++, but slightly more advanced. It can be downloaded here: http://www.codeblocks.org/&lt;br /&gt;
&lt;br /&gt;
Another good free C++ editor is Eclipse. Eclipse does not come with C++ support by default but has a downloadable plugin that provides C++ support. See http://www.eclipse.org/ and http://www.eclipse.org/cdt/. It is much more fully featured than Dev-C++ but the download is much larger at around 100MB for the basic tool without the C++ plugin.&lt;br /&gt;
&lt;br /&gt;
Both Eclipse and Dev C++ rely on the GNU compiler, which does NOT produce compatible binaries with the MS VS C++ compiler, so whilst you can edit in either of these development environments, note that you won&#039;t be able to use them to build anything to work with the real Spring engine (as of 18/10/2005 - this will hopefully change in the future). Dev C++ can be downloaded with the compiler bundled in (total download around 10MB), but Eclipse expects you to have already configured your machine correctly: you need to install Cygwin and select gcc (in the Development section). Cygwin can be downloaded here: http://www.cygwin.com/&lt;br /&gt;
&lt;br /&gt;
The bulk of the game engine is found inside the /rts/ folder. The AI and Lobby subsystems are located in respective folders. Take a peek and see where everything is.&lt;br /&gt;
You can take a look at http://taspring.clan-sy.com/doxygen/ for a good (graphical) and dynamic display of how the Spring engine code hangs together.&lt;br /&gt;
&lt;br /&gt;
===Compiling the Source===&lt;br /&gt;
Compiling the source will make it into a playable .exe. The very same IDEs previously mentioned can compile the source, so see the appropriate documentation for the program you are using to compile properly. Make sure that you are in Release mode and not Debug mode when you compile.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have access to this compiler, it should be possible to use the free version of Visual C++ instead. Look at the end of [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=921 this forum thread] for more information. Hopefully this will be turned into a Wiki guide by someone who has gotten this to work.&lt;br /&gt;
&lt;br /&gt;
==Development Suggestions==&lt;br /&gt;
&lt;br /&gt;
Before starting to make modifications to the source, take a look at the [[development guidelines]] which outlines some important things to think about. To find something interesting to work on, look at the list of [[example projects]]. You can also check the list of [[whois doing what]] to see what others are doing. If you do edit the code, please add [[Doxygen style comments]] to the code, which will then enhance the source code documentation.&lt;br /&gt;
&lt;br /&gt;
===How to get your code included===&lt;br /&gt;
If you create something that you think should be included in the official source tree, you can submit a patch (also known as a .diff file) to Spring&#039;s [http://sourceforge.net/tracker/?group_id=137982&amp;amp;atid=739725 SourceForge] page. It&#039;s also considered standard practice to post one&#039;s modifications in the [http://taspring.clan-sy.com/phpbb/viewforum.php?f=12 development forum] and get feedback.&lt;br /&gt;
&lt;br /&gt;
==Multiplatform development==&lt;br /&gt;
The Spring code is made portable in a separate branch at BerliOS.&amp;lt;br&amp;gt;&lt;br /&gt;
We intent to merge the (portable) code into mainline once it&#039;s stable.&amp;lt;br&amp;gt;&lt;br /&gt;
At this moment our goal is to make Spring run on Linux, if you would like to work on the Linux port please look at the [[Linux]] page.&amp;lt;br&amp;gt;&lt;br /&gt;
A [[Mac]] version is possible if enough developers like to port it.&amp;lt;br&amp;gt;&lt;br /&gt;
Although we advise to wait with full mac development until the Linux port is merged into mainline.&amp;lt;br&amp;gt;&lt;br /&gt;
Chris Han leads the [[Linux]] porting effort and this is done in cooperation with the lead &amp;quot;Windows&amp;quot; developers.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the two versions are merged the terms Windows and Linux developers will probebly disapear as all developers will be working on the same portible Spring codebase.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Glossary]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5536</id>
		<title>Development:Main</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5536"/>
		<updated>2005-11-12T15:04:18Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: Added Cygwin link (needed for Eclipse usage)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outlined below is information on assisting with the development of the Spring source itself.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;small&amp;gt;NOTE: For information about developing a mod (units, maps, etc.) see the [[Mod Development]] page.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Below you can find information on how to work with the Spring source in the current mainline (Windows platform) if you like to work on another platform (Linux &amp;amp; Mac) please look at the bottem of this page under &amp;quot;Multiplatform development&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Starting Development==&lt;br /&gt;
To start development, you&#039;ll need&lt;br /&gt;
#The latest version of the source &lt;br /&gt;
#A good code manipulation program&lt;br /&gt;
#Compiling your modified source&lt;br /&gt;
&lt;br /&gt;
===Source Code Documentation===&lt;br /&gt;
A good place to start is the source code documentation, which can be found here: [http://taspring.clan-sy.com/doxygen/ doxygen]&lt;br /&gt;
&lt;br /&gt;
An explanation on how the code is executed ingame can be found in the [[Spring Engine Code]]&lt;br /&gt;
page.&lt;br /&gt;
&lt;br /&gt;
===Obtaining the Source===&lt;br /&gt;
One option is to manually download it along with the latest released version of the game. However, for serious developers, a better way would be to download the source straight from the CVS. The CVS is updated nightly, and is considered &amp;quot;bleeding edge&amp;quot; because it may or may not work properly. However, the CVS will always have the most up-to-date version of the source code. Look at this [[CVS tutorial]] for instructions on how to get the source code from the CVS, or download the nightly cvs tarball:&lt;br /&gt;
http://cvs.sourceforge.net/cvstarballs/springrts-cvsroot.tar.bz2&lt;br /&gt;
&lt;br /&gt;
===Learning C++===&lt;br /&gt;
You will need to know C++ to modify or understand Spring&#039;s source code. If you&#039;re interested in learning C++, check out these links:&lt;br /&gt;
*[http://mindview.net/Books/TICPP/ThinkingInCPP2e.html Thinking in C++] An excellent C++ book available free online as HTML. Also available in  [http://www.planetpdf.com/developer/article.asp?ContentID=6634 PDF format].&lt;br /&gt;
*[http://www.lysator.liu.se/c/ten-commandments.html The Ten Commandments for C Programmers] A comical introduction to the principles of the language.&lt;br /&gt;
*[http://www.parashift.com/c++-faq-lite/ C++ FAQ] An excellent guide to the many problems encountered when writing C++ and how to avoid them.&lt;br /&gt;
*[http://www.amazon.com/exec/obidos/tg/detail/-/0130384747/002-6409742-5712035?v=glance C++ How to Program] Although it&#039;s a commercial volume, it is an excellent introduction to the language.&lt;br /&gt;
&lt;br /&gt;
===Properly Modifying the Source===&lt;br /&gt;
Although it is theoretically possible to use Notepad or Crimson Editor to modify the source, it is pragmatically unsound. The Spring engine is highly complex, and any serious developer will want to use a proper IDE such as Microsoft&#039;s Visual Studio .NET 2003 or Eclipse. Although the ad-hoc standard is Visual Studio, it is extremely expensive and heavy weight. Dev C++ is a light weight (around 3MB download), widely-used free and legal alternative to Visual Studio .NET, and can be downloaded here: http://www.bloodshed.net/devcpp.html.&lt;br /&gt;
&lt;br /&gt;
Another good free C++ editor is Eclipse. Eclipse does not come with C++ support by default but has a downloadable plugin that provides C++ support. See http://www.eclipse.org/ and http://www.eclipse.org/cdt/. It is much more fully featured than Dev-C++ but the download is much larger at around 100MB for the basic tool without the C++ plugin.&lt;br /&gt;
&lt;br /&gt;
Both Eclipse and Dev C++ rely on the GNU compiler, which does NOT produce compatible binaries with the MS VS C++ compiler, so whilst you can edit in either of these development environments, note that you won&#039;t be able to use them to build anything to work with the real Spring engine (as of 18/10/2005 - this will hopefully change in the future). Dev C++ can be downloaded with the compiler bundled in (total download around 10MB), but Eclipse expects you to have already configured your machine correctly: you need to install Cygwin and select gcc (in the Development section). Cygwin can be downloaded here: http://www.cygwin.com/&lt;br /&gt;
&lt;br /&gt;
The bulk of the game engine is found inside the /rts/ folder. The AI and Lobby subsystems are located in respective folders. Take a peek and see where everything is.&lt;br /&gt;
You can take a look at http://taspring.clan-sy.com/doxygen/ for a good (graphical) and dynamic display of how the Spring engine code hangs together.&lt;br /&gt;
&lt;br /&gt;
===Compiling the Source===&lt;br /&gt;
Compiling the source will make it into a playable .exe. The very same IDEs previously mentioned can compile the source, so see the appropriate documentation for the program you are using to compile properly. Make sure that you are in Release mode and not Debug mode when you compile.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have access to this compiler, it should be possible to use the free version of Visual C++ instead. Look at the end of [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=921 this forum thread] for more information. Hopefully this will be turned into a Wiki guide by someone who has gotten this to work.&lt;br /&gt;
&lt;br /&gt;
==Development Suggestions==&lt;br /&gt;
&lt;br /&gt;
Before starting to make modifications to the source, take a look at the [[development guidelines]] which outlines some important things to think about. To find something interesting to work on, look at the list of [[example projects]]. You can also check the list of [[whois doing what]] to see what others are doing. If you do edit the code, please add [[Doxygen style comments]] to the code, which will then enhance the source code documentation.&lt;br /&gt;
&lt;br /&gt;
===How to get your code included===&lt;br /&gt;
If you create something that you think should be included in the official source tree, you can submit a patch (also known as a .diff file) to Spring&#039;s [http://sourceforge.net/tracker/?group_id=137982&amp;amp;atid=739725 SourceForge] page. It&#039;s also considered standard practice to post one&#039;s modifications in the [http://taspring.clan-sy.com/phpbb/viewforum.php?f=12 development forum] and get feedback.&lt;br /&gt;
&lt;br /&gt;
==Multiplatform development==&lt;br /&gt;
The Spring code is made portable in a separate branch at BerliOS.&amp;lt;br&amp;gt;&lt;br /&gt;
We intent to merge the (portable) code into mainline once it&#039;s stable.&amp;lt;br&amp;gt;&lt;br /&gt;
At this moment our goal is to make Spring run on Linux, if you would like to work on the Linux port please look at the [[Linux]] page.&amp;lt;br&amp;gt;&lt;br /&gt;
A [[Mac]] version is possible if enough developers like to port it.&amp;lt;br&amp;gt;&lt;br /&gt;
Although we advise to wait with full mac development until the Linux port is merged into mainline.&amp;lt;br&amp;gt;&lt;br /&gt;
Chris Han leads the [[Linux]] porting effort and this is done in cooperation with the lead &amp;quot;Windows&amp;quot; developers.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the two versions are merged the terms Windows and Linux developers will probebly disapear as all developers will be working on the same portible Spring codebase.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Glossary]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5535</id>
		<title>Development:Main</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5535"/>
		<updated>2005-11-12T14:58:08Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: Having tried Dev-C++ corrected the impression that it&amp;#039;s a similar grade tool to Visual Studio or Eclipse&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outlined below is information on assisting with the development of the Spring source itself.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;small&amp;gt;NOTE: For information about developing a mod (units, maps, etc.) see the [[Mod Development]] page.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Below you can find information on how to work with the Spring source in the current mainline (Windows platform) if you like to work on another platform (Linux &amp;amp; Mac) please look at the bottem of this page under &amp;quot;Multiplatform development&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Starting Development==&lt;br /&gt;
To start development, you&#039;ll need&lt;br /&gt;
#The latest version of the source &lt;br /&gt;
#A good code manipulation program&lt;br /&gt;
#Compiling your modified source&lt;br /&gt;
&lt;br /&gt;
===Source Code Documentation===&lt;br /&gt;
A good place to start is the source code documentation, which can be found here: [http://taspring.clan-sy.com/doxygen/ doxygen]&lt;br /&gt;
&lt;br /&gt;
An explanation on how the code is executed ingame can be found in the [[Spring Engine Code]]&lt;br /&gt;
page.&lt;br /&gt;
&lt;br /&gt;
===Obtaining the Source===&lt;br /&gt;
One option is to manually download it along with the latest released version of the game. However, for serious developers, a better way would be to download the source straight from the CVS. The CVS is updated nightly, and is considered &amp;quot;bleeding edge&amp;quot; because it may or may not work properly. However, the CVS will always have the most up-to-date version of the source code. Look at this [[CVS tutorial]] for instructions on how to get the source code from the CVS, or download the nightly cvs tarball:&lt;br /&gt;
http://cvs.sourceforge.net/cvstarballs/springrts-cvsroot.tar.bz2&lt;br /&gt;
&lt;br /&gt;
===Learning C++===&lt;br /&gt;
You will need to know C++ to modify or understand Spring&#039;s source code. If you&#039;re interested in learning C++, check out these links:&lt;br /&gt;
*[http://mindview.net/Books/TICPP/ThinkingInCPP2e.html Thinking in C++] An excellent C++ book available free online as HTML. Also available in  [http://www.planetpdf.com/developer/article.asp?ContentID=6634 PDF format].&lt;br /&gt;
*[http://www.lysator.liu.se/c/ten-commandments.html The Ten Commandments for C Programmers] A comical introduction to the principles of the language.&lt;br /&gt;
*[http://www.parashift.com/c++-faq-lite/ C++ FAQ] An excellent guide to the many problems encountered when writing C++ and how to avoid them.&lt;br /&gt;
*[http://www.amazon.com/exec/obidos/tg/detail/-/0130384747/002-6409742-5712035?v=glance C++ How to Program] Although it&#039;s a commercial volume, it is an excellent introduction to the language.&lt;br /&gt;
&lt;br /&gt;
===Properly Modifying the Source===&lt;br /&gt;
Although it is theoretically possible to use Notepad or Crimson Editor to modify the source, it is pragmatically unsound. The Spring engine is highly complex, and any serious developer will want to use a proper IDE such as Microsoft&#039;s Visual Studio .NET 2003 or Eclipse. Although the ad-hoc standard is Visual Studio, it is extremely expensive and heavy weight. Dev C++ is a light weight (around 3MB download), widely-used free and legal alternative to Visual Studio .NET, and can be downloaded here: http://www.bloodshed.net/devcpp.html.&lt;br /&gt;
&lt;br /&gt;
Another good free C++ editor is Eclipse. Eclipse does not come with C++ support by default but has a downloadable plugin that provides C++ support. See http://www.eclipse.org/ and http://www.eclipse.org/cdt/. It is much more fully featured than Dev-C++ but the download is much larger at around 100MB for the basic tool without the C++ plugin.&lt;br /&gt;
&lt;br /&gt;
Both Eclipse and Dev C++ rely on the GNU compiler, which does NOT produce compatible binaries with the MS VS C++ compiler, so whilst you can edit in either of these development environments, note that you won&#039;t be able to use them to build anything to work with the real Spring engine (as of 18/10/2005 - this will hopefully change in the future).&lt;br /&gt;
&lt;br /&gt;
The bulk of the game engine is found inside the /rts/ folder. The AI and Lobby subsystems are located in respective folders. Take a peek and see where everything is.&lt;br /&gt;
You can take a look at http://taspring.clan-sy.com/doxygen/ for a good (graphical) and dynamic display of how the Spring engine code hangs together.&lt;br /&gt;
&lt;br /&gt;
===Compiling the Source===&lt;br /&gt;
Compiling the source will make it into a playable .exe. The very same IDEs previously mentioned can compile the source, so see the appropriate documentation for the program you are using to compile properly. Make sure that you are in Release mode and not Debug mode when you compile.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have access to this compiler, it should be possible to use the free version of Visual C++ instead. Look at the end of [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=921 this forum thread] for more information. Hopefully this will be turned into a Wiki guide by someone who has gotten this to work.&lt;br /&gt;
&lt;br /&gt;
==Development Suggestions==&lt;br /&gt;
&lt;br /&gt;
Before starting to make modifications to the source, take a look at the [[development guidelines]] which outlines some important things to think about. To find something interesting to work on, look at the list of [[example projects]]. You can also check the list of [[whois doing what]] to see what others are doing. If you do edit the code, please add [[Doxygen style comments]] to the code, which will then enhance the source code documentation.&lt;br /&gt;
&lt;br /&gt;
===How to get your code included===&lt;br /&gt;
If you create something that you think should be included in the official source tree, you can submit a patch (also known as a .diff file) to Spring&#039;s [http://sourceforge.net/tracker/?group_id=137982&amp;amp;atid=739725 SourceForge] page. It&#039;s also considered standard practice to post one&#039;s modifications in the [http://taspring.clan-sy.com/phpbb/viewforum.php?f=12 development forum] and get feedback.&lt;br /&gt;
&lt;br /&gt;
==Multiplatform development==&lt;br /&gt;
The Spring code is made portable in a separate branch at BerliOS.&amp;lt;br&amp;gt;&lt;br /&gt;
We intent to merge the (portable) code into mainline once it&#039;s stable.&amp;lt;br&amp;gt;&lt;br /&gt;
At this moment our goal is to make Spring run on Linux, if you would like to work on the Linux port please look at the [[Linux]] page.&amp;lt;br&amp;gt;&lt;br /&gt;
A [[Mac]] version is possible if enough developers like to port it.&amp;lt;br&amp;gt;&lt;br /&gt;
Although we advise to wait with full mac development until the Linux port is merged into mainline.&amp;lt;br&amp;gt;&lt;br /&gt;
Chris Han leads the [[Linux]] porting effort and this is done in cooperation with the lead &amp;quot;Windows&amp;quot; developers.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the two versions are merged the terms Windows and Linux developers will probebly disapear as all developers will be working on the same portible Spring codebase.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Glossary]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5534</id>
		<title>Development:Main</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5534"/>
		<updated>2005-11-12T14:50:31Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: Added link to main page for &amp;quot;Thinking In C++&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outlined below is information on assisting with the development of the Spring source itself.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;small&amp;gt;NOTE: For information about developing a mod (units, maps, etc.) see the [[Mod Development]] page.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Below you can find information on how to work with the Spring source in the current mainline (Windows platform) if you like to work on another platform (Linux &amp;amp; Mac) please look at the bottem of this page under &amp;quot;Multiplatform development&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Starting Development==&lt;br /&gt;
To start development, you&#039;ll need&lt;br /&gt;
#The latest version of the source &lt;br /&gt;
#A good code manipulation program&lt;br /&gt;
#Compiling your modified source&lt;br /&gt;
&lt;br /&gt;
===Source Code Documentation===&lt;br /&gt;
A good place to start is the source code documentation, which can be found here: [http://taspring.clan-sy.com/doxygen/ doxygen]&lt;br /&gt;
&lt;br /&gt;
An explanation on how the code is executed ingame can be found in the [[Spring Engine Code]]&lt;br /&gt;
page.&lt;br /&gt;
&lt;br /&gt;
===Obtaining the Source===&lt;br /&gt;
One option is to manually download it along with the latest released version of the game. However, for serious developers, a better way would be to download the source straight from the CVS. The CVS is updated nightly, and is considered &amp;quot;bleeding edge&amp;quot; because it may or may not work properly. However, the CVS will always have the most up-to-date version of the source code. Look at this [[CVS tutorial]] for instructions on how to get the source code from the CVS, or download the nightly cvs tarball:&lt;br /&gt;
http://cvs.sourceforge.net/cvstarballs/springrts-cvsroot.tar.bz2&lt;br /&gt;
&lt;br /&gt;
===Learning C++===&lt;br /&gt;
You will need to know C++ to modify or understand Spring&#039;s source code. If you&#039;re interested in learning C++, check out these links:&lt;br /&gt;
*[http://mindview.net/Books/TICPP/ThinkingInCPP2e.html Thinking in C++] An excellent C++ book available free online as HTML. Also available in  [http://www.planetpdf.com/developer/article.asp?ContentID=6634 PDF format].&lt;br /&gt;
*[http://www.lysator.liu.se/c/ten-commandments.html The Ten Commandments for C Programmers] A comical introduction to the principles of the language.&lt;br /&gt;
*[http://www.parashift.com/c++-faq-lite/ C++ FAQ] An excellent guide to the many problems encountered when writing C++ and how to avoid them.&lt;br /&gt;
*[http://www.amazon.com/exec/obidos/tg/detail/-/0130384747/002-6409742-5712035?v=glance C++ How to Program] Although it&#039;s a commercial volume, it is an excellent introduction to the language.&lt;br /&gt;
&lt;br /&gt;
===Properly Modifying the Source===&lt;br /&gt;
Although it is theoretically possible to use Notepad or Crimson Editor to modify the source, it is pragmatically unsound. The Spring engine is highly complex, and any serious developer will want to use a proper IDE such as Microsoft&#039;s Visual Studio .NET 2003 or Dev C++. Although the ad-hoc standard is Visual Studio, it is extremely expensive. Dev C++ is a widely-used free and legal alternative to pirating Visual Studio .NET, and can be downloaded here: http://www.bloodshed.net/devcpp.html.&lt;br /&gt;
&lt;br /&gt;
Another good free C++ editor is Eclipse. Eclipse does not come with C++ support by default but has a downloadable plugin that provides C++ support. See http://www.eclipse.org/ and http://www.eclipse.org/cdt/.&lt;br /&gt;
&lt;br /&gt;
Both Eclipse and Dev C++ rely on the GNU compiler, which does NOT produce compatible binaries with the MS VS C++ compiler, so whilst you can edit in either of these development environments, note that you won&#039;t be able to use them to build anything to work with the real Spring engine (as of 18/10/2005 - this will hopefully change in the future).&lt;br /&gt;
&lt;br /&gt;
The bulk of the game engine is found inside the /rts/ folder. The AI and Lobby subsystems are located in respective folders. Take a peek and see where everything is.&lt;br /&gt;
You can take a look at http://taspring.clan-sy.com/doxygen/ for a good (graphical) and dynamic display of how the Spring engine code hangs together.&lt;br /&gt;
&lt;br /&gt;
===Compiling the Source===&lt;br /&gt;
Compiling the source will make it into a playable .exe. The very same IDEs previously mentioned can compile the source, so see the appropriate documentation for the program you are using to compile properly. Make sure that you are in Release mode and not Debug mode when you compile.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have access to this compiler, it should be possible to use the free version of Visual C++ instead. Look at the end of [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=921 this forum thread] for more information. Hopefully this will be turned into a Wiki guide by someone who has gotten this to work.&lt;br /&gt;
&lt;br /&gt;
==Development Suggestions==&lt;br /&gt;
&lt;br /&gt;
Before starting to make modifications to the source, take a look at the [[development guidelines]] which outlines some important things to think about. To find something interesting to work on, look at the list of [[example projects]]. You can also check the list of [[whois doing what]] to see what others are doing. If you do edit the code, please add [[Doxygen style comments]] to the code, which will then enhance the source code documentation.&lt;br /&gt;
&lt;br /&gt;
===How to get your code included===&lt;br /&gt;
If you create something that you think should be included in the official source tree, you can submit a patch (also known as a .diff file) to Spring&#039;s [http://sourceforge.net/tracker/?group_id=137982&amp;amp;atid=739725 SourceForge] page. It&#039;s also considered standard practice to post one&#039;s modifications in the [http://taspring.clan-sy.com/phpbb/viewforum.php?f=12 development forum] and get feedback.&lt;br /&gt;
&lt;br /&gt;
==Multiplatform development==&lt;br /&gt;
The Spring code is made portable in a separate branch at BerliOS.&amp;lt;br&amp;gt;&lt;br /&gt;
We intent to merge the (portable) code into mainline once it&#039;s stable.&amp;lt;br&amp;gt;&lt;br /&gt;
At this moment our goal is to make Spring run on Linux, if you would like to work on the Linux port please look at the [[Linux]] page.&amp;lt;br&amp;gt;&lt;br /&gt;
A [[Mac]] version is possible if enough developers like to port it.&amp;lt;br&amp;gt;&lt;br /&gt;
Although we advise to wait with full mac development until the Linux port is merged into mainline.&amp;lt;br&amp;gt;&lt;br /&gt;
Chris Han leads the [[Linux]] porting effort and this is done in cooperation with the lead &amp;quot;Windows&amp;quot; developers.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the two versions are merged the terms Windows and Linux developers will probebly disapear as all developers will be working on the same portible Spring codebase.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Glossary]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5533</id>
		<title>Development:Main</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5533"/>
		<updated>2005-11-12T14:42:14Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: Added link to C++ FAQ Lite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outlined below is information on assisting with the development of the Spring source itself.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;small&amp;gt;NOTE: For information about developing a mod (units, maps, etc.) see the [[Mod Development]] page.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Below you can find information on how to work with the Spring source in the current mainline (Windows platform) if you like to work on another platform (Linux &amp;amp; Mac) please look at the bottem of this page under &amp;quot;Multiplatform development&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Starting Development==&lt;br /&gt;
To start development, you&#039;ll need&lt;br /&gt;
#The latest version of the source &lt;br /&gt;
#A good code manipulation program&lt;br /&gt;
#Compiling your modified source&lt;br /&gt;
&lt;br /&gt;
===Source Code Documentation===&lt;br /&gt;
A good place to start is the source code documentation, which can be found here: [http://taspring.clan-sy.com/doxygen/ doxygen]&lt;br /&gt;
&lt;br /&gt;
An explanation on how the code is executed ingame can be found in the [[Spring Engine Code]]&lt;br /&gt;
page.&lt;br /&gt;
&lt;br /&gt;
===Obtaining the Source===&lt;br /&gt;
One option is to manually download it along with the latest released version of the game. However, for serious developers, a better way would be to download the source straight from the CVS. The CVS is updated nightly, and is considered &amp;quot;bleeding edge&amp;quot; because it may or may not work properly. However, the CVS will always have the most up-to-date version of the source code. Look at this [[CVS tutorial]] for instructions on how to get the source code from the CVS, or download the nightly cvs tarball:&lt;br /&gt;
http://cvs.sourceforge.net/cvstarballs/springrts-cvsroot.tar.bz2&lt;br /&gt;
&lt;br /&gt;
===Learning C++===&lt;br /&gt;
You will need to know C++ to modify or understand Spring&#039;s source code. If you&#039;re interested in learning C++, check out these links:&lt;br /&gt;
*[http://www.planetpdf.com/developer/article.asp?ContentID=6634 Thinking in C++] An excellent C++ book available free online.&lt;br /&gt;
*[http://www.lysator.liu.se/c/ten-commandments.html The Ten Commandments for C Programmers] A comical introduction to the principles of the language.&lt;br /&gt;
*[http://www.parashift.com/c++-faq-lite/ C++ FAQ] An excellent guide to the many problems encountered when writing C++ and how to avoid them.&lt;br /&gt;
*[http://www.amazon.com/exec/obidos/tg/detail/-/0130384747/002-6409742-5712035?v=glance C++ How to Program] Although it&#039;s a commercial volume, it is an excellent introduction to the language.&lt;br /&gt;
&lt;br /&gt;
===Properly Modifying the Source===&lt;br /&gt;
Although it is theoretically possible to use Notepad or Crimson Editor to modify the source, it is pragmatically unsound. The Spring engine is highly complex, and any serious developer will want to use a proper IDE such as Microsoft&#039;s Visual Studio .NET 2003 or Dev C++. Although the ad-hoc standard is Visual Studio, it is extremely expensive. Dev C++ is a widely-used free and legal alternative to pirating Visual Studio .NET, and can be downloaded here: http://www.bloodshed.net/devcpp.html.&lt;br /&gt;
&lt;br /&gt;
Another good free C++ editor is Eclipse. Eclipse does not come with C++ support by default but has a downloadable plugin that provides C++ support. See http://www.eclipse.org/ and http://www.eclipse.org/cdt/.&lt;br /&gt;
&lt;br /&gt;
Both Eclipse and Dev C++ rely on the GNU compiler, which does NOT produce compatible binaries with the MS VS C++ compiler, so whilst you can edit in either of these development environments, note that you won&#039;t be able to use them to build anything to work with the real Spring engine (as of 18/10/2005 - this will hopefully change in the future).&lt;br /&gt;
&lt;br /&gt;
The bulk of the game engine is found inside the /rts/ folder. The AI and Lobby subsystems are located in respective folders. Take a peek and see where everything is.&lt;br /&gt;
You can take a look at http://taspring.clan-sy.com/doxygen/ for a good (graphical) and dynamic display of how the Spring engine code hangs together.&lt;br /&gt;
&lt;br /&gt;
===Compiling the Source===&lt;br /&gt;
Compiling the source will make it into a playable .exe. The very same IDEs previously mentioned can compile the source, so see the appropriate documentation for the program you are using to compile properly. Make sure that you are in Release mode and not Debug mode when you compile.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have access to this compiler, it should be possible to use the free version of Visual C++ instead. Look at the end of [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=921 this forum thread] for more information. Hopefully this will be turned into a Wiki guide by someone who has gotten this to work.&lt;br /&gt;
&lt;br /&gt;
==Development Suggestions==&lt;br /&gt;
&lt;br /&gt;
Before starting to make modifications to the source, take a look at the [[development guidelines]] which outlines some important things to think about. To find something interesting to work on, look at the list of [[example projects]]. You can also check the list of [[whois doing what]] to see what others are doing. If you do edit the code, please add [[Doxygen style comments]] to the code, which will then enhance the source code documentation.&lt;br /&gt;
&lt;br /&gt;
===How to get your code included===&lt;br /&gt;
If you create something that you think should be included in the official source tree, you can submit a patch (also known as a .diff file) to Spring&#039;s [http://sourceforge.net/tracker/?group_id=137982&amp;amp;atid=739725 SourceForge] page. It&#039;s also considered standard practice to post one&#039;s modifications in the [http://taspring.clan-sy.com/phpbb/viewforum.php?f=12 development forum] and get feedback.&lt;br /&gt;
&lt;br /&gt;
==Multiplatform development==&lt;br /&gt;
The Spring code is made portable in a separate branch at BerliOS.&amp;lt;br&amp;gt;&lt;br /&gt;
We intent to merge the (portable) code into mainline once it&#039;s stable.&amp;lt;br&amp;gt;&lt;br /&gt;
At this moment our goal is to make Spring run on Linux, if you would like to work on the Linux port please look at the [[Linux]] page.&amp;lt;br&amp;gt;&lt;br /&gt;
A [[Mac]] version is possible if enough developers like to port it.&amp;lt;br&amp;gt;&lt;br /&gt;
Although we advise to wait with full mac development until the Linux port is merged into mainline.&amp;lt;br&amp;gt;&lt;br /&gt;
Chris Han leads the [[Linux]] porting effort and this is done in cooperation with the lead &amp;quot;Windows&amp;quot; developers.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the two versions are merged the terms Windows and Linux developers will probebly disapear as all developers will be working on the same portible Spring codebase.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Glossary]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6816</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6816"/>
		<updated>2005-10-18T22:56:55Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: Added doxygen question&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General information==&lt;br /&gt;
&lt;br /&gt;
===What is TA Spring?===&lt;br /&gt;
TA Spring is a project to create the best RTS ever (no joke). There are three principle goals which we hope to achieve. &lt;br /&gt;
&lt;br /&gt;
# Reach a stage where TA Spring can flawlessly execute most of Total Annihilation&#039;s original gameplay, with its original units in their original format.&lt;br /&gt;
# Add new features as we see fit, fix bugs, and release new versions when we feel it is appropriate to do so.&lt;br /&gt;
# Support the mod community as we see fit.&lt;br /&gt;
&lt;br /&gt;
===When will TA Spring be ready?===&lt;br /&gt;
Now! You can get the latest beta from the [http://taspring.clan-sy.com/download.php download page].&lt;br /&gt;
&lt;br /&gt;
===Will TA Spring be free?===&lt;br /&gt;
The core game is released under GPL License. However, some parts of the game are still under copyright by their owners. Therefore, today, you need to own the original TA game if you want to play. However the community is working hard in order to offer completely free alternatives.&lt;br /&gt;
&lt;br /&gt;
===Why can I edit this page?===&lt;br /&gt;
This page, and several others, are located in the TA Spring [http://en.wikipedia.org/wiki/Wiki Wiki]. The link gives a full explanation of what it is, but in short it is a way of letting anyone who wants to contribute to the page content. This can of course be abused, but even while it is easy for someone to vandalise the page, it is just as easy for someone to restore it, since the wiki saves all previous versions of a page.&lt;br /&gt;
&lt;br /&gt;
===I want to help, what can I do?===&lt;br /&gt;
Please look at the Messageboard. There are lots of things you can do according to your skills. Particularly important is to create viable and pleasing free alternatives to copyrighted material, mainly sounds and units.&lt;br /&gt;
&lt;br /&gt;
===I want to donate.===&lt;br /&gt;
People have made clear their desire to donate to the project, and so far, we have been fairly reluctant about accepting donations. Our main concern? While we certainly hope to have something on the level of a commercial release in the near future, there is no guarantee that it will ever happen. Unforeseen events arise, and it would be most unfortunate if everyone who donated felt swindled because the project did not turn out as they had hoped.&lt;br /&gt;
&lt;br /&gt;
We do not plan to be more or less productive solely based upon the quantity and frequency of donations received. The TA Spring project is here only because we view this as an enjoyable hobby.&lt;br /&gt;
&lt;br /&gt;
Also, because we&#039;re such nice people, we&#039;ll let you view the Source, available [http://taspring.clan-sy.com/dl/taspring_0.63b1_src.zip here], so you can help in making this game better than it already is (as though that were possible).&lt;br /&gt;
&lt;br /&gt;
===I read all that and I still want to donate.===&lt;br /&gt;
Very well then! You can find the required details [http://taspring.clan-sy.com/donate.php here]. It will be much appreciated. :)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Technical==&lt;br /&gt;
&lt;br /&gt;
===What port numbers does TA Spring use?===&lt;br /&gt;
Game uses port 8452 UDP by default, which can be changed in the lobby. If you are behind a router, make sure you forward the correct port first and also make sure firewall is not blocking it, or else you won&#039;t be able to host games (you will still be able to join others games though).&lt;br /&gt;
&lt;br /&gt;
===What APIs does TA Spring use?===&lt;br /&gt;
The Windows version of the program (which one might call the official version, or at this point, simply the working version :) ) uses: OpenGL for rendering, DirectSound for sound, and Winsock for networking. &lt;br /&gt;
&lt;br /&gt;
The Linux port (more info below) will use SDL/OpenGL for rendering, OpenAL for sound (which will connect to DirectSound on Windows and OSS or ALSA on Linux), BSD  sockets for networking.&lt;br /&gt;
&lt;br /&gt;
===What language is TA Spring written in?===&lt;br /&gt;
The spring game engine is written in C and C++. The Windows lobby client is written in Delphi, the lobby server is java. Another portable lobby is being made in Python.&lt;br /&gt;
&lt;br /&gt;
===Is TA Spring open source?===&lt;br /&gt;
Yes, it is. Go to the [http://taspring.clan-sy.com/download.php downloads] section of the site to download the source code.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Is there any documentation for the source code===&lt;br /&gt;
Yes, doxygen is used to automatically generate the [http://taspring.clan-sy.com/doxygen/ documentation]&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
===What platforms will TA Spring run on?===&lt;br /&gt;
At the moment, it only runs on Windows. &lt;br /&gt;
Members of the community are working on porting the game to the Linux platform.&lt;br /&gt;
This will make the code more portable so if someone wants to port it to another platform please contact us.&lt;br /&gt;
We (the Sy) will not, however, port it ourselves at any time (in the foreseeable future). There is simply no compelling reason for us to do so. Additionally, we would like to focus on getting it to work well.&lt;br /&gt;
&lt;br /&gt;
===What sort of a system will I need to run TA Spring?===&lt;br /&gt;
You will most certainly need a 3D graphics card to run TA Spring, which will probably require at least a GeForce3 (note that a GeForce4 MX is not better than a GeForce3) and the latest driver supported. Minimum CPU requirements are a little more complex. A more powerful CPU will have the capability to support larger maps and a greater maximum unit limit. A 1 GHz CPU should be able to support an estimated 500 units. The needed memory will also vary with unit count and map size, but 512 MB should be enough. However, 1024MB you should already have, so it&#039;ll run fine&lt;br /&gt;
&lt;br /&gt;
REQUEST - please provide a small checkconfig.exe to check if hardware is enough to run TA Spring. do you want thousands of useless downloads ? Yes.&lt;br /&gt;
&lt;br /&gt;
===Spring says I need the GL_ARB_texture_env_combine extension, what can I do?===&lt;br /&gt;
If you encounter the error &amp;quot;Needed extension GL_ARB_texture_env_combine not found&amp;quot;, this means that your video card driver does not support GL_ARB_texture_env_combine. You can try downloading a new video driver from the manufacturers website ([www.ati.com], [www.nvidia.com], ...) If this doesn&#039;t solve the problem then your video hardware is too old to support the extension. Buy a new video card.&lt;br /&gt;
&lt;br /&gt;
EDIT: I am also having this problem with the geoforce 6800 ultra and I have the latest drivers.&lt;br /&gt;
&lt;br /&gt;
REQUEST : please name some working and non-working 3D video cards. please give a value for minimum video memory : 32 Mo ? 64 Mo ?&lt;br /&gt;
&lt;br /&gt;
List of video cards supposingly supporting GL_ARB_texture_env_combine :&lt;br /&gt;
&lt;br /&gt;
http://www.delphi3d.net/hardware/extsupport.php?extension=GL_ARB_texture_env_combine&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Content==&lt;br /&gt;
 &lt;br /&gt;
===Do TA Spring maps need a &amp;quot;ground&amp;quot;?===&lt;br /&gt;
TA Spring maps do require a ground. We have had many requests to have space maps, however, a &amp;quot;true&amp;quot; (ala Homeworld) space setting is not likely. It would have to wait until a much later stage. This does not mean that TA&#039;s style of &amp;quot;space&amp;quot; maps won&#039;t be possible, (see the Final Frontier TC for examples of this).&lt;br /&gt;
&lt;br /&gt;
===You stated that TA Spring uses the TA unit format.===&lt;br /&gt;
TA Spring does use the Total Annihilation unit format. However, we do plan to make TA Spring compatible with a custom unit format of our own design.&lt;br /&gt;
&lt;br /&gt;
===How powerful will TA Spring&#039;s custom format be?===&lt;br /&gt;
Total Annihilation&#039;s unit format was extremely limited. Most of these limitations will either be expanded or non-existent in TA Spring&#039;s custom unit format. One of the most exciting improvements is the introduction of an entirely new method of scripting, with nearly complete control over every aspect of a unit&#039;s actions and behaviors.&lt;br /&gt;
&lt;br /&gt;
===Does TA Spring have a limited number of weapons?===&lt;br /&gt;
No. Unlike Total Annihilation, TA Spring&#039;s weapon IDs will be unlimited. Meaning it will be possible to add as many third-party units as you want.  However, the current model format limits 16 weapons to each unit.&lt;br /&gt;
&lt;br /&gt;
===Does TA Spring have a limited number of unique units?===&lt;br /&gt;
No. Unit IDs, like weapon IDs, will be unlimited.&lt;br /&gt;
&lt;br /&gt;
===Will units have a maximum of 3 unique weapons?===&lt;br /&gt;
Total Annihilation had a limitation that permitted a maximum of 3 unique weapons per unit. Spring currently has a way to have 16 weapons per unit. (Replace Primary, Secondary, Tertiary by 1 2 3 ...16). More can be made possible by modifying the source if there&#039;s a sufficient demand by mod makers.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m curious as to the per-unit polygon limit.===&lt;br /&gt;
The engine itself does not have a polygon count limit. The limit is that of the processing power of today&#039;s computers. Since TA Spring requires a 3D card, the maximum polygon count per unit will be several times higher than Total Annihilation&#039;s. No real numbers yet though. We&#039;re gonna leave it up to the mod community to figure that one out.&lt;br /&gt;
&lt;br /&gt;
===Will units be able to perform basic terraforming?===&lt;br /&gt;
Total Annihilation units probably won&#039;t have any terrain editable functionality. Future units may be endowed with such functionality, but it&#039;s more of a gameplay issue and has not been decided upon yet. However construction units can restore ground.&lt;br /&gt;
&lt;br /&gt;
===Will tunnel building be possible?===&lt;br /&gt;
Subterranean areas of any sort is impossible. However, it is possible to heavily deform the ground with explosives.. Which is great fun!&lt;br /&gt;
&lt;br /&gt;
===Will the ground&#039;s water retention be editable?===&lt;br /&gt;
No. Water will always collect when a piece of land has a height below sea level.&lt;br /&gt;
&lt;br /&gt;
===Does TA Spring have a limit on the number of races?===&lt;br /&gt;
TA Spring has no limit on the total number of sides/races.&lt;br /&gt;
&lt;br /&gt;
===What are the sizes of the biggest and smallest units?===&lt;br /&gt;
Static units (buildings, defenses, etc.) have no size limitations in the engine. Technically, neither do mobile units, but units with a footprint larger than 4x4 &amp;quot;squares&amp;quot; (an arbitrary size standard created by Cavedog) might have problems pathfinding.&lt;br /&gt;
&lt;br /&gt;
===What is going to be the maximum possible sea depth?===&lt;br /&gt;
For all practical purposes, it will be unlimited. The depth values are stored as &amp;quot;float variables&amp;quot;, so it is doubtful that maps would ever be made which even come close to approaching the limit.&lt;br /&gt;
&lt;br /&gt;
===Will TA Spring support campaigns?===&lt;br /&gt;
Basic Map scripting has been implemented, using a Lua scripting engine. From that, it would be possible to make a basic campain, but for ease of use a better way of selecting scripts and an improved Single player menu is needed.&lt;br /&gt;
&lt;br /&gt;
===How big will the TA Spring files be?===&lt;br /&gt;
TA Spring will be as small as however much content is included with it. The &amp;quot;essential&amp;quot; files (engine files mostly) will only be several megabytes large. Content (such as maps and units) will add considerable size to the TA Spring download. However, it is not known at this point just how much &amp;quot;content&amp;quot; will be included with the first release.&lt;br /&gt;
&lt;br /&gt;
Currently, the file size is roughly 40 MB.&lt;br /&gt;
&lt;br /&gt;
===How will TA Spring render sound effects?===&lt;br /&gt;
Sound is rendered 3D, meaning that the volume and direction (assuming a multi-speaker setup) vary with the location of the camera from the sound &amp;quot;emitter&amp;quot;. What this translates into gameplay terms means that the closer you are to a unit making a sound or motion, the louder the sound will be. Additionally, the sound will be heard differently depending on which way the camera is facing relative to units making sound.&lt;br /&gt;
&lt;br /&gt;
===Will TA Spring have ambient sound?===&lt;br /&gt;
There is no ambient sound, and we haven&#039;t planned on adding it thus far.&lt;br /&gt;
&lt;br /&gt;
===Will there be an AI or a &amp;quot;skirmish&amp;quot; mode?===&lt;br /&gt;
We have created an interface for AI&#039;s, and two are currently under development. In the meantime, the spawn script included in the latest version exists as a text file in the TASpring folder, and can be modified by any text editor such as MS Notepad, for your particular play style, or mod.&lt;br /&gt;
&lt;br /&gt;
===Will a &amp;quot;possess&amp;quot; or a FPS option be present?===&lt;br /&gt;
Yes, it is possible to fully control a unit from the first person view. It is more of a gimmick, but it still allows for a nice diversion once in a while.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Getting into a game==&lt;br /&gt;
&lt;br /&gt;
===People talk about &#039;Single Player&#039;. How do I start a single player game?=== &lt;br /&gt;
Go into your TA Spring folder and find the &#039;Spring.exe&#039; file. Double click on it and say &#039;yes&#039; to host.&lt;br /&gt;
&lt;br /&gt;
===When I try to make a single player game, it gives me an error.=== &lt;br /&gt;
Your graphics card probably can&#039;t support Spring. If you read the requirements it did say GeForce 3 or better. Go to the settings file in your TA Spring directory and lower some of the options. Sometimes that works. &lt;br /&gt;
&lt;br /&gt;
===Does TA Spring support AI Players?=== &lt;br /&gt;
Not yet. Fortunately for you they are currently working on it :) In the mean time you can use the [[random_enemies]] script, which spawns units out of thin air and sends them to attack you.&lt;br /&gt;
&lt;br /&gt;
===When I try to connect to the lobby it gives me an error.=== &lt;br /&gt;
There could be 3 problems. Either you don&#039;t have an account, the server is down, or you have not configured your router/firewall correctly. If you don&#039;t have an account, make one. If the server is down, you&#039;ll just have to wait (this doesn&#039;t happen often, though). If you have a router/firewall read below. Have a look at this website&#039;s News page and/or the Messageboard, it is likely that you will get some information there in the eventuality that the server is down.&lt;br /&gt;
&lt;br /&gt;
Also make sure that you don&#039;t have any spaces in your username.&lt;br /&gt;
&lt;br /&gt;
===I have a router and I don&#039;t seem to be able to get a game===&lt;br /&gt;
&lt;br /&gt;
If you are using a router you may have other problems. Explanations of [http://www.portforward.com/routers.htm how to forward ports] has instructions for every router.&lt;br /&gt;
&lt;br /&gt;
===Where can I download more maps?===&lt;br /&gt;
As for most Spring downloads [http://www.fileuniverse.com/?page=listing&amp;amp;ID=90 FileUniverse] is the place to be! A collection of maps can be downloaded [http://www.fileuniverse.com/?page=listing&amp;amp;ID=91 here].&lt;br /&gt;
&lt;br /&gt;
===I used the small installer where can I get the missing maps?===&lt;br /&gt;
Unfortunately the maps included in the regular installer (0.51b1) aren&#039;t available on File Universe. However, since many of the scripts included in the game rely on map4, this can be downloaded [http://taspring.clan-sy.com/dl/map4.7z here].&lt;br /&gt;
&lt;br /&gt;
===How do I install downloaded maps?===&lt;br /&gt;
Most maps are released as .sdz or .sd7 files. These can be put directly into the &amp;quot;maps&amp;quot; folder inside the Spring folder. If they are compressed into another type of archive you will have to unpack them first. Just unzip them into your spring maps folder. Some map files use newer (smaller) file formats such as .rar or .7z, to unzip these newer formats, you&#039;ll need to download 7-Zip [http://www.7-zip.org/ http://www.7-zip.org/] or Zip-genius [http://downloads.zipgenius.it/ http://downloads.zipgenius.it/]. They both handle almost all formats and are totally free.  There is also now a map browser in the TASClient lobby software, click the more maps button in a battle screen to access it.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I try to join games it gives me an error.=== &lt;br /&gt;
The host is behind a firewall that has not opened the correct ports for Spring.&lt;br /&gt;
&lt;br /&gt;
===When I make games nobody joins.=== &lt;br /&gt;
You are probably behind a firewall. See question above.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts I never make it past the loading screen.=== &lt;br /&gt;
This indicates a problem with your video card. Once again the best way to deal with this situation is to make sure your video card has the latest driver updates and that all Spring video features are on the lowest settings.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts, I make it past the loading screen, but when I get into the game it says, &amp;quot;Waiting for Host&amp;quot;, and does a 10 second countdown. It always reaches zero and boots me out, what gives?=== &lt;br /&gt;
This is a firewall issue. There are three things you can do to fix this. First, make sure your windows firewall is either off, or is not blocking the TA: Spring application. Secondly, if you are behind a router, you can forward the ports that the host is using (especially if you are the host), and it usually fixes the problem. To do this you must go to your router configuration page. You can see what port &#039;you&#039; are using (as the host), by hosting a multiplayer game in the Spring Lobby. You must make this your trigger port, and make sure that it is open for both TCP and UDP. Thirdly, if none of the aforementioned worked. The easiest thing to do (assuming you are behind a router) is to set the DMZ (Demilitarized Zone). This means your computer will be completely exposed to the internet, which will make you vulnerable to any unknown or unpatched exploits in windows. All you have to do is find the personal IP if the computer you are using and add it to your router&#039;s DMZ list. Please only try this last option if you can&#039;t get the others to work.&lt;br /&gt;
Good Luck&lt;br /&gt;
&lt;br /&gt;
===I got into the game, but some people didn&#039;t.=== &lt;br /&gt;
The host may have reached the number of players it has set.&lt;br /&gt;
Or the players may be experiencing firewall or video card difficulty. That is not your fault. Please ask them too leave if they are still there when you get into the &#039;game lobby&#039;.&lt;br /&gt;
&lt;br /&gt;
===I got into a game but my name is red, nobody can hear me speak, and eventually I get disconnected===&lt;br /&gt;
This is to do with how long it takes the game to start up (the &amp;quot;load time&amp;quot;). If it takes too long you will see this problem. The load time can be reduced by changing the game graphics settings to lower quality. In particular try setting texture quality to lowest.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Playing==&lt;br /&gt;
&lt;br /&gt;
===What is with this weird right-click mode? I&#039;m &#039;bout to break my keyboard.=== &lt;br /&gt;
Sorry, you&#039;ll just have to get used to it. As of now it can&#039;t be changed.&lt;br /&gt;
&lt;br /&gt;
===Why is somebody else also controlling my units?=== &lt;br /&gt;
In the &#039;game lobby&#039; there are two sets of teams. There are the &#039;Teams&#039; and the &#039;Ally Teams&#039;. If you are on the same &#039;Team&#039;, then you both get the same commander, and can control the same units. If you are on &#039;Ally Teams&#039;, then you both get different commanders and can&#039;t control each others units. &lt;br /&gt;
&lt;br /&gt;
===Then why would I want to be on the same &#039;Team&#039; as somebody?=== &lt;br /&gt;
Because it&#039;s fun to just drive around units and not have to worry about commanding. (Assuming that one of the people on the team is commanding.) &lt;br /&gt;
&lt;br /&gt;
===How do I talk to my allies only?=== &lt;br /&gt;
You must type &#039;a:&#039; before you speak. Here&#039;s an example: a: Now I am talking to my allies only.&amp;lt;br&amp;gt;&lt;br /&gt;
And most important, you can split tasks, as base building, troops managment.&lt;br /&gt;
&lt;br /&gt;
===Help! After I&#039;m finished driving a unit, the camera is all insane! This is nuts! How do I fix it?=== &lt;br /&gt;
Whoa now. Calm down. Just press ctrl + mouse button 3 to change camera modes.  If your unit is destroyed in FPS mode, you will stay in FPS mode until you change camera modes.  Also, the camera will stay in &amp;quot;free look&amp;quot; when FPS mode is disengaged, press middle-mouse or J to switch to normal scrolling.&lt;br /&gt;
&lt;br /&gt;
===After I&#039;m finished driving a unit, where what used to be my mouse pointer is now a crosshair. Why?=== &lt;br /&gt;
-This is a special &#039;view mode&#039; that allows you to move around the screen much faster. It&#039;s good for viewing the battle or getting screenshots. Simply press on your third mouse button to revert back to your mouse pointer.&lt;br /&gt;
&lt;br /&gt;
===But I don&#039;t have a third mouse button!=== &lt;br /&gt;
The key &#039;J&#039; works in the same way as the &#039;middle mouse button&#039; does. So where you would use ctrl + middle mouse button to change camera modes, ctrl + j does the same thing. Pressing J once will also switch you from &#039;crosshair mode&#039; to &#039;pointer mode&#039; and vice versa.&lt;br /&gt;
&lt;br /&gt;
===When I start a game, I am stuck in this weird camera mode and my perspective is all messed up. How do I switch to the overhead (OTA style) camera?===&lt;br /&gt;
This happens when you start a single player game or when the host uses force start.  Shift+Backspace (or Shift+J or Shift+MiddleMouseClick) switches between the fps style, total war style and OTA style cameras. Use it to get your camera back to normal in this situation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===People are cheating! How do I stop it?!=== &lt;br /&gt;
Well currently, you can&#039;t.&lt;br /&gt;
&lt;br /&gt;
Only the host can &amp;quot;activate&amp;quot; the cheat codes. After that, any player can do almost all cheats.&lt;br /&gt;
&lt;br /&gt;
The best thing to do is just not play with the cheaters anymore. But with new spring version cheats are disabled in multiplayer, so that paragraph is hopefully now irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Well how do you cheat?=== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Cheat Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;.cheat&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;enable cheats - Cheats don&#039;t work in multiplayer until the host types this&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.nocost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;instabuild (doesn&#039;t work on things already under construction, only on new ones)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setmaxspeed 50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the maximum speed multiplier (default is 3.0)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setminspeed 0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the minimum speed multiplier (default is 0.3)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.spectator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows you to see the entire map... but you lose control of your units&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.team 0, .team 1, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Change player&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.give ARMCOM, .give 10 CORKROG, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Place 1 or specified number of specified unit.  Valid units are the internal names of units as specified in the unit definition.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===In Game Commands===&lt;br /&gt;
The following &#039;&#039;non-cheating&#039;&#039; commands are also available in game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.info&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you what colour each player is and their ping delay in the bottom left corner of the screen&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.clock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you the elapsed game time in minutes and seconds in the bottom left corner of the screen&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.take&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pulls all allied units, that are owned by players who have lost connection to the server, to your team.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How do I ally or unally in game?=== &lt;br /&gt;
I&#039;m pretty sure you can&#039;t. Yet. &lt;br /&gt;
&lt;br /&gt;
===How do I give somebody units or metal or energy?=== &lt;br /&gt;
Press the &#039;H&#039; key. Then select the amount of metal and/or energy to share. Then select the receiving player and press OK.&lt;br /&gt;
&lt;br /&gt;
When sharing units, you must first select the units to share, then press &#039;H&#039; key. Tick share units checkbox and choose a receiving player.&lt;br /&gt;
&lt;br /&gt;
===How do I continually give somebody metal and/or energy after a certain point (i.e. Original TA commands +setshare..., +shareall)?=== &lt;br /&gt;
You&#039;ll notice that on your metal and energy bars (top of screen), there are two red bars. You have to put them wherever you want your metal and energy to be shared after.&lt;br /&gt;
&lt;br /&gt;
===This game is different than TA, the units HP and damage are not the same===&lt;br /&gt;
 &lt;br /&gt;
There were several third party &amp;quot;balance&amp;quot; mods for the original TA game.&lt;br /&gt;
&lt;br /&gt;
One of those mods were xTA, and was developed by the same clan (SY) that has brought life back to TA, making Spring.&lt;br /&gt;
&lt;br /&gt;
This balance mod is what is bundled by default with the spring engine, and is the mod that was ready to play when spring was released.&lt;br /&gt;
&lt;br /&gt;
Now are several mods available, install the mod of your choice.&lt;br /&gt;
&lt;br /&gt;
[http://www.fileuniverse.com/?p=listing&amp;amp;ID=92 get mods here]&lt;br /&gt;
&lt;br /&gt;
===XTA? OTA? AA? OMFGLAMO? What those all the abbreviations mean?===&lt;br /&gt;
zwzsg maintains a handy dandy FAQ about TA, and the abbreviations that relate to Spring too, of course.&lt;br /&gt;
[http://www.tauniverse.com/forum/showthread.php?t=27309 click here]. See also the Spring [[Glossary]], which contains brief explanations for all non-standard words and phrases.&lt;br /&gt;
&lt;br /&gt;
===Why am I destroyed so easily by long range assaults?=== &lt;br /&gt;
This is a realistic feature of TA Spring. Units will automatically attack &#039;radar blips&#039; (units that they can not actually see, but that are indicated on radar). However, the accuracy is very bad while shooting at radar blips until:&lt;br /&gt;
* Your unit kills a lot of units and gets experience&lt;br /&gt;
* You get a targeting facility.&lt;br /&gt;
&lt;br /&gt;
===Can I kick people from my &#039;game lobby&#039; or my game?=== &lt;br /&gt;
First of all, you have to be the host to kick. Use the good old &amp;quot;.kick playernamehere&amp;quot; command. Works in-game too, use it wisely.&lt;br /&gt;
&lt;br /&gt;
===When I&#039;m &#039;driving&#039; my commander, why can&#039;t I use my laser?=== &lt;br /&gt;
The TA: Spring team will most likely add a way for you to use your commander&#039;s laser soon.&lt;br /&gt;
&lt;br /&gt;
===I hate driving around with the &#039;arrow keys&#039;. Is there any way I can use the &#039;W-A-S-D&#039; controls (the controls most First Person Shooters use) anymore?=== &lt;br /&gt;
Go into your Spring directory and edit the uikeys file. Keep in mind that &#039;S&#039; is originally a &#039;hot-key&#039; that will stop your units and that &#039;D&#039; is a &#039;hot-key&#039; for your commander&#039;s D-Gun. You might want to change those too.&lt;br /&gt;
&lt;br /&gt;
===I turned the shadows feature on; I still don&#039;t see shadows. What gives?=== &lt;br /&gt;
Your graphics card can&#039;t handle shadows, so Spring automatically turns them off.&lt;br /&gt;
&lt;br /&gt;
===I can&#039;t go backwards when I am &#039;driving&#039; a unit. Why not?=== &lt;br /&gt;
Because TA units were never intended to go backwards. Sorry.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m in an Unreal Tournament kind of mood. How do I strafe?=== &lt;br /&gt;
You can only strafe in &#039;brawler type&#039; ships, such as the brawler, rapier, and light gunships.&lt;br /&gt;
&lt;br /&gt;
===How can I record and watch demos/replays?===	&lt;br /&gt;
From version 0.62 onwards recordings of all the games you play are easily available for replay via the Replays button in the TASclient.&lt;br /&gt;
&lt;br /&gt;
You can use the Speed up/Slow down game keys while watching the replay, along with other in-game commands like .team&lt;br /&gt;
&lt;br /&gt;
From version 0.60b1 onwards, demos are automatically recorded in the &amp;quot;demos&amp;quot; folder, underneath your Spring folder (default is C:\Program Files\TASpring\demos), named for the date and map they were played on. If you play multiple games in the same day on the same map, the games will also be numbered to prevent them from overwriting each other. &lt;br /&gt;
&lt;br /&gt;
From version 0.62 onwards, to view a demo from the Windows file manager you can just double click the file name.  For versions 0,60 and 0.61, to view a demo start spring.exe as non server and enter the full demo name as server address (&amp;quot;050803-Ashpen-0.60b1.sdf&amp;quot; for example). Note that you don&#039;t need to enter the &amp;quot;demos&amp;quot; folder name. Due to the large font, you will find that the name is too big to fit on the screen. If you&#039;re confident typing blind from memory, that&#039;s OK. Otherwise go into windows explorer, select the demo file you want, press F2, Ctrl-C, and do Ctrl-V to paste it into the server address.&lt;br /&gt;
&lt;br /&gt;
For versions prior to 0.60b1, the game was always recorded to test.sdf which is overwritten by each new game, so the name had to be changed by hand if you wanted to save it. You had to use a name other than test.sdf to view a demo.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I play get &amp;quot;not sync&amp;quot; &amp;quot;delayed synch&amp;quot; errors=== &lt;br /&gt;
&lt;br /&gt;
Thats caused because of lag. One of the players in the game is having some lag issues. Ask him/her to free up its bandwidth for the game to use.&lt;br /&gt;
&lt;br /&gt;
Alternatively you can use the pause key and wait till the connection gets more stable.&lt;br /&gt;
&lt;br /&gt;
Lag is the seccond number showed when you use the .info command ingame, numbers biguer than 40 are not usual in a normal game and are a signal of lag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Creating Content for Spring==&lt;br /&gt;
===How do I create maps===&lt;br /&gt;
See this page: [[Create maps]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting==&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Doxygen_style_comments&amp;diff=6200</id>
		<title>Doxygen style comments</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Doxygen_style_comments&amp;diff=6200"/>
		<updated>2005-10-18T22:52:47Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: Added more links in&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TA Spring has automatically generated documentation for the source code which can be found [http://taspring.clan-sy.com/doxygen/ here]. The tool used for this is [http://www.doxygen.org doxygen]. Whilst doxygen does a good job of producing diagrams and extracting logical relationships from the code, the documentation can be somewhat hard to digest without any descriptive text to read!&lt;br /&gt;
&lt;br /&gt;
The good news is that doxygen can automatically extract your header comments from the code and use them as a description for the class/method/field they&#039;re associated with... as long as you stick to the doxygen comment style. Therefore, please put doxygen style comments into the code.&lt;br /&gt;
&lt;br /&gt;
Doxygen comments have the same syntax as Javadoc basically - if you&#039;re familiar with Javadoc, go ahead and write header comments as you normally would in Java. If you&#039;re not familiar with Javadoc, the main thing you need to know is to use:&lt;br /&gt;
&lt;br /&gt;
/**&lt;br /&gt;
&lt;br /&gt;
At the start of your comment blocks (doxygen also works with /*!). Or on the otherhand if you prefer using // style comments, use /// or //! as your comment marker.&lt;br /&gt;
&lt;br /&gt;
Within the comment blocks you can also use [http://www.stack.nl/~dimitri/doxygen/commands.html special commands] including the very useful @todo command. All @todo commands are noted by Doxygen and pulled out into a single &amp;quot;TODO&amp;quot; list page, which lists all the @todo items across the entire project in one place.&lt;br /&gt;
&lt;br /&gt;
The full [http://www.stack.nl/~dimitri/doxygen/manual.html doxygen manual] describes all the various commenting conventions you can use which doxygen will pick up. This includes nice things like being able to mark several items as having the same comment (part of [http://www.stack.nl/~dimitri/doxygen/grouping.html grouping]), producing [http://www.stack.nl/~dimitri/doxygen/lists.html lists], [http://www.stack.nl/~dimitri/doxygen/autolink.html links] into other classes/methods etc., how to use [http://www.stack.nl/~dimitri/doxygen/htmlcmds.html HTML] within the comments etc.&lt;br /&gt;
&lt;br /&gt;
The current codebase (0.65b2) contains non doxygen comments as we&#039;ve only just started using it. If you do see header/field comments which start with just /* or //, please do a search-and-replace on them so that we can have the benefit of them in the documentation. Thanks&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Doxygen_style_comments&amp;diff=6199</id>
		<title>Doxygen style comments</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Doxygen_style_comments&amp;diff=6199"/>
		<updated>2005-10-18T22:46:55Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TA Spring has automatically generated documentation for the source code which can be found [http://taspring.clan-sy.com/doxygen/ here]. The tool used for this is [http://www.doxygen.org doxygen]. Whilst doxygen does a good job of producing diagrams and extracting logical relationships from the code, the documentation can be somewhat hard to digest without any descriptive text to read!&lt;br /&gt;
&lt;br /&gt;
The good news is that doxygen can automatically extract your header comments from the code and use them as a description for the class/method/field they&#039;re associated with... as long as you stick to the doxygen comment style. Therefore, please put doxygen style comments into the code.&lt;br /&gt;
&lt;br /&gt;
Doxygen comments have the same syntax as Javadoc basically - if you&#039;re familiar with Javadoc, go ahead and write header comments as you normally would in Java. If you&#039;re not familiar with Javadoc, the main thing you need to know is to use:&lt;br /&gt;
&lt;br /&gt;
/**&lt;br /&gt;
&lt;br /&gt;
At the start of your comment blocks (doxygen also works with /*!). Or on the otherhand if you prefer using // style comments, use /// or //! as your comment marker.&lt;br /&gt;
&lt;br /&gt;
Within the comment blocks you can also use [http://www.stack.nl/~dimitri/doxygen/commands.html special commands] including the very useful @todo command. All @todo commands are noted by Doxygen and pulled out into a single &amp;quot;TODO&amp;quot; list page, which lists all the @todo items across the entire project in one place.&lt;br /&gt;
&lt;br /&gt;
The full [http://www.stack.nl/~dimitri/doxygen/manual.html doxygen manual] describes all the various commenting conventions you can use which doxygen will pick up. This includes nice things like being able to mark several items as having the same comment, producing lists, links into other classes/methods, how to use HTML within comments etc.&lt;br /&gt;
&lt;br /&gt;
The current codebase (0.65b2) contains non doxygen comments as we&#039;ve only just started using it. If you do see header/field comments which start with just /* or //, please do a search-and-replace on them so that we can have the benefit of them in the documentation. Thanks&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5529</id>
		<title>Development:Main</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5529"/>
		<updated>2005-10-18T22:42:14Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: Added link to doxygen style comments page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outlined below is information on assisting with the development of the Spring source itself.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;small&amp;gt;NOTE: For information about developing a mod (units, maps, etc.) see the [[Mod Development]] page.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Below you can find information on how to work with the Spring source in the current mainline (Windows platform) if you like to work on another platform (Linux &amp;amp; Mac) please look at the bottem of this page under &amp;quot;Multiplatform development&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Starting Development==&lt;br /&gt;
To start development, you&#039;ll need&lt;br /&gt;
#The latest version of the source &lt;br /&gt;
#A good code manipulation program&lt;br /&gt;
#Compiling your modified source&lt;br /&gt;
&lt;br /&gt;
===Source Code Documentation===&lt;br /&gt;
A good place to start is the source code documentation, which can be found here: [http://taspring.clan-sy.com/doxygen/ doxygen]&lt;br /&gt;
&lt;br /&gt;
===Obtaining the Source===&lt;br /&gt;
One option is to manually download it along with the latest released version of the game. However, for serious developers, a better way would be to download the source straight from the CVS. The CVS is updated nightly, and is considered &amp;quot;bleeding edge&amp;quot; because it may or may not work properly. However, the CVS will always have the most up-to-date version of the source code. Look at this [[CVS tutorial]] for instructions on how to get the source code from the CVS.&lt;br /&gt;
&lt;br /&gt;
===Learning C++===&lt;br /&gt;
You will need to know C++ to modify or understand Spring&#039;s source code. If you&#039;re interested in learning C++, check out these links:&lt;br /&gt;
*[http://www.planetpdf.com/developer/article.asp?ContentID=6634 Thinking in C++] A free online text.&lt;br /&gt;
*[http://www.lysator.liu.se/c/ten-commandments.html The Ten Commandments for C Programmers] A comical introduction to the principles of the language.&lt;br /&gt;
*[http://www.amazon.com/exec/obidos/tg/detail/-/0130384747/002-6409742-5712035?v=glance C++ How to Program] Although it&#039;s a commercial volume, it is an excellent introduction to the language.&lt;br /&gt;
&lt;br /&gt;
===Properly Modifying the Source===&lt;br /&gt;
Although it is theoretically possible to use Notepad or Crimson Editor to modify the source, it is pragmatically unsound. The Spring engine is highly complex, and any serious developer will want to use a proper IDE such as Microsoft&#039;s Visual Studio .NET 2003 or Dev C++. Although the ad-hoc standard is Visual Studio, it is extremely expensive. Dev C++ is a widely-used free and legal alternative to pirating Visual Studio .NET, and can be downloaded here: http://www.bloodshed.net/devcpp.html.&lt;br /&gt;
&lt;br /&gt;
Another good free C++ editor is Eclipse. Eclipse does not come with C++ support by default but has a downloadable plugin that provides C++ support. See http://www.eclipse.org/ and http://www.eclipse.org/cdt/.&lt;br /&gt;
&lt;br /&gt;
Both Eclipse and Dev C++ rely on the GNU compiler, which does NOT produce compatible binaries with the MS VS C++ compiler, so whilst you can edit in either of these development environments, note that you won&#039;t be able to use them to build anything to work with the real Spring engine (as of 18/10/2005 - this will hopefully change in the future).&lt;br /&gt;
&lt;br /&gt;
The bulk of the game engine is found inside the /rts/ folder. The AI and Lobby subsystems are located in respective folders. Take a peek and see where everything is.&lt;br /&gt;
You can take a look at http://taspring.clan-sy.com/doxygen/ for a good (graphical) and dynamic display of how the Spring engine code hangs together.&lt;br /&gt;
&lt;br /&gt;
===Compiling the Source===&lt;br /&gt;
Compiling the source will make it into a playable .exe. The very same IDEs previously mentioned can compile the source, so see the appropriate documentation for the program you are using to compile properly. Make sure that you are in Release mode and not Debug mode when you compile.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have access to this compiler, it should be possible to use the free version of Visual C++ instead. Look at the end of [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=921 this forum thread] for more information. Hopefully this will be turned into a Wiki guide by someone who has gotten this to work.&lt;br /&gt;
&lt;br /&gt;
==Development Suggestions==&lt;br /&gt;
&lt;br /&gt;
Before starting to make modifications to the source, take a look at the [[development guidelines]] which outlines some important things to think about. To find something interesting to work on, look at the list of [[example projects]]. You can also check the list of [[whois doing what]] to see what others are doing. If you do edit the code, please add [[Doxygen style comments]] to the code, which will then enhance the source code documentation.&lt;br /&gt;
&lt;br /&gt;
===How to get your code included===&lt;br /&gt;
If you create something that you think should be included in the official source tree, you can submit a patch (also known as a .diff file) to Spring&#039;s [http://sourceforge.net/tracker/?group_id=137982&amp;amp;atid=739725 SourceForge] page. It&#039;s also considered standard practice to post one&#039;s modifications in the [http://taspring.clan-sy.com/phpbb/viewforum.php?f=12 development forum] and get feedback.&lt;br /&gt;
&lt;br /&gt;
==Multiplatform development==&lt;br /&gt;
The Spring code is made portable in a separate branch at BerliOS.&amp;lt;br&amp;gt;&lt;br /&gt;
We intent to merge the (portable) code into mainline once it&#039;s stable.&amp;lt;br&amp;gt;&lt;br /&gt;
At this moment our goal is to make Spring run on Linux, if you would like to work on the Linux port please look at the [[Linux]] page.&amp;lt;br&amp;gt;&lt;br /&gt;
A [[Mac]] version is possible if enough developers like to port it.&amp;lt;br&amp;gt;&lt;br /&gt;
Although we advise to wait with full mac development until the Linux port is merged into mainline.&amp;lt;br&amp;gt;&lt;br /&gt;
Chris Han leads the [[Linux]] porting effort and this is done in cooperation with the lead &amp;quot;Windows&amp;quot; developers.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the two versions are merged the terms Windows and Linux developers will probebly disapear as all developers will be working on the same portible Spring codebase.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Glossary]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Doxygen_style_comments&amp;diff=6198</id>
		<title>Doxygen style comments</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Doxygen_style_comments&amp;diff=6198"/>
		<updated>2005-10-18T22:36:07Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: Initial doxygen comments page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TA Spring has automatically generated documentation for the source code which can be found [http://taspring.clan-sy.com/doxygen/ here]. The tool used for this is [http://www.doxygen.org doxygen]. Whilst doxygen does a good job of producing diagrams and extracting logical relationships from the code, the documentation can be somewhat hard to digest without any descriptive text to read!&lt;br /&gt;
&lt;br /&gt;
Therefore, please put doxygen style comments into the code, which makes it all the nicer both when reading the code and also when reading the documentation. It&#039;s the same syntax as Javadoc basically. If you&#039;re not familiar with that, the main thing you need to know is to use:&lt;br /&gt;
&lt;br /&gt;
/**&lt;br /&gt;
&lt;br /&gt;
At the start of your comment blocks (it also works with /*!). Or on the otherhand if you prefer using // style comments, use /// (or //! if you prefer).&lt;br /&gt;
&lt;br /&gt;
Within the comment blocks you can also use [http://www.stack.nl/~dimitri/doxygen/commands.html special commands] including the very useful @todo command. All @todo commands are noted by Doxygen and pulled out into a single &amp;quot;TODO&amp;quot; list page, which lists all the @todo items across the entire project in one place.&lt;br /&gt;
&lt;br /&gt;
The full [http://www.stack.nl/~dimitri/doxygen/manual.html doxygen manual] describes all the various commenting conventions you can use which doxygen will pick up. This includes nice things like being able to mark several items as having the same comment, producing lists, links into other classes/methods, how to use HTML within comments etc.&lt;br /&gt;
&lt;br /&gt;
The current codebase (0.65b2) does contain non doxygen comments as we&#039;ve only just started using it. If you do see header/field comments which start with just /* or //, please do a search-and-replace on them so that we can have the benefit of them in the documentation. Thanks&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development_guidelines&amp;diff=5792</id>
		<title>Development guidelines</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development_guidelines&amp;diff=5792"/>
		<updated>2005-10-18T22:21:52Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: Added request to use Doxygen style comments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page details some important things to take note of when doing Spring development.&lt;br /&gt;
&lt;br /&gt;
===Spring runs synchronized on all computers===&lt;br /&gt;
Spring&#039;s networking is built upon the assumption that all player&#039;s simulations are in sync and only send their (or their AI&#039;s) input over the network. This mean that you will have to be very careful to keep the simulation deterministic. Here is a few pointers to think about. &lt;br /&gt;
&lt;br /&gt;
* There are essentially two sorts of code in spring, synced and unsynced. Which code is what is not as clear as one could wish but essentially the synced code is anything that is reached through CGame::Simframe or handlers of some network msgs, unsynced is everything else (graphic, input, sound etc). Synced code can write anything but should only read synced data. Unsynced code can read anything but must not write synced data. The rest of the points here is essentially about synced code. &lt;br /&gt;
* Always make sure to initialize variables. Even if the value doesnt seem to matter it might unsync the simulation. &lt;br /&gt;
* Be paranoid about array boundaries, reading one byte beyond an array might not crash but it will probably cause sync problems at some point. &lt;br /&gt;
* For random numbers use the CGlobalStuff::RandFloat etc functions (but never use these from unsynced code) &lt;br /&gt;
* Never compare memory block locations other than for equality. This mean for example that you shouldn&#039;t create a std::set or std::map with a pointer as index if the order might matter. &lt;br /&gt;
&lt;br /&gt;
===Adding your own stuff===&lt;br /&gt;
We welcome anyone to make changes to Spring but in order to get them accepted into our distribution the following can be worth thinking about. &lt;br /&gt;
&lt;br /&gt;
* Spring is a game and different people might want different things from it. So if your changes change gameplay it might be a good idea to make it optional. &lt;br /&gt;
* Resources (esp. CPU time) is always in short supply for spring so make sure that you dont waste them needlessly and that your resource usage is in proportion to the impact of your changes. &lt;br /&gt;
* Ask around before starting on a change. Not only might you get tips about how to implement it in the best way but also if anyone else is working on something similar.&lt;br /&gt;
* Comment your code to make it more readable. In particular use [[Doxygen style comments]] so that header comments for classes/methods/functions/fields etc. automatically get pulled into the source code [http://taspring.clan-sy.com/doxygen/ documentation].&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Glossary&amp;diff=9503</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Glossary&amp;diff=9503"/>
		<updated>2005-10-18T22:17:11Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: /* Glossary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Intro===&lt;br /&gt;
&lt;br /&gt;
Can&#039;t find what you&#039;re looking for? Please edit this page and add an entry for the word/phrase you don&#039;t understand, with the text &amp;quot;what&#039;s this?&amp;quot; (click the &amp;quot;Edit Page&amp;quot; link at the bottom to begin). Secondly, have a look to see if there are any &amp;quot;what&#039;s this?&amp;quot; entries that you know the answer to, and fill them in.&lt;br /&gt;
&lt;br /&gt;
Please keep this page in alphabetical order, and remember it is just a glossary not an encyclopedia - brief descriptions only please! Thank you.&lt;br /&gt;
&lt;br /&gt;
For another list of TA acronyms click [http://www.tauniverse.com/forum/showthread.php?s=&amp;amp;postid=435301#post435301 this].&lt;br /&gt;
&lt;br /&gt;
===Glossary===&lt;br /&gt;
&lt;br /&gt;
AA - &amp;quot;Anti Air&amp;quot; - units which are good against aircraft. Also see Absolute Annihilation&lt;br /&gt;
&lt;br /&gt;
[[Absolute Annihilation]] - balancing mod with lots of extra units, based on UH&lt;br /&gt;
&lt;br /&gt;
assist-bulid - see &amp;quot;build assist&amp;quot;&lt;br /&gt;
&lt;br /&gt;
balancing mod - changes the stats, abilities, or build menus of existing units, may add extra units&lt;br /&gt;
&lt;br /&gt;
BB - Big Bertha, VLRPC. Powerfull and more accureate then core counterpart arm artillery cannon.&lt;br /&gt;
&lt;br /&gt;
BSR - Brave Sir Robin - producer of UH&lt;br /&gt;
&lt;br /&gt;
build-assist - speeding up unit/building construction with extra con units&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/C_plus_plus C++] - a computer language. Spring is written in this language.&lt;br /&gt;
&lt;br /&gt;
CVS - Concurrent Version System&lt;br /&gt;
&lt;br /&gt;
comm - &amp;quot;commander&amp;quot;, the unit you start the game with&lt;br /&gt;
&lt;br /&gt;
comm bomb - self-Ding your comm in an enemy base to destroy it&lt;br /&gt;
&lt;br /&gt;
con - &amp;quot;construction&amp;quot;, e.g. &amp;quot;con air&amp;quot;/&amp;quot;air con&amp;quot; is a construction aircraft.&lt;br /&gt;
&lt;br /&gt;
[http://www.doxygen.org doxygen] - source code documentation system used on spring. Generates [http://taspring.clan-sy.com/doxygen/ documentation] directly from code.&lt;br /&gt;
&lt;br /&gt;
[[FAQ]] - answers to Frequently Asked Questions&lt;br /&gt;
&lt;br /&gt;
LOS - Line Of Sight (of your units)&lt;br /&gt;
&lt;br /&gt;
LRPC - Long range plasma cannon. (VLRPC very-).&lt;br /&gt;
&lt;br /&gt;
mex (mexes)(mohomex) - Metal Extractor(s)&lt;br /&gt;
&lt;br /&gt;
[[MiniSpring]] - mod with all the unit sizes scaled down by a factor of 2&lt;br /&gt;
&lt;br /&gt;
mod - modification to the game which changes the units, see [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Microsoft_.NET .NET] - a software development platform used by Spring.&lt;br /&gt;
&lt;br /&gt;
OTA - Original Total Annilation, refering to the unmodified TA units.&lt;br /&gt;
&lt;br /&gt;
Phoenix Works - a game lobby and persistent campaign system supporting Spring XTA as well as several (mainly rebalancing) mods for original TA&lt;br /&gt;
&lt;br /&gt;
Porcing - Playing defensively and not expanding (Small and Good Defense, like a Porcupine); term from a old CaveDod Strategy Article.&lt;br /&gt;
&lt;br /&gt;
PW - see &amp;quot;Phoenix Works&amp;quot;&lt;br /&gt;
&lt;br /&gt;
rebalance - see &amp;quot;balancing mod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
rush - early attack, see [[Rushing]]&lt;br /&gt;
&lt;br /&gt;
self-D - &amp;quot;self destruct&amp;quot; - all units can do this (ctrl-D to activate/cancel)&lt;br /&gt;
&lt;br /&gt;
[http://sf.net SourceForge] - the open source website used for the development of the source code&lt;br /&gt;
&lt;br /&gt;
[[SWTA]] - Star Wars total conversion mod&lt;br /&gt;
&lt;br /&gt;
SYs - Swedish Yankspankers - the guys who started the whole Spring thing =)&lt;br /&gt;
&lt;br /&gt;
TA - Total Annihilation, the name of the game&lt;br /&gt;
&lt;br /&gt;
TAWD - Total Annihilation: World Domination, a quality World War 3 TC.&lt;br /&gt;
&lt;br /&gt;
TC - see &amp;quot;total conversion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[UberHack]] - perhaps the most widely acclaimed balancing mod - produced by BSR&lt;br /&gt;
&lt;br /&gt;
UH - see UberHack&lt;br /&gt;
&lt;br /&gt;
total conversion - a mod which replaces the entire unit set&lt;br /&gt;
&lt;br /&gt;
unit stats - the amount of armour, max speed etc. a unit has&lt;br /&gt;
&lt;br /&gt;
[[UTASP]] - A truly massive unofficial unit pack expansion for TA&lt;br /&gt;
&lt;br /&gt;
XTA - The SY&#039;s radical rebalance mod, the standard gametype for Spring.&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Glossary&amp;diff=9502</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Glossary&amp;diff=9502"/>
		<updated>2005-10-18T22:11:39Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: /* Glossary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Intro===&lt;br /&gt;
&lt;br /&gt;
Can&#039;t find what you&#039;re looking for? Please edit this page and add an entry for the word/phrase you don&#039;t understand, with the text &amp;quot;what&#039;s this?&amp;quot; (click the &amp;quot;Edit Page&amp;quot; link at the bottom to begin). Secondly, have a look to see if there are any &amp;quot;what&#039;s this?&amp;quot; entries that you know the answer to, and fill them in.&lt;br /&gt;
&lt;br /&gt;
Please keep this page in alphabetical order, and remember it is just a glossary not an encyclopedia - brief descriptions only please! Thank you.&lt;br /&gt;
&lt;br /&gt;
For another list of TA acronyms click [http://www.tauniverse.com/forum/showthread.php?s=&amp;amp;postid=435301#post435301 this].&lt;br /&gt;
&lt;br /&gt;
===Glossary===&lt;br /&gt;
&lt;br /&gt;
AA - &amp;quot;Anti Air&amp;quot; - units which are good against aircraft. Also see Absolute Annihilation&lt;br /&gt;
&lt;br /&gt;
[[Absolute Annihilation]] - balancing mod with lots of extra units, based on UH&lt;br /&gt;
&lt;br /&gt;
assist-bulid - see &amp;quot;build assist&amp;quot;&lt;br /&gt;
&lt;br /&gt;
balancing mod - changes the stats, abilities, or build menus of existing units, may add extra units&lt;br /&gt;
&lt;br /&gt;
BB - Big Bertha, VLRPC. Powerfull and more accureate then core counterpart arm artillery cannon.&lt;br /&gt;
&lt;br /&gt;
BSR - Brave Sir Robin - producer of UH&lt;br /&gt;
&lt;br /&gt;
build-assist - speeding up unit/building construction with extra con units&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/C_plus_plus C++] - a computer language. Spring is written in this language.&lt;br /&gt;
&lt;br /&gt;
CVS - Concurrent Version System&lt;br /&gt;
&lt;br /&gt;
comm - &amp;quot;commander&amp;quot;, the unit you start the game with&lt;br /&gt;
&lt;br /&gt;
comm bomb - self-Ding your comm in an enemy base to destroy it&lt;br /&gt;
&lt;br /&gt;
con - &amp;quot;construction&amp;quot;, e.g. &amp;quot;con air&amp;quot;/&amp;quot;air con&amp;quot; is a construction aircraft.&lt;br /&gt;
&lt;br /&gt;
[www.doxygen.org doxygen] source code documentation system used on spring - generates html documentation directly from code&lt;br /&gt;
&lt;br /&gt;
[[FAQ]] - answers to Frequently Asked Questions&lt;br /&gt;
&lt;br /&gt;
LOS - Line Of Sight (of your units)&lt;br /&gt;
&lt;br /&gt;
LRPC - Long range plasma cannon. (VLRPC very-).&lt;br /&gt;
&lt;br /&gt;
mex (mexes)(mohomex) - Metal Extractor(s)&lt;br /&gt;
&lt;br /&gt;
[[MiniSpring]] - mod with all the unit sizes scaled down by a factor of 2&lt;br /&gt;
&lt;br /&gt;
mod - modification to the game which changes the units, see [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Microsoft_.NET .NET] - a software development platform used by Spring.&lt;br /&gt;
&lt;br /&gt;
OTA - Original Total Annilation, refering to the unmodified TA units.&lt;br /&gt;
&lt;br /&gt;
Phoenix Works - a game lobby and persistent campaign system supporting Spring XTA as well as several (mainly rebalancing) mods for original TA&lt;br /&gt;
&lt;br /&gt;
Porcing - Playing defensively and not expanding (Small and Good Defense, like a Porcupine); term from a old CaveDod Strategy Article.&lt;br /&gt;
&lt;br /&gt;
PW - see &amp;quot;Phoenix Works&amp;quot;&lt;br /&gt;
&lt;br /&gt;
rebalance - see &amp;quot;balancing mod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
rush - early attack, see [[Rushing]]&lt;br /&gt;
&lt;br /&gt;
self-D - &amp;quot;self destruct&amp;quot; - all units can do this (ctrl-D to activate/cancel)&lt;br /&gt;
&lt;br /&gt;
[http://sf.net SourceForge] - the open source website used for the development of the source code&lt;br /&gt;
&lt;br /&gt;
[[SWTA]] - Star Wars total conversion mod&lt;br /&gt;
&lt;br /&gt;
SYs - Swedish Yankspankers - the guys who started the whole Spring thing =)&lt;br /&gt;
&lt;br /&gt;
TA - Total Annihilation, the name of the game&lt;br /&gt;
&lt;br /&gt;
TAWD - Total Annihilation: World Domination, a quality World War 3 TC.&lt;br /&gt;
&lt;br /&gt;
TC - see &amp;quot;total conversion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[UberHack]] - perhaps the most widely acclaimed balancing mod - produced by BSR&lt;br /&gt;
&lt;br /&gt;
UH - see UberHack&lt;br /&gt;
&lt;br /&gt;
total conversion - a mod which replaces the entire unit set&lt;br /&gt;
&lt;br /&gt;
unit stats - the amount of armour, max speed etc. a unit has&lt;br /&gt;
&lt;br /&gt;
[[UTASP]] - A truly massive unofficial unit pack expansion for TA&lt;br /&gt;
&lt;br /&gt;
XTA - The SY&#039;s radical rebalance mod, the standard gametype for Spring.&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5528</id>
		<title>Development:Main</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5528"/>
		<updated>2005-10-18T22:09:23Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: /* Compiling the Source */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outlined below is information on assisting with the development of the Spring source itself.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;small&amp;gt;NOTE: For information about developing a mod (units, maps, etc.) see the [[Mod Development]] page.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Below you can find information on how to work with the Spring source in the current mainline (Windows platform) if you like to work on another platform (Linux &amp;amp; Mac) please look at the bottem of this page under &amp;quot;Multiplatform development&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Starting Development==&lt;br /&gt;
To start development, you&#039;ll need&lt;br /&gt;
#The latest version of the source &lt;br /&gt;
#A good code manipulation program&lt;br /&gt;
#Compiling your modified source&lt;br /&gt;
&lt;br /&gt;
===Source Code Documentation===&lt;br /&gt;
A good place to start is the source code documentation, which can be found here: [http://taspring.clan-sy.com/doxygen/ doxygen]&lt;br /&gt;
&lt;br /&gt;
===Obtaining the Source===&lt;br /&gt;
One option is to manually download it along with the latest released version of the game. However, for serious developers, a better way would be to download the source straight from the CVS. The CVS is updated nightly, and is considered &amp;quot;bleeding edge&amp;quot; because it may or may not work properly. However, the CVS will always have the most up-to-date version of the source code. Look at this [[CVS tutorial]] for instructions on how to get the source code from the CVS.&lt;br /&gt;
&lt;br /&gt;
===Learning C++===&lt;br /&gt;
You will need to know C++ to modify or understand Spring&#039;s source code. If you&#039;re interested in learning C++, check out these links:&lt;br /&gt;
*[http://www.planetpdf.com/developer/article.asp?ContentID=6634 Thinking in C++] A free online text.&lt;br /&gt;
*[http://www.lysator.liu.se/c/ten-commandments.html The Ten Commandments for C Programmers] A comical introduction to the principles of the language.&lt;br /&gt;
*[http://www.amazon.com/exec/obidos/tg/detail/-/0130384747/002-6409742-5712035?v=glance C++ How to Program] Although it&#039;s a commercial volume, it is an excellent introduction to the language.&lt;br /&gt;
&lt;br /&gt;
===Properly Modifying the Source===&lt;br /&gt;
Although it is theoretically possible to use Notepad or Crimson Editor to modify the source, it is pragmatically unsound. The Spring engine is highly complex, and any serious developer will want to use a proper IDE such as Microsoft&#039;s Visual Studio .NET 2003 or Dev C++. Although the ad-hoc standard is Visual Studio, it is extremely expensive. Dev C++ is a widely-used free and legal alternative to pirating Visual Studio .NET, and can be downloaded here: http://www.bloodshed.net/devcpp.html.&lt;br /&gt;
&lt;br /&gt;
Another good free C++ editor is Eclipse. Eclipse does not come with C++ support by default but has a downloadable plugin that provides C++ support. See http://www.eclipse.org/ and http://www.eclipse.org/cdt/.&lt;br /&gt;
&lt;br /&gt;
Both Eclipse and Dev C++ rely on the GNU compiler, which does NOT produce compatible binaries with the MS VS C++ compiler, so whilst you can edit in either of these development environments, note that you won&#039;t be able to use them to build anything to work with the real Spring engine (as of 18/10/2005 - this will hopefully change in the future).&lt;br /&gt;
&lt;br /&gt;
The bulk of the game engine is found inside the /rts/ folder. The AI and Lobby subsystems are located in respective folders. Take a peek and see where everything is.&lt;br /&gt;
You can take a look at http://taspring.clan-sy.com/doxygen/ for a good (graphical) and dynamic display of how the Spring engine code hangs together.&lt;br /&gt;
&lt;br /&gt;
===Compiling the Source===&lt;br /&gt;
Compiling the source will make it into a playable .exe. The very same IDEs previously mentioned can compile the source, so see the appropriate documentation for the program you are using to compile properly. Make sure that you are in Release mode and not Debug mode when you compile.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have access to this compiler, it should be possible to use the free version of Visual C++ instead. Look at the end of [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=921 this forum thread] for more information. Hopefully this will be turned into a Wiki guide by someone who has gotten this to work.&lt;br /&gt;
&lt;br /&gt;
==Development Suggestions==&lt;br /&gt;
&lt;br /&gt;
Before starting to make modifications to the source, take a look at the [[development guidelines]] which outlines some important things to think about. To find something interesting to work on, look at the list of [[example projects]]. You can also check the list of [[whois doing what]] to see what others are doing.&lt;br /&gt;
&lt;br /&gt;
===How to get your code included===&lt;br /&gt;
If you create something that you think should be included in the official source tree, you can submit a patch (also known as a .diff file) to Spring&#039;s [http://sourceforge.net/tracker/?group_id=137982&amp;amp;atid=739725 SourceForge] page. It&#039;s also considered standard practice to post one&#039;s modifications in the [http://taspring.clan-sy.com/phpbb/viewforum.php?f=12 development forum] and get feedback.&lt;br /&gt;
&lt;br /&gt;
==Multiplatform development==&lt;br /&gt;
The Spring code is made portable in a separate branch at BerliOS.&amp;lt;br&amp;gt;&lt;br /&gt;
We intent to merge the (portable) code into mainline once it&#039;s stable.&amp;lt;br&amp;gt;&lt;br /&gt;
At this moment our goal is to make Spring run on Linux, if you would like to work on the Linux port please look at the [[Linux]] page.&amp;lt;br&amp;gt;&lt;br /&gt;
A [[Mac]] version is possible if enough developers like to port it.&amp;lt;br&amp;gt;&lt;br /&gt;
Although we advise to wait with full mac development until the Linux port is merged into mainline.&amp;lt;br&amp;gt;&lt;br /&gt;
Chris Han leads the [[Linux]] porting effort and this is done in cooperation with the lead &amp;quot;Windows&amp;quot; developers.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the two versions are merged the terms Windows and Linux developers will probebly disapear as all developers will be working on the same portible Spring codebase.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Glossary]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5527</id>
		<title>Development:Main</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5527"/>
		<updated>2005-10-18T22:08:34Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: /* Properly Modifying the Source */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outlined below is information on assisting with the development of the Spring source itself.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;small&amp;gt;NOTE: For information about developing a mod (units, maps, etc.) see the [[Mod Development]] page.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Below you can find information on how to work with the Spring source in the current mainline (Windows platform) if you like to work on another platform (Linux &amp;amp; Mac) please look at the bottem of this page under &amp;quot;Multiplatform development&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Starting Development==&lt;br /&gt;
To start development, you&#039;ll need&lt;br /&gt;
#The latest version of the source &lt;br /&gt;
#A good code manipulation program&lt;br /&gt;
#Compiling your modified source&lt;br /&gt;
&lt;br /&gt;
===Source Code Documentation===&lt;br /&gt;
A good place to start is the source code documentation, which can be found here: [http://taspring.clan-sy.com/doxygen/ doxygen]&lt;br /&gt;
&lt;br /&gt;
===Obtaining the Source===&lt;br /&gt;
One option is to manually download it along with the latest released version of the game. However, for serious developers, a better way would be to download the source straight from the CVS. The CVS is updated nightly, and is considered &amp;quot;bleeding edge&amp;quot; because it may or may not work properly. However, the CVS will always have the most up-to-date version of the source code. Look at this [[CVS tutorial]] for instructions on how to get the source code from the CVS.&lt;br /&gt;
&lt;br /&gt;
===Learning C++===&lt;br /&gt;
You will need to know C++ to modify or understand Spring&#039;s source code. If you&#039;re interested in learning C++, check out these links:&lt;br /&gt;
*[http://www.planetpdf.com/developer/article.asp?ContentID=6634 Thinking in C++] A free online text.&lt;br /&gt;
*[http://www.lysator.liu.se/c/ten-commandments.html The Ten Commandments for C Programmers] A comical introduction to the principles of the language.&lt;br /&gt;
*[http://www.amazon.com/exec/obidos/tg/detail/-/0130384747/002-6409742-5712035?v=glance C++ How to Program] Although it&#039;s a commercial volume, it is an excellent introduction to the language.&lt;br /&gt;
&lt;br /&gt;
===Properly Modifying the Source===&lt;br /&gt;
Although it is theoretically possible to use Notepad or Crimson Editor to modify the source, it is pragmatically unsound. The Spring engine is highly complex, and any serious developer will want to use a proper IDE such as Microsoft&#039;s Visual Studio .NET 2003 or Dev C++. Although the ad-hoc standard is Visual Studio, it is extremely expensive. Dev C++ is a widely-used free and legal alternative to pirating Visual Studio .NET, and can be downloaded here: http://www.bloodshed.net/devcpp.html.&lt;br /&gt;
&lt;br /&gt;
Another good free C++ editor is Eclipse. Eclipse does not come with C++ support by default but has a downloadable plugin that provides C++ support. See http://www.eclipse.org/ and http://www.eclipse.org/cdt/.&lt;br /&gt;
&lt;br /&gt;
Both Eclipse and Dev C++ rely on the GNU compiler, which does NOT produce compatible binaries with the MS VS C++ compiler, so whilst you can edit in either of these development environments, note that you won&#039;t be able to use them to build anything to work with the real Spring engine (as of 18/10/2005 - this will hopefully change in the future).&lt;br /&gt;
&lt;br /&gt;
The bulk of the game engine is found inside the /rts/ folder. The AI and Lobby subsystems are located in respective folders. Take a peek and see where everything is.&lt;br /&gt;
You can take a look at http://taspring.clan-sy.com/doxygen/ for a good (graphical) and dynamic display of how the Spring engine code hangs together.&lt;br /&gt;
&lt;br /&gt;
===Compiling the Source===&lt;br /&gt;
Compiling the source will make it into a playable .exe. The very same IDEs previously mentioned can compile the source, so see the appropriate documentation for the program you are using to compile properly. Make sure that you are in Release mode and not Debug mode when you compile.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have access to this compiler, it should be possible to use the free version of Visual C++ instead. Look at the end of [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=921 this forum thread] for more information. Hopefully this will be turned into a Wiki guide by someone who has gotten this to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development Suggestions==&lt;br /&gt;
&lt;br /&gt;
Before starting to make modifications to the source, take a look at the [[development guidelines]] which outlines some important things to think about. To find something interesting to work on, look at the list of [[example projects]]. You can also check the list of [[whois doing what]] to see what others are doing.&lt;br /&gt;
&lt;br /&gt;
===How to get your code included===&lt;br /&gt;
If you create something that you think should be included in the official source tree, you can submit a patch (also known as a .diff file) to Spring&#039;s [http://sourceforge.net/tracker/?group_id=137982&amp;amp;atid=739725 SourceForge] page. It&#039;s also considered standard practice to post one&#039;s modifications in the [http://taspring.clan-sy.com/phpbb/viewforum.php?f=12 development forum] and get feedback.&lt;br /&gt;
&lt;br /&gt;
==Multiplatform development==&lt;br /&gt;
The Spring code is made portable in a separate branch at BerliOS.&amp;lt;br&amp;gt;&lt;br /&gt;
We intent to merge the (portable) code into mainline once it&#039;s stable.&amp;lt;br&amp;gt;&lt;br /&gt;
At this moment our goal is to make Spring run on Linux, if you would like to work on the Linux port please look at the [[Linux]] page.&amp;lt;br&amp;gt;&lt;br /&gt;
A [[Mac]] version is possible if enough developers like to port it.&amp;lt;br&amp;gt;&lt;br /&gt;
Although we advise to wait with full mac development until the Linux port is merged into mainline.&amp;lt;br&amp;gt;&lt;br /&gt;
Chris Han leads the [[Linux]] porting effort and this is done in cooperation with the lead &amp;quot;Windows&amp;quot; developers.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the two versions are merged the terms Windows and Linux developers will probebly disapear as all developers will be working on the same portible Spring codebase.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Glossary]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5526</id>
		<title>Development:Main</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5526"/>
		<updated>2005-10-18T22:07:59Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: Added text about eclipse. Added link to Dev C++&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outlined below is information on assisting with the development of the Spring source itself.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;small&amp;gt;NOTE: For information about developing a mod (units, maps, etc.) see the [[Mod Development]] page.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Below you can find information on how to work with the Spring source in the current mainline (Windows platform) if you like to work on another platform (Linux &amp;amp; Mac) please look at the bottem of this page under &amp;quot;Multiplatform development&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Starting Development==&lt;br /&gt;
To start development, you&#039;ll need&lt;br /&gt;
#The latest version of the source &lt;br /&gt;
#A good code manipulation program&lt;br /&gt;
#Compiling your modified source&lt;br /&gt;
&lt;br /&gt;
===Source Code Documentation===&lt;br /&gt;
A good place to start is the source code documentation, which can be found here: [http://taspring.clan-sy.com/doxygen/ doxygen]&lt;br /&gt;
&lt;br /&gt;
===Obtaining the Source===&lt;br /&gt;
One option is to manually download it along with the latest released version of the game. However, for serious developers, a better way would be to download the source straight from the CVS. The CVS is updated nightly, and is considered &amp;quot;bleeding edge&amp;quot; because it may or may not work properly. However, the CVS will always have the most up-to-date version of the source code. Look at this [[CVS tutorial]] for instructions on how to get the source code from the CVS.&lt;br /&gt;
&lt;br /&gt;
===Learning C++===&lt;br /&gt;
You will need to know C++ to modify or understand Spring&#039;s source code. If you&#039;re interested in learning C++, check out these links:&lt;br /&gt;
*[http://www.planetpdf.com/developer/article.asp?ContentID=6634 Thinking in C++] A free online text.&lt;br /&gt;
*[http://www.lysator.liu.se/c/ten-commandments.html The Ten Commandments for C Programmers] A comical introduction to the principles of the language.&lt;br /&gt;
*[http://www.amazon.com/exec/obidos/tg/detail/-/0130384747/002-6409742-5712035?v=glance C++ How to Program] Although it&#039;s a commercial volume, it is an excellent introduction to the language.&lt;br /&gt;
&lt;br /&gt;
===Properly Modifying the Source===&lt;br /&gt;
Although it is theoretically possible to use Notepad or Crimson Editor to modify the source, it is pragmatically unsound. The Spring engine is highly complex, and any serious developer will want to use a proper IDE such as Microsoft&#039;s Visual Studio .NET 2003 or Dev C++. Although the ad-hoc standard is Visual Studio, it is extremely expensive. Dev C++ is a widely-used free and legal alternative to pirating Visual Studio .NET, and can be downloaded here: http://www.bloodshed.net/devcpp.html.&lt;br /&gt;
&lt;br /&gt;
Another good free C++ editor is Eclipse. Eclipse does not come with C++ support by default but has a downloadable plugin that provides C++ support. See http://www.eclipse.org/ and http://www.eclipse.org/cdt/. Both Eclipse and Dev C++ rely on the GNU compiler, which does NOT produce compatible binaries with the MS VS C++ compiler, so whilst you can edit in either of these development environments, note that you won&#039;t be able to use them to build anything to work with the real Spring engine (as of 18/10/2005 - this will hopefully change in the future).&lt;br /&gt;
&lt;br /&gt;
The bulk of the game engine is found inside the /rts/ folder. The AI and Lobby subsystems are located in respective folders. Take a peek and see where everything is.&lt;br /&gt;
You can take a look at http://taspring.clan-sy.com/doxygen/ for a good (graphical) and dynamic display of how the Spring engine code hangs together.&lt;br /&gt;
&lt;br /&gt;
===Compiling the Source===&lt;br /&gt;
Compiling the source will make it into a playable .exe. The very same IDEs previously mentioned can compile the source, so see the appropriate documentation for the program you are using to compile properly. Make sure that you are in Release mode and not Debug mode when you compile.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have access to this compiler, it should be possible to use the free version of Visual C++ instead. Look at the end of [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=921 this forum thread] for more information. Hopefully this will be turned into a Wiki guide by someone who has gotten this to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development Suggestions==&lt;br /&gt;
&lt;br /&gt;
Before starting to make modifications to the source, take a look at the [[development guidelines]] which outlines some important things to think about. To find something interesting to work on, look at the list of [[example projects]]. You can also check the list of [[whois doing what]] to see what others are doing.&lt;br /&gt;
&lt;br /&gt;
===How to get your code included===&lt;br /&gt;
If you create something that you think should be included in the official source tree, you can submit a patch (also known as a .diff file) to Spring&#039;s [http://sourceforge.net/tracker/?group_id=137982&amp;amp;atid=739725 SourceForge] page. It&#039;s also considered standard practice to post one&#039;s modifications in the [http://taspring.clan-sy.com/phpbb/viewforum.php?f=12 development forum] and get feedback.&lt;br /&gt;
&lt;br /&gt;
==Multiplatform development==&lt;br /&gt;
The Spring code is made portable in a separate branch at BerliOS.&amp;lt;br&amp;gt;&lt;br /&gt;
We intent to merge the (portable) code into mainline once it&#039;s stable.&amp;lt;br&amp;gt;&lt;br /&gt;
At this moment our goal is to make Spring run on Linux, if you would like to work on the Linux port please look at the [[Linux]] page.&amp;lt;br&amp;gt;&lt;br /&gt;
A [[Mac]] version is possible if enough developers like to port it.&amp;lt;br&amp;gt;&lt;br /&gt;
Although we advise to wait with full mac development until the Linux port is merged into mainline.&amp;lt;br&amp;gt;&lt;br /&gt;
Chris Han leads the [[Linux]] porting effort and this is done in cooperation with the lead &amp;quot;Windows&amp;quot; developers.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the two versions are merged the terms Windows and Linux developers will probebly disapear as all developers will be working on the same portible Spring codebase.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Glossary]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5525</id>
		<title>Development:Main</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5525"/>
		<updated>2005-10-18T21:58:22Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: /* How to get your code included */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outlined below is information on assisting with the development of the Spring source itself.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;small&amp;gt;NOTE: For information about developing a mod (units, maps, etc.) see the [[Mod Development]] page.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Below you can find information on how to work with the Spring source in the current mainline (Windows platform) if you like to work on another platform (Linux &amp;amp; Mac) please look at the bottem of this page under &amp;quot;Multiplatform development&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Starting Development==&lt;br /&gt;
To start development, you&#039;ll need&lt;br /&gt;
#The latest version of the source &lt;br /&gt;
#A good code manipulation program&lt;br /&gt;
#Compiling your modified source&lt;br /&gt;
&lt;br /&gt;
===Source Code Documentation===&lt;br /&gt;
A good place to start is the source code documentation, which can be found here: [http://taspring.clan-sy.com/doxygen/ doxygen]&lt;br /&gt;
&lt;br /&gt;
===Obtaining the Source===&lt;br /&gt;
One option is to manually download it along with the latest released version of the game. However, for serious developers, a better way would be to download the source straight from the CVS. The CVS is updated nightly, and is considered &amp;quot;bleeding edge&amp;quot; because it may or may not work properly. However, the CVS will always have the most up-to-date version of the source code. Look at this [[CVS tutorial]] for instructions on how to get the source code from the CVS.&lt;br /&gt;
&lt;br /&gt;
===Learning C++===&lt;br /&gt;
You will need to know C++ to modify or understand Spring&#039;s source code. If you&#039;re interested in learning C++, check out these links:&lt;br /&gt;
*[http://www.planetpdf.com/developer/article.asp?ContentID=6634 Thinking in C++] A free online text.&lt;br /&gt;
*[http://www.lysator.liu.se/c/ten-commandments.html The Ten Commandments for C Programmers] A comical introduction to the principles of the language.&lt;br /&gt;
*[http://www.amazon.com/exec/obidos/tg/detail/-/0130384747/002-6409742-5712035?v=glance C++ How to Program] Although it&#039;s a commercial volume, it is an excellent introduction to the language.&lt;br /&gt;
&lt;br /&gt;
===Properly Modifying the Source===&lt;br /&gt;
Although it is theoretically possible to use Notepad or Crimson Editor to modify the source, it is pragmatically unsound. The Spring engine is highly complex, and any serious developer will want to use a proper IDE such as Microsoft&#039;s Visual Studio .NET 2003 or Dev C++. Although the ad-hoc standard is Visual Studio, it is extremely expensive. Dev C++ is a widely-used free and legal alternative to pirating Visual Studio .NET.&lt;br /&gt;
&lt;br /&gt;
The bulk of the game engine is found inside the /rts/ folder. The AI and Lobby subsystems are located in respective folders. Take a peek and see where everything is.&lt;br /&gt;
You can take a look at http://taspring.clan-sy.com/doxygen/ for a good (graphical) and dynamic display of how the Spring engine works.&lt;br /&gt;
&lt;br /&gt;
===Compiling the Source===&lt;br /&gt;
Compiling the source will make it into a playable .exe. The very same IDEs previously mentioned can compile the source, so see the appropriate documentation for the program you are using to compile properly. Make sure that you are in Release mode and not Debug mode when you compile.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have access to this compiler, it should be possible to use the free version of Visual C++ instead. Look at the end of [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=921 this forum thread] for more information. Hopefully this will be turned into a Wiki guide by someone who has gotten this to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development Suggestions==&lt;br /&gt;
&lt;br /&gt;
Before starting to make modifications to the source, take a look at the [[development guidelines]] which outlines some important things to think about. To find something interesting to work on, look at the list of [[example projects]]. You can also check the list of [[whois doing what]] to see what others are doing.&lt;br /&gt;
&lt;br /&gt;
===How to get your code included===&lt;br /&gt;
If you create something that you think should be included in the official source tree, you can submit a patch (also known as a .diff file) to Spring&#039;s [http://sourceforge.net/tracker/?group_id=137982&amp;amp;atid=739725 SourceForge] page. It&#039;s also considered standard practice to post one&#039;s modifications in the [http://taspring.clan-sy.com/phpbb/viewforum.php?f=12 development forum] and get feedback.&lt;br /&gt;
&lt;br /&gt;
==Multiplatform development==&lt;br /&gt;
The Spring code is made portable in a separate branch at BerliOS.&amp;lt;br&amp;gt;&lt;br /&gt;
We intent to merge the (portable) code into mainline once it&#039;s stable.&amp;lt;br&amp;gt;&lt;br /&gt;
At this moment our goal is to make Spring run on Linux, if you would like to work on the Linux port please look at the [[Linux]] page.&amp;lt;br&amp;gt;&lt;br /&gt;
A [[Mac]] version is possible if enough developers like to port it.&amp;lt;br&amp;gt;&lt;br /&gt;
Although we advise to wait with full mac development until the Linux port is merged into mainline.&amp;lt;br&amp;gt;&lt;br /&gt;
Chris Han leads the [[Linux]] porting effort and this is done in cooperation with the lead &amp;quot;Windows&amp;quot; developers.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the two versions are merged the terms Windows and Linux developers will probebly disapear as all developers will be working on the same portible Spring codebase.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Glossary]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=12596</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=12596"/>
		<updated>2005-09-05T11:30:44Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: /* FEED THE WIKI!!! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Starting Points:&lt;br /&gt;
&lt;br /&gt;
===[[Getting Started]]===&lt;br /&gt;
===[[FAQ]]===&lt;br /&gt;
===[[Maps]]===&lt;br /&gt;
===[[Strategy and Tactics]]===&lt;br /&gt;
===[[Mods]]===&lt;br /&gt;
===[[Units]]===&lt;br /&gt;
===[[Linux]]===&lt;br /&gt;
===[[AI]]===&lt;br /&gt;
===[[Development]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Special:Allpages|Topic Index]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See also, &amp;quot;Browse&amp;quot; links below.&lt;br /&gt;
&lt;br /&gt;
If you find words or phrases which you don&#039;t understand, the [[Glossary]] may be of help.&lt;br /&gt;
&lt;br /&gt;
For tips on editing wiki pages, usage and configuration help, see [[Help:Editing]]&lt;br /&gt;
&lt;br /&gt;
Also of use: [http://meta.wikipedia.org/wiki/MediaWiki_i18n documentation on customizing the wiki interface]&lt;br /&gt;
&lt;br /&gt;
=FEED THE WIKI!!!=&lt;br /&gt;
&#039;&#039;&amp;quot;A wiki is a web application that allows users to add content, as on an Internet forum, but also allows anyone to edit the content.&amp;quot;&#039;&#039; Quoted From [http://en.wikipedia.org/wiki/Wiki Wikipedia.org]&lt;br /&gt;
&lt;br /&gt;
That means this site is put together by the community, which could (read as SHOULD) mean YOU!  If you see information missing, or find out new information you think would be helpful, put it in.  If you find a spelling mistake or phrase that could be clearer, fix it.  If you find yourself doing repeated searches or going back to the [[Special:Allpages|Topic Index]] repeatedly when trying to find out about a particular feature, consider combining articles or linking them to one another.&lt;br /&gt;
&lt;br /&gt;
 __NOTOC__&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=34</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=34"/>
		<updated>2005-09-05T11:30:44Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: /* FEED THE WIKI!!! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Starting Points:&lt;br /&gt;
&lt;br /&gt;
===[[Getting Started]]===&lt;br /&gt;
===[[FAQ]]===&lt;br /&gt;
===[[Maps]]===&lt;br /&gt;
===[[Strategy and Tactics]]===&lt;br /&gt;
===[[Mods]]===&lt;br /&gt;
===[[Units]]===&lt;br /&gt;
===[[Linux]]===&lt;br /&gt;
===[[AI]]===&lt;br /&gt;
===[[Development]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Special:Allpages|Topic Index]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See also, &amp;quot;Browse&amp;quot; links below.&lt;br /&gt;
&lt;br /&gt;
If you find words or phrases which you don&#039;t understand, the [[Glossary]] may be of help.&lt;br /&gt;
&lt;br /&gt;
For tips on editing wiki pages, usage and configuration help, see [[Help:Editing]]&lt;br /&gt;
&lt;br /&gt;
Also of use: [http://meta.wikipedia.org/wiki/MediaWiki_i18n documentation on customizing the wiki interface]&lt;br /&gt;
&lt;br /&gt;
=FEED THE WIKI!!!=&lt;br /&gt;
&#039;&#039;&amp;quot;A wiki is a web application that allows users to add content, as on an Internet forum, but also allows anyone to edit the content.&amp;quot;&#039;&#039; Quoted From [http://en.wikipedia.org/wiki/Wiki Wikipedia.org]&lt;br /&gt;
&lt;br /&gt;
That means this site is put together by the community, which could (read as SHOULD) mean YOU!  If you see information missing, or find out new information you think would be helpful, put it in.  If you find a spelling mistake or phrase that could be clearer, fix it.  If you find yourself doing repeated searches or going back to the [[Special:Allpages|Topic Index]] repeatedly when trying to find out about a particular feature, consider combining articles or linking them to one another.&lt;br /&gt;
&lt;br /&gt;
 __NOTOC__&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6761</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6761"/>
		<updated>2005-08-27T08:08:52Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: updated for 0.62&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General information==&lt;br /&gt;
&lt;br /&gt;
===What is TA Spring?===&lt;br /&gt;
TA Spring is a project to create the best RTS ever (no joke). There are three principle goals which we hope to achieve. &lt;br /&gt;
&lt;br /&gt;
. . . . . .A) Reach a stage where TA Spring can flawlessly execute most of Total Annihilation&#039;s original gameplay, with its original units in their original format.&lt;br /&gt;
&lt;br /&gt;
. . . . . .B) Add new features as we see fit, fix bugs, and release new versions when we feel it is appropriate to do so.&lt;br /&gt;
&lt;br /&gt;
. . . . . .C) Support the mod community as we see fit.&lt;br /&gt;
&lt;br /&gt;
===When will TA Spring be ready?===&lt;br /&gt;
Now! You can get the latest beta from the download page.&lt;br /&gt;
&lt;br /&gt;
===Will TA Spring be free?===&lt;br /&gt;
The core game is released under GPL License. However, some parts of the game are still under copyright by their owners. Therefore, today, you need to own the original TA game if you want to play. However the community is working hard in order to offer completely free alternatives.&lt;br /&gt;
&lt;br /&gt;
===Why can I edit this page?===&lt;br /&gt;
This page, and several others, are located in the TA Spring [http://en.wikipedia.org/wiki/Wiki Wiki]. The link gives a full explanation of what it is, but in short it is a way of letting anyone who wants to contribute to the page content. This can of course be abused, but even while it is easy for someone to vandalise the page, it is just as easy for someone to restore it, since the wiki saves all previous versions of a page.&lt;br /&gt;
&lt;br /&gt;
===I want to help, what can I do?===&lt;br /&gt;
Please look at the Messageboard. There are lots of things you can do according to your skills. Particularly important is to create viable and pleasing free alternatives to copyrighted material, mainly sounds and units.&lt;br /&gt;
&lt;br /&gt;
===I want to donate.===&lt;br /&gt;
People have made clear their desire to donate to the project, and so far, we have been fairly reluctant about accepting donations. Our main concern? While we certainly hope to have something on the level of a commercial release in the near future, there is no guarantee that it will ever happen. Unforseen events arise, and it would be most unfortunate if everyone who donated felt swindled because the project did not turn out as they had hoped.&lt;br /&gt;
&lt;br /&gt;
We do not plan to be more or less productive solely based upon the quantity and frequency of donations received. The TA Spring project is here only because we view this as an enjoyable hobby.&lt;br /&gt;
&lt;br /&gt;
===I read all that and I still want to donate.===&lt;br /&gt;
Very well then! You can find the required details [http://taspring.clan-sy.com/donate.php here]. It will be much appreciated. :)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Technical==&lt;br /&gt;
&lt;br /&gt;
===What port numbers does TA Spring use?===&lt;br /&gt;
The lobby room uses 4897 TCP to communicate with the server. Then when you create a battleroom you can choose what ports it should use. 8452 is the default. The battleroom itself will use TCP on this port while the game will use UDP on this port.&lt;br /&gt;
&lt;br /&gt;
===What APIs does TA Spring use?===&lt;br /&gt;
The Windows version of the program (which one might call the official version, or at this point, simply the working version :) ) uses: OpenGL for rendering, DirectSound for sound, and Winsock for networking. &lt;br /&gt;
&lt;br /&gt;
The Linux port (more info below) will use SDL/OpenGL for rendering, OpenAL for sound (which will connect to DirectSound on Windows and OSS or ALSA on Linux), BSD  sockets for networking.&lt;br /&gt;
&lt;br /&gt;
===What language is TA Spring written in?===&lt;br /&gt;
C and C++.&lt;br /&gt;
&lt;br /&gt;
===Is TA Spring open source?===&lt;br /&gt;
Yes, it is. Go to the downloads section of the site to download the source code.&lt;br /&gt;
&lt;br /&gt;
===Will there be a linux port?===&lt;br /&gt;
There is an effort being made by some in the community to create a port. For more information see the separate wiki [https://opensvn.csie.org/traccgi/taspring_linux/trac.cgi/ here] and see the Messageboard, where most discussion is focused in this [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=743&amp;amp;highlight= thread].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
===What platforms will TA Spring run on?===&lt;br /&gt;
At the moment, it only runs on Windows. &lt;br /&gt;
Members of the community are working on porting the game on Linux platform (please refer to the Messageboard).&lt;br /&gt;
If someone wants to port it to another platform, please contact us once we have an initial release ready. We will not, however, port it ourselves at any time (in the forseeable future). There is simply no compelling reason for us to do so. Additionally, we would like to focus on getting it working well on just one platform.&lt;br /&gt;
&lt;br /&gt;
===What sort of a system will I need to run TA Spring?===&lt;br /&gt;
You will most certainly need a 3D graphics card to run TA Spring, which will probably require at least a GeForce3 (note that a GeForce4 MX is not better than a GeForce3) and the latest driver supported. Minimum CPU requirements are a little more complex. A more powerful CPU will have the capability to support larger maps and a greater maximum unit limit. A 1ghz CPU should be able to support an estimated 500 units. The needed memory will also vary with unit count and mapsize, but 512mb should be enough.&lt;br /&gt;
&lt;br /&gt;
===Spring says I need the GL_ARB_texture_env_combine extension, what can I do?===&lt;br /&gt;
If you encounter the error &amp;quot;Needed extension GL_ARB_texture_env_combine not found&amp;quot;, this means that your video card driver does not support GL_ARB_texture_env_combine. You can try downloading a new video driver from the manufacturers website ([www.ati.com], [www.nvidia.com], ...) If this doesn&#039;t solve the problem then your video hardware is too old to support the extension. Buy a new video card.&lt;br /&gt;
&lt;br /&gt;
EDIT: I am also having this problem with the geoforce 6800 ultra and I have the latest drivers.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Content==&lt;br /&gt;
 &lt;br /&gt;
===Do TA Spring maps need a &amp;quot;ground&amp;quot;?===&lt;br /&gt;
TA Spring maps do require a ground. We have had many requests to have space maps, however, a &amp;quot;true&amp;quot; (ala Homeworld) space setting is not likely. It would have to wait until a much later stage. This does not mean that TA&#039;s style of &amp;quot;space&amp;quot; maps won&#039;t be possible, (see the Final Frontier TC for examples of this).&lt;br /&gt;
&lt;br /&gt;
===You stated that TA Spring uses the TA unit format.===&lt;br /&gt;
TA Spring does use the Total Annihilation unit format. However, we do plan to make TA Spring compatible with a custom unit format of our own design.&lt;br /&gt;
&lt;br /&gt;
===How powerful will TA Spring&#039;s custom format be?===&lt;br /&gt;
Total Annihilation&#039;s unit format was extremely limited. Most of these limitations will either be expanded or non-existent in TA Spring&#039;s custom unit format. One of the most exciting improvements is the introduction of an entirely new method of scripting, with nearly complete control over every aspect of a unit&#039;s actions and behaviors.&lt;br /&gt;
&lt;br /&gt;
===Does TA Spring have a limited number of weapons?===&lt;br /&gt;
No. Unlike Total Annihilation, TA Spring&#039;s weapon IDs will be unlimited.&lt;br /&gt;
&lt;br /&gt;
===Does TA Spring have a limited number of unique units?===&lt;br /&gt;
No. Unit IDs, like weapon IDs, will be unlimited.&lt;br /&gt;
&lt;br /&gt;
===Will units have a maximum of 3 unique weapons?===&lt;br /&gt;
Total Annihilation had a limitation that permitted a maximum of 3 unique weapons per unit. This limit will exist in TA Spring only if a unit is made in the original Total Annihilation format. To bypass this limit, a unit would have to be created entirely within the limits of our own format.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m curious as to the per-unit polygon limit.===&lt;br /&gt;
The engine itself does not have a polygon count limit. The limit is that of the processing power of today&#039;s computers. Since TA Spring requires a 3D card, the maximum polygon count per unit will be several times higher than Total Annihilation&#039;s. No real numbers yet though. We&#039;re gonna leave it up to the mod community to figure that one out.&lt;br /&gt;
&lt;br /&gt;
===Will units be able to perform basic terraforming?===&lt;br /&gt;
Total Annihilation units probably won&#039;t have any terrain editable functionality. Future units may be endowed with such functionality, but it&#039;s more of a gameplay issue and has not been decided upon yet. However construction units can restore ground.&lt;br /&gt;
&lt;br /&gt;
===Will tunnel building be possible?===&lt;br /&gt;
Subterranean areas of any sort is impossible. However, it is possible to heavily deform the ground with explosives.&lt;br /&gt;
&lt;br /&gt;
===Will the ground&#039;s water retention be editable?===&lt;br /&gt;
No. Water will always collect when a piece of land has a height below sea level.&lt;br /&gt;
&lt;br /&gt;
===Does TA Spring have a limit on the number of races?===&lt;br /&gt;
TA Spring has no limit on the total number of sides/races.&lt;br /&gt;
&lt;br /&gt;
===What are the sizes of the biggest and smallest units?===&lt;br /&gt;
Static units (buildings, defenses, etc.) have no size limitations in the engine. Technically, neither do mobile units, but units with a footprint larger than 4x4 &amp;quot;squares&amp;quot; (an arbitrary size standard created by Cavedog) might have problems pathfinding.&lt;br /&gt;
&lt;br /&gt;
===What is going to be the maximum possible sea depth?===&lt;br /&gt;
For all practical purposes, it will be unlimited. The depth values are stored as &amp;quot;float variables&amp;quot;, so it is doubtful that maps would ever be made which even come close to approaching the limit.&lt;br /&gt;
&lt;br /&gt;
===Will TA Spring support campaigns?===&lt;br /&gt;
No such support is planned at the moment but it is possible using the GroupAI interface.&lt;br /&gt;
&lt;br /&gt;
===How big will the TA Spring files be?===&lt;br /&gt;
TA Spring will be as small as however much content is included with it. The &amp;quot;essential&amp;quot; files (engine files mostly) will only be several megabytes large. Content (such as maps and units) will add considerable size to the TA Spring download. However, it is not known at this point just how much &amp;quot;content&amp;quot; will be included with the first release.&lt;br /&gt;
&lt;br /&gt;
===How will TA Spring render sound effects?===&lt;br /&gt;
Sound is rendered 3D, meaning that the volume and direction (assuming a multi-speaker setup) vary with the location of the camera from the sound &amp;quot;emitter&amp;quot;. What this translates into gameplay terms means that the closer you are to a unit making a sound or motion, the louder the sound will be. Additionally, the sound will be heard differently depending on which way the camera is facing relative to units making sound.&lt;br /&gt;
&lt;br /&gt;
===Will TA Spring have ambient sound?===&lt;br /&gt;
There is no ambient sound, and we haven&#039;t planned on adding it thus far.&lt;br /&gt;
&lt;br /&gt;
===Will there be an AI or a &amp;quot;skirmish&amp;quot; mode?===&lt;br /&gt;
We have created an interface for AI&#039;s, and two are currently under development. In the meantime, the spawn script included in the latest version exists as a text file in the TASpring folder, and can be modified by any text editor such as MS Notepad, for your particular play style, or mod.&lt;br /&gt;
&lt;br /&gt;
===Will a &amp;quot;possess&amp;quot; or a FPS option be present?===&lt;br /&gt;
Yes, it is possible to fully control a unit from the first person view. It is more of a gimmick, but it still allows for a nice diversion once in a while.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Getting into a game==&lt;br /&gt;
&lt;br /&gt;
===People talk about &#039;Single Player&#039;. How do I start a single player game?=== &lt;br /&gt;
Go into your TA Spring folder and find the &#039;Spring.exe&#039; file. Double click on it and say &#039;yes&#039; to host.&lt;br /&gt;
&lt;br /&gt;
===When I try to make a single player game, it gives me an error.=== &lt;br /&gt;
Your graphics card probably can&#039;t support Spring. If you read the requirements it did say GeForce 3 or better. Go to the settings file in your TA Spring directory and lower some of the options. Sometimes that works. &lt;br /&gt;
&lt;br /&gt;
===Does TA Spring support AI Players?=== &lt;br /&gt;
Not yet. Fortunately for you they are currently working on it :) In the mean time you can use the [[random_enemies]] script, which spawns units out of thin air and sends them to attack you.&lt;br /&gt;
&lt;br /&gt;
===When I try to connect to the lobby it gives me an error.=== &lt;br /&gt;
There could be 2 problems. Either you don&#039;t have an account, or the server is down. If you don&#039;t have an account, make one. If the server is down, you&#039;ll just have to wait (this doesn&#039;t happen often, though).&lt;br /&gt;
Have a look at this website&#039;s News page and/or the Messageboard, it is likely that you will get some information there in the eventuality that the server is down.&lt;br /&gt;
&lt;br /&gt;
===I have a router and I don&#039;t seem to be able to get a game===&lt;br /&gt;
&lt;br /&gt;
If you are using a router you may have other problems. Explanations of [http://www.portforward.com/routers.htm how to forward ports] has instructions for every router.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Where can I download more maps?===&lt;br /&gt;
As for most Spring downloads [http://www.fileuniverse.com/?page=listing&amp;amp;ID=90 FileUniverse] is the place to be! A collection of maps can be downloaded [http://www.fileuniverse.com/?page=listing&amp;amp;ID=91 here].&lt;br /&gt;
&lt;br /&gt;
===I used the small installer where can I get the missing maps?===&lt;br /&gt;
Unfortunately the maps included in the regular installer (0.51b1) aren&#039;t available on File Universe. However, since many of the scripts included in the game rely on map4, this can be downloaded [http://taspring.clan-sy.com/dl/map4.7z here].&lt;br /&gt;
&lt;br /&gt;
===How do I install downloaded maps?===&lt;br /&gt;
Most maps are released as .sdz or .sd7 files. These can be put directly into the &amp;quot;maps&amp;quot; folder inside the Spring folder. If they are compressed into another type of archive you will have to unpack them first. Just unzip them into your spring maps folder. Some map files use newer (smaller) file formats such as .rar or .7z, to unzip these newer formats, you&#039;ll need to download 7-Zip [http://www.7-zip.org/ http://www.7-zip.org/] or Zip-genius [http://downloads.zipgenius.it/ http://downloads.zipgenius.it/]. They both handle almost all formats and are totaly free.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I try to join games it gives me an error.=== &lt;br /&gt;
The host is behind a firewall that has not opened the correct ports for Spring.&lt;br /&gt;
&lt;br /&gt;
Dixit SJ: &amp;quot;The lobby room uses 4897 tcp to communicate with the server. Then when you create a battleroom you can choose what ports it should use. 8452 is the default. The battleroom itself will use tcp on this port while the game will use udp on this port.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===When I make games nobody joins.=== &lt;br /&gt;
You are probably behind a firewall. See question above.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts I never make it past the loading screen.=== &lt;br /&gt;
This indicates a problem with your video card. Once again the best way to deal with this situation is to make sure your video card has the latest driver updates and that all Spring video features are on the lowest settings.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts, I make it past the loading screen, but when I get into the game it says, &amp;quot;Waiting for Host&amp;quot;, and does a 10 second countdown. It always reaches zero and boots me out, what gives?=== &lt;br /&gt;
This is a firewall issue. There are three things you can do to fix this. First, make sure your windows firewall is either off, or is not blocking the TA: Spring application. Secondly, if you are behind a router, you can forward the ports that the host is using (especially if you are the host), and it usually fixes the problem. To do this you must go to your router configuration page. You can see what port &#039;you&#039; are using (as the host), by hosting a multiplayer game in the Spring Lobby. You must make this your trigger port, and make sure that it is open for both TCP and UDP. Thirdly, if none of the aforementioned worked. The easiest thing to do (assuming you are behind a router) is to set the DMZ (Demilitarized Zone). This means your computer will be completely exposed to the internet, which will make you vulnerable to any unknown or unpatched exploits in windows. All you have to do is find the personal IP if the computer you are using and add it to your router&#039;s DMZ list. Please only try this last option if you can&#039;t get the others to work.&lt;br /&gt;
Good Luck&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===I got into the game, but some people didn&#039;t.=== &lt;br /&gt;
The host may have reached the number of players it has set.&lt;br /&gt;
Or the players may be experiencing firewall or video card difficulty. That is not your fault. Please ask them too leave if they are still there when you get into the &#039;game lobby&#039;.&lt;br /&gt;
&lt;br /&gt;
===I got into a game but my name is red, nobody can hear me speak, and eventually I get disconnected===&lt;br /&gt;
This is to do with how long it takes the game to start up (the &amp;quot;load time&amp;quot;). If it takes too long you will see this problem. The load time can be reduced by changing the game graphics settings to lower quality. In particular try setting texture quality to lowest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Playing==&lt;br /&gt;
&lt;br /&gt;
===What is with this weird right-click mode? I&#039;m bout to break my keyboard.=== &lt;br /&gt;
Sorry, you&#039;ll just have to get used to it. As of now it can&#039;t be changed.&lt;br /&gt;
&lt;br /&gt;
===Why is somebody else also controlling my units?=== &lt;br /&gt;
In the &#039;game lobby&#039; there are two sets of teams. There are the &#039;Teams&#039; and the &#039;Ally Teams&#039;. If you are on the same &#039;Team&#039;, then you both get the same commander, and can control the same units. If you are on &#039;Ally Teams&#039;, then you both get different commanders and can&#039;t control each others units. &lt;br /&gt;
&lt;br /&gt;
===Then why would I want to be on the same &#039;Team&#039; as somebody?=== &lt;br /&gt;
Because it&#039;s fun to just drive around units and not have to worry about commanding. (Assuming that one of the people on the team is commanding.) &lt;br /&gt;
&lt;br /&gt;
===How do I talk to my allies only?=== &lt;br /&gt;
You must type &#039;a:&#039; before you speak. Here&#039;s an example: a: Now I am talking to my allies only. &lt;br /&gt;
&lt;br /&gt;
===Help! After I&#039;m finished driving a unit, the camera is all insane! This is nuts! How do I fix it?=== &lt;br /&gt;
Whoa now. Calm down. Just press ctrl + mouse button 3 to change camera modes. &lt;br /&gt;
&lt;br /&gt;
===After I&#039;m finished driving a unit, where what used to be my mouse pointer is now a crosshair. Why?=== &lt;br /&gt;
-This is a special &#039;view mode&#039; that allows you to move around the screen much faster. It&#039;s good for viewing the battle or getting screenshots. Simply press on your third mouse button to revert back to your mouse pointer.&lt;br /&gt;
&lt;br /&gt;
===But I don&#039;t have a third mouse button!=== &lt;br /&gt;
The key &#039;J&#039; works in the same way as the &#039;middle mouse button&#039; does. So where you would use ctrl + middle mouse button to change camera modes, ctrl + j does the same thing. Pressing J once will also switch you from &#039;crosshair mode&#039; to &#039;pointer mode&#039; and vice versa.&lt;br /&gt;
&lt;br /&gt;
===When I start a game, I am stuck in this weird camera mode and my perspective is all messed up. How do I switch to the overhead(ota style) camera?===&lt;br /&gt;
This happens when you start a single player game or when the host uses force start.  Shift+Backspace switches between the fps style, total war style and ota style cameras. Use it to get your camera back to normal in this situation.&lt;br /&gt;
&lt;br /&gt;
===Sometimes my units just get deleted. Why?=== &lt;br /&gt;
For some reason units get deleted when they go into the wrong places. Like out of the map edge.&lt;br /&gt;
&lt;br /&gt;
This is already fixed in recent versions.&lt;br /&gt;
&lt;br /&gt;
===People are cheating! How do I stop it?!=== &lt;br /&gt;
Well currently, you can&#039;t.&lt;br /&gt;
&lt;br /&gt;
Only the host can &amp;quot;activate&amp;quot; the cheat codes. After that, any player can do almost all cheats.&lt;br /&gt;
&lt;br /&gt;
The best thing to do is just not play with the cheaters anymore. But with new spring version cheats are disabled in multiplayer, so that paragraph is hopefully now irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Well how do you cheat?=== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Cheat Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;.cheat&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;enable cheats - Cheats don&#039;t work in multiplayer until the host types this&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.nocost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;instabuild (doesn&#039;t work on things already under construction, only on new ones)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setmaxspeed 50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the maximum speed multiplier (default is 3.0)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setminspeed 0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the minimum speed multiplier (default is 0.3)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.spectator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows you to see the entire map... but you lose control of your units&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.team 0, .team 1, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Change player&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===In Game Commands===&lt;br /&gt;
The following &#039;&#039;non-cheating&#039;&#039; commands are also available in game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.info&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you what colour each player is and their ping delay in the bottom left corner of the screen&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.clock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you the elapsed game time in minutes and seconds in the bottom left corner of the screen&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How do I ally or unally in game?=== &lt;br /&gt;
I&#039;m pretty sure you can&#039;t. Yet. &lt;br /&gt;
&lt;br /&gt;
===How do I give somebody units or metal or energy?=== &lt;br /&gt;
Press the &#039;H&#039; key.&lt;br /&gt;
Then select the amount of metal and/or energy to share.&lt;br /&gt;
&lt;br /&gt;
Then select the recieving player an press ok.&lt;br /&gt;
&lt;br /&gt;
When sharing units, you must first select the units to share, then press &#039;H&#039; key.&lt;br /&gt;
&lt;br /&gt;
Tick share units checkbox and choose recieving player.&lt;br /&gt;
&lt;br /&gt;
===How do I continually give somebody metal and/or energy after a certain point (i.e. Original TA commands +setshare..., +shareall)?=== &lt;br /&gt;
You&#039;ll notice that on your metal and energy bars (top of screen), there are two red bars. You have to put them wherever you want your metal and energy to be shared after.&lt;br /&gt;
&lt;br /&gt;
===Man I am soooo sick of XTA. How do I play AA or OTA instead?=== &lt;br /&gt;
Well. Somebody has made a patch to turn TA Spring into OTA: [http://www.fileuniverse.com/?page=showitem&amp;amp;ID=679 click here]. But really, why would you want to go back to OTA? There are also patches available for various mods other than XTA (which is installed as default): [http://www.fileuniverse.com/?page=listing&amp;amp;ID=92 click here]. A switcher is available which makes it easier to switch between the different mods: [http://www.fileuniverse.com/?page=showitem&amp;amp;ID=805 click here]&lt;br /&gt;
&lt;br /&gt;
===XTA? OTA? AA? OMFGLAMO? What those all the abbreviations mean?===&lt;br /&gt;
zwzsg maintains a handy dandy Faq about TA, and the abbreviations that relate to Spring too, of course.&lt;br /&gt;
[http://www.tauniverse.com/forum/showthread.php?t=27309 click here]. See also the Spring [[Glossary]], which contains brief explanations for all non-standard words and phrases.&lt;br /&gt;
&lt;br /&gt;
===Why am I destroyed so easily by long range assaults?=== &lt;br /&gt;
This is a realistic feature of TA Spring. Units will automatically attack &#039;radar blips&#039; (units that they can not actually see, but that are indicated on radar). However, the accuracy is very bad while shooting at radar blips until:&lt;br /&gt;
* Your unit kills a lot of units and gets experience&lt;br /&gt;
* You get a targetting facility.&lt;br /&gt;
&lt;br /&gt;
===Can I kick people from my &#039;game lobby&#039; or my game?=== &lt;br /&gt;
First of all, you have to be the host to kick. In theory, you would right click on someone&#039;s name in the &#039;game lobby&#039; and that would give you the option to kick them. This feature is not currently supported, however, but it will be fixed soon. &lt;br /&gt;
&lt;br /&gt;
===When I&#039;m &#039;driving&#039; my commander, why can&#039;t I use my laser?=== &lt;br /&gt;
The TA: Spring team will most likely add a way for you to use your commander&#039;s laser soon.&lt;br /&gt;
&lt;br /&gt;
===I hate driving around with the &#039;arrow keys&#039;. Is there any way I can use the &#039;W-A-S-D&#039; controls (the controls most First Person Shooters use) anymore?=== &lt;br /&gt;
Go into your Spring directory and edit the uikeys file. Keep in mind that &#039;S&#039; is originally a &#039;hot-key&#039; that will stop your units and that &#039;D&#039; is a &#039;hot-key&#039; for your commander&#039;s D-Gun. You might want to change those too.&lt;br /&gt;
&lt;br /&gt;
===I turned the shadows feature on; I still don&#039;t see shadows. What gives?=== &lt;br /&gt;
Your graphics card can&#039;t handle shadows, so Spring automatically turns them off.&lt;br /&gt;
&lt;br /&gt;
===I can&#039;t go backwards when I am &#039;driving&#039; a unit. Why not?=== &lt;br /&gt;
Because TA units were never intended to go backwards. Sorry.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m in the Unreal Tournament 2004 kind of mood. How do I strafe?=== &lt;br /&gt;
You can only strafe in &#039;brawler type&#039; ships, such as the brawler, rapier, and light gunships.&lt;br /&gt;
&lt;br /&gt;
===How can I record and watch demos/replays?===	&lt;br /&gt;
From version 0.62 onwards recordings of all the games you play are easily available for replay via the Replays button in the TASclient.&lt;br /&gt;
&lt;br /&gt;
You can use the Speed up/Slow down game keys while watching the replay, along with other in-game commands like .team&lt;br /&gt;
&lt;br /&gt;
From version 0.60b1 onwards, demos are automatically recorded in the &amp;quot;demos&amp;quot; folder, underneath your Spring folder (default is C:\Program Files\TASpring\demos), named for the date and map they were played on. If you play multiple games in the same day on the same map, the games will also be numbered to prevent them from overwriting each other. &lt;br /&gt;
&lt;br /&gt;
From version 0.62 onwards, to view a demo from the Windows file manager you can just double click the file name.  For versions 0,60 and 0.61, to view a demo start spring.exe as non server and enter the full demo name as server address (&amp;quot;050803-Ashpen-0.60b1.sdf&amp;quot; for example). Note that you don&#039;t need to enter the &amp;quot;demos&amp;quot; folder name. Due to the large font, you will find that the name is too big to fit on the screen. If you&#039;re confident typing blind from memory, that&#039;s OK. Otherwise go into windows explorer, select the demo file you want, press F2, Ctrl-C, and do Ctrl-V to paste it into the server address.&lt;br /&gt;
&lt;br /&gt;
For versions prior to 0.60b1, the game was always recorded to test.sdf which is overwritten by each new game, so the name had to be changed by hand if you wanted to save it. You had to use a name other than test.sdf to view a demo.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I play with certain people I get HUGE sync errors that continue throughout the game.=== &lt;br /&gt;
It used to be because they have a different mod installed than you. If, for example, you had not installed a mod, and somebody was in the game with you that had the OTA mod installed, it would cause the &#039;sync&#039; error.  However, now those errors should show up as disabled units in the battleroom.&lt;br /&gt;
&lt;br /&gt;
Check the list at the right hand in the game battleroom for disabled units.&lt;br /&gt;
&lt;br /&gt;
If there are tons of them (not just 1, as this is known bug [naval flakker bug]), some players has a different mod installed.&lt;br /&gt;
&lt;br /&gt;
===My aircraft repairing platforms don&#039;t work!===	 &lt;br /&gt;
This feature is not implemented yet. I&#039;m afraid you&#039;ll have to wait. Note however that in Spring all units (including aircraft) automatically start to repair themselves if they are kept out of combat for long enough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Creating Content for Spring==&lt;br /&gt;
===How do I create maps===&lt;br /&gt;
See this page: [[Create maps]]&lt;br /&gt;
===How do I create units===&lt;br /&gt;
Go here: [[Create units]]&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6757</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6757"/>
		<updated>2005-08-16T12:49:28Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: all units repair themselves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General information==&lt;br /&gt;
&lt;br /&gt;
===What is TA Spring?===&lt;br /&gt;
TA Spring is a project to create the best RTS ever (no joke). There are three principle goals which we hope to achieve. &lt;br /&gt;
&lt;br /&gt;
. . . . . .A) Reach a stage where TA Spring can flawlessly execute most of Total Annihilation&#039;s original gameplay, with its original units in their original format.&lt;br /&gt;
&lt;br /&gt;
. . . . . .B) Add new features as we see fit, fix bugs, and release new versions when we feel it is appropriate to do so.&lt;br /&gt;
&lt;br /&gt;
. . . . . .C) Support the mod community as we see fit.&lt;br /&gt;
&lt;br /&gt;
===When will TA Spring be ready?===&lt;br /&gt;
Now! You can get the latest beta from the download page.&lt;br /&gt;
&lt;br /&gt;
===Will TA Spring be free?===&lt;br /&gt;
The core game is released under GPL License. However, some parts of the game are still under copyright by their owners. Therefore, today, you need to own the original TA game if you want to play. However the community is working hard in order to offer completely free alternatives.&lt;br /&gt;
&lt;br /&gt;
===Why can I edit this page?===&lt;br /&gt;
This page, and several others, are located in the TA Spring [http://en.wikipedia.org/wiki/Wiki Wiki]. The link gives a full explanation of what it is, but in short it is a way of letting anyone who wants contribute to the page content. This can of course be abused, but even while it is easy for someone to vandalise the page, it is just as easy for someone to restore it, since the wiki saves all previous versions of a page.&lt;br /&gt;
&lt;br /&gt;
===I want to help, what can I do?===&lt;br /&gt;
Please look at the Messageboard. There are lots of things you can do according to your skills. Particularly important is to create viable and pleasing free alternatives to copyrighted material, mainly sounds and units.&lt;br /&gt;
&lt;br /&gt;
===I want to donate.===&lt;br /&gt;
People have made clear their desire to donate to the project, and so far, we have been fairly reluctant about accepting donations. Our main concern? While we certainly hope to have something on the level of a commercial release in the near future, there is no guarantee that it will ever happen. Unforseen events arise, and it would be most unfortunate if everyone who donated felt swindled because the project did not turn out as they had hoped.&lt;br /&gt;
&lt;br /&gt;
We do not plan to be more or less productive solely based upon the quantity and frequency of donations received. The TA Spring project is here only because we view this as an enjoyable hobby.&lt;br /&gt;
&lt;br /&gt;
===I read all that and I still want to donate.===&lt;br /&gt;
Very well then! You can find the required details [http://taspring.clan-sy.com/donate.php here]. It will be much appreciated. :)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Technical==&lt;br /&gt;
&lt;br /&gt;
===What port numbers does TA Spring use?===&lt;br /&gt;
The lobby room uses 4897 TCP to communicate with the server. Then when you create a battleroom you can choose what ports it should use. 8452 is the default. The battleroom itself will use TCP on this port while the game will use UDP on this port.&lt;br /&gt;
&lt;br /&gt;
===What APIs does TA Spring use?===&lt;br /&gt;
The Windows version of the program (which one might call the official version, or at this point, simply the working version :) ) uses: OpenGL for rendering, DirectSound for sound, and Winsock for networking. &lt;br /&gt;
&lt;br /&gt;
The Linux port (more info below) will use SDL/OpenGL for rendering, OpenAL for sound (which will connect to DirectSound on Windows and OSS or ALSA on Linux), BSD  sockets for networking.&lt;br /&gt;
&lt;br /&gt;
===What language is TA Spring written in?===&lt;br /&gt;
C and C++.&lt;br /&gt;
&lt;br /&gt;
===Is TA Spring open source?===&lt;br /&gt;
Yes, it is. Go to the downloads section of the site to download the source code.&lt;br /&gt;
&lt;br /&gt;
===Will there be a linux port?===&lt;br /&gt;
There is an effort being made by some in the community to create a port. For more information see the separate wiki [https://opensvn.csie.org/traccgi/taspring_linux/trac.cgi/ here] and see the Messageboard, where most discussion is focused in this [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=743&amp;amp;highlight= thread].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
===What platforms will TA Spring run on?===&lt;br /&gt;
At the moment, it only runs on Windows. &lt;br /&gt;
Members of the community are working on porting the game on Linux platform (please refer to the Messageboard).&lt;br /&gt;
If someone wants to port it to another platform, please contact us once we have an initial release ready. We will not, however, port it ourselves at any time (in the forseeable future). There is simply no compelling reason for us to do so. Additionally, we would like to focus on getting it working well on just one platform.&lt;br /&gt;
&lt;br /&gt;
===What sort of a system will I need to run TA Spring?===&lt;br /&gt;
You will most certainly need a 3D graphics card to run TA Spring, which will probably require at least a GeForce3 (note that a GeForce4 MX is not better than a GeForce3) and the latest driver supported. Minimum CPU requirements are a little more complex. A more powerful CPU will have the capability to support larger maps and a greater maximum unit limit. A 1ghz CPU should be able to support an estimated 500 units. The needed memory will also vary with unit count and mapsize, but 512mb should be enough.&lt;br /&gt;
&lt;br /&gt;
===Spring says I need the GL_ARB_texture_env_combine extension, what can I do?===&lt;br /&gt;
If you encounter the error &amp;quot;Needed extension GL_ARB_texture_env_combine not found&amp;quot;, this means that your video card driver does not support GL_ARB_texture_env_combine. You can try downloading a new video driver from the manufacturers website ([www.ati.com], [www.nvidia.com], ...) If this doesn&#039;t solve the problem then your video hardware is too old to support the extension. Buy a new video card.&lt;br /&gt;
&lt;br /&gt;
EDIT: I am also having this problem with the geoforce 6800 ultra and I have the latest drivers.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Content==&lt;br /&gt;
 &lt;br /&gt;
===Do TA Spring maps need a &amp;quot;ground&amp;quot;?===&lt;br /&gt;
TA Spring maps do require a ground. We have had many requests to have space maps, however, a &amp;quot;true&amp;quot; (ala Homeworld) space setting is not likely. It would have to wait until a much later stage. This does not mean that TA&#039;s style of &amp;quot;space&amp;quot; maps won&#039;t be possible, (see the Final Frontier TC for examples of this).&lt;br /&gt;
&lt;br /&gt;
===You stated that TA Spring uses the TA unit format.===&lt;br /&gt;
TA Spring does use the Total Annihilation unit format. However, we do plan to make TA Spring compatible with a custom unit format of our own design.&lt;br /&gt;
&lt;br /&gt;
===How powerful will TA Spring&#039;s custom format be?===&lt;br /&gt;
Total Annihilation&#039;s unit format was extremely limited. Most of these limitations will either be expanded or non-existent in TA Spring&#039;s custom unit format. One of the most exciting improvements is the introduction of an entirely new method of scripting, with nearly complete control over every aspect of a unit&#039;s actions and behaviors.&lt;br /&gt;
&lt;br /&gt;
===Does TA Spring have a limited number of weapons?===&lt;br /&gt;
No. Unlike Total Annihilation, TA Spring&#039;s weapon IDs will be unlimited.&lt;br /&gt;
&lt;br /&gt;
===Does TA Spring have a limited number of unique units?===&lt;br /&gt;
No. Unit IDs, like weapon IDs, will be unlimited.&lt;br /&gt;
&lt;br /&gt;
===Will units have a maximum of 3 unique weapons?===&lt;br /&gt;
Total Annihilation had a limitation that permitted a maximum of 3 unique weapons per unit. This limit will exist in TA Spring only if a unit is made in the original Total Annihilation format. To bypass this limit, a unit would have to be created entirely within the limits of our own format.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m curious as to the per-unit polygon limit.===&lt;br /&gt;
The engine itself does not have a polygon count limit. The limit is that of the processing power of today&#039;s computers. Since TA Spring requires a 3D card, the maximum polygon count per unit will be several times higher than Total Annihilation&#039;s. No real numbers yet though. We&#039;re gonna leave it up to the mod community to figure that one out.&lt;br /&gt;
&lt;br /&gt;
===Will units be able to perform basic terraforming?===&lt;br /&gt;
Total Annihilation units probably won&#039;t have any terrain editable functionality. Future units may be endowed with such functionality, but it&#039;s more of a gameplay issue and has not been decided upon yet. However construction units can restore ground.&lt;br /&gt;
&lt;br /&gt;
===Will tunnel building be possible?===&lt;br /&gt;
Subterranean areas of any sort is impossible. However, it is possible to heavily deform the ground with explosives.&lt;br /&gt;
&lt;br /&gt;
===Will the ground&#039;s water retention be editable?===&lt;br /&gt;
No. Water will always collect when a piece of land has a height below sea level.&lt;br /&gt;
&lt;br /&gt;
===Does TA Spring have a limit on the number of races?===&lt;br /&gt;
TA Spring has no limit on the total number of sides/races.&lt;br /&gt;
&lt;br /&gt;
===What are the sizes of the biggest and smallest units?===&lt;br /&gt;
Static units (buildings, defenses, etc.) have no size limitations in the engine. Technically, neither do mobile units, but units with a footprint larger than 4x4 &amp;quot;squares&amp;quot; (an arbitrary size standard created by Cavedog) might have problems pathfinding.&lt;br /&gt;
&lt;br /&gt;
===What is going to be the maximum possible sea depth?===&lt;br /&gt;
For all practical purposes, it will be unlimited. The depth values are stored as &amp;quot;float variables&amp;quot;, so it is doubtful that maps would ever be made which even come close to approaching the limit.&lt;br /&gt;
&lt;br /&gt;
===Will TA Spring support campaigns?===&lt;br /&gt;
No such support is planned at the moment but it is possible using the GroupAI interface.&lt;br /&gt;
&lt;br /&gt;
===How big will the TA Spring files be?===&lt;br /&gt;
TA Spring will be as big as however much content is included with it. The &amp;quot;essential&amp;quot; files (engine files mostly) will only be several megabytes large. Content (such as maps and units) will add considerable size to the TA Spring download. However, it is not known at this point just how much &amp;quot;content&amp;quot; will be included with the first release.&lt;br /&gt;
&lt;br /&gt;
===How will TA Spring render sound effects?===&lt;br /&gt;
Sound is rendered 3D, meaning that the volume and direction (assuming a multi-speaker setup) vary with the location of the camera from the sound &amp;quot;emitter&amp;quot;. What this translates into gameplay terms means that the closer you are to a unit making a sound or motion, the louder the sound will be. Additionally, the sound will be heard differently depending on which way the camera is facing relative to units making sound.&lt;br /&gt;
&lt;br /&gt;
===Will TA Spring have ambient sound?===&lt;br /&gt;
There is no ambient sound, and we haven&#039;t planned on adding it thus far.&lt;br /&gt;
&lt;br /&gt;
===Will there be an AI or a &amp;quot;skirmish&amp;quot; mode?===&lt;br /&gt;
We have created an interface for AI&#039;s, and two are currently approaching development. In the meantime, the spawn script included in the latest version exists as a text file in the TASpring folder, and can be modified by any text editor such as MS Notepad, for your particular play style, or mod.&lt;br /&gt;
&lt;br /&gt;
===Will a &amp;quot;possess&amp;quot; or a FPS option be present?===&lt;br /&gt;
Yes, it is possible to fully control a unit from the first person view. It is more of a gimmick, but it still allows for a nice diversion once in a while.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Getting into a game==&lt;br /&gt;
&lt;br /&gt;
===People talk about &#039;Single Player&#039;. How do I start a single player game?=== &lt;br /&gt;
Go into your TA Spring folder and find the &#039;Spring.exe&#039; file. Double click on it and say &#039;yes&#039; to host.&lt;br /&gt;
&lt;br /&gt;
===When I try to make a single player game, it gives me an error.=== &lt;br /&gt;
Your graphics card probably can&#039;t support Spring. If you read the requirements it did say GeForce 3 or better. Go to the settings file in your TA Spring directory and lower some of the options. Sometimes that works. &lt;br /&gt;
&lt;br /&gt;
===Does TA Spring support AI Players?=== &lt;br /&gt;
Not yet. Fortunately for you they are currently working on it :) In the mean time you can use the [[random_enemies]] script, which spawns units out of thin air and sends them to attack you.&lt;br /&gt;
&lt;br /&gt;
===When I try to connect to the lobby it gives me an error.=== &lt;br /&gt;
There could be 2 problems. Either you don&#039;t have an account, or the server is down. If you don&#039;t have an account, make one. If the server is down, you&#039;ll just have to wait (this doesn&#039;t happen often, though).&lt;br /&gt;
Have a look at this website&#039;s News page and/or the Messageboard, it is likely that you will get some information there in the eventuality that the server is down.&lt;br /&gt;
&lt;br /&gt;
===I have a router and I don&#039;t seem to be able to get a game===&lt;br /&gt;
&lt;br /&gt;
If you are using a router you may have other problems. Explanations of [http://www.portforward.com/routers.htm how to forward ports] has instructions for every router.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Where can I download more maps?===&lt;br /&gt;
As for most Spring downloads [http://www.fileuniverse.com/?page=listing&amp;amp;ID=90 FileUniverse] is the place to be! A collection of maps can be downloaded [http://www.fileuniverse.com/?page=listing&amp;amp;ID=91 here].&lt;br /&gt;
&lt;br /&gt;
===I used the small installer where can I get the missing maps?===&lt;br /&gt;
Unfortunately the maps included in the regular installer (0.51b1) aren&#039;t available on File Universe. However, since many of the scripts included in the game rely on map4, this can be downloaded [http://taspring.clan-sy.com/dl/map4.7z here].&lt;br /&gt;
&lt;br /&gt;
===How do I install downloaded maps?===&lt;br /&gt;
Most maps are released as .sdz or .sd7 files. These can be put directly into the &amp;quot;maps&amp;quot; folder inside the Spring folder. If they are compressed into another type of archive you will have to unpack them first. Just unzip them into your spring maps folder. Some map files use newer (smaller) file formats such as .rar or .7z, to unzip these newer formats, you&#039;ll need to download 7-Zip [http://www.7-zip.org/ http://www.7-zip.org/] or Zip-genius [http://downloads.zipgenius.it/ http://downloads.zipgenius.it/]. They both handle almost all formats and are totaly free.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I try to join games it gives me an error.=== &lt;br /&gt;
The host is behind a firewall that has not opened the correct ports for Spring.&lt;br /&gt;
&lt;br /&gt;
Dixit SJ: &amp;quot;The lobby room uses 4897 tcp to communicate with the server. Then when you create a battleroom you can choose what ports it should use. 8452 is the default. The battleroom itself will use tcp on this port while the game will use udp on this port.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===When I make games nobody joins.=== &lt;br /&gt;
You are probably behind a firewall. See question above.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts I never make it past the loading screen.=== &lt;br /&gt;
This indicates a problem with your video card. Once again the best way to deal with this situation is to make sure your video card has the latest driver updates and that all Spring video features are on the lowest settings.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts, I make it past the loading screen, but when I get into the game it says, &amp;quot;Waiting for Host&amp;quot;, and does a 10 second countdown. It always reaches zero and boots me out, what gives?=== &lt;br /&gt;
This is a firewall issue. There are three things you can do to fix this. First, make sure your windows firewall is either off, or is not blocking the TA: Spring application. Secondly, if you are behind a router, you can forward the ports that the host is using (especially if you are the host), and it usually fixes the problem. To do this you must go to your router configuration page. You can see what port &#039;you&#039; are using (as the host), by hosting a multiplayer game in the Spring Lobby. You must make this your trigger port, and make sure that it is open for both TCP and UDP. Thirdly, if none of the aforementioned worked. The easiest thing to do (assuming you are behind a router) is to set the DMZ (Demilitarized Zone). This means your computer will be completely exposed to the internet, which will make you vulnerable to any unknown or unpatched exploits in windows. All you have to do is find the personal IP if the computer you are using and add it to your router&#039;s DMZ list. Please only try this last option if you can&#039;t get the others to work.&lt;br /&gt;
Good Luck&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===I got into the game, but some people didn&#039;t.=== &lt;br /&gt;
The host may have reached the number of players it has set.&lt;br /&gt;
Or the players may be experiencing firewall or video card difficulty. That is not your fault. Please ask them too leave if they are still there when you get into the &#039;game lobby&#039;.&lt;br /&gt;
&lt;br /&gt;
===I got into a game but my name is red, nobody can hear me speak, and eventually I get disconnected===&lt;br /&gt;
This is to do with how long it takes the game to start up (the &amp;quot;load time&amp;quot;). If it takes too long you will see this problem. The load time can be reduced by changing the game graphics settings to lower quality. In particular try setting texture quality to lowest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Playing==&lt;br /&gt;
&lt;br /&gt;
===What is with this weird right-click mode? I&#039;m bout to break my keyboard.=== &lt;br /&gt;
Sorry, you&#039;ll just have to get used to it. As of now it can&#039;t be changed.&lt;br /&gt;
&lt;br /&gt;
===Why is somebody else also controlling my units?=== &lt;br /&gt;
In the &#039;game lobby&#039; there are two sets of teams. There are the &#039;Teams&#039; and the &#039;Ally Teams&#039;. If you are on the same &#039;Team&#039;, then you both get the same commander, and can control the same units. If you are on &#039;Ally Teams&#039;, then you both get different commanders and can&#039;t control each others units. &lt;br /&gt;
&lt;br /&gt;
===Then why would I want to be on the same &#039;Team&#039; as somebody?=== &lt;br /&gt;
Because it&#039;s fun to just drive around units and not have to worry about commanding. (Assuming that one of the people on the team is commanding.) &lt;br /&gt;
&lt;br /&gt;
===How do I talk to my allies only?=== &lt;br /&gt;
You must type &#039;a:&#039; before you speak. Here&#039;s an example: a: Now I am talking to my allies only. &lt;br /&gt;
&lt;br /&gt;
===Help! After I&#039;m finished driving a unit, the camera is all insane! This is nuts! How do I fix it?=== &lt;br /&gt;
Whoa now. Calm down. Just press ctrl + mouse button 3 to change camera modes. &lt;br /&gt;
&lt;br /&gt;
===After I&#039;m finished driving a unit, where what used to be my mouse pointer is now a crosshair. Why?=== &lt;br /&gt;
-This is a special &#039;view mode&#039; that allows you to move around the screen much faster. It&#039;s good for viewing the battle or getting screenshots. Simply press on your third mouse button to revert back to your mouse pointer.&lt;br /&gt;
&lt;br /&gt;
===But I don&#039;t have a third mouse button!=== &lt;br /&gt;
The key &#039;J&#039; works in the same way as the &#039;middle mouse button&#039; does. So where you would use ctrl + middle mouse button to change camera modes, ctrl + j does the same thing. Pressing J once will also switch you from &#039;crosshair mode&#039; to &#039;pointer mode&#039; and vice versa.&lt;br /&gt;
&lt;br /&gt;
===When I start a game, I am stuck in this weird camera mode and my perspective is all messed up. How do I switch to the overhead(ota style) camera?===&lt;br /&gt;
This happens when you start a single player game or when the host uses force start.  Shift+Backspace switches between the fps style, total war style and ota style cameras. Use it to get your camera back to normal in this situation.&lt;br /&gt;
&lt;br /&gt;
===Sometimes my units just get deleted. Why?=== &lt;br /&gt;
For some reason units get deleted when they go into the wrong places. Like out of the map edge.&lt;br /&gt;
&lt;br /&gt;
This is already fixed in recent versions.&lt;br /&gt;
&lt;br /&gt;
===People are cheating! How do I stop it?!=== &lt;br /&gt;
Well currently, you can&#039;t.&lt;br /&gt;
&lt;br /&gt;
Only the host can &amp;quot;activate&amp;quot; the cheat codes. After that, any player can do almost all cheats.&lt;br /&gt;
&lt;br /&gt;
The best thing to do is just not play with the cheaters anymore. But with new spring version cheats are disabled in multiplayer, so that paragraph is hopefully now irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Well how do you cheat?=== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Cheat Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;.cheat&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;enable cheats - Cheats don&#039;t work in multiplayer until the host types this&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.nocost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;instabuild (doesn&#039;t work on things already under construction, only on new ones)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setmaxspeed 50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the maximum speed multiplier (default is 3.0)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setminspeed 0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the minimum speed multiplier (default is 0.3)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.spectator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows you to see the entire map... but you lose control of your units&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.team 0, .team 1, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Change player&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===In Game Commands===&lt;br /&gt;
The following &#039;&#039;non-cheating&#039;&#039; commands are also available in game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.info&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you what colour each player is and their ping delay in the bottom left corner of the screen&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.clock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you the elapsed game time in minutes and seconds in the bottom left corner of the screen&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How do I ally or unally in game?=== &lt;br /&gt;
I&#039;m pretty sure you can&#039;t. Yet. &lt;br /&gt;
&lt;br /&gt;
===How do I give somebody units or metal or energy?=== &lt;br /&gt;
Press the &#039;H&#039; key.&lt;br /&gt;
Then select the amount of metal and/or energy to share.&lt;br /&gt;
&lt;br /&gt;
Then select the recieving player an press ok.&lt;br /&gt;
&lt;br /&gt;
When sharing units, you must first select the units to share, then press &#039;H&#039; key.&lt;br /&gt;
&lt;br /&gt;
Tick share units checkbox and choose recieving player.&lt;br /&gt;
&lt;br /&gt;
===How do I continually give somebody metal and/or energy after a certain point (i.e. Original TA commands +setshare..., +shareall)?=== &lt;br /&gt;
You&#039;ll notice that on your metal and energy bars (top of screen), there are two red bars. You have to put them wherever you want your metal and energy to be shared after.&lt;br /&gt;
&lt;br /&gt;
===Man I am soooo sick of XTA. How do I play AA or OTA instead?=== &lt;br /&gt;
Well. Somebody has made a patch to turn TA Spring into OTA: [http://www.fileuniverse.com/?page=showitem&amp;amp;ID=679 click here]. But really, why would you want to go back to OTA? There are also patches available for various mods other than XTA (which is installed as default): [http://www.fileuniverse.com/?page=listing&amp;amp;ID=92 click here]. A switcher is available which makes it easier to switch between the different mods: [http://www.fileuniverse.com/?page=showitem&amp;amp;ID=805 click here]&lt;br /&gt;
&lt;br /&gt;
===XTA? OTA? AA? OMFGLAMO? What those all the abbreviations mean?===&lt;br /&gt;
zwzsg maintains a handy dandy Faq about TA, and the abbreviations that relate to Spring too, of course.&lt;br /&gt;
[http://www.tauniverse.com/forum/showthread.php?t=27309 click here]. See also the Spring [[Glossary]], which contains brief explanations for all non-standard words and phrases.&lt;br /&gt;
&lt;br /&gt;
===Why am I destroyed so easily by long range assaults?=== &lt;br /&gt;
This is a realistic feature of TA Spring. Units will automatically attack &#039;radar blips&#039; (units that they can not actually see, but that are indicated on radar). However, the accuracy is very bad while shooting at radar blips until:&lt;br /&gt;
* Your unit kills a lot of units and gets experience&lt;br /&gt;
* You get a targetting facility.&lt;br /&gt;
&lt;br /&gt;
===Can I kick people from my &#039;game lobby&#039; or my game?=== &lt;br /&gt;
First of all, you have to be the host to kick. In theory, you would right click on someone&#039;s name in the &#039;game lobby&#039; and that would give you the option to kick them. This feature is not currently supported, however, but it will be fixed soon. &lt;br /&gt;
&lt;br /&gt;
===When I&#039;m &#039;driving&#039; my commander, why can&#039;t I use my laser?=== &lt;br /&gt;
The TA: Spring team will most likely add a way for you to use your commander&#039;s laser soon.&lt;br /&gt;
&lt;br /&gt;
===I hate driving around with the &#039;arrow keys&#039;. Is there any way I can use the &#039;W-A-S-D&#039; controls (the controls most First Person Shooters use) anymore?=== &lt;br /&gt;
Go into your Spring directory and edit the uikeys file. Keep in mind that &#039;S&#039; is originally a &#039;hot-key&#039; that will stop your units and that &#039;D&#039; is a &#039;hot-key&#039; for your commander&#039;s D-Gun. You might want to change those too.&lt;br /&gt;
&lt;br /&gt;
===I turned the shadows feature on; I still don&#039;t see shadows. What gives?=== &lt;br /&gt;
Your graphics card can&#039;t handle shadows, so Spring automatically turns them off.&lt;br /&gt;
&lt;br /&gt;
===I can&#039;t go backwards when I am &#039;driving&#039; a unit. Why not?=== &lt;br /&gt;
Because TA units were never intended to go backwards. Sorry.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m in the Unreal Tournament 2004 kind of mood. How do I strafe?=== &lt;br /&gt;
You can only strafe in &#039;brawler type&#039; ships, such as the brawler, rapier, and light gunships.&lt;br /&gt;
&lt;br /&gt;
===How can I record and watch demos/replays?===	&lt;br /&gt;
From version 0.60b1 onwards, demos are automatically recorded in the &amp;quot;demos&amp;quot; folder, underneath your Spring folder (default is C:\Program Files\TASpring\demos), named for the date and map they were played on. If you play multiple games in the same day on the same map, the games will also be numbered to prevent them from overwriting each other. &lt;br /&gt;
&lt;br /&gt;
To view a demo start spring.exe as non server and enter the full demo name as server address (&amp;quot;050803-Ashpen-0.60b1.sdf&amp;quot; for example). Note that you don&#039;t need to enter the &amp;quot;demos&amp;quot; folder name. Due to the large font, you will find that the name is too big to fit on the screen. If you&#039;re confident typing blind from memory, that&#039;s OK. Otherwise go into windows explorer, select the demo file you want, press F2, Ctrl-C, and do Ctrl-V to paste it into the server address.&lt;br /&gt;
&lt;br /&gt;
You can use the Speed up/Slow down game keys while watching the replay, along with other in-game commands like .team&lt;br /&gt;
&lt;br /&gt;
For versions prior to 0.60b1, the game was always recorded to test.sdf which is overwritten by each new game, so the name had to be changed by hand if you wanted to save it. You had to use a name other than test.sdf to view a demo.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I play with certain people I get HUGE sync errors that continue throughout the game.=== &lt;br /&gt;
It used to be because they have a different mod installed than you. If, for example, you had not installed a mod, and somebody was in the game with you that had the OTA mod installed, it would cause the &#039;sync&#039; error.  However, now those errors should show up as disabled units in the battleroom.&lt;br /&gt;
&lt;br /&gt;
Check the list at the right hand in the game battleroom for disabled units.&lt;br /&gt;
&lt;br /&gt;
If there are tons of them (not just 1, as this is known bug [naval flakker bug]), some players has a different mod installed.&lt;br /&gt;
&lt;br /&gt;
===My aircraft repairing platforms don&#039;t work!===	 &lt;br /&gt;
This feature is not implemented yet. I&#039;m afraid you&#039;ll have to wait. Note however that in Spring all units (including aircraft) automatically start to repair themselves if they are kept out of combat for long enough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Creating Content for Spring==&lt;br /&gt;
===How do I create maps===&lt;br /&gt;
See this page: [[Create maps]]&lt;br /&gt;
===How do I create units===&lt;br /&gt;
Go here: [[Create units]]&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6756</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6756"/>
		<updated>2005-08-16T12:45:18Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: Added cut and paste tip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General information==&lt;br /&gt;
&lt;br /&gt;
===What is TA Spring?===&lt;br /&gt;
TA Spring is a project to create the best RTS ever (no joke). There are three principle goals which we hope to achieve. &lt;br /&gt;
&lt;br /&gt;
. . . . . .A) Reach a stage where TA Spring can flawlessly execute most of Total Annihilation&#039;s original gameplay, with its original units in their original format.&lt;br /&gt;
&lt;br /&gt;
. . . . . .B) Add new features as we see fit, fix bugs, and release new versions when we feel it is appropriate to do so.&lt;br /&gt;
&lt;br /&gt;
. . . . . .C) Support the mod community as we see fit.&lt;br /&gt;
&lt;br /&gt;
===When will TA Spring be ready?===&lt;br /&gt;
Now! You can get the latest beta from the download page.&lt;br /&gt;
&lt;br /&gt;
===Will TA Spring be free?===&lt;br /&gt;
The core game is released under GPL License. However, some parts of the game are still under copyright by their owners. Therefore, today, you need to own the original TA game if you want to play. However the community is working hard in order to offer completely free alternatives.&lt;br /&gt;
&lt;br /&gt;
===Why can I edit this page?===&lt;br /&gt;
This page, and several others, are located in the TA Spring [http://en.wikipedia.org/wiki/Wiki Wiki]. The link gives a full explanation of what it is, but in short it is a way of letting anyone who wants contribute to the page content. This can of course be abused, but even while it is easy for someone to vandalise the page, it is just as easy for someone to restore it, since the wiki saves all previous versions of a page.&lt;br /&gt;
&lt;br /&gt;
===I want to help, what can I do?===&lt;br /&gt;
Please look at the Messageboard. There are lots of things you can do according to your skills. Particularly important is to create viable and pleasing free alternatives to copyrighted material, mainly sounds and units.&lt;br /&gt;
&lt;br /&gt;
===I want to donate.===&lt;br /&gt;
People have made clear their desire to donate to the project, and so far, we have been fairly reluctant about accepting donations. Our main concern? While we certainly hope to have something on the level of a commercial release in the near future, there is no guarantee that it will ever happen. Unforseen events arise, and it would be most unfortunate if everyone who donated felt swindled because the project did not turn out as they had hoped.&lt;br /&gt;
&lt;br /&gt;
We do not plan to be more or less productive solely based upon the quantity and frequency of donations received. The TA Spring project is here only because we view this as an enjoyable hobby.&lt;br /&gt;
&lt;br /&gt;
===I read all that and I still want to donate.===&lt;br /&gt;
Very well then! You can find the required details [http://taspring.clan-sy.com/donate.php here]. It will be much appreciated. :)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Technical==&lt;br /&gt;
&lt;br /&gt;
===What port numbers does TA Spring use?===&lt;br /&gt;
The lobby room uses 4897 TCP to communicate with the server. Then when you create a battleroom you can choose what ports it should use. 8452 is the default. The battleroom itself will use TCP on this port while the game will use UDP on this port.&lt;br /&gt;
&lt;br /&gt;
===What APIs does TA Spring use?===&lt;br /&gt;
The Windows version of the program (which one might call the official version, or at this point, simply the working version :) ) uses: OpenGL for rendering, DirectSound for sound, and Winsock for networking. &lt;br /&gt;
&lt;br /&gt;
The Linux port (more info below) will use SDL/OpenGL for rendering, OpenAL for sound (which will connect to DirectSound on Windows and OSS or ALSA on Linux), BSD  sockets for networking.&lt;br /&gt;
&lt;br /&gt;
===What language is TA Spring written in?===&lt;br /&gt;
C and C++.&lt;br /&gt;
&lt;br /&gt;
===Is TA Spring open source?===&lt;br /&gt;
Yes, it is. Go to the downloads section of the site to download the source code.&lt;br /&gt;
&lt;br /&gt;
===Will there be a linux port?===&lt;br /&gt;
There is an effort being made by some in the community to create a port. For more information see the separate wiki [https://opensvn.csie.org/traccgi/taspring_linux/trac.cgi/ here] and see the Messageboard, where most discussion is focused in this [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=743&amp;amp;highlight= thread].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
===What platforms will TA Spring run on?===&lt;br /&gt;
At the moment, it only runs on Windows. &lt;br /&gt;
Members of the community are working on porting the game on Linux platform (please refer to the Messageboard).&lt;br /&gt;
If someone wants to port it to another platform, please contact us once we have an initial release ready. We will not, however, port it ourselves at any time (in the forseeable future). There is simply no compelling reason for us to do so. Additionally, we would like to focus on getting it working well on just one platform.&lt;br /&gt;
&lt;br /&gt;
===What sort of a system will I need to run TA Spring?===&lt;br /&gt;
You will most certainly need a 3D graphics card to run TA Spring, which will probably require at least a GeForce3 (note that a GeForce4 MX is not better than a GeForce3) and the latest driver supported. Minimum CPU requirements are a little more complex. A more powerful CPU will have the capability to support larger maps and a greater maximum unit limit. A 1ghz CPU should be able to support an estimated 500 units. The needed memory will also vary with unit count and mapsize, but 512mb should be enough.&lt;br /&gt;
&lt;br /&gt;
===Spring says I need the GL_ARB_texture_env_combine extension, what can I do?===&lt;br /&gt;
If you encounter the error &amp;quot;Needed extension GL_ARB_texture_env_combine not found&amp;quot;, this means that your video card driver does not support GL_ARB_texture_env_combine. You can try downloading a new video driver from the manufacturers website ([www.ati.com], [www.nvidia.com], ...) If this doesn&#039;t solve the problem then your video hardware is too old to support the extension. Buy a new video card.&lt;br /&gt;
&lt;br /&gt;
EDIT: I am also having this problem with the geoforce 6800 ultra and I have the latest drivers.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Content==&lt;br /&gt;
 &lt;br /&gt;
===Do TA Spring maps need a &amp;quot;ground&amp;quot;?===&lt;br /&gt;
TA Spring maps do require a ground. We have had many requests to have space maps, however, a &amp;quot;true&amp;quot; (ala Homeworld) space setting is not likely. It would have to wait until a much later stage. This does not mean that TA&#039;s style of &amp;quot;space&amp;quot; maps won&#039;t be possible, (see the Final Frontier TC for examples of this).&lt;br /&gt;
&lt;br /&gt;
===You stated that TA Spring uses the TA unit format.===&lt;br /&gt;
TA Spring does use the Total Annihilation unit format. However, we do plan to make TA Spring compatible with a custom unit format of our own design.&lt;br /&gt;
&lt;br /&gt;
===How powerful will TA Spring&#039;s custom format be?===&lt;br /&gt;
Total Annihilation&#039;s unit format was extremely limited. Most of these limitations will either be expanded or non-existent in TA Spring&#039;s custom unit format. One of the most exciting improvements is the introduction of an entirely new method of scripting, with nearly complete control over every aspect of a unit&#039;s actions and behaviors.&lt;br /&gt;
&lt;br /&gt;
===Does TA Spring have a limited number of weapons?===&lt;br /&gt;
No. Unlike Total Annihilation, TA Spring&#039;s weapon IDs will be unlimited.&lt;br /&gt;
&lt;br /&gt;
===Does TA Spring have a limited number of unique units?===&lt;br /&gt;
No. Unit IDs, like weapon IDs, will be unlimited.&lt;br /&gt;
&lt;br /&gt;
===Will units have a maximum of 3 unique weapons?===&lt;br /&gt;
Total Annihilation had a limitation that permitted a maximum of 3 unique weapons per unit. This limit will exist in TA Spring only if a unit is made in the original Total Annihilation format. To bypass this limit, a unit would have to be created entirely within the limits of our own format.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m curious as to the per-unit polygon limit.===&lt;br /&gt;
The engine itself does not have a polygon count limit. The limit is that of the processing power of today&#039;s computers. Since TA Spring requires a 3D card, the maximum polygon count per unit will be several times higher than Total Annihilation&#039;s. No real numbers yet though. We&#039;re gonna leave it up to the mod community to figure that one out.&lt;br /&gt;
&lt;br /&gt;
===Will units be able to perform basic terraforming?===&lt;br /&gt;
Total Annihilation units probably won&#039;t have any terrain editable functionality. Future units may be endowed with such functionality, but it&#039;s more of a gameplay issue and has not been decided upon yet. However construction units can restore ground.&lt;br /&gt;
&lt;br /&gt;
===Will tunnel building be possible?===&lt;br /&gt;
Subterranean areas of any sort is impossible. However, it is possible to heavily deform the ground with explosives.&lt;br /&gt;
&lt;br /&gt;
===Will the ground&#039;s water retention be editable?===&lt;br /&gt;
No. Water will always collect when a piece of land has a height below sea level.&lt;br /&gt;
&lt;br /&gt;
===Does TA Spring have a limit on the number of races?===&lt;br /&gt;
TA Spring has no limit on the total number of sides/races.&lt;br /&gt;
&lt;br /&gt;
===What are the sizes of the biggest and smallest units?===&lt;br /&gt;
Static units (buildings, defenses, etc.) have no size limitations in the engine. Technically, neither do mobile units, but units with a footprint larger than 4x4 &amp;quot;squares&amp;quot; (an arbitrary size standard created by Cavedog) might have problems pathfinding.&lt;br /&gt;
&lt;br /&gt;
===What is going to be the maximum possible sea depth?===&lt;br /&gt;
For all practical purposes, it will be unlimited. The depth values are stored as &amp;quot;float variables&amp;quot;, so it is doubtful that maps would ever be made which even come close to approaching the limit.&lt;br /&gt;
&lt;br /&gt;
===Will TA Spring support campaigns?===&lt;br /&gt;
No such support is planned at the moment but it is possible using the GroupAI interface.&lt;br /&gt;
&lt;br /&gt;
===How big will the TA Spring files be?===&lt;br /&gt;
TA Spring will be as big as however much content is included with it. The &amp;quot;essential&amp;quot; files (engine files mostly) will only be several megabytes large. Content (such as maps and units) will add considerable size to the TA Spring download. However, it is not known at this point just how much &amp;quot;content&amp;quot; will be included with the first release.&lt;br /&gt;
&lt;br /&gt;
===How will TA Spring render sound effects?===&lt;br /&gt;
Sound is rendered 3D, meaning that the volume and direction (assuming a multi-speaker setup) vary with the location of the camera from the sound &amp;quot;emitter&amp;quot;. What this translates into gameplay terms means that the closer you are to a unit making a sound or motion, the louder the sound will be. Additionally, the sound will be heard differently depending on which way the camera is facing relative to units making sound.&lt;br /&gt;
&lt;br /&gt;
===Will TA Spring have ambient sound?===&lt;br /&gt;
There is no ambient sound, and we haven&#039;t planned on adding it thus far.&lt;br /&gt;
&lt;br /&gt;
===Will there be an AI or a &amp;quot;skirmish&amp;quot; mode?===&lt;br /&gt;
We have created an interface for AI&#039;s, and two are currently approaching development. In the meantime, the spawn script included in the latest version exists as a text file in the TASpring folder, and can be modified by any text editor such as MS Notepad, for your particular play style, or mod.&lt;br /&gt;
&lt;br /&gt;
===Will a &amp;quot;possess&amp;quot; or a FPS option be present?===&lt;br /&gt;
Yes, it is possible to fully control a unit from the first person view. It is more of a gimmick, but it still allows for a nice diversion once in a while.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Getting into a game==&lt;br /&gt;
&lt;br /&gt;
===People talk about &#039;Single Player&#039;. How do I start a single player game?=== &lt;br /&gt;
Go into your TA Spring folder and find the &#039;Spring.exe&#039; file. Double click on it and say &#039;yes&#039; to host.&lt;br /&gt;
&lt;br /&gt;
===When I try to make a single player game, it gives me an error.=== &lt;br /&gt;
Your graphics card probably can&#039;t support Spring. If you read the requirements it did say GeForce 3 or better. Go to the settings file in your TA Spring directory and lower some of the options. Sometimes that works. &lt;br /&gt;
&lt;br /&gt;
===Does TA Spring support AI Players?=== &lt;br /&gt;
Not yet. Fortunately for you they are currently working on it :) In the mean time you can use the [[random_enemies]] script, which spawns units out of thin air and sends them to attack you.&lt;br /&gt;
&lt;br /&gt;
===When I try to connect to the lobby it gives me an error.=== &lt;br /&gt;
There could be 2 problems. Either you don&#039;t have an account, or the server is down. If you don&#039;t have an account, make one. If the server is down, you&#039;ll just have to wait (this doesn&#039;t happen often, though).&lt;br /&gt;
Have a look at this website&#039;s News page and/or the Messageboard, it is likely that you will get some information there in the eventuality that the server is down.&lt;br /&gt;
&lt;br /&gt;
===I have a router and I don&#039;t seem to be able to get a game===&lt;br /&gt;
&lt;br /&gt;
If you are using a router you may have other problems. Explanations of [http://www.portforward.com/routers.htm how to forward ports] has instructions for every router.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Where can I download more maps?===&lt;br /&gt;
As for most Spring downloads [http://www.fileuniverse.com/?page=listing&amp;amp;ID=90 FileUniverse] is the place to be! A collection of maps can be downloaded [http://www.fileuniverse.com/?page=listing&amp;amp;ID=91 here].&lt;br /&gt;
&lt;br /&gt;
===I used the small installer where can I get the missing maps?===&lt;br /&gt;
Unfortunately the maps included in the regular installer (0.51b1) aren&#039;t available on File Universe. However, since many of the scripts included in the game rely on map4, this can be downloaded [http://taspring.clan-sy.com/dl/map4.7z here].&lt;br /&gt;
&lt;br /&gt;
===How do I install downloaded maps?===&lt;br /&gt;
Most maps are released as .sdz or .sd7 files. These can be put directly into the &amp;quot;maps&amp;quot; folder inside the Spring folder. If they are compressed into another type of archive you will have to unpack them first. Just unzip them into your spring maps folder. Some map files use newer (smaller) file formats such as .rar or .7z, to unzip these newer formats, you&#039;ll need to download 7-Zip [http://www.7-zip.org/ http://www.7-zip.org/] or Zip-genius [http://downloads.zipgenius.it/ http://downloads.zipgenius.it/]. They both handle almost all formats and are totaly free.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I try to join games it gives me an error.=== &lt;br /&gt;
The host is behind a firewall that has not opened the correct ports for Spring.&lt;br /&gt;
&lt;br /&gt;
Dixit SJ: &amp;quot;The lobby room uses 4897 tcp to communicate with the server. Then when you create a battleroom you can choose what ports it should use. 8452 is the default. The battleroom itself will use tcp on this port while the game will use udp on this port.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===When I make games nobody joins.=== &lt;br /&gt;
You are probably behind a firewall. See question above.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts I never make it past the loading screen.=== &lt;br /&gt;
This indicates a problem with your video card. Once again the best way to deal with this situation is to make sure your video card has the latest driver updates and that all Spring video features are on the lowest settings.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts, I make it past the loading screen, but when I get into the game it says, &amp;quot;Waiting for Host&amp;quot;, and does a 10 second countdown. It always reaches zero and boots me out, what gives?=== &lt;br /&gt;
This is a firewall issue. There are three things you can do to fix this. First, make sure your windows firewall is either off, or is not blocking the TA: Spring application. Secondly, if you are behind a router, you can forward the ports that the host is using (especially if you are the host), and it usually fixes the problem. To do this you must go to your router configuration page. You can see what port &#039;you&#039; are using (as the host), by hosting a multiplayer game in the Spring Lobby. You must make this your trigger port, and make sure that it is open for both TCP and UDP. Thirdly, if none of the aforementioned worked. The easiest thing to do (assuming you are behind a router) is to set the DMZ (Demilitarized Zone). This means your computer will be completely exposed to the internet, which will make you vulnerable to any unknown or unpatched exploits in windows. All you have to do is find the personal IP if the computer you are using and add it to your router&#039;s DMZ list. Please only try this last option if you can&#039;t get the others to work.&lt;br /&gt;
Good Luck&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===I got into the game, but some people didn&#039;t.=== &lt;br /&gt;
The host may have reached the number of players it has set.&lt;br /&gt;
Or the players may be experiencing firewall or video card difficulty. That is not your fault. Please ask them too leave if they are still there when you get into the &#039;game lobby&#039;.&lt;br /&gt;
&lt;br /&gt;
===I got into a game but my name is red, nobody can hear me speak, and eventually I get disconnected===&lt;br /&gt;
This is to do with how long it takes the game to start up (the &amp;quot;load time&amp;quot;). If it takes too long you will see this problem. The load time can be reduced by changing the game graphics settings to lower quality. In particular try setting texture quality to lowest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Playing==&lt;br /&gt;
&lt;br /&gt;
===What is with this weird right-click mode? I&#039;m bout to break my keyboard.=== &lt;br /&gt;
Sorry, you&#039;ll just have to get used to it. As of now it can&#039;t be changed.&lt;br /&gt;
&lt;br /&gt;
===Why is somebody else also controlling my units?=== &lt;br /&gt;
In the &#039;game lobby&#039; there are two sets of teams. There are the &#039;Teams&#039; and the &#039;Ally Teams&#039;. If you are on the same &#039;Team&#039;, then you both get the same commander, and can control the same units. If you are on &#039;Ally Teams&#039;, then you both get different commanders and can&#039;t control each others units. &lt;br /&gt;
&lt;br /&gt;
===Then why would I want to be on the same &#039;Team&#039; as somebody?=== &lt;br /&gt;
Because it&#039;s fun to just drive around units and not have to worry about commanding. (Assuming that one of the people on the team is commanding.) &lt;br /&gt;
&lt;br /&gt;
===How do I talk to my allies only?=== &lt;br /&gt;
You must type &#039;a:&#039; before you speak. Here&#039;s an example: a: Now I am talking to my allies only. &lt;br /&gt;
&lt;br /&gt;
===Help! After I&#039;m finished driving a unit, the camera is all insane! This is nuts! How do I fix it?=== &lt;br /&gt;
Whoa now. Calm down. Just press ctrl + mouse button 3 to change camera modes. &lt;br /&gt;
&lt;br /&gt;
===After I&#039;m finished driving a unit, where what used to be my mouse pointer is now a crosshair. Why?=== &lt;br /&gt;
-This is a special &#039;view mode&#039; that allows you to move around the screen much faster. It&#039;s good for viewing the battle or getting screenshots. Simply press on your third mouse button to revert back to your mouse pointer.&lt;br /&gt;
&lt;br /&gt;
===But I don&#039;t have a third mouse button!=== &lt;br /&gt;
The key &#039;J&#039; works in the same way as the &#039;middle mouse button&#039; does. So where you would use ctrl + middle mouse button to change camera modes, ctrl + j does the same thing. Pressing J once will also switch you from &#039;crosshair mode&#039; to &#039;pointer mode&#039; and vice versa.&lt;br /&gt;
&lt;br /&gt;
===When I start a game, I am stuck in this weird camera mode and my perspective is all messed up. How do I switch to the overhead(ota style) camera?===&lt;br /&gt;
This happens when you start a single player game or when the host uses force start.  Shift+Backspace switches between the fps style, total war style and ota style cameras. Use it to get your camera back to normal in this situation.&lt;br /&gt;
&lt;br /&gt;
===Sometimes my units just get deleted. Why?=== &lt;br /&gt;
For some reason units get deleted when they go into the wrong places. Like out of the map edge.&lt;br /&gt;
&lt;br /&gt;
This is already fixed in recent versions.&lt;br /&gt;
&lt;br /&gt;
===People are cheating! How do I stop it?!=== &lt;br /&gt;
Well currently, you can&#039;t.&lt;br /&gt;
&lt;br /&gt;
Only the host can &amp;quot;activate&amp;quot; the cheat codes. After that, any player can do almost all cheats.&lt;br /&gt;
&lt;br /&gt;
The best thing to do is just not play with the cheaters anymore. But with new spring version cheats are disabled in multiplayer, so that paragraph is hopefully now irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Well how do you cheat?=== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Cheat Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;.cheat&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;enable cheats - Cheats don&#039;t work in multiplayer until the host types this&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.nocost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;instabuild (doesn&#039;t work on things already under construction, only on new ones)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setmaxspeed 50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the maximum speed multiplier (default is 3.0)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setminspeed 0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the minimum speed multiplier (default is 0.3)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.spectator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows you to see the entire map... but you lose control of your units&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.team 0, .team 1, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Change player&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===In Game Commands===&lt;br /&gt;
The following &#039;&#039;non-cheating&#039;&#039; commands are also available in game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.info&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you what colour each player is and their ping delay in the bottom left corner of the screen&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.clock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you the elapsed game time in minutes and seconds in the bottom left corner of the screen&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How do I ally or unally in game?=== &lt;br /&gt;
I&#039;m pretty sure you can&#039;t. Yet. &lt;br /&gt;
&lt;br /&gt;
===How do I give somebody units or metal or energy?=== &lt;br /&gt;
Press the &#039;H&#039; key.&lt;br /&gt;
Then select the amount of metal and/or energy to share.&lt;br /&gt;
&lt;br /&gt;
Then select the recieving player an press ok.&lt;br /&gt;
&lt;br /&gt;
When sharing units, you must first select the units to share, then press &#039;H&#039; key.&lt;br /&gt;
&lt;br /&gt;
Tick share units checkbox and choose recieving player.&lt;br /&gt;
&lt;br /&gt;
===How do I continually give somebody metal and/or energy after a certain point (i.e. Original TA commands +setshare..., +shareall)?=== &lt;br /&gt;
You&#039;ll notice that on your metal and energy bars (top of screen), there are two red bars. You have to put them wherever you want your metal and energy to be shared after.&lt;br /&gt;
&lt;br /&gt;
===Man I am soooo sick of XTA. How do I play AA or OTA instead?=== &lt;br /&gt;
Well. Somebody has made a patch to turn TA Spring into OTA: [http://www.fileuniverse.com/?page=showitem&amp;amp;ID=679 click here]. But really, why would you want to go back to OTA? There are also patches available for various mods other than XTA (which is installed as default): [http://www.fileuniverse.com/?page=listing&amp;amp;ID=92 click here]. A switcher is available which makes it easier to switch between the different mods: [http://www.fileuniverse.com/?page=showitem&amp;amp;ID=805 click here]&lt;br /&gt;
&lt;br /&gt;
===XTA? OTA? AA? OMFGLAMO? What those all the abbreviations mean?===&lt;br /&gt;
zwzsg maintains a handy dandy Faq about TA, and the abbreviations that relate to Spring too, of course.&lt;br /&gt;
[http://www.tauniverse.com/forum/showthread.php?t=27309 click here]. See also the Spring [[Glossary]], which contains brief explanations for all non-standard words and phrases.&lt;br /&gt;
&lt;br /&gt;
===Why am I destroyed so easily by long range assaults?=== &lt;br /&gt;
This is a realistic feature of TA Spring. Units will automatically attack &#039;radar blips&#039; (units that they can not actually see, but that are indicated on radar). However, the accuracy is very bad while shooting at radar blips until:&lt;br /&gt;
* Your unit kills a lot of units and gets experience&lt;br /&gt;
* You get a targetting facility.&lt;br /&gt;
&lt;br /&gt;
===Can I kick people from my &#039;game lobby&#039; or my game?=== &lt;br /&gt;
First of all, you have to be the host to kick. In theory, you would right click on someone&#039;s name in the &#039;game lobby&#039; and that would give you the option to kick them. This feature is not currently supported, however, but it will be fixed soon. &lt;br /&gt;
&lt;br /&gt;
===When I&#039;m &#039;driving&#039; my commander, why can&#039;t I use my laser?=== &lt;br /&gt;
The TA: Spring team will most likely add a way for you to use your commander&#039;s laser soon.&lt;br /&gt;
&lt;br /&gt;
===I hate driving around with the &#039;arrow keys&#039;. Is there any way I can use the &#039;W-A-S-D&#039; controls (the controls most First Person Shooters use) anymore?=== &lt;br /&gt;
Go into your Spring directory and edit the uikeys file. Keep in mind that &#039;S&#039; is originally a &#039;hot-key&#039; that will stop your units and that &#039;D&#039; is a &#039;hot-key&#039; for your commander&#039;s D-Gun. You might want to change those too.&lt;br /&gt;
&lt;br /&gt;
===I turned the shadows feature on; I still don&#039;t see shadows. What gives?=== &lt;br /&gt;
Your graphics card can&#039;t handle shadows, so Spring automatically turns them off.&lt;br /&gt;
&lt;br /&gt;
===I can&#039;t go backwards when I am &#039;driving&#039; a unit. Why not?=== &lt;br /&gt;
Because TA units were never intended to go backwards. Sorry.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m in the Unreal Tournament 2004 kind of mood. How do I strafe?=== &lt;br /&gt;
You can only strafe in &#039;brawler type&#039; ships, such as the brawler, rapier, and light gunships.&lt;br /&gt;
&lt;br /&gt;
===How can I record and watch demos/replays?===	&lt;br /&gt;
From version 0.60b1 onwards, demos are automatically recorded in the &amp;quot;demos&amp;quot; folder, underneath your Spring folder (default is C:\Program Files\TASpring\demos), named for the date and map they were played on. If you play multiple games in the same day on the same map, the games will also be numbered to prevent them from overwriting each other. &lt;br /&gt;
&lt;br /&gt;
To view a demo start spring.exe as non server and enter the full demo name as server address (&amp;quot;050803-Ashpen-0.60b1.sdf&amp;quot; for example). Note that you don&#039;t need to enter the &amp;quot;demos&amp;quot; folder name. Due to the large font, you will find that the name is too big to fit on the screen. If you&#039;re confident typing blind from memory, that&#039;s OK. Otherwise go into windows explorer, select the demo file you want, press F2, Ctrl-C, and do Ctrl-V to paste it into the server address.&lt;br /&gt;
&lt;br /&gt;
You can use the Speed up/Slow down game keys while watching the replay, along with other in-game commands like .team&lt;br /&gt;
&lt;br /&gt;
For versions prior to 0.60b1, the game was always recorded to test.sdf which is overwritten by each new game, so the name had to be changed by hand if you wanted to save it. You had to use a name other than test.sdf to view a demo.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I play with certain people I get HUGE sync errors that continue throughout the game.=== &lt;br /&gt;
It used to be because they have a different mod installed than you. If, for example, you had not installed a mod, and somebody was in the game with you that had the OTA mod installed, it would cause the &#039;sync&#039; error.  However, now those errors should show up as disabled units in the battleroom.&lt;br /&gt;
&lt;br /&gt;
Check the list at the right hand in the game battleroom for disabled units.&lt;br /&gt;
&lt;br /&gt;
If there are tons of them (not just 1, as this is known bug [naval flakker bug]), some players has a different mod installed.&lt;br /&gt;
&lt;br /&gt;
===My aircraft repairing platforms don&#039;t work!===	 &lt;br /&gt;
This feature is not implemented yet. I&#039;m afraid you&#039;ll have to wait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Creating Content for Spring==&lt;br /&gt;
===How do I create maps===&lt;br /&gt;
See this page: [[Create maps]]&lt;br /&gt;
===How do I create units===&lt;br /&gt;
Go here: [[Create units]]&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6746</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6746"/>
		<updated>2005-08-06T08:53:14Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: /* How can I record and watch demos/replays? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General information==&lt;br /&gt;
&lt;br /&gt;
===What is TA Spring?===&lt;br /&gt;
TA Spring is a project to create the best RTS ever (no joke). There are three principle goals which we hope to achieve. &lt;br /&gt;
&lt;br /&gt;
. . . . . .A) Reach a stage where TA Spring can flawlessly execute most of Total Annihilation&#039;s original gameplay, with its original units in their original format.&lt;br /&gt;
&lt;br /&gt;
. . . . . .B) Add new features as we see fit, fix bugs, and release new versions when we feel it is appropriate to do so.&lt;br /&gt;
&lt;br /&gt;
. . . . . .C) Support the mod community as we see fit.&lt;br /&gt;
&lt;br /&gt;
===When will TA Spring be ready?===&lt;br /&gt;
Now! You can get the latest beta from the download page.&lt;br /&gt;
&lt;br /&gt;
===Will TA Spring be free?===&lt;br /&gt;
The core game is released under GPL License. However, some parts of the game are still under copyright by their owners. Therefore, today, you need to own the original TA game if you want to play. However the community is working hard in order to offer completely free alternatives.&lt;br /&gt;
&lt;br /&gt;
===Why can I edit this page?===&lt;br /&gt;
This page, and several others, are located in the TA Spring [http://en.wikipedia.org/wiki/Wiki Wiki]. The link gives a full explanation of what it is, but in short it is a way of letting anyone who wants contribute to the page content. This can of course be abused, but even while it is easy for someone to vandalise the page, it is just as easy for someone to restore it, since the wiki saves all previous versions of a page.&lt;br /&gt;
&lt;br /&gt;
===I want to help, what can I do?===&lt;br /&gt;
Please look at the Messageboard. There are lots of things you can do according to your skills. Particularly important is to create viable and pleasing free alternatives to copyrighted material, mainly sounds and units.&lt;br /&gt;
&lt;br /&gt;
===I want to donate.===&lt;br /&gt;
People have made clear their desire to donate to the project, and so far, we have been fairly reluctant about accepting donations. Our main concern? While we certainly hope to have something on the level of a commercial release in the near future, there is no guarantee that it will ever happen. Unforseen events arise, and it would be most unfortunate if everyone who donated felt swindled because the project did not turn out as they had hoped.&lt;br /&gt;
&lt;br /&gt;
We do not plan to be more or less productive solely based upon the quantity and frequency of donations received. The TA Spring project is here only because we view this as an enjoyable hobby.&lt;br /&gt;
&lt;br /&gt;
===I read all that and I still want to donate.===&lt;br /&gt;
Very well then! You can find the required details [http://taspring.clan-sy.com/donate.php here]. It will be much appreciated. :)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Technical==&lt;br /&gt;
&lt;br /&gt;
===What port numbers does TA Spring use?===&lt;br /&gt;
The lobby room uses 4897 TCP to communicate with the server. Then when you create a battleroom you can choose what ports it should use. 8452 is the default. The battleroom itself will use TCP on this port while the game will use UDP on this port.&lt;br /&gt;
&lt;br /&gt;
===What APIs does TA Spring use?===&lt;br /&gt;
The Windows version of the program (which one might call the official version, or at this point, simply the working version :) ) uses: OpenGL for rendering, DirectSound for sound, and Winsock for networking. &lt;br /&gt;
&lt;br /&gt;
The Linux port (more info below) will use SDL/OpenGL for rendering, OpenAL for sound (which will connect to DirectSound on Windows and OSS or ALSA on Linux), BSD  sockets for networking.&lt;br /&gt;
&lt;br /&gt;
===What language is TA Spring written in?===&lt;br /&gt;
C and C++.&lt;br /&gt;
&lt;br /&gt;
===Is TA Spring open source?===&lt;br /&gt;
Yes, it is. Go to the downloads section of the site to download the source code.&lt;br /&gt;
&lt;br /&gt;
===Will there be a linux port?===&lt;br /&gt;
There is an effort being made by some in the community to create a port. For more information see the separate wiki [https://opensvn.csie.org/traccgi/taspring_linux/trac.cgi/ here] and see the Messageboard, where most discussion is focused in this [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=743&amp;amp;highlight= thread].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
===What platforms will TA Spring run on?===&lt;br /&gt;
At the moment, it only runs on Windows. &lt;br /&gt;
Members of the community are working on porting the game on Linux platform (please refer to the Messageboard).&lt;br /&gt;
If someone wants to port it to another platform, please contact us once we have an initial release ready. We will not, however, port it ourselves at any time (in the forseeable future). There is simply no compelling reason for us to do so. Additionally, we would like to focus on getting it working well on just one platform.&lt;br /&gt;
&lt;br /&gt;
===What sort of a system will I need to run TA Spring?===&lt;br /&gt;
You will most certainly need a 3D graphics card to run TA Spring, which will probably require at least a GeForce3 (note that a GeForce4 MX is not better than a GeForce3) and the latest driver supported. Minimum CPU requirements are a little more complex. A more powerful CPU will have the capability to support larger maps and a greater maximum unit limit. A 1ghz CPU should be able to support an estimated 500 units. The needed memory will also vary with unit count and mapsize, but 512mb should be enough.&lt;br /&gt;
&lt;br /&gt;
===Spring says I need the GL_ARB_texture_env_combine extension, what can I do?===&lt;br /&gt;
If you encounter the error &amp;quot;Needed extension GL_ARB_texture_env_combine not found&amp;quot;, this means that your video card driver does not support GL_ARB_texture_env_combine. You can try downloading a new video driver from the manufacturers website ([www.ati.com], [www.nvidia.com], ...) If this doesn&#039;t solve the problem then your video hardware is too old to support the extension. Buy a new video card.&lt;br /&gt;
&lt;br /&gt;
EDIT: I am also having this problem with the geoforce 6800 ultra and I have the latest drivers.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Content==&lt;br /&gt;
 &lt;br /&gt;
===Do TA Spring maps need a &amp;quot;ground&amp;quot;?===&lt;br /&gt;
TA Spring maps do require a ground. We have had many requests to have space maps, however, a &amp;quot;true&amp;quot; (ala Homeworld) space setting is not likely. It would have to wait until a much later stage. This does not mean that TA&#039;s style of &amp;quot;space&amp;quot; maps won&#039;t be possible, (see the Final Frontier TC for examples of this).&lt;br /&gt;
&lt;br /&gt;
===You stated that TA Spring uses the TA unit format.===&lt;br /&gt;
TA Spring does use the Total Annihilation unit format. However, we do plan to make TA Spring compatible with a custom unit format of our own design.&lt;br /&gt;
&lt;br /&gt;
===How powerful will TA Spring&#039;s custom format be?===&lt;br /&gt;
Total Annihilation&#039;s unit format was extremely limited. Most of these limitations will either be expanded or non-existent in TA Spring&#039;s custom unit format. One of the most exciting improvements is the introduction of an entirely new method of scripting, with nearly complete control over every aspect of a unit&#039;s actions and behaviors.&lt;br /&gt;
&lt;br /&gt;
===Does TA Spring have a limited number of weapons?===&lt;br /&gt;
No. Unlike Total Annihilation, TA Spring&#039;s weapon IDs will be unlimited.&lt;br /&gt;
&lt;br /&gt;
===Does TA Spring have a limited number of unique units?===&lt;br /&gt;
No. Unit IDs, like weapon IDs, will be unlimited.&lt;br /&gt;
&lt;br /&gt;
===Will units have a maximum of 3 unique weapons?===&lt;br /&gt;
Total Annihilation had a limitation that permitted a maximum of 3 unique weapons per unit. This limit will exist in TA Spring only if a unit is made in the original Total Annihilation format. To bypass this limit, a unit would have to be created entirely within the limits of our own format.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m curious as to the per-unit polygon limit.===&lt;br /&gt;
The engine itself does not have a polygon count limit. The limit is that of the processing power of today&#039;s computers. Since TA Spring requires a 3D card, the maximum polygon count per unit will be several times higher than Total Annihilation&#039;s. No real numbers yet though. We&#039;re gonna leave it up to the mod community to figure that one out.&lt;br /&gt;
&lt;br /&gt;
===Will units be able to perform basic terraforming?===&lt;br /&gt;
Total Annihilation units probably won&#039;t have any terrain editable functionality. Future units may be endowed with such functionality, but it&#039;s more of a gameplay issue and has not been decided upon yet. However construction units can restore ground.&lt;br /&gt;
&lt;br /&gt;
===Will tunnel building be possible?===&lt;br /&gt;
Subterranean areas of any sort is impossible. However, it is possible to heavily deform the ground with explosives.&lt;br /&gt;
&lt;br /&gt;
===Will the ground&#039;s water retention be editable?===&lt;br /&gt;
No. Water will always collect when a piece of land has a height below sea level.&lt;br /&gt;
&lt;br /&gt;
===Does TA Spring have a limit on the number of races?===&lt;br /&gt;
TA Spring has no limit on the total number of sides/races.&lt;br /&gt;
&lt;br /&gt;
===What are the sizes of the biggest and smallest units?===&lt;br /&gt;
Static units (buildings, defenses, etc.) have no size limitations in the engine. Technically, neither do mobile units, but units with a footprint larger than 4x4 &amp;quot;squares&amp;quot; (an arbitrary size standard created by Cavedog) might have problems pathfinding.&lt;br /&gt;
&lt;br /&gt;
===What is going to be the maximum possible sea depth?===&lt;br /&gt;
For all practical purposes, it will be unlimited. The depth values are stored as &amp;quot;float variables&amp;quot;, so it is doubtful that maps would ever be made which even come close to approaching the limit.&lt;br /&gt;
&lt;br /&gt;
===Will TA Spring support campaigns?===&lt;br /&gt;
No such support is planned at the moment but it is possible using the GroupAI interface.&lt;br /&gt;
&lt;br /&gt;
===How big will the TA Spring files be?===&lt;br /&gt;
TA Spring will be as big as however much content is included with it. The &amp;quot;essential&amp;quot; files (engine files mostly) will only be several megabytes large. Content (such as maps and units) will add considerable size to the TA Spring download. However, it is not known at this point just how much &amp;quot;content&amp;quot; will be included with the first release.&lt;br /&gt;
&lt;br /&gt;
===How will TA Spring render sound effects?===&lt;br /&gt;
Sound is rendered 3D, meaning that the volume and direction (assuming a multi-speaker setup) vary with the location of the camera from the sound &amp;quot;emitter&amp;quot;. What this translates into gameplay terms means that the closer you are to a unit making a sound or motion, the louder the sound will be. Additionally, the sound will be heard differently depending on which way the camera is facing relative to units making sound.&lt;br /&gt;
&lt;br /&gt;
===Will TA Spring have ambient sound?===&lt;br /&gt;
There is no ambient sound, and we haven&#039;t planned on adding it thus far.&lt;br /&gt;
&lt;br /&gt;
===Will there be an AI or a &amp;quot;skirmish&amp;quot; mode?===&lt;br /&gt;
We have created an interface for AI&#039;s, and two are currently approaching development. In the meantime, the spawn script included in the latest version exists as a text file in the TASpring folder, and can be modified by any text editor such as MS Notepad, for your particular play style, or mod.&lt;br /&gt;
&lt;br /&gt;
===Will a &amp;quot;possess&amp;quot; or a FPS option be present?===&lt;br /&gt;
Yes, it is possible to fully control a unit from the first person view. It is more of a gimmick, but it still allows for a nice diversion once in a while.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Getting into a game==&lt;br /&gt;
&lt;br /&gt;
===People talk about &#039;Single Player&#039;. How do I start a single player game?=== &lt;br /&gt;
Go into your TA Spring folder and find the &#039;Spring.exe&#039; file. Double click on it and say &#039;yes&#039; to host.&lt;br /&gt;
&lt;br /&gt;
===When I try to make a single player game, it gives me an error.=== &lt;br /&gt;
Your graphics card probably can&#039;t support Spring. If you read the requirements it did say GeForce 3 or better. Go to the settings file in your TA Spring directory and lower some of the options. Sometimes that works. &lt;br /&gt;
&lt;br /&gt;
===Does TA Spring support AI Players?=== &lt;br /&gt;
Not yet. Fortunately for you they are currently working on it :) In the mean time you can use the [[random_enemies]] script, which spawns units out of thin air and sends them to attack you.&lt;br /&gt;
&lt;br /&gt;
===When I try to connect to the lobby it gives me an error.=== &lt;br /&gt;
There could be 2 problems. Either you don&#039;t have an account, or the server is down. If you don&#039;t have an account, make one. If the server is down, you&#039;ll just have to wait (this doesn&#039;t happen often, though).&lt;br /&gt;
Have a look at this website&#039;s News page and/or the Messageboard, it is likely that you will get some information there in the eventuality that the server is down.&lt;br /&gt;
&lt;br /&gt;
===I have a router and I don&#039;t seem to be able to get a game===&lt;br /&gt;
&lt;br /&gt;
If you are using a router you may have other problems. Explanations of [http://www.portforward.com/routers.htm how to forward ports] has instructions for every router.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I join games the minimap is blank===&lt;br /&gt;
This is because you don&#039;t have the map they&#039;re using. At present (0.51b1) the regular installer comes with the following maps: Small Divide, map4, mars and Flooded Desert. The small installer only comes with Small Divide. If you want to play games with other maps you need to download them.&lt;br /&gt;
&lt;br /&gt;
===Where can I download more maps?===&lt;br /&gt;
As for most Spring downloads [http://www.fileuniverse.com/?page=listing&amp;amp;ID=90 FileUniverse] is the place to be! A collection of maps can be downloaded [http://www.fileuniverse.com/?page=listing&amp;amp;ID=91 here].&lt;br /&gt;
&lt;br /&gt;
===I used the small installer where can I get the missing maps?===&lt;br /&gt;
Unfortunately the maps included in the regular installer (0.51b1) aren&#039;t available on File Universe. However, since many of the scripts included in the game rely on map4, this can be downloaded [http://taspring.clan-sy.com/dl/map4.7z here].&lt;br /&gt;
&lt;br /&gt;
===How do I install downloaded maps?===&lt;br /&gt;
Just unzip them into your spring maps folder. Some map files use newer (smaller) file formats such as .rar or .7z, to unzip these newer formats, you&#039;ll need to download 7-Zip [http://www.7-zip.org/ http://www.7-zip.org/] or Zip-genius [http://downloads.zipgenius.it/ http://downloads.zipgenius.it/]. They both handle almost all formats and are totaly free.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I try to join games it gives me an error.=== &lt;br /&gt;
The host is behind a firewall that has not opened the correct ports for Spring.&lt;br /&gt;
&lt;br /&gt;
Dixit SJ: &amp;quot;The lobby room uses 4897 tcp to communicate with the server. Then when you create a battleroom you can choose what ports it should use. 8452 is the default. The battleroom itself will use tcp on this port while the game will use udp on this port.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===When I make games nobody joins.=== &lt;br /&gt;
You are probably behind a firewall. See question above.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts I never make it past the loading screen.=== &lt;br /&gt;
This indicates a problem with your video card. Once again the best way to deal with this situation is to make sure your video card has the latest driver updates and that all Spring video features are on the lowest settings.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts, I make it past the loading screen, but when I get into the game it says, &amp;quot;Waiting for Host&amp;quot;, and does a 10 second countdown. It always reaches zero and boots me out, what gives?=== &lt;br /&gt;
This is a firewall issue. There are three things you can do to fix this. First, make sure your windows firewall is either off, or is not blocking the TA: Spring application. Secondly, if you are behind a router, you can forward the ports that the host is using (especially if you are the host), and it usually fixes the problem. To do this you must go to your router configuration page. You can see what port &#039;you&#039; are using (as the host), by hosting a multiplayer game in the Spring Lobby. You must make this your trigger port, and make sure that it is open for both TCP and UDP. Thirdly, if none of the aforementioned worked. The easiest thing to do (assuming you are behind a router) is to set the DMZ (Demilitarized Zone). This means your computer will be completely exposed to the internet, which will make you vulnerable to any unknown or unpatched exploits in windows. All you have to do is find the personal IP if the computer you are using and add it to your router&#039;s DMZ list. Please only try this last option if you can&#039;t get the others to work.&lt;br /&gt;
Good Luck&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I chat in the &#039;game lobby&#039;, people can&#039;t hear me.=== &lt;br /&gt;
I would recommend closing and restarting the whole Spring application after each successful game. Weird things tend too happen. (By successful I mean all the players loaded and the game started.) &lt;br /&gt;
&lt;br /&gt;
===I got into the game, but some people didn&#039;t.=== &lt;br /&gt;
The host may have reached the number of players it has set.&lt;br /&gt;
Or the players may be experiencing firewall or video card difficulty. That is not your fault. Please ask them too leave if they are still there when you get into the &#039;game lobby&#039;.&lt;br /&gt;
&lt;br /&gt;
===I got into a game but my name is red, nobody can hear me speak, and eventually I get disconnected===&lt;br /&gt;
This is to do with how long it takes the game to start up (the &amp;quot;load time&amp;quot;). If it takes too long you will see this problem. The load time can be reduced by changing the game graphics settings to lower quality. In particular try setting texture quality to lowest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Playing==&lt;br /&gt;
&lt;br /&gt;
===What is with this weird right-click mode? I&#039;m bout to break my keyboard.=== &lt;br /&gt;
Sorry, you&#039;ll just have to get used to it. As of now it can&#039;t be changed.&lt;br /&gt;
&lt;br /&gt;
===Why is somebody else also controlling my units?=== &lt;br /&gt;
In the &#039;game lobby&#039; there are two sets of teams. There are the &#039;Teams&#039; and the &#039;Ally Teams&#039;. If you are on the same &#039;Team&#039;, then you both get the same commander, and can control the same units. If you are on &#039;Ally Teams&#039;, then you both get different commanders and can&#039;t control each others units. &lt;br /&gt;
&lt;br /&gt;
===Then why would I want to be on the same &#039;Team&#039; as somebody?=== &lt;br /&gt;
Because it&#039;s fun to just drive around units and not have to worry about commanding. (Assuming that one of the people on the team is commanding.) &lt;br /&gt;
&lt;br /&gt;
===How do I talk to my allies only?=== &lt;br /&gt;
You must type &#039;a:&#039; before you speak. Here&#039;s an example: a: Now I am talking to my allies only. &lt;br /&gt;
&lt;br /&gt;
===Help! After I&#039;m finished driving a unit, the camera is all insane! This is nuts! How do I fix it?=== &lt;br /&gt;
Whoa now. Calm down. Just press ctrl + mouse button 3 to change camera modes. &lt;br /&gt;
&lt;br /&gt;
===After I&#039;m finished driving a unit, where what used to be my mouse pointer is now a crosshair. Why?=== &lt;br /&gt;
-This is a special &#039;view mode&#039; that allows you to move around the screen much faster. It&#039;s good for viewing the battle or getting screenshots. Simply press on your third mouse button to revert back to your mouse pointer.&lt;br /&gt;
&lt;br /&gt;
===But I don&#039;t have a third mouse button!=== &lt;br /&gt;
The key &#039;J&#039; works in the same way as the &#039;middle mouse button&#039; does. So where you would use ctrl + middle mouse button to change camera modes, ctrl + j does the same thing. Pressing J once will also switch you from &#039;crosshair mode&#039; to &#039;pointer mode&#039; and vice versa.&lt;br /&gt;
&lt;br /&gt;
===When I start a game, I am stuck in this weird camera mode and my perspective is all messed up. How do I switch to the overhead(ota style) camera?===&lt;br /&gt;
This happens when you start a single player game or when the host uses force start.  Shift+Backspace switches between the fps style, total war style and ota style cameras. Use it to get your camera back to normal in this situation.&lt;br /&gt;
&lt;br /&gt;
===Sometimes my units just get deleted. Why?=== &lt;br /&gt;
For some reason units get deleted when they go into the wrong places. Like out of the map edge.&lt;br /&gt;
&lt;br /&gt;
This is already fixed in recent versions.&lt;br /&gt;
&lt;br /&gt;
===People are cheating! How do I stop it?!=== &lt;br /&gt;
Well currently, you can&#039;t.&lt;br /&gt;
&lt;br /&gt;
Only the host can &amp;quot;activate&amp;quot; the cheat codes. After that, any player can do almost all cheats.&lt;br /&gt;
&lt;br /&gt;
The best thing to do is just not play with the cheaters anymore. But with new spring version cheats are disabled in multiplayer, so that paragraph is hopefully now irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Well how do you cheat?=== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Cheat Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;.cheat&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;enable cheats - Cheats don&#039;t work in multiplayer until the host types this&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.nocost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;instabuild (doesn&#039;t work on things already under construction, only on new ones)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setmaxspeed 50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the maximum speed multiplier (default is 3.0)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setminspeed 0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the minimum speed multiplier (default is 0.3)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.spectator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows you to see the entire map... but you lose control of your units&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.team 0, .team 1, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Change player&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===In Game Commands===&lt;br /&gt;
The following &#039;&#039;non-cheating&#039;&#039; commands are also available in game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.info&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you what colour each player is and their ping delay in the bottom left corner of the screen&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.clock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you the elapsed game time in minutes and seconds in the bottom left corner of the screen&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How do I ally or unally in game?=== &lt;br /&gt;
I&#039;m pretty sure you can&#039;t. Yet. &lt;br /&gt;
&lt;br /&gt;
===How do I give somebody units or metal or energy?=== &lt;br /&gt;
Press the &#039;H&#039; key.&lt;br /&gt;
Then select the amount of metal and/or energy to share.&lt;br /&gt;
&lt;br /&gt;
Then select the recieving player an press ok.&lt;br /&gt;
&lt;br /&gt;
When sharing units, you must first select the units to share, then press &#039;H&#039; key.&lt;br /&gt;
&lt;br /&gt;
Tick share units checkbox and choose recieving player.&lt;br /&gt;
&lt;br /&gt;
===How do I continually give somebody metal and/or energy after a certain point (i.e. Original TA commands +setshare..., +shareall)?=== &lt;br /&gt;
You&#039;ll notice that on your metal and energy bars (top of screen), there are two red bars. You have to put them wherever you want your metal and energy to be shared after.&lt;br /&gt;
&lt;br /&gt;
===Man I am soooo sick of XTA. How do I play AA or OTA instead?=== &lt;br /&gt;
Well. Somebody has made a patch to turn TA Spring into OTA: [http://www.fileuniverse.com/?page=showitem&amp;amp;ID=679 click here]. But really, why would you want to go back to OTA? There are also patches available for various mods other than XTA (which is installed as default): [http://www.fileuniverse.com/?page=listing&amp;amp;ID=92 click here]. A switcher is available which makes it easier to switch between the different mods: [http://www.fileuniverse.com/?page=showitem&amp;amp;ID=805 click here]&lt;br /&gt;
&lt;br /&gt;
===XTA? OTA? AA? OMFGLAMO? What those all the abbreviations mean?===&lt;br /&gt;
zwzsg maintains a handy dandy Faq about TA, and the abbreviations that relate to Spring too, of course.&lt;br /&gt;
[http://www.tauniverse.com/forum/showthread.php?t=27309 click here]. See also the Spring [[Glossary]], which contains brief explanations for all non-standard words and phrases.&lt;br /&gt;
&lt;br /&gt;
===Why am I destroyed so easily by long range assaults?=== &lt;br /&gt;
This is a realistic feature of TA Spring. Units will automatically attack &#039;radar blips&#039; (units that they can not actually see, but that are indicated on radar). However, the accuracy is very bad while shooting at radar blips until:&lt;br /&gt;
* Your unit kills a lot of units and gets experience&lt;br /&gt;
* You get a targetting facility.&lt;br /&gt;
&lt;br /&gt;
===Can I kick people from my &#039;game lobby&#039; or my game?=== &lt;br /&gt;
First of all, you have to be the host to kick. In theory, you would right click on someone&#039;s name in the &#039;game lobby&#039; and that would give you the option to kick them. This feature is not currently supported, however, but it will be fixed soon. &lt;br /&gt;
&lt;br /&gt;
===When I&#039;m &#039;driving&#039; my commander, why can&#039;t I use my laser?=== &lt;br /&gt;
The TA: Spring team will most likely add a way for you to use your commander&#039;s laser soon.&lt;br /&gt;
&lt;br /&gt;
===I hate driving around with the &#039;arrow keys&#039;. Is there any way I can use the &#039;W-A-S-D&#039; controls (the controls most First Person Shooters use) anymore?=== &lt;br /&gt;
Go into your Spring directory and edit the uikeys file. Keep in mind that &#039;S&#039; is originally a &#039;hot-key&#039; that will stop your units and that &#039;D&#039; is a &#039;hot-key&#039; for your commander&#039;s D-Gun. You might want to change those too.&lt;br /&gt;
&lt;br /&gt;
===I turned the shadows feature on; I still don&#039;t see shadows. What gives?=== &lt;br /&gt;
Your graphics card can&#039;t handle shadows, so Spring automatically turns them off.&lt;br /&gt;
&lt;br /&gt;
===I can&#039;t go backwards when I am &#039;driving&#039; a unit. Why not?=== &lt;br /&gt;
Because TA units were never intended to go backwards. Sorry.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m in the Unreal Tournament 2004 kind of mood. How do I strafe?=== &lt;br /&gt;
You can only strafe in &#039;brawler type&#039; ships, such as the brawler, rapier, and light gunships.&lt;br /&gt;
&lt;br /&gt;
===How can I record and watch demos/replays?===	&lt;br /&gt;
From version 0.60b1 onwards, demos are automatically recorded in the &amp;quot;demos&amp;quot; folder, underneath your Spring folder (probably C:\Program Files\TASpring), named for the date and map they were played on. If you play multiple games in the same day on the same map, the games will also be numbered to prevent them from overwriting each other. &lt;br /&gt;
&lt;br /&gt;
To view a demo start spring.exe as non server and enter the full demo name (demos/050803-Ashpen-0.60b1.sdf for example) as server address. Due to the large font, you will find that the name is too big to fit on the screen. If you&#039;re confident typing blind from memory, that&#039;s OK. Otherwise you probably want to copy the file to your Spring folder and rename it to something shorter e.g. &amp;quot;replay.sdf&amp;quot;. Since the game remembers the name of the file you used last time, it saves you typing it out if you use the same name every time.&lt;br /&gt;
&lt;br /&gt;
You can use the Speed up/Slow down game keys while watching the replay, along with other in-game commands like .team&lt;br /&gt;
&lt;br /&gt;
For versions prior to 0.60b1, the game was always recorded to test.sdf which is overwritten by each new game, so the name had to be changed by hand if you wanted to save it. You had to use a name other than test.sdf to view a demo.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I play with certain people I get HUGE sync errors that continue throughout the game.=== &lt;br /&gt;
It used to be because they have a different mod installed than you. If, for example, you had not installed a mod, and somebody was in the game with you that had the OTA mod installed, it would cause the &#039;sync&#039; error.  However, now those errors should show up as disabled units in the battleroom.&lt;br /&gt;
&lt;br /&gt;
Check the list at the right hand in the game battleroom for disabled units.&lt;br /&gt;
&lt;br /&gt;
If there are tons of them (not just 1, as this is known bug [naval flakker bug]), some players has a different mod installed.&lt;br /&gt;
&lt;br /&gt;
===My aircraft repairing platforms don&#039;t work!===	 &lt;br /&gt;
This feature is not implemented yet. I&#039;m afraid you&#039;ll have to wait.&lt;br /&gt;
&lt;br /&gt;
===What features from the original TA game have not been implemented yet?===&lt;br /&gt;
In addition to aircraft repair platforms (above), enemy capturing and resurrection have not been implemented yet.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Creating Content for Spring==&lt;br /&gt;
===How do I create maps===&lt;br /&gt;
See this page: [[Create maps]]&lt;br /&gt;
===How do I create units===&lt;br /&gt;
Go here: [[Create units]]&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6745</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6745"/>
		<updated>2005-08-06T08:51:02Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: /* How can I record and watch demos/replays? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General information==&lt;br /&gt;
&lt;br /&gt;
===What is TA Spring?===&lt;br /&gt;
TA Spring is a project to create the best RTS ever (no joke). There are three principle goals which we hope to achieve. &lt;br /&gt;
&lt;br /&gt;
. . . . . .A) Reach a stage where TA Spring can flawlessly execute most of Total Annihilation&#039;s original gameplay, with its original units in their original format.&lt;br /&gt;
&lt;br /&gt;
. . . . . .B) Add new features as we see fit, fix bugs, and release new versions when we feel it is appropriate to do so.&lt;br /&gt;
&lt;br /&gt;
. . . . . .C) Support the mod community as we see fit.&lt;br /&gt;
&lt;br /&gt;
===When will TA Spring be ready?===&lt;br /&gt;
Now! You can get the latest beta from the download page.&lt;br /&gt;
&lt;br /&gt;
===Will TA Spring be free?===&lt;br /&gt;
The core game is released under GPL License. However, some parts of the game are still under copyright by their owners. Therefore, today, you need to own the original TA game if you want to play. However the community is working hard in order to offer completely free alternatives.&lt;br /&gt;
&lt;br /&gt;
===Why can I edit this page?===&lt;br /&gt;
This page, and several others, are located in the TA Spring [http://en.wikipedia.org/wiki/Wiki Wiki]. The link gives a full explanation of what it is, but in short it is a way of letting anyone who wants contribute to the page content. This can of course be abused, but even while it is easy for someone to vandalise the page, it is just as easy for someone to restore it, since the wiki saves all previous versions of a page.&lt;br /&gt;
&lt;br /&gt;
===I want to help, what can I do?===&lt;br /&gt;
Please look at the Messageboard. There are lots of things you can do according to your skills. Particularly important is to create viable and pleasing free alternatives to copyrighted material, mainly sounds and units.&lt;br /&gt;
&lt;br /&gt;
===I want to donate.===&lt;br /&gt;
People have made clear their desire to donate to the project, and so far, we have been fairly reluctant about accepting donations. Our main concern? While we certainly hope to have something on the level of a commercial release in the near future, there is no guarantee that it will ever happen. Unforseen events arise, and it would be most unfortunate if everyone who donated felt swindled because the project did not turn out as they had hoped.&lt;br /&gt;
&lt;br /&gt;
We do not plan to be more or less productive solely based upon the quantity and frequency of donations received. The TA Spring project is here only because we view this as an enjoyable hobby.&lt;br /&gt;
&lt;br /&gt;
===I read all that and I still want to donate.===&lt;br /&gt;
Very well then! You can find the required details [http://taspring.clan-sy.com/donate.php here]. It will be much appreciated. :)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Technical==&lt;br /&gt;
&lt;br /&gt;
===What port numbers does TA Spring use?===&lt;br /&gt;
The lobby room uses 4897 TCP to communicate with the server. Then when you create a battleroom you can choose what ports it should use. 8452 is the default. The battleroom itself will use TCP on this port while the game will use UDP on this port.&lt;br /&gt;
&lt;br /&gt;
===What APIs does TA Spring use?===&lt;br /&gt;
The Windows version of the program (which one might call the official version, or at this point, simply the working version :) ) uses: OpenGL for rendering, DirectSound for sound, and Winsock for networking. &lt;br /&gt;
&lt;br /&gt;
The Linux port (more info below) will use SDL/OpenGL for rendering, OpenAL for sound (which will connect to DirectSound on Windows and OSS or ALSA on Linux), BSD  sockets for networking.&lt;br /&gt;
&lt;br /&gt;
===What language is TA Spring written in?===&lt;br /&gt;
C and C++.&lt;br /&gt;
&lt;br /&gt;
===Is TA Spring open source?===&lt;br /&gt;
Yes, it is. Go to the downloads section of the site to download the source code.&lt;br /&gt;
&lt;br /&gt;
===Will there be a linux port?===&lt;br /&gt;
There is an effort being made by some in the community to create a port. For more information see the separate wiki [https://opensvn.csie.org/traccgi/taspring_linux/trac.cgi/ here] and see the Messageboard, where most discussion is focused in this [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=743&amp;amp;highlight= thread].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
===What platforms will TA Spring run on?===&lt;br /&gt;
At the moment, it only runs on Windows. &lt;br /&gt;
Members of the community are working on porting the game on Linux platform (please refer to the Messageboard).&lt;br /&gt;
If someone wants to port it to another platform, please contact us once we have an initial release ready. We will not, however, port it ourselves at any time (in the forseeable future). There is simply no compelling reason for us to do so. Additionally, we would like to focus on getting it working well on just one platform.&lt;br /&gt;
&lt;br /&gt;
===What sort of a system will I need to run TA Spring?===&lt;br /&gt;
You will most certainly need a 3D graphics card to run TA Spring, which will probably require at least a GeForce3 (note that a GeForce4 MX is not better than a GeForce3) and the latest driver supported. Minimum CPU requirements are a little more complex. A more powerful CPU will have the capability to support larger maps and a greater maximum unit limit. A 1ghz CPU should be able to support an estimated 500 units. The needed memory will also vary with unit count and mapsize, but 512mb should be enough.&lt;br /&gt;
&lt;br /&gt;
===Spring says I need the GL_ARB_texture_env_combine extension, what can I do?===&lt;br /&gt;
If you encounter the error &amp;quot;Needed extension GL_ARB_texture_env_combine not found&amp;quot;, this means that your video card driver does not support GL_ARB_texture_env_combine. You can try downloading a new video driver from the manufacturers website ([www.ati.com], [www.nvidia.com], ...) If this doesn&#039;t solve the problem then your video hardware is too old to support the extension. Buy a new video card.&lt;br /&gt;
&lt;br /&gt;
EDIT: I am also having this problem with the geoforce 6800 ultra and I have the latest drivers.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Content==&lt;br /&gt;
 &lt;br /&gt;
===Do TA Spring maps need a &amp;quot;ground&amp;quot;?===&lt;br /&gt;
TA Spring maps do require a ground. We have had many requests to have space maps, however, a &amp;quot;true&amp;quot; (ala Homeworld) space setting is not likely. It would have to wait until a much later stage. This does not mean that TA&#039;s style of &amp;quot;space&amp;quot; maps won&#039;t be possible, (see the Final Frontier TC for examples of this).&lt;br /&gt;
&lt;br /&gt;
===You stated that TA Spring uses the TA unit format.===&lt;br /&gt;
TA Spring does use the Total Annihilation unit format. However, we do plan to make TA Spring compatible with a custom unit format of our own design.&lt;br /&gt;
&lt;br /&gt;
===How powerful will TA Spring&#039;s custom format be?===&lt;br /&gt;
Total Annihilation&#039;s unit format was extremely limited. Most of these limitations will either be expanded or non-existent in TA Spring&#039;s custom unit format. One of the most exciting improvements is the introduction of an entirely new method of scripting, with nearly complete control over every aspect of a unit&#039;s actions and behaviors.&lt;br /&gt;
&lt;br /&gt;
===Does TA Spring have a limited number of weapons?===&lt;br /&gt;
No. Unlike Total Annihilation, TA Spring&#039;s weapon IDs will be unlimited.&lt;br /&gt;
&lt;br /&gt;
===Does TA Spring have a limited number of unique units?===&lt;br /&gt;
No. Unit IDs, like weapon IDs, will be unlimited.&lt;br /&gt;
&lt;br /&gt;
===Will units have a maximum of 3 unique weapons?===&lt;br /&gt;
Total Annihilation had a limitation that permitted a maximum of 3 unique weapons per unit. This limit will exist in TA Spring only if a unit is made in the original Total Annihilation format. To bypass this limit, a unit would have to be created entirely within the limits of our own format.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m curious as to the per-unit polygon limit.===&lt;br /&gt;
The engine itself does not have a polygon count limit. The limit is that of the processing power of today&#039;s computers. Since TA Spring requires a 3D card, the maximum polygon count per unit will be several times higher than Total Annihilation&#039;s. No real numbers yet though. We&#039;re gonna leave it up to the mod community to figure that one out.&lt;br /&gt;
&lt;br /&gt;
===Will units be able to perform basic terraforming?===&lt;br /&gt;
Total Annihilation units probably won&#039;t have any terrain editable functionality. Future units may be endowed with such functionality, but it&#039;s more of a gameplay issue and has not been decided upon yet. However construction units can restore ground.&lt;br /&gt;
&lt;br /&gt;
===Will tunnel building be possible?===&lt;br /&gt;
Subterranean areas of any sort is impossible. However, it is possible to heavily deform the ground with explosives.&lt;br /&gt;
&lt;br /&gt;
===Will the ground&#039;s water retention be editable?===&lt;br /&gt;
No. Water will always collect when a piece of land has a height below sea level.&lt;br /&gt;
&lt;br /&gt;
===Does TA Spring have a limit on the number of races?===&lt;br /&gt;
TA Spring has no limit on the total number of sides/races.&lt;br /&gt;
&lt;br /&gt;
===What are the sizes of the biggest and smallest units?===&lt;br /&gt;
Static units (buildings, defenses, etc.) have no size limitations in the engine. Technically, neither do mobile units, but units with a footprint larger than 4x4 &amp;quot;squares&amp;quot; (an arbitrary size standard created by Cavedog) might have problems pathfinding.&lt;br /&gt;
&lt;br /&gt;
===What is going to be the maximum possible sea depth?===&lt;br /&gt;
For all practical purposes, it will be unlimited. The depth values are stored as &amp;quot;float variables&amp;quot;, so it is doubtful that maps would ever be made which even come close to approaching the limit.&lt;br /&gt;
&lt;br /&gt;
===Will TA Spring support campaigns?===&lt;br /&gt;
No such support is planned at the moment but it is possible using the GroupAI interface.&lt;br /&gt;
&lt;br /&gt;
===How big will the TA Spring files be?===&lt;br /&gt;
TA Spring will be as big as however much content is included with it. The &amp;quot;essential&amp;quot; files (engine files mostly) will only be several megabytes large. Content (such as maps and units) will add considerable size to the TA Spring download. However, it is not known at this point just how much &amp;quot;content&amp;quot; will be included with the first release.&lt;br /&gt;
&lt;br /&gt;
===How will TA Spring render sound effects?===&lt;br /&gt;
Sound is rendered 3D, meaning that the volume and direction (assuming a multi-speaker setup) vary with the location of the camera from the sound &amp;quot;emitter&amp;quot;. What this translates into gameplay terms means that the closer you are to a unit making a sound or motion, the louder the sound will be. Additionally, the sound will be heard differently depending on which way the camera is facing relative to units making sound.&lt;br /&gt;
&lt;br /&gt;
===Will TA Spring have ambient sound?===&lt;br /&gt;
There is no ambient sound, and we haven&#039;t planned on adding it thus far.&lt;br /&gt;
&lt;br /&gt;
===Will there be an AI or a &amp;quot;skirmish&amp;quot; mode?===&lt;br /&gt;
We have created an interface for AI&#039;s, and two are currently approaching development. In the meantime, the spawn script included in the latest version exists as a text file in the TASpring folder, and can be modified by any text editor such as MS Notepad, for your particular play style, or mod.&lt;br /&gt;
&lt;br /&gt;
===Will a &amp;quot;possess&amp;quot; or a FPS option be present?===&lt;br /&gt;
Yes, it is possible to fully control a unit from the first person view. It is more of a gimmick, but it still allows for a nice diversion once in a while.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Getting into a game==&lt;br /&gt;
&lt;br /&gt;
===People talk about &#039;Single Player&#039;. How do I start a single player game?=== &lt;br /&gt;
Go into your TA Spring folder and find the &#039;Spring.exe&#039; file. Double click on it and say &#039;yes&#039; to host.&lt;br /&gt;
&lt;br /&gt;
===When I try to make a single player game, it gives me an error.=== &lt;br /&gt;
Your graphics card probably can&#039;t support Spring. If you read the requirements it did say GeForce 3 or better. Go to the settings file in your TA Spring directory and lower some of the options. Sometimes that works. &lt;br /&gt;
&lt;br /&gt;
===Does TA Spring support AI Players?=== &lt;br /&gt;
Not yet. Fortunately for you they are currently working on it :) In the mean time you can use the [[random_enemies]] script, which spawns units out of thin air and sends them to attack you.&lt;br /&gt;
&lt;br /&gt;
===When I try to connect to the lobby it gives me an error.=== &lt;br /&gt;
There could be 2 problems. Either you don&#039;t have an account, or the server is down. If you don&#039;t have an account, make one. If the server is down, you&#039;ll just have to wait (this doesn&#039;t happen often, though).&lt;br /&gt;
Have a look at this website&#039;s News page and/or the Messageboard, it is likely that you will get some information there in the eventuality that the server is down.&lt;br /&gt;
&lt;br /&gt;
===I have a router and I don&#039;t seem to be able to get a game===&lt;br /&gt;
&lt;br /&gt;
If you are using a router you may have other problems. Explanations of [http://www.portforward.com/routers.htm how to forward ports] has instructions for every router.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I join games the minimap is blank===&lt;br /&gt;
This is because you don&#039;t have the map they&#039;re using. At present (0.51b1) the regular installer comes with the following maps: Small Divide, map4, mars and Flooded Desert. The small installer only comes with Small Divide. If you want to play games with other maps you need to download them.&lt;br /&gt;
&lt;br /&gt;
===Where can I download more maps?===&lt;br /&gt;
As for most Spring downloads [http://www.fileuniverse.com/?page=listing&amp;amp;ID=90 FileUniverse] is the place to be! A collection of maps can be downloaded [http://www.fileuniverse.com/?page=listing&amp;amp;ID=91 here].&lt;br /&gt;
&lt;br /&gt;
===I used the small installer where can I get the missing maps?===&lt;br /&gt;
Unfortunately the maps included in the regular installer (0.51b1) aren&#039;t available on File Universe. However, since many of the scripts included in the game rely on map4, this can be downloaded [http://taspring.clan-sy.com/dl/map4.7z here].&lt;br /&gt;
&lt;br /&gt;
===How do I install downloaded maps?===&lt;br /&gt;
Just unzip them into your spring maps folder. Some map files use newer (smaller) file formats such as .rar or .7z, to unzip these newer formats, you&#039;ll need to download 7-Zip [http://www.7-zip.org/ http://www.7-zip.org/] or Zip-genius [http://downloads.zipgenius.it/ http://downloads.zipgenius.it/]. They both handle almost all formats and are totaly free.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I try to join games it gives me an error.=== &lt;br /&gt;
The host is behind a firewall that has not opened the correct ports for Spring.&lt;br /&gt;
&lt;br /&gt;
Dixit SJ: &amp;quot;The lobby room uses 4897 tcp to communicate with the server. Then when you create a battleroom you can choose what ports it should use. 8452 is the default. The battleroom itself will use tcp on this port while the game will use udp on this port.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===When I make games nobody joins.=== &lt;br /&gt;
You are probably behind a firewall. See question above.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts I never make it past the loading screen.=== &lt;br /&gt;
This indicates a problem with your video card. Once again the best way to deal with this situation is to make sure your video card has the latest driver updates and that all Spring video features are on the lowest settings.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts, I make it past the loading screen, but when I get into the game it says, &amp;quot;Waiting for Host&amp;quot;, and does a 10 second countdown. It always reaches zero and boots me out, what gives?=== &lt;br /&gt;
This is a firewall issue. There are three things you can do to fix this. First, make sure your windows firewall is either off, or is not blocking the TA: Spring application. Secondly, if you are behind a router, you can forward the ports that the host is using (especially if you are the host), and it usually fixes the problem. To do this you must go to your router configuration page. You can see what port &#039;you&#039; are using (as the host), by hosting a multiplayer game in the Spring Lobby. You must make this your trigger port, and make sure that it is open for both TCP and UDP. Thirdly, if none of the aforementioned worked. The easiest thing to do (assuming you are behind a router) is to set the DMZ (Demilitarized Zone). This means your computer will be completely exposed to the internet, which will make you vulnerable to any unknown or unpatched exploits in windows. All you have to do is find the personal IP if the computer you are using and add it to your router&#039;s DMZ list. Please only try this last option if you can&#039;t get the others to work.&lt;br /&gt;
Good Luck&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I chat in the &#039;game lobby&#039;, people can&#039;t hear me.=== &lt;br /&gt;
I would recommend closing and restarting the whole Spring application after each successful game. Weird things tend too happen. (By successful I mean all the players loaded and the game started.) &lt;br /&gt;
&lt;br /&gt;
===I got into the game, but some people didn&#039;t.=== &lt;br /&gt;
The host may have reached the number of players it has set.&lt;br /&gt;
Or the players may be experiencing firewall or video card difficulty. That is not your fault. Please ask them too leave if they are still there when you get into the &#039;game lobby&#039;.&lt;br /&gt;
&lt;br /&gt;
===I got into a game but my name is red, nobody can hear me speak, and eventually I get disconnected===&lt;br /&gt;
This is to do with how long it takes the game to start up (the &amp;quot;load time&amp;quot;). If it takes too long you will see this problem. The load time can be reduced by changing the game graphics settings to lower quality. In particular try setting texture quality to lowest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Playing==&lt;br /&gt;
&lt;br /&gt;
===What is with this weird right-click mode? I&#039;m bout to break my keyboard.=== &lt;br /&gt;
Sorry, you&#039;ll just have to get used to it. As of now it can&#039;t be changed.&lt;br /&gt;
&lt;br /&gt;
===Why is somebody else also controlling my units?=== &lt;br /&gt;
In the &#039;game lobby&#039; there are two sets of teams. There are the &#039;Teams&#039; and the &#039;Ally Teams&#039;. If you are on the same &#039;Team&#039;, then you both get the same commander, and can control the same units. If you are on &#039;Ally Teams&#039;, then you both get different commanders and can&#039;t control each others units. &lt;br /&gt;
&lt;br /&gt;
===Then why would I want to be on the same &#039;Team&#039; as somebody?=== &lt;br /&gt;
Because it&#039;s fun to just drive around units and not have to worry about commanding. (Assuming that one of the people on the team is commanding.) &lt;br /&gt;
&lt;br /&gt;
===How do I talk to my allies only?=== &lt;br /&gt;
You must type &#039;a:&#039; before you speak. Here&#039;s an example: a: Now I am talking to my allies only. &lt;br /&gt;
&lt;br /&gt;
===Help! After I&#039;m finished driving a unit, the camera is all insane! This is nuts! How do I fix it?=== &lt;br /&gt;
Whoa now. Calm down. Just press ctrl + mouse button 3 to change camera modes. &lt;br /&gt;
&lt;br /&gt;
===After I&#039;m finished driving a unit, where what used to be my mouse pointer is now a crosshair. Why?=== &lt;br /&gt;
-This is a special &#039;view mode&#039; that allows you to move around the screen much faster. It&#039;s good for viewing the battle or getting screenshots. Simply press on your third mouse button to revert back to your mouse pointer.&lt;br /&gt;
&lt;br /&gt;
===But I don&#039;t have a third mouse button!=== &lt;br /&gt;
The key &#039;J&#039; works in the same way as the &#039;middle mouse button&#039; does. So where you would use ctrl + middle mouse button to change camera modes, ctrl + j does the same thing. Pressing J once will also switch you from &#039;crosshair mode&#039; to &#039;pointer mode&#039; and vice versa.&lt;br /&gt;
&lt;br /&gt;
===When I start a game, I am stuck in this weird camera mode and my perspective is all messed up. How do I switch to the overhead(ota style) camera?===&lt;br /&gt;
This happens when you start a single player game or when the host uses force start.  Shift+Backspace switches between the fps style, total war style and ota style cameras. Use it to get your camera back to normal in this situation.&lt;br /&gt;
&lt;br /&gt;
===Sometimes my units just get deleted. Why?=== &lt;br /&gt;
For some reason units get deleted when they go into the wrong places. Like out of the map edge.&lt;br /&gt;
&lt;br /&gt;
This is already fixed in recent versions.&lt;br /&gt;
&lt;br /&gt;
===People are cheating! How do I stop it?!=== &lt;br /&gt;
Well currently, you can&#039;t.&lt;br /&gt;
&lt;br /&gt;
Only the host can &amp;quot;activate&amp;quot; the cheat codes. After that, any player can do almost all cheats.&lt;br /&gt;
&lt;br /&gt;
The best thing to do is just not play with the cheaters anymore. But with new spring version cheats are disabled in multiplayer, so that paragraph is hopefully now irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Well how do you cheat?=== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Cheat Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;.cheat&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;enable cheats - Cheats don&#039;t work in multiplayer until the host types this&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.nocost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;instabuild (doesn&#039;t work on things already under construction, only on new ones)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setmaxspeed 50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the maximum speed multiplier (default is 3.0)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setminspeed 0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the minimum speed multiplier (default is 0.3)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.spectator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows you to see the entire map... but you lose control of your units&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.team 0, .team 1, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Change player&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===In Game Commands===&lt;br /&gt;
The following &#039;&#039;non-cheating&#039;&#039; commands are also available in game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.info&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you what colour each player is and their ping delay in the bottom left corner of the screen&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.clock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you the elapsed game time in minutes and seconds in the bottom left corner of the screen&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How do I ally or unally in game?=== &lt;br /&gt;
I&#039;m pretty sure you can&#039;t. Yet. &lt;br /&gt;
&lt;br /&gt;
===How do I give somebody units or metal or energy?=== &lt;br /&gt;
Press the &#039;H&#039; key.&lt;br /&gt;
Then select the amount of metal and/or energy to share.&lt;br /&gt;
&lt;br /&gt;
Then select the recieving player an press ok.&lt;br /&gt;
&lt;br /&gt;
When sharing units, you must first select the units to share, then press &#039;H&#039; key.&lt;br /&gt;
&lt;br /&gt;
Tick share units checkbox and choose recieving player.&lt;br /&gt;
&lt;br /&gt;
===How do I continually give somebody metal and/or energy after a certain point (i.e. Original TA commands +setshare..., +shareall)?=== &lt;br /&gt;
You&#039;ll notice that on your metal and energy bars (top of screen), there are two red bars. You have to put them wherever you want your metal and energy to be shared after.&lt;br /&gt;
&lt;br /&gt;
===Man I am soooo sick of XTA. How do I play AA or OTA instead?=== &lt;br /&gt;
Well. Somebody has made a patch to turn TA Spring into OTA: [http://www.fileuniverse.com/?page=showitem&amp;amp;ID=679 click here]. But really, why would you want to go back to OTA? There are also patches available for various mods other than XTA (which is installed as default): [http://www.fileuniverse.com/?page=listing&amp;amp;ID=92 click here]. A switcher is available which makes it easier to switch between the different mods: [http://www.fileuniverse.com/?page=showitem&amp;amp;ID=805 click here]&lt;br /&gt;
&lt;br /&gt;
===XTA? OTA? AA? OMFGLAMO? What those all the abbreviations mean?===&lt;br /&gt;
zwzsg maintains a handy dandy Faq about TA, and the abbreviations that relate to Spring too, of course.&lt;br /&gt;
[http://www.tauniverse.com/forum/showthread.php?t=27309 click here]. See also the Spring [[Glossary]], which contains brief explanations for all non-standard words and phrases.&lt;br /&gt;
&lt;br /&gt;
===Why am I destroyed so easily by long range assaults?=== &lt;br /&gt;
This is a realistic feature of TA Spring. Units will automatically attack &#039;radar blips&#039; (units that they can not actually see, but that are indicated on radar). However, the accuracy is very bad while shooting at radar blips until:&lt;br /&gt;
* Your unit kills a lot of units and gets experience&lt;br /&gt;
* You get a targetting facility.&lt;br /&gt;
&lt;br /&gt;
===Can I kick people from my &#039;game lobby&#039; or my game?=== &lt;br /&gt;
First of all, you have to be the host to kick. In theory, you would right click on someone&#039;s name in the &#039;game lobby&#039; and that would give you the option to kick them. This feature is not currently supported, however, but it will be fixed soon. &lt;br /&gt;
&lt;br /&gt;
===When I&#039;m &#039;driving&#039; my commander, why can&#039;t I use my laser?=== &lt;br /&gt;
The TA: Spring team will most likely add a way for you to use your commander&#039;s laser soon.&lt;br /&gt;
&lt;br /&gt;
===I hate driving around with the &#039;arrow keys&#039;. Is there any way I can use the &#039;W-A-S-D&#039; controls (the controls most First Person Shooters use) anymore?=== &lt;br /&gt;
Go into your Spring directory and edit the uikeys file. Keep in mind that &#039;S&#039; is originally a &#039;hot-key&#039; that will stop your units and that &#039;D&#039; is a &#039;hot-key&#039; for your commander&#039;s D-Gun. You might want to change those too.&lt;br /&gt;
&lt;br /&gt;
===I turned the shadows feature on; I still don&#039;t see shadows. What gives?=== &lt;br /&gt;
Your graphics card can&#039;t handle shadows, so Spring automatically turns them off.&lt;br /&gt;
&lt;br /&gt;
===I can&#039;t go backwards when I am &#039;driving&#039; a unit. Why not?=== &lt;br /&gt;
Because TA units were never intended to go backwards. Sorry.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m in the Unreal Tournament 2004 kind of mood. How do I strafe?=== &lt;br /&gt;
You can only strafe in &#039;brawler type&#039; ships, such as the brawler, rapier, and light gunships.&lt;br /&gt;
&lt;br /&gt;
===How can I record and watch demos/replays?===	&lt;br /&gt;
From version 0.60b1 onwards, demos are automatically recorded in the &amp;quot;demos&amp;quot; folder, underneath your Spring folder (probably C:\Program Files\TASpring), named for the date and map they were played on. If you play multiple games in the same day on the same map, the games will also be numbered to prevent them from overwritting each other. &lt;br /&gt;
&lt;br /&gt;
To view a demo start spring.exe as non server and enter the full demo name (demos/050803-Ashpen-0.60b1.sdf for example) as server address. Due to the large font, you will find that the name is too big to fit on the screen. If you&#039;re confident typing blind from memory, that&#039;s OK. Otherwise you probably want to copy the file to your Spring folder and rename it to something shorter e.g. &amp;quot;replay.sdf&amp;quot;. Since the game remembers the name of the file you used last time, it saves you typing it out if you use the same name every time.&lt;br /&gt;
&lt;br /&gt;
You can use the Speed up/Slow down game keys while watching the replay, along with other in-game commands like .team&lt;br /&gt;
&lt;br /&gt;
For versions prior to 0.60b1, the game was always recorded to test.sdf which is overwritten by each new game, so the name had to be changed by hand if you wanted to save it. You had to use a name other than test.sdf to view a demo.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I play with certain people I get HUGE sync errors that continue throughout the game.=== &lt;br /&gt;
It used to be because they have a different mod installed than you. If, for example, you had not installed a mod, and somebody was in the game with you that had the OTA mod installed, it would cause the &#039;sync&#039; error.  However, now those errors should show up as disabled units in the battleroom.&lt;br /&gt;
&lt;br /&gt;
Check the list at the right hand in the game battleroom for disabled units.&lt;br /&gt;
&lt;br /&gt;
If there are tons of them (not just 1, as this is known bug [naval flakker bug]), some players has a different mod installed.&lt;br /&gt;
&lt;br /&gt;
===My aircraft repairing platforms don&#039;t work!===	 &lt;br /&gt;
This feature is not implemented yet. I&#039;m afraid you&#039;ll have to wait.&lt;br /&gt;
&lt;br /&gt;
===What features from the original TA game have not been implemented yet?===&lt;br /&gt;
In addition to aircraft repair platforms (above), enemy capturing and resurrection have not been implemented yet.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Creating Content for Spring==&lt;br /&gt;
===How do I create maps===&lt;br /&gt;
See this page: [[Create maps]]&lt;br /&gt;
===How do I create units===&lt;br /&gt;
Go here: [[Create units]]&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Glossary&amp;diff=9496</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Glossary&amp;diff=9496"/>
		<updated>2005-08-06T08:00:51Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: Added some coding stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Intro===&lt;br /&gt;
&lt;br /&gt;
Can&#039;t find what you&#039;re looking for? Please edit this page and add an entry for the word/phrase you don&#039;t understand, with the text &amp;quot;what&#039;s this?&amp;quot; (click the &amp;quot;Edit Page&amp;quot; link at the bottom to begin). Secondly, have a look to see if there are any &amp;quot;what&#039;s this?&amp;quot; entries that you know the answer to, and fill them in.&lt;br /&gt;
&lt;br /&gt;
Please keep this page in alphabetical order, and remember it is just a glossary not an encyclopedia - brief descriptions only please! Thank you.&lt;br /&gt;
&lt;br /&gt;
For another list of TA acronyms click [http://www.tauniverse.com/forum/showthread.php?s=&amp;amp;postid=435301#post435301 this].&lt;br /&gt;
&lt;br /&gt;
===Glossary===&lt;br /&gt;
&lt;br /&gt;
AA - &amp;quot;Anti Air&amp;quot; - units which are good against aircraft. Also see Absolute Annihilation&lt;br /&gt;
&lt;br /&gt;
[[Absolute Annihilation]] - balancing mod with lots of extra units, based on UH&lt;br /&gt;
&lt;br /&gt;
assist-bulid - see &amp;quot;build assist&amp;quot;&lt;br /&gt;
&lt;br /&gt;
balancing mod - changes the stats, abilities, or build menus of existing units, may add extra units&lt;br /&gt;
&lt;br /&gt;
BSR - Brave Sir Robin - producer of UH&lt;br /&gt;
&lt;br /&gt;
build-assist - speeding up unit/building construction with extra con units&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/C_plus_plus C++] - a computer language. Spring is written in this language.&lt;br /&gt;
&lt;br /&gt;
CVS - Concurrent Version System&lt;br /&gt;
&lt;br /&gt;
comm - &amp;quot;commander&amp;quot;, the unit you start the game with&lt;br /&gt;
&lt;br /&gt;
comm bomb - self-Ding your comm in an enemy base to destroy it&lt;br /&gt;
&lt;br /&gt;
con - &amp;quot;construction&amp;quot;, e.g. &amp;quot;con air&amp;quot;/&amp;quot;air con&amp;quot; is a construction aircraft.&lt;br /&gt;
&lt;br /&gt;
[[FAQ]] - answers to Frequently Asked Questions&lt;br /&gt;
&lt;br /&gt;
LOS - Line Of Sight (of your units)&lt;br /&gt;
&lt;br /&gt;
mex (mexes) - Metal Extractor(s)&lt;br /&gt;
&lt;br /&gt;
[[MiniSpring]] - mod with all the unit sizes scaled down by a factor of 2&lt;br /&gt;
&lt;br /&gt;
mod - modification to the game which changes the units, see [[Mods]]&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Microsoft_.NET .NET] - a software development platform used by Spring.&lt;br /&gt;
&lt;br /&gt;
Phoenix Works - a game lobby and persistent campaign system supporting Spring XTA as well as several (mainly rebalancing) mods for original TA&lt;br /&gt;
&lt;br /&gt;
PW - see &amp;quot;Phoenix Works&amp;quot;&lt;br /&gt;
&lt;br /&gt;
rebalance - see &amp;quot;balancing mod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
rush - early attack, see [[Rushing]]&lt;br /&gt;
&lt;br /&gt;
self-D - &amp;quot;self destruct&amp;quot; - all units can do this (ctrl-D to activate/cancel)&lt;br /&gt;
&lt;br /&gt;
[http://sf.net SourceForge] - the open source website used for the development of the source code&lt;br /&gt;
&lt;br /&gt;
[[SWTA]] - Star Wars total conversion mod&lt;br /&gt;
&lt;br /&gt;
SYs - Swedish Yankspankers - the guys who started the whole Spring thing =)&lt;br /&gt;
&lt;br /&gt;
TA - Total Annihilation, the name of the game&lt;br /&gt;
&lt;br /&gt;
TAWD - Total Annihilation: World Domination, a quality World War 3 TC.&lt;br /&gt;
&lt;br /&gt;
TC - see &amp;quot;total conversion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[UberHack]] - perhaps the most widely acclaimed balancing mod - produced by BSR&lt;br /&gt;
&lt;br /&gt;
UH - see UberHack&lt;br /&gt;
&lt;br /&gt;
total conversion - a mod which replaces the entire unit set&lt;br /&gt;
&lt;br /&gt;
unit stats - the amount of armour, max speed etc. a unit has&lt;br /&gt;
&lt;br /&gt;
[[UTASP]] - A truly massive unofficial unit pack expansion for TA&lt;br /&gt;
&lt;br /&gt;
XTA - The SY&#039;s radical rebalance mod, the standard gametype for Spring.&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development&amp;diff=5421</id>
		<title>Development</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development&amp;diff=5421"/>
		<updated>2005-08-06T07:50:33Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for information on how to help out with the development of TA Spring itself. If you&#039;re interested in developing a mod see the [[Mod Development]] page.&lt;br /&gt;
&lt;br /&gt;
To get started with development, there are two things required. This would be the latest source code, and something to compile it with.&lt;br /&gt;
&lt;br /&gt;
To obtain the source code, one way is to simply download the source package for the latest release. But since the code is updated regularly, it would be better to grab it directly from CVS. Look at this [[CVS tutorial]] for instructions on how to do this easily.&lt;br /&gt;
&lt;br /&gt;
Now that you have something to compile, it is time to actually compile it. The simplest way is to obtain a copy of Microsoft Visual C++ .NET 2003 which is what the core developers use. Simply navigate to the rts folder inside the source treen, open Lesson2.vcproj, and hit compile.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have access to this compiler, it should be possible to use the free version of Visual C++ instead. Look at the end of [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=921 this forum thread] for more information. Hopefully this will be turned into a Wiki guide by someone who has gotten this to work.&lt;br /&gt;
&lt;br /&gt;
Before starting to make modifications to the source, take a look at the [[development guidelines]] which outlines some important things to think about. To find something interesting to work on, a list of [[example projects]] have been compiled. You can also check the list of [[whois doing what]] to see what others are doing.&lt;br /&gt;
&lt;br /&gt;
If you create something that you think should be included into the official source tree, you can submit a patch to [http://sourceforge.net/tracker/?group_id=137982&amp;amp;atid=739725 SourceForge]]. It could also be useful to post about it in the [http://taspring.clan-sy.com/phpbb/viewforum.php?f=12 development forum] and get some feedback.&lt;br /&gt;
&lt;br /&gt;
See [[Glossary]]&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development&amp;diff=5420</id>
		<title>Development</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development&amp;diff=5420"/>
		<updated>2005-08-06T07:49:26Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: Added mod dev link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for information on how to help out with the development of TA Spring itself. If you&#039;re interested in developing a mod see the [[Mod Development]] page.&lt;br /&gt;
&lt;br /&gt;
To get started with development, there are two things required. This would be the latest source code, and something to compile it with.&lt;br /&gt;
&lt;br /&gt;
To obtain the source code, one way is to simply download the source package for the latest release. But since the code is updated regularly, it would be better to grab it directly from CVS. Look at this [[CVS tutorial]] for instructions on how to do this easily.&lt;br /&gt;
&lt;br /&gt;
Now that you have something to compile, it is time to actually compile it. The simplest way is to obtain a copy of Microsoft Visual C++ .NET 2003 which is what the core developers use. Simply navigate to the rts folder inside the source treen, open Lesson2.vcproj, and hit compile.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have access to this compiler, it should be possible to use the free version of Visual C++ instead. Look at the end of [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=921 this forum thread] for more information. Hopefully this will be turned into a Wiki guide by someone who has gotten this to work.&lt;br /&gt;
&lt;br /&gt;
Before starting to make modifications to the source, take a look at the [[development guidelines]] which outlines some important things to think about. To find something interesting to work on, a list of [[example projects]] have been compiled. You can also check the list of [[whois doing what]] to see what others are doing.&lt;br /&gt;
&lt;br /&gt;
If you create something that you think should be included into the official source tree, you can submit a patch to [http://sourceforge.net/tracker/?group_id=137982&amp;amp;atid=739725 SourceForge]]. It could also be useful to post about it in the [http://taspring.clan-sy.com/phpbb/viewforum.php?f=12 development forum] and get some feedback.&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Mods&amp;diff=14479</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Mods&amp;diff=14479"/>
		<updated>2005-08-06T07:45:41Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can download the following mods at [http://www.fileuniverse.com/?page=listing&amp;amp;ID=92 File Universe] (If you&#039;re interested in editing mods or creating your own mods, see the [[Mod Development]] page):&lt;br /&gt;
&lt;br /&gt;
 	 &lt;br /&gt;
[[Absolute Annihilation]] v5.0 	&lt;br /&gt;
  	 &lt;br /&gt;
DM45Spring.exe 	&lt;br /&gt;
&lt;br /&gt;
[[EvoTA]] 	&lt;br /&gt;
  	 &lt;br /&gt;
[[Gundam Annihilation]] 	&lt;br /&gt;
  	 &lt;br /&gt;
[[MAD TA]] Buildpics for Spring 	&lt;br /&gt;
  	 &lt;br /&gt;
[[MiniSpring]] 	&lt;br /&gt;
  	 &lt;br /&gt;
[[Rhyoss]] for Spring 	&lt;br /&gt;
  	 &lt;br /&gt;
Spring [[SWTA]] Gnome Edition 0.60 	&lt;br /&gt;
  	 &lt;br /&gt;
[[SWTA]] &amp;amp; ImpAuth for Spring 5.03 (buggy) 	&lt;br /&gt;
&lt;br /&gt;
[[UberHack]]&lt;br /&gt;
  	 &lt;br /&gt;
[[UTASP]] 5 Spring&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Main_Page]]&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=UberHack&amp;diff=18868</id>
		<title>UberHack</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=UberHack&amp;diff=18868"/>
		<updated>2005-08-06T07:44:13Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: Added AA link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UberHack or UH is one of the most popular mods for OTA.&lt;br /&gt;
&lt;br /&gt;
It is a balancing mod produced and overseen by the excellent Brave Sir Robin - widely acknowledged as one of the best balancers around. Sadly he seems to have disspeared from the TA scene a few years back, but he did leave us a final version of UH - 4.0.&lt;br /&gt;
&lt;br /&gt;
You can download the Spring version from [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1269 file universe], though at time of writing it is a straightforward conversion to spring so things like any-direction factories aren&#039;t available.&lt;br /&gt;
&lt;br /&gt;
For more details on the original mod, see [http://www.rakrent.com/rtsc/html/tauh.htm this review] or [http://www.planetannihilation.com/bsr/ BSR&#039;s web site] or even  [http://en.wikipedia.org/wiki/Uberhack Wikipedia].&lt;br /&gt;
&lt;br /&gt;
[[Absolute Annihilation]] took the mod as BSR left it and built on it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Glossary]]&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=UberHack&amp;diff=18867</id>
		<title>UberHack</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=UberHack&amp;diff=18867"/>
		<updated>2005-08-06T07:43:01Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UberHack or UH is one of the most popular mods for OTA.&lt;br /&gt;
&lt;br /&gt;
It is a balancing mod produced and overseen by the excellent Brave Sir Robin - widely acknowledged as one of the best balancers around. Sadly he seems to have disspeared from the TA scene a few years back, but he did leave us a final version of UH - 4.0.&lt;br /&gt;
&lt;br /&gt;
You can download the Spring version from [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1269 file universe], though at time of writing it is a straightforward conversion to spring so things like any-direction factories aren&#039;t available.&lt;br /&gt;
&lt;br /&gt;
For more details on the original mod, see [http://www.rakrent.com/rtsc/html/tauh.htm this review] or [http://www.planetannihilation.com/bsr/ BSR&#039;s web site] or even  [http://en.wikipedia.org/wiki/Uberhack Wikipedia].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Glossary]]&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Absolute_Annihilation&amp;diff=1335</id>
		<title>Absolute Annihilation</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Absolute_Annihilation&amp;diff=1335"/>
		<updated>2005-08-06T07:41:50Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: Added UH and took out some of the negative edge type comments - not welcome on a Wiki!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Absolute Annihilation is distinct, but closer to classic TA than to XTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Unitsbuildingunits.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Absolute Annihilation, or AA, is based on [[UberHack]] and so attempts to rebalance TA without rearranging the buildtree as radically as XTA has. However whereas [[UberHack]] added only a few extra units, AA incorporates many new units including some of the more impressive new units concocted by the ever-creative TA community. AA is under constant development, spurred on by its small but highly active community following, and [http://taspring.clan-sy.com/phpbb/profile.php?mode=viewprofile&amp;amp;u=107 Caydr], who heads up the development.&lt;br /&gt;
&lt;br /&gt;
Units are subject to frequent and sometimes brutal tweaking and pruning.&lt;br /&gt;
&lt;br /&gt;
AA contains new factories, units, resource buildings, sneaky defensive structures and an array of massive &amp;quot;tier 3&amp;quot; units for brutalizing the enemy&#039;s base.&lt;br /&gt;
&lt;br /&gt;
Players new to the mod should be warned that some old units now fill new roles, while some are more (or less) effective than they were in classic TA as of the 3.x patch.&lt;br /&gt;
&lt;br /&gt;
AA for Spring is at version 5.0, whereas AA for TA is at 5.4, so veterans of the mod should look out for changes in play not only due to the different physics and engine, but also due to bug and balance differences between 5.0 and 5.4.&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Glossary&amp;diff=9495</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Glossary&amp;diff=9495"/>
		<updated>2005-08-06T07:32:48Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: added links and minispring&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Intro===&lt;br /&gt;
&lt;br /&gt;
Can&#039;t find what you&#039;re looking for? Please edit this page and add an entry for the word/phrase you don&#039;t understand, with the text &amp;quot;what&#039;s this?&amp;quot; (click the &amp;quot;Edit Page&amp;quot; link at the bottom to begin). Secondly, have a look to see if there are any &amp;quot;what&#039;s this?&amp;quot; entries that you know the answer to, and fill them in.&lt;br /&gt;
&lt;br /&gt;
Please keep this page in alphabetical order, and remember it is just a glossary not an encyclopedia - brief descriptions only please! Thank you.&lt;br /&gt;
&lt;br /&gt;
For another list of TA acronyms click [http://www.tauniverse.com/forum/showthread.php?s=&amp;amp;postid=435301#post435301 this].&lt;br /&gt;
&lt;br /&gt;
===Glossary===&lt;br /&gt;
&lt;br /&gt;
AA - &amp;quot;Anti Air&amp;quot; - units which are good against aircraft. Also see Absolute Annihilation&lt;br /&gt;
&lt;br /&gt;
[[Absolute Annihilation]] - balancing mod with lots of extra units, based on UH&lt;br /&gt;
&lt;br /&gt;
assist-bulid - see &amp;quot;build assist&amp;quot;&lt;br /&gt;
&lt;br /&gt;
balancing mod - changes the stats, abilities, or build menus of existing units, may add extra units&lt;br /&gt;
&lt;br /&gt;
BSR - Brave Sir Robin - producer of UH&lt;br /&gt;
&lt;br /&gt;
build-assist - speeding up unit/building construction with extra con units&lt;br /&gt;
&lt;br /&gt;
comm - &amp;quot;commander&amp;quot;, the unit you start the game with&lt;br /&gt;
&lt;br /&gt;
comm bomb - self-Ding your comm in an enemy base to destroy it&lt;br /&gt;
&lt;br /&gt;
con - &amp;quot;construction&amp;quot;, e.g. &amp;quot;con air&amp;quot;/&amp;quot;air con&amp;quot; is a construction aircraft.&lt;br /&gt;
&lt;br /&gt;
[[FAQ]] - answers to Frequently Asked Questions&lt;br /&gt;
&lt;br /&gt;
LOS - Line Of Sight (of your units)&lt;br /&gt;
&lt;br /&gt;
mex (mexes) - Metal Extractor(s)&lt;br /&gt;
&lt;br /&gt;
[[MiniSpring]] - mod with all the unit sizes scaled down by a factor of 2&lt;br /&gt;
&lt;br /&gt;
mod - modification to the game which changes the units, see [[Mods]]&lt;br /&gt;
&lt;br /&gt;
Phoenix Works - a game lobby and persistent campaign system supporting Spring XTA as well as several (mainly rebalancing) mods for original TA&lt;br /&gt;
&lt;br /&gt;
PW - see &amp;quot;Phoenix Works&amp;quot;&lt;br /&gt;
&lt;br /&gt;
rebalance - see &amp;quot;balancing mod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
rush - early attack, see [[Rushing]]&lt;br /&gt;
&lt;br /&gt;
self-D - &amp;quot;self destruct&amp;quot; - all units can do this (ctrl-D to activate/cancel)&lt;br /&gt;
&lt;br /&gt;
[[SWTA]] - Star Wars total conversion mod&lt;br /&gt;
&lt;br /&gt;
SYs - Swedish Yankspankers - the guys who started the whole Spring thing =)&lt;br /&gt;
&lt;br /&gt;
TA - Total Annihilation, the name of the game&lt;br /&gt;
&lt;br /&gt;
TAWD - Total Annihilation: World Domination, a quality World War 3 TC.&lt;br /&gt;
&lt;br /&gt;
TC - see &amp;quot;total conversion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[UberHack]] - perhaps the most widely acclaimed balancing mod - produced by BSR&lt;br /&gt;
&lt;br /&gt;
UH - see UberHack&lt;br /&gt;
&lt;br /&gt;
total conversion - a mod which replaces the entire unit set&lt;br /&gt;
&lt;br /&gt;
unit stats - the amount of armour, max speed etc. a unit has&lt;br /&gt;
&lt;br /&gt;
[[UTASP]] - A truly massive unofficial unit pack expansion for TA&lt;br /&gt;
&lt;br /&gt;
XTA - The SY&#039;s radical rebalance mod, the standard gametype for Spring.&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Glossary&amp;diff=9494</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Glossary&amp;diff=9494"/>
		<updated>2005-08-06T07:19:32Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: Added UH etc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Intro===&lt;br /&gt;
&lt;br /&gt;
Can&#039;t find what you&#039;re looking for? Please edit this page and add an entry for the word/phrase you don&#039;t understand, with the text &amp;quot;what&#039;s this?&amp;quot; (click the &amp;quot;Edit Page&amp;quot; link at the bottom to begin). Secondly, have a look to see if there are any &amp;quot;what&#039;s this?&amp;quot; entries that you know the answer to, and fill them in.&lt;br /&gt;
&lt;br /&gt;
Please keep this page in alphabetical order, and remember it is just a glossary not an encyclopedia - brief descriptions only please! Thank you.&lt;br /&gt;
&lt;br /&gt;
For another list of TA acronyms click [http://www.tauniverse.com/forum/showthread.php?s=&amp;amp;postid=435301#post435301 this].&lt;br /&gt;
&lt;br /&gt;
===Glossary===&lt;br /&gt;
&lt;br /&gt;
AA - &amp;quot;Anti Air&amp;quot; - units which are good against aircraft. Also see Absolute Annihilation&lt;br /&gt;
&lt;br /&gt;
Absolute Annihilation - balancing mod with lots of extra units, based on UH&lt;br /&gt;
&lt;br /&gt;
assist-bulid - see &amp;quot;build assist&amp;quot;&lt;br /&gt;
&lt;br /&gt;
balancing mod - changes the stats, abilities, or build menus of existing units, may add extra units&lt;br /&gt;
&lt;br /&gt;
BSR - Brave Sir Robin - producer of UH&lt;br /&gt;
&lt;br /&gt;
build-assist - speeding up unit/building construction with extra con units&lt;br /&gt;
&lt;br /&gt;
comm - &amp;quot;commander&amp;quot;, the unit you start the game with&lt;br /&gt;
&lt;br /&gt;
comm bomb - self-Ding your comm in an enemy base to destroy it&lt;br /&gt;
&lt;br /&gt;
con - &amp;quot;construction&amp;quot;, e.g. &amp;quot;con air&amp;quot;/&amp;quot;air con&amp;quot; is a construction aircraft.&lt;br /&gt;
&lt;br /&gt;
[[FAQ]] - answers to Frequently Asked Questions&lt;br /&gt;
&lt;br /&gt;
LOS - Line Of Sight (of your units)&lt;br /&gt;
&lt;br /&gt;
mex (mexes) - Metal Extractor(s)&lt;br /&gt;
&lt;br /&gt;
mod - modification to the game which changes the units, see [[Mods]]&lt;br /&gt;
&lt;br /&gt;
Phoenix Works - a game lobby and persistent campaign system supporting Spring XTA as well as several (mainly rebalancing) mods for original TA&lt;br /&gt;
&lt;br /&gt;
PW - see &amp;quot;Phoenix Works&amp;quot;&lt;br /&gt;
&lt;br /&gt;
rebalance - see &amp;quot;balancing mod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
rush - early attack, see [[Rushing]]&lt;br /&gt;
&lt;br /&gt;
self-D - &amp;quot;self destruct&amp;quot; - all units can do this (ctrl-D to activate/cancel)&lt;br /&gt;
&lt;br /&gt;
SWTA - Star Wars total conversion mod&lt;br /&gt;
&lt;br /&gt;
SYs - Swedish Yankspankers - the guys who started the whole Spring thing =)&lt;br /&gt;
&lt;br /&gt;
TA - Total Annihilation, the name of the game&lt;br /&gt;
&lt;br /&gt;
TAWD - Total Annihilation: World Domination, a quality World War 3 TC.&lt;br /&gt;
&lt;br /&gt;
TC - see &amp;quot;total conversion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
UberHack - perhaps the most widely acclaimed balancing mod - produced by BSR&lt;br /&gt;
&lt;br /&gt;
UH - see UberHack&lt;br /&gt;
&lt;br /&gt;
total conversion - a mod which replaces the entire unit set&lt;br /&gt;
&lt;br /&gt;
unit stats - the amount of armour, max speed etc. a unit has&lt;br /&gt;
&lt;br /&gt;
UTASP - A truly massive unofficial unit pack expansion for TA&lt;br /&gt;
&lt;br /&gt;
XTA - The SY&#039;s radical rebalance mod, the standard gametype for Spring.&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=UberHack&amp;diff=18866</id>
		<title>UberHack</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=UberHack&amp;diff=18866"/>
		<updated>2005-08-06T07:13:13Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: Initial content for UH page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UberHack or UH is one of the most popular mods for OTA.&lt;br /&gt;
&lt;br /&gt;
It is a balancing mod produced and overseen by the excellent Brave Sir Robin - widely acknowledged as one of the best balancers around. Sadly he seems to have disspeared from the TA scene a few years back, but he did leave us a final version of UH - 4.0.&lt;br /&gt;
&lt;br /&gt;
You can download the Spring version from [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1269 file universe], though at time of writing it is a straightforward conversion to spring so things like EMP don&#039;t work etc.&lt;br /&gt;
&lt;br /&gt;
For more details on the original mod, see [http://www.rakrent.com/rtsc/html/tauh.htm this review] or [http://www.planetannihilation.com/bsr/ BSR&#039;s web site] or even  [http://en.wikipedia.org/wiki/Uberhack Wikipedia].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Glossary]]&lt;br /&gt;
&lt;br /&gt;
Back to [[Mods]]&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6718</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=FAQ&amp;diff=6718"/>
		<updated>2005-07-15T11:43:41Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: I got into a game but my name is red, nobody can hear me speak, and eventually I get disconnected&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General information==&lt;br /&gt;
&lt;br /&gt;
===What is TA Spring?===&lt;br /&gt;
TA Spring is a project to create the best RTS ever (no joke). There are three principle goals which we hope to achieve. &lt;br /&gt;
&lt;br /&gt;
. . . . . .A) Reach a stage where TA Spring can flawlessly execute most of Total Annihilation&#039;s original gameplay, with its original units in their original format.&lt;br /&gt;
&lt;br /&gt;
. . . . . .B) Add new features as we see fit, fix bugs, and release new versions when we feel it is appropriate to do so.&lt;br /&gt;
&lt;br /&gt;
. . . . . .C) Support the mod community as we see fit.&lt;br /&gt;
&lt;br /&gt;
===When will TA Spring be ready?===&lt;br /&gt;
Now! You can get the latest beta from the download page.&lt;br /&gt;
&lt;br /&gt;
===Will TA Spring be free?===&lt;br /&gt;
The core game is released under GPL License. However, some parts of the game are still under copyright by their owners. Therefore, today, you need to own the original TA game if you want to play. However the community is working hard in order to offer completely free alternatives.&lt;br /&gt;
&lt;br /&gt;
===I want to help, what can I do?===&lt;br /&gt;
Please look at the Messageboard. There are lots of things you can do according to your skills. Particularly important is to create viable and pleasing free alternatives to copyrighted material, mainly sounds and units.&lt;br /&gt;
&lt;br /&gt;
===I want to donate.===&lt;br /&gt;
People have made clear their desire to donate to the project, and so far, we have been fairly reluctant about accepting donations. Our main concern? While we certainly hope to have something playable released in the near future, there is no guarantee that it will ever happen. Unforseen events arise, and it would be most unfortunate if everyone who donated felt swindled because the project did not turn out as they had hoped, or was not released at all.&lt;br /&gt;
&lt;br /&gt;
We do not plan to be more or less productive solely based upon the quantity and frequency of donations received. The TA Spring project is here only because we view this as an enjoyable hobby.&lt;br /&gt;
&lt;br /&gt;
===I read all that and I still want to donate.===&lt;br /&gt;
Very well then! You can find the required details [http://taspring.clan-sy.com/donate.php here]. It will be much appreciated. :)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Technical==&lt;br /&gt;
&lt;br /&gt;
===What port numbers does TA Spring use?===&lt;br /&gt;
The lobby room uses 4897 TCP to communicate with the server. Then when you create a battleroom you can choose what ports it should use. 8452 is the default. The battleroom itself will use TCP on this port while the game will use UDP on this port.&lt;br /&gt;
&lt;br /&gt;
===What APIs does TA Spring use?===&lt;br /&gt;
The Windows version of the program (which one might call the official version, or at this point, simply the working version :) ) uses: OpenGL for rendering, DirectSound for sound, and Winsock for networking. &lt;br /&gt;
&lt;br /&gt;
The Linux port (more info below) will use SDL/OpenGL for rendering, OpenAL for sound (which will connect to DirectSound on Windows and OSS or ALSA on Linux), BSD  sockets for networking.&lt;br /&gt;
&lt;br /&gt;
===What language is TA Spring written in?===&lt;br /&gt;
C and C++.&lt;br /&gt;
&lt;br /&gt;
===Is TA Spring open source?===&lt;br /&gt;
Yes, it is. Go to the downloads section of the site to download the source code.&lt;br /&gt;
&lt;br /&gt;
===Will there be a linux port?===&lt;br /&gt;
There is an effort being made by some in the community to create a port. For more information see the separate wiki [https://opensvn.csie.org/traccgi/taspring_linux/trac.cgi/ here] and see the Messageboard, where most discussion is focused in this [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=743&amp;amp;highlight= thread].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
===What platforms will TA Spring run on?===&lt;br /&gt;
At the moment, it only runs on Windows. &lt;br /&gt;
Members of the community are working on porting the game on Linux platform (please refer to the Messageboard).&lt;br /&gt;
If someone wants to port it to another platform, please contact us once we have an initial release ready. We will not, however, port it ourselves at any time (in the forseeable future). There is simply no compelling reason for us to do so. Additionally, we would like to focus on getting it working well on just one platform.&lt;br /&gt;
&lt;br /&gt;
===What sort of a system will I need to run TA Spring?===&lt;br /&gt;
You will most certainly need a 3D graphics card to run TA Spring, which will probably require at least a GeForce3 (note that a GeForce4 MX is not better than a GeForce3) and the latest driver supported. Minimum CPU requirements are a little more complex. A more powerful CPU will have the capability to support larger maps and a greater maximum unit limit. A 1ghz CPU should be able to support an estimated 500 units. The needed memory will also vary with unit count and mapsize, but 512mb should be enough.&lt;br /&gt;
&lt;br /&gt;
===Spring says I need the GL_ARB_texture_env_combine extension, what can I do?===&lt;br /&gt;
If you encounter the error &amp;quot;Needed extension GL_ARB_texture_env_combine not found&amp;quot;, this means that your video card driver does not support GL_ARB_texture_env_combine. You can try downloading a new video driver from the manufacturers website ([www.ati.com], [www.nvidia.com], ...) If this doesn&#039;t solve the problem then your video hardware is too old to support the extension. Buy a new video card.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Content==&lt;br /&gt;
 &lt;br /&gt;
===Do TA Spring maps need a &amp;quot;ground&amp;quot;?===&lt;br /&gt;
TA Spring maps do require a ground. We have had many requests to have space maps, however, a &amp;quot;true&amp;quot; (ala Homeworld) space setting is not likely. It would have to wait until a much later stage. This does not mean that TA&#039;s style of &amp;quot;space&amp;quot; maps won&#039;t be possible, (see the Final Frontier TC for examples of this).&lt;br /&gt;
&lt;br /&gt;
===You stated that TA Spring uses the TA unit format.===&lt;br /&gt;
TA Spring does use the Total Annihilation unit format. However, we do plan to make TA Spring compatible with a custom unit format of our own design.&lt;br /&gt;
&lt;br /&gt;
===How powerful will TA Spring&#039;s custom format be?===&lt;br /&gt;
Total Annihilation&#039;s unit format was extremely limited. Most of these limitations will either be expanded or non-existent in TA Spring&#039;s custom unit format. One of the most exciting improvements is the introduction of an entirely new method of scripting, with nearly complete control over every aspect of a unit&#039;s actions and behaviors.&lt;br /&gt;
&lt;br /&gt;
===Does TA Spring have a limited number of weapons?===&lt;br /&gt;
No. Unlike Total Annihilation, TA Spring&#039;s weapon IDs will be unlimited.&lt;br /&gt;
&lt;br /&gt;
===Does TA Spring have a limited number of unique units?===&lt;br /&gt;
No. Unit IDs, like weapon IDs, will be unlimited.&lt;br /&gt;
&lt;br /&gt;
===Will units have a maximum of 3 unique weapons?===&lt;br /&gt;
Total Annihilation had a limitation that permitted a maximum of 3 unique weapons per unit. This limit will exist in TA Spring only if a unit is made in the original Total Annihilation format. To bypass this limit, a unit would have to be created entirely within the limits of our own format.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m curious as to the per-unit polygon limit.===&lt;br /&gt;
The engine itself does not have a polygon count limit. The limit is that of the processing power of today&#039;s computers. Since TA Spring requires a 3D card, the maximum polygon count per unit will be several times higher than Total Annihilation&#039;s. No real numbers yet though. We&#039;re gonna leave it up to the mod community to figure that one out.&lt;br /&gt;
&lt;br /&gt;
===Will units be able to perform basic terraforming?===&lt;br /&gt;
Total Annihilation units probably won&#039;t have any terrain editable functionality. Future units may be endowed with such functionality, but it&#039;s more of a gameplay issue and has not been decided upon yet. However construction units can restore ground.&lt;br /&gt;
&lt;br /&gt;
===Will tunnel building be possible?===&lt;br /&gt;
Subterranean areas of any sort is impossible. However, it is possible to heavily deform the ground with explosives.&lt;br /&gt;
&lt;br /&gt;
===Will the ground&#039;s water retention be editable?===&lt;br /&gt;
No. Water will always collect when a piece of land has a height below sea level.&lt;br /&gt;
&lt;br /&gt;
===Does TA Spring have a limit on the number of races?===&lt;br /&gt;
TA Spring has no limit on the total number of sides/races.&lt;br /&gt;
&lt;br /&gt;
===What are the sizes of the biggest and smallest units?===&lt;br /&gt;
Static units (buildings, defenses, etc.) have no size limitations in the engine. Technically, neither do mobile units, but units with a footprint larger than 4x4 &amp;quot;squares&amp;quot; (an arbitrary size standard created by Cavedog) might have problems pathfinding.&lt;br /&gt;
&lt;br /&gt;
===What is going to be the maximum possible sea depth?===&lt;br /&gt;
For all practical purposes, it will be unlimited. The depth values are stored as &amp;quot;float variables&amp;quot;, so it is doubtful that maps would ever be made which even come close to approaching the limit.&lt;br /&gt;
&lt;br /&gt;
===Will TA Spring support campaigns?===&lt;br /&gt;
No such support is planned at the moment but it is possible using the GroupAI interface.&lt;br /&gt;
&lt;br /&gt;
===How big will the TA Spring files be?===&lt;br /&gt;
TA Spring will be as big as however much content is included with it. The &amp;quot;essential&amp;quot; files (engine files mostly) will only be several megabytes large. Content (such as maps and units) will add considerable size to the TA Spring download. However, it is not known at this point just how much &amp;quot;content&amp;quot; will be included with the first release.&lt;br /&gt;
&lt;br /&gt;
===How will TA Spring render sound effects?===&lt;br /&gt;
Sound is rendered 3D, meaning that the volume and direction (assuming a multi-speaker setup) vary with the location of the camera from the sound &amp;quot;emitter&amp;quot;. What this translates into gameplay terms means that the closer you are to a unit making a sound or motion, the louder the sound will be. Additionally, the sound will be heard differently depending on which way the camera is facing relative to units making sound.&lt;br /&gt;
&lt;br /&gt;
===Will TA Spring have ambient sound?===&lt;br /&gt;
There is no ambient sound, and we haven&#039;t planned on adding it so far.&lt;br /&gt;
&lt;br /&gt;
===Will there be an AI or a &amp;quot;skirmish&amp;quot; mode?===&lt;br /&gt;
We will create an interface that people can use to create there own skirmish AIs later.&lt;br /&gt;
 &lt;br /&gt;
===Will a &amp;quot;possess&amp;quot; or a FPS option be present?===&lt;br /&gt;
Yes, it is possible to fully control a unit from the first person view. It is more of a gimmick, but it still allows for a nice diversion once in a while.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Getting into a game==&lt;br /&gt;
&lt;br /&gt;
===People talk about &#039;Single Player&#039;. How do I start a single player game?=== &lt;br /&gt;
Go into your TA Spring folder and find the &#039;Spring.exe&#039; file. Double click on it and say &#039;yes&#039; to host.&lt;br /&gt;
&lt;br /&gt;
===When I try to make a single player game, it gives me an error.=== &lt;br /&gt;
Your graphics card probably can&#039;t support Spring. If you read the requirements it did say GeForce 3 or better. Go to the settings file in your TA Spring directory and lower some of the options. Sometimes that works. &lt;br /&gt;
&lt;br /&gt;
===Does TA Spring support AI Players?=== &lt;br /&gt;
Not yet. Fortunately for you they are currently working on it :) In the mean time you can use the [[random_enemies]] script, which spawns units out of thin air and sends them to attack you.&lt;br /&gt;
&lt;br /&gt;
===When I try to connect to the lobby it gives me an error.=== &lt;br /&gt;
There could be 2 problems. Either you don&#039;t have an account, or the server is down. If you don&#039;t have an account, make one. If the server is down, you&#039;ll just have to wait (this doesn&#039;t happen often, though).&lt;br /&gt;
Have a look at this website&#039;s News page and/or the Messageboard, it is likely that you will get some information there in the eventuality that the server is down.&lt;br /&gt;
&lt;br /&gt;
===I have a router and I don&#039;t seem to be able to get a game===&lt;br /&gt;
&lt;br /&gt;
If you are using a router you may have other problems. Explanations of [http://www.portforward.com/routers.htm how to forward ports] has instructions for every router.&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I join games the minimap is blank===&lt;br /&gt;
This is because you don&#039;t have the map they&#039;re using. At present (0.51b1) the regular installer comes with the following maps: Small Divide, map4, mars and Flooded Desert. The small installer only comes with Small Divide. If you want to play games with other maps you need to download them.&lt;br /&gt;
&lt;br /&gt;
===Where can I download more maps?===&lt;br /&gt;
As for most Spring downloads [http://www.fileuniverse.com/?page=listing&amp;amp;ID=90 FileUniverse] is the place to be! A collection of maps can be downloaded [http://www.fileuniverse.com/?page=listing&amp;amp;ID=91 here].&lt;br /&gt;
&lt;br /&gt;
===I used the small installer where can I get the missing maps?===&lt;br /&gt;
Unfortunately the maps included in the regular installer (0.51b1) aren&#039;t available on File Universe. However, since many of the scripts included in the game rely on map4, this can be downloaded [http://taspring.clan-sy.com/dl/map4.7z here].&lt;br /&gt;
&lt;br /&gt;
===How do I install downloaded maps?===&lt;br /&gt;
Just unzip them into your spring maps folder. Some map files use newer (smaller) file formats such as .rar or .7z, to unzip these newer formats, you&#039;ll need to download 7-Zip from [http://www.7-zip.org/ http://www.7-zip.org/] - it&#039;s free and allows you to compress and uncompress 7z, ZIP, CAB, RAR, ARJ, GZIP, BZIP2, Z, TAR, CPIO, RPM and DEB files - which covers pretty much everything!&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I try to join games it gives me an error.=== &lt;br /&gt;
The host is behind a firewall that has not opened the correct ports for Spring.&lt;br /&gt;
&lt;br /&gt;
Dixit SJ: &amp;quot;The lobby room uses 4897 tcp to communicate with the server. Then when you create a battleroom you can choose what ports it should use. 8452 is the default. The battleroom itself will use tcp on this port while the game will use udp on this port.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===When I make games nobody joins.=== &lt;br /&gt;
You are probably behind a firewall. See question above.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts I never make it past the loading screen.=== &lt;br /&gt;
This indicates a problem with your video card. Once again the best way to deal with this situation is to make sure your video card has the latest driver updates and that all Spring video features are on the lowest settings.&lt;br /&gt;
&lt;br /&gt;
===When a multiplayer game starts, I make it past the loading screen, but when I get into the game it says, &amp;quot;Waiting for Host&amp;quot;, and does a 10 second countdown. It always reaches zero and boots me out, what gives?=== &lt;br /&gt;
This is a firewall issue. There are three things you can do to fix this. First, make sure your windows firewall is either off, or is not blocking the TA: Spring application. Secondly, if you are behind a router, you can forward the ports that the host is using (especially if you are the host), and it usually fixes the problem. To do this you must go to your router configuration page. You can see what port &#039;you&#039; are using (as the host), by hosting a multiplayer game in the Spring Lobby. You must make this your trigger port, and make sure that it is open for both TCP and UDP. Thirdly, if none of the aforementioned worked. The easiest thing to do (assuming you are behind a router) is to set the DMZ (Demilitarized Zone). This means your computer will be completely exposed to the internet, which will make you vulnerable to any unknown or unpatched exploits in windows. All you have to do is find the personal IP if the computer you are using and add it to your router&#039;s DMZ list. Please only try this last option if you can&#039;t get the others to work.&lt;br /&gt;
Good Luck&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I chat in the &#039;game lobby&#039;, people can&#039;t hear me.=== &lt;br /&gt;
I would recommend closing and restarting the whole Spring application after each successful game. Weird things tend too happen. (By successful I mean all the players loaded and the game started.) &lt;br /&gt;
&lt;br /&gt;
===I got into the game, but some people didn&#039;t.=== &lt;br /&gt;
The host may have reached the number of players it has set.&lt;br /&gt;
Or the players may be experiencing firewall or video card difficulty. That is not your fault. Please ask them too leave if they are still there when you get into the &#039;game lobby&#039;.&lt;br /&gt;
&lt;br /&gt;
===I got into a game but my name is red, nobody can hear me speak, and eventually I get disconnected===&lt;br /&gt;
This is to do with how long it takes the game to start up (the &amp;quot;load time&amp;quot;). If it takes too long you will see this problem. The load time can be reduced by changing the game graphics settings to lower quality. In particular try setting texture quality to lowest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Playing==&lt;br /&gt;
&lt;br /&gt;
===What is with this weird right-click mode? I&#039;m bout to break my keyboard.=== &lt;br /&gt;
Sorry, you&#039;ll just have to get used to it. As of now it can&#039;t be changed.&lt;br /&gt;
&lt;br /&gt;
===Why is somebody else also controlling my units?=== &lt;br /&gt;
In the &#039;game lobby&#039; there are two sets of teams. There are the &#039;Teams&#039; and the &#039;Ally Teams&#039;. If you are on the same &#039;Team&#039;, then you both get the same commander, and can control the same units. If you are on &#039;Ally Teams&#039;, then you both get different commanders and can&#039;t control each others units. &lt;br /&gt;
&lt;br /&gt;
===Then why would I want to be on the same &#039;Team&#039; as somebody?=== &lt;br /&gt;
Because it&#039;s fun to just drive around units and not have to worry about commanding. (Assuming that one of the people on the team is commanding.) &lt;br /&gt;
&lt;br /&gt;
===How do I talk to my allies only?=== &lt;br /&gt;
You must type &#039;a:&#039; before you speak. Here&#039;s an example: a: Now I am talking to my allies only. &lt;br /&gt;
&lt;br /&gt;
===Help! After I&#039;m finished driving a unit, the camera is all insane! This is nuts! How do I fix it?=== &lt;br /&gt;
Whoa now. Calm down. Just press ctrl + mouse button 3 to change camera modes. &lt;br /&gt;
&lt;br /&gt;
===After I&#039;m finished driving a unit, where what used too be my mouse pointer is now a crosshair. Why?=== &lt;br /&gt;
-This is a special &#039;view mode&#039; that allows you to move around the screen much faster. It&#039;s good for viewing the battle or getting screenshots. Simply press on your third mouse button too revert back to your mouse pointer. &lt;br /&gt;
&lt;br /&gt;
===But I don&#039;t have a third mouse button!=== &lt;br /&gt;
The key &#039;J&#039; works in the same way as the &#039;middle mouse button&#039; does. So where you would use ctrl + middle mouse button to change camera modes, ctrl + j does the same thing. Pressing J once will also switch you from &#039;crosshair mode&#039; to &#039;pointer mode&#039; and vice versa.&lt;br /&gt;
&lt;br /&gt;
===When I start a game, I am stuck in this weird camera mode and my perspective is all messed up. How do I switch to the overhead(ota style) camera?===&lt;br /&gt;
This happens when you start a single player game or when the host uses force start.  Shift+Backspace switches between the fps style, total war style and ota style cameras. Use it to get your camera back to normal in this situation.&lt;br /&gt;
&lt;br /&gt;
===Sometimes my units just get deleted. Why?=== &lt;br /&gt;
For some reason units get deleted when they go into the wrong places. Like out of the map edge.&lt;br /&gt;
&lt;br /&gt;
This is already fixed in recent versions.&lt;br /&gt;
&lt;br /&gt;
===People are cheating! How do I stop it?!=== &lt;br /&gt;
Well currently, you can&#039;t.&lt;br /&gt;
&lt;br /&gt;
Only the host can &amp;quot;activate&amp;quot; the cheat codes. After that, any player can do almost all cheats.&lt;br /&gt;
&lt;br /&gt;
The best thing to do is just not play with the cheaters anymore. But with new spring version cheats are disabled in multiplayer, so that paragraph is hopefully now irrelevant.&lt;br /&gt;
&lt;br /&gt;
===Well how do you cheat?=== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Cheat Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;.cheat&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;enable cheats - Cheats don&#039;t work in multiplayer until the host types this&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.nocost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;instabuild (doesn&#039;t work on things already under construction, only on new ones)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setmaxspeed 50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the maximum speed multiplier (default is 3.0)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setminspeed 0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the minimum speed multiplier (default is 0.3)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.spectator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows you to see the entire map... but you lose control of your units&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.team 0, .team 1, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Change player&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===In Game Commands===&lt;br /&gt;
The following &#039;&#039;non-cheating&#039;&#039; commands are also available in game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.info&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you what colour each player is and their ping delay in the bottom left corner of the screen&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.clock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you the elapsed game time in minutes and seconds in the bottom left corner of the screen&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How do I ally or unally in game?=== &lt;br /&gt;
I&#039;m pretty sure you can&#039;t. Yet. &lt;br /&gt;
&lt;br /&gt;
===How do I give somebody units or metal or energy?=== &lt;br /&gt;
Press the &#039;H&#039; key.&lt;br /&gt;
Then select the amount of metal and/or energy to share.&lt;br /&gt;
&lt;br /&gt;
Then select the recieving player an press ok.&lt;br /&gt;
&lt;br /&gt;
When sharing units, you must first select the units to share, then press &#039;H&#039; key.&lt;br /&gt;
&lt;br /&gt;
Tick share units checkbox and choose recieving player.&lt;br /&gt;
&lt;br /&gt;
===How do I continually give somebody metal and/or energy after a certain point (i.e. Original TA commands +setshare..., +shareall)?=== &lt;br /&gt;
You&#039;ll notice that on your metal and energy bars (top of screen), there are two red bars. You have to put them wherever you want your metal and energy to be shared after.&lt;br /&gt;
&lt;br /&gt;
===Man I am soooo sick of XTA. How do I play AA or OTA instead?=== &lt;br /&gt;
Well. Somebody has made a patch to turn TA Spring into OTA: [http://www.fileuniverse.com/?page=showitem&amp;amp;ID=679 click here]. But really, why would you want to go back to OTA? There are also patches available for various mods other than XTA (which is installed as default): [http://www.fileuniverse.com/?page=listing&amp;amp;ID=92 click here]. A switcher is available which makes it easier to switch between the different mods: [http://www.fileuniverse.com/?page=showitem&amp;amp;ID=805 click here]&lt;br /&gt;
&lt;br /&gt;
===XTA? OTA? AA? OMFGLAMO? What those all the abbreviations mean?===&lt;br /&gt;
zwzsg main a handy dandy Faq about TA, and the abbreviations that relate to Spring too, of course.&lt;br /&gt;
[http://www.tauniverse.com/forum/showthread.php?t=27309 click here]. See also the Spring [[Glossary]], which contains brief explanations for all non-standard words and phrases.&lt;br /&gt;
&lt;br /&gt;
===Why am I destroyed so easily by long range assaults?=== &lt;br /&gt;
This is a realistic feature of TA Spring. Units will automatically attack &#039;radar blips&#039; (units that they can not actually see, but that are indicated on radar). However, the accuracy is very bad while shooting at radar blips until:&lt;br /&gt;
* Your unit kills a lot of units and gets experience&lt;br /&gt;
* You get a targetting facility.&lt;br /&gt;
&lt;br /&gt;
===Can I kick people from my &#039;game lobby&#039; or my game?=== &lt;br /&gt;
First of all, you have to be the host to kick. In theory, you would right click on someone&#039;s name in the &#039;game lobby&#039; and that would give you the option to kick them. This feature is not currently supported, however, but it will be fixed soon. &lt;br /&gt;
&lt;br /&gt;
===When I&#039;m &#039;driving&#039; my commander, why can&#039;t I use my laser?=== &lt;br /&gt;
The TA: Spring team will most likely add a way for you to use your commander&#039;s laser soon.&lt;br /&gt;
&lt;br /&gt;
===I hate driving around with the &#039;arrow keys&#039;. Is there any way I can use the &#039;W-A-S-D&#039; controls (the controls most First Person Shooters use) anymore?=== &lt;br /&gt;
Go into your Spring directory and edit the uikeys file. Keep in mind that &#039;S&#039; is originally a &#039;hot-key&#039; that will stop your units and that &#039;D&#039; is a &#039;hot-key&#039; for your commander&#039;s D-Gun. You might want to change those too.&lt;br /&gt;
&lt;br /&gt;
===I turned the shadows feature on; I still don&#039;t see shadows. What gives?=== &lt;br /&gt;
Your graphics card can&#039;t handle shadows, so Spring automatically turns them off.&lt;br /&gt;
&lt;br /&gt;
===I can&#039;t go backwards when I am &#039;driving&#039; a unit. Why not?=== &lt;br /&gt;
Because TA units were never intended to go backwards. Sorry.&lt;br /&gt;
&lt;br /&gt;
===I&#039;m in the Unreal Tournament 2004 kind of mood. How do I strafe?=== &lt;br /&gt;
You can only strafe in &#039;brawler type&#039; ships, such as the brawler, rapier, and light gunships.&lt;br /&gt;
&lt;br /&gt;
===How can I record and watch demos/replays?===	&lt;br /&gt;
The game is always recorded to test.sdf which is overwritten by each new game. Change the name if you want to save it. To view a demo start spring.exe as non server and enter the full demo name (coolgame.sdf for example) as server address. You must change the name to something else than test.sdf to view a demo.&lt;br /&gt;
&lt;br /&gt;
You can use the Speed up/Slow down game keys while watching the replay.	+	&lt;br /&gt;
&lt;br /&gt;
===Sometimes when I play with certain people I get HUGE sync errors that continue throughout the game.=== &lt;br /&gt;
It used to be because they have a different mod installed than you. If, for example, you had not installed a mod, and somebody was in the game with you that had the OTA mod installed, it would cause the &#039;sync&#039; error.  However, now those errors should show up as disabled units in the battleroom.&lt;br /&gt;
&lt;br /&gt;
Check the list at the right hand in the game battleroom for disabled units.&lt;br /&gt;
&lt;br /&gt;
If there are tons of them (not just 1, as this is known bug [naval flakker bug]), some players has a different mod installed.&lt;br /&gt;
&lt;br /&gt;
===My aircraft repairing platforms don&#039;t work!===	 &lt;br /&gt;
This feature is not implemented yet. I&#039;m afraid you&#039;ll have to wait.&lt;br /&gt;
&lt;br /&gt;
===What features from the original TA game have not been implemented yet?===&lt;br /&gt;
In addition to aircraft repair platforms (above), enemy capturing and resurrection have not been implemented yet.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Creating Content for Spring==&lt;br /&gt;
===How do I create maps===&lt;br /&gt;
See this page: http://taspring.clan-sy.com/wiki/Create_maps&lt;br /&gt;
===How do I create units===&lt;br /&gt;
Go here: http://spring.clan-sy.com/wiki/Create_units&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Glossary&amp;diff=9491</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Glossary&amp;diff=9491"/>
		<updated>2005-07-11T16:24:04Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Intro===&lt;br /&gt;
&lt;br /&gt;
Can&#039;t find what you&#039;re looking for? Please edit this page and add an entry for the word/phrase you don&#039;t understand, with the text &amp;quot;what&#039;s this?&amp;quot; (click the &amp;quot;Edit Page&amp;quot; link at the bottom to begin). Secondly, have a look to see if there are any &amp;quot;what&#039;s this?&amp;quot; entries that you know the answer to, and fill them in.&lt;br /&gt;
&lt;br /&gt;
Please keep this page in alphabetical order, and remember it is just a glossary not an encyclopedia - brief descriptions only please! Thank you.&lt;br /&gt;
&lt;br /&gt;
For another list of TA acronyms click [http://www.tauniverse.com/forum/showthread.php?s=&amp;amp;postid=435301#post435301 this].&lt;br /&gt;
&lt;br /&gt;
===Glossary===&lt;br /&gt;
&lt;br /&gt;
AA - Absolute Annihilation balancing mod with lots of extra units&lt;br /&gt;
&lt;br /&gt;
assist-bulid - see &amp;quot;build assist&amp;quot;&lt;br /&gt;
&lt;br /&gt;
balancing mod - changes the stats of existing units, may add extra units&lt;br /&gt;
&lt;br /&gt;
build-assist - speeding up unit/building construction with extra con units&lt;br /&gt;
&lt;br /&gt;
comm - &amp;quot;commander&amp;quot;, the unit you start the game with&lt;br /&gt;
&lt;br /&gt;
comm bomb - self-Ding your comm in an enemy base to destroy it&lt;br /&gt;
&lt;br /&gt;
con - &amp;quot;construction&amp;quot;, e.g. &amp;quot;con air&amp;quot;/&amp;quot;air con&amp;quot; is a construction aircraft.&lt;br /&gt;
&lt;br /&gt;
[[FAQ]] - answers to Frequently Asked Questions&lt;br /&gt;
&lt;br /&gt;
mod - modification to the game which changes the units, see [[Mods]]&lt;br /&gt;
&lt;br /&gt;
Phoenix Works - a game lobby and persistent campaign system supporting Spring XTA as well as several (mainly rebalancing) mods for original TA&lt;br /&gt;
&lt;br /&gt;
PW - see &amp;quot;Phoenix Works&amp;quot;&lt;br /&gt;
&lt;br /&gt;
rebalance - see &amp;quot;balancing mod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
rush - early attack, see [[Rushing]]&lt;br /&gt;
&lt;br /&gt;
self-D - &amp;quot;self destruct&amp;quot; - all units can do this (ctrl-D to activate/cancel)&lt;br /&gt;
&lt;br /&gt;
SWTA - Star Wars total conversion mod&lt;br /&gt;
&lt;br /&gt;
SYs - Swedish Yankspankers - the guys who started the whole Spring thing =)&lt;br /&gt;
&lt;br /&gt;
TA - Total Annihilation, the name of the game&lt;br /&gt;
&lt;br /&gt;
TAWD - Total Annihilation: World Domination, a quality World War 3 TC.&lt;br /&gt;
&lt;br /&gt;
TC - see &amp;quot;total conversion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
total conversion - a mod which replaces the entire unit set&lt;br /&gt;
&lt;br /&gt;
unit stats - the amount of armour, max speed etc. a unit has&lt;br /&gt;
&lt;br /&gt;
UTASP - A truly massive unofficial unit pack expansion for TA&lt;br /&gt;
&lt;br /&gt;
XTA - The SY&#039;s radical rebalance mod, the standard gametype for Spring.&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Glossary&amp;diff=9490</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Glossary&amp;diff=9490"/>
		<updated>2005-07-11T16:22:25Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Intro===&lt;br /&gt;
&lt;br /&gt;
Can&#039;t find what you&#039;re looking for? Please edit this page and add an entry for the word/phrase you don&#039;t understand, with the text &amp;quot;what&#039;s this?&amp;quot; (click the &amp;quot;Edit Page&amp;quot; link at the bottom to begin). Secondly, have a look to see if there are any &amp;quot;what&#039;s this?&amp;quot; entries that you know the answer to, and fill them in.&lt;br /&gt;
&lt;br /&gt;
Please keep this page in alphabetical order, and remember it is just a glossary not an encyclopedia - brief descriptions only please! Thank you.&lt;br /&gt;
&lt;br /&gt;
For another list of TA acronyms click [http://www.tauniverse.com/forum/showthread.php?s=&amp;amp;postid=435301#post435301 this].&lt;br /&gt;
&lt;br /&gt;
===Glossary===&lt;br /&gt;
&lt;br /&gt;
AA - Absolute Annihilation balancing mod with lots of extra units&lt;br /&gt;
&lt;br /&gt;
assist-bulid - see &amp;quot;build assist&amp;quot;&lt;br /&gt;
&lt;br /&gt;
balancing mod - changes the stats of existing units, may add extra units&lt;br /&gt;
&lt;br /&gt;
build-assist - speeding up unit/building construction with extra con units&lt;br /&gt;
&lt;br /&gt;
comm - &amp;quot;commander&amp;quot;, the unit you start the game with&lt;br /&gt;
&lt;br /&gt;
comm bomb - self-Ding your comm in an enemy base to destroy it&lt;br /&gt;
&lt;br /&gt;
con - &amp;quot;construction&amp;quot;, e.g. &amp;quot;con air&amp;quot;/&amp;quot;air con&amp;quot; is a construction aircraft.&lt;br /&gt;
&lt;br /&gt;
[[FAQ]] - answers to Frequently Asked Questions&lt;br /&gt;
&lt;br /&gt;
mod - modification to the game which changes the units, see [[Mods]]&lt;br /&gt;
&lt;br /&gt;
phoenix works - a game lobby and persistent campaign system supporting Spring XTA as well as several (mainly rebalancing) mods for original TA&lt;br /&gt;
&lt;br /&gt;
rush - early attack, see [[Rushing]]&lt;br /&gt;
&lt;br /&gt;
self-D - &amp;quot;self destruct&amp;quot; - all units can do this (ctrl-D to activate/cancel)&lt;br /&gt;
&lt;br /&gt;
SWTA - Star Wars total conversion mod&lt;br /&gt;
&lt;br /&gt;
SYs - Swedish Yankspankers - the guys who started the whole Spring thing =)&lt;br /&gt;
&lt;br /&gt;
TA - Total Annihilation, the name of the game&lt;br /&gt;
&lt;br /&gt;
TAWD - Total Annihilation: World Domination, a quality World War 3 TC.&lt;br /&gt;
&lt;br /&gt;
TC - see &amp;quot;total conversion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
total conversion - a mod which replaces the entire unit set&lt;br /&gt;
&lt;br /&gt;
unit stats - the amount of armour, max speed etc. a unit has&lt;br /&gt;
&lt;br /&gt;
UTASP: A truly massive unofficial unit pack expansion for TA&lt;br /&gt;
&lt;br /&gt;
XTA: The SY&#039;s radical rebalance mod, the standard gametype for Spring.&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Glossary&amp;diff=9489</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Glossary&amp;diff=9489"/>
		<updated>2005-07-11T16:21:48Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: /* Glossary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Intro===&lt;br /&gt;
&lt;br /&gt;
Can&#039;t find what you&#039;re looking for? Please edit this page and add an entry for the word/phrase you don&#039;t understand, with the text &amp;quot;what&#039;s this?&amp;quot; (click the &amp;quot;Edit Page&amp;quot; link at the bottom to begin). Secondly, have a look to see if there are any &amp;quot;what&#039;s this?&amp;quot; entries that you know the answer to, and fill them in.&lt;br /&gt;
&lt;br /&gt;
Please keep this page in alphabetical order, and remember it is just a glossary not an encyclopedia - brief descriptions only please! Thank you.&lt;br /&gt;
&lt;br /&gt;
For another list of TA acronyms click [http://www.tauniverse.com/forum/showthread.php?s=&amp;amp;postid=435301#post435301 this].&lt;br /&gt;
&lt;br /&gt;
===Glossary===&lt;br /&gt;
&lt;br /&gt;
AA - Absolute Annihilation balancing mod with lots of extra units&lt;br /&gt;
&lt;br /&gt;
assist-bulid - see &amp;quot;build assist&amp;quot;&lt;br /&gt;
&lt;br /&gt;
balancing mod - changes the stats of existing units, may add extra units&lt;br /&gt;
&lt;br /&gt;
build-assist - speeding up unit/building construction with extra con units&lt;br /&gt;
&lt;br /&gt;
comm - &amp;quot;commander&amp;quot;, the unit you start the game with&lt;br /&gt;
&lt;br /&gt;
comm bomb - self-Ding your comm in an enemy base to destroy it&lt;br /&gt;
&lt;br /&gt;
con - &amp;quot;construction&amp;quot;, e.g. &amp;quot;con air&amp;quot;/&amp;quot;air con&amp;quot; is a construction aircraft.&lt;br /&gt;
&lt;br /&gt;
[[FAQ]] - answers to Frequently Asked Questions&lt;br /&gt;
&lt;br /&gt;
mod - modification to the game which changes the units, see [[Mods]]&lt;br /&gt;
&lt;br /&gt;
phoenix works - a game lobby and persistent campaign system supporting Spring XTA as well as several (mainly rebalancing) mods for original TA&lt;br /&gt;
&lt;br /&gt;
rush - early attack, see [[Rush]]&lt;br /&gt;
&lt;br /&gt;
self-D - &amp;quot;self destruct&amp;quot; - all units can do this (ctrl-D to activate/cancel)&lt;br /&gt;
&lt;br /&gt;
SWTA - Star Wars total conversion mod&lt;br /&gt;
&lt;br /&gt;
SYs - Swedish Yankspankers - the guys who started the whole Spring thing =)&lt;br /&gt;
&lt;br /&gt;
TA - Total Annihilation, the name of the game&lt;br /&gt;
&lt;br /&gt;
TAWD - Total Annihilation: World Domination, a quality World War 3 TC.&lt;br /&gt;
&lt;br /&gt;
TC - see &amp;quot;total conversion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
total conversion - a mod which replaces the entire unit set&lt;br /&gt;
&lt;br /&gt;
unit stats - the amount of armour, max speed etc. a unit has&lt;br /&gt;
&lt;br /&gt;
UTASP: A truly massive unofficial unit pack expansion for TA&lt;br /&gt;
&lt;br /&gt;
XTA: The SY&#039;s radical rebalance mod, the standard gametype for Spring.&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Glossary&amp;diff=9488</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Glossary&amp;diff=9488"/>
		<updated>2005-07-11T14:11:03Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: /* Glossary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Intro===&lt;br /&gt;
&lt;br /&gt;
Can&#039;t find what you&#039;re looking for? Please edit this page and add an entry for the word/phrase you don&#039;t understand, with the text &amp;quot;what&#039;s this?&amp;quot; (click the &amp;quot;Edit Page&amp;quot; link at the bottom to begin). Secondly, have a look to see if there are any &amp;quot;what&#039;s this?&amp;quot; entries that you know the answer to, and fill them in.&lt;br /&gt;
&lt;br /&gt;
Please keep this page in alphabetical order, and remember it is just a glossary not an encyclopedia - brief descriptions only please! Thank you.&lt;br /&gt;
&lt;br /&gt;
For another list of TA acronyms click [http://www.tauniverse.com/forum/showthread.php?s=&amp;amp;postid=435301#post435301 this].&lt;br /&gt;
&lt;br /&gt;
===Glossary===&lt;br /&gt;
&lt;br /&gt;
AA - Absolute Annihilation balancing mod with lots of extra units&lt;br /&gt;
&lt;br /&gt;
assist-bulid - see &amp;quot;build assist&amp;quot;&lt;br /&gt;
&lt;br /&gt;
balancing mod - changes the stats of existing units, may add extra units&lt;br /&gt;
&lt;br /&gt;
build-assist - speeding up unit/building construction with extra con units&lt;br /&gt;
&lt;br /&gt;
comm - &amp;quot;commander&amp;quot;, the unit you start the game with&lt;br /&gt;
&lt;br /&gt;
comm bomb - self-Ding your comm in an enemy base to destroy it&lt;br /&gt;
&lt;br /&gt;
con - &amp;quot;construction&amp;quot;, e.g. &amp;quot;con air&amp;quot;/&amp;quot;air con&amp;quot; is a construction aircraft.&lt;br /&gt;
&lt;br /&gt;
[[FAQ]] - answers to Frequently Asked Questions&lt;br /&gt;
&lt;br /&gt;
mod - modification to the game which changes the units, see [[Mods]]&lt;br /&gt;
&lt;br /&gt;
phoenix works - a game lobby and persistent campaign system supporting Spring XTA as well as several (mainly rebalancing) mods for original TA&lt;br /&gt;
&lt;br /&gt;
self-D - &amp;quot;self destruct&amp;quot; - all units can do this (ctrl-D to activate/cancel)&lt;br /&gt;
&lt;br /&gt;
SWTA - Star Wars total conversion mod&lt;br /&gt;
&lt;br /&gt;
SYs - Swedish Yankspankers - the guys who started the whole Spring thing =)&lt;br /&gt;
&lt;br /&gt;
TA - Total Annihilation, the name of the game&lt;br /&gt;
&lt;br /&gt;
TAWD - Total Annihilation: World Domination, a quality World War 3 TC.&lt;br /&gt;
&lt;br /&gt;
TC - see &amp;quot;total conversion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
total conversion - a mod which replaces the entire unit set&lt;br /&gt;
&lt;br /&gt;
unit stats - the amount of armour, max speed etc. a unit has&lt;br /&gt;
&lt;br /&gt;
UTASP: A truly massive unofficial unit pack expansion for TA&lt;br /&gt;
&lt;br /&gt;
XTA: The SY&#039;s radical rebalance mod, the standard gametype for Spring.&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Glossary&amp;diff=9487</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Glossary&amp;diff=9487"/>
		<updated>2005-07-11T14:10:23Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: /* Glossary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Intro===&lt;br /&gt;
&lt;br /&gt;
Can&#039;t find what you&#039;re looking for? Please edit this page and add an entry for the word/phrase you don&#039;t understand, with the text &amp;quot;what&#039;s this?&amp;quot; (click the &amp;quot;Edit Page&amp;quot; link at the bottom to begin). Secondly, have a look to see if there are any &amp;quot;what&#039;s this?&amp;quot; entries that you know the answer to, and fill them in.&lt;br /&gt;
&lt;br /&gt;
Please keep this page in alphabetical order, and remember it is just a glossary not an encyclopedia - brief descriptions only please! Thank you.&lt;br /&gt;
&lt;br /&gt;
For another list of TA acronyms click [http://www.tauniverse.com/forum/showthread.php?s=&amp;amp;postid=435301#post435301 this].&lt;br /&gt;
&lt;br /&gt;
===Glossary===&lt;br /&gt;
&lt;br /&gt;
AA - Absolute Annihilation balancing mod with lots of extra units&lt;br /&gt;
&lt;br /&gt;
assist-bulid - see &amp;quot;build assist&amp;quot;&lt;br /&gt;
&lt;br /&gt;
balancing mod - changes the stats of existing units, adds LOADS of extra units&lt;br /&gt;
&lt;br /&gt;
build-assist - speeding up unit/building construction with extra con units&lt;br /&gt;
&lt;br /&gt;
comm - &amp;quot;commander&amp;quot;, the unit you start the game with&lt;br /&gt;
&lt;br /&gt;
comm bomb - self-Ding your comm in an enemy base to destroy it&lt;br /&gt;
&lt;br /&gt;
con - &amp;quot;construction&amp;quot;, e.g. &amp;quot;con air&amp;quot;/&amp;quot;air con&amp;quot; is a construction aircraft.&lt;br /&gt;
&lt;br /&gt;
[[FAQ]] - answers to Frequently Asked Questions&lt;br /&gt;
&lt;br /&gt;
mod - modification to the game which changes the units, see [[Mods]]&lt;br /&gt;
&lt;br /&gt;
phoenix works - a game lobby and persistent campaign system supporting Spring XTA as well as several (mainly rebalancing) mods for original TA&lt;br /&gt;
&lt;br /&gt;
self-D - &amp;quot;self destruct&amp;quot; - all units can do this (ctrl-D to activate/cancel)&lt;br /&gt;
&lt;br /&gt;
SWTA - Star Wars total conversion mod&lt;br /&gt;
&lt;br /&gt;
SYs - Swedish Yankspankers - the guys who started the whole Spring thing =)&lt;br /&gt;
&lt;br /&gt;
TA - Total Annihilation, the name of the game&lt;br /&gt;
&lt;br /&gt;
TAWD - Total Annihilation: World Domination, a quality World War 3 TC.&lt;br /&gt;
&lt;br /&gt;
TC - see &amp;quot;total conversion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
total conversion - a mod which replaces the entire unit set&lt;br /&gt;
&lt;br /&gt;
unit stats - the amount of armour, max speed etc. a unit has&lt;br /&gt;
&lt;br /&gt;
UTASP: A truly massive unofficial unit pack expansion for TA&lt;br /&gt;
&lt;br /&gt;
XTA: The SY&#039;s radical rebalance mod, the standard gametype for Spring.&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Rushing&amp;diff=16037</id>
		<title>Rushing</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Rushing&amp;diff=16037"/>
		<updated>2005-07-11T14:01:48Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &amp;quot;rush&amp;quot; refers to pushing out an early attack, especially in a two player game. In some games, this is at heavy expense to the mid and late game or even crippling your economy in the hope of an uncontested victory; for example the &amp;quot;three-pool rush&amp;quot; (or even worker rush) in Starcraft, or a &amp;quot;Guardian rush&amp;quot; in Dawn of War, both of which will lose you the game if unsuccessful. This is not necessarily the case with TA however, though if the player on the recieving end of the rush can successfully repel it they &amp;lt;i&amp;gt;can&amp;lt;/i&amp;gt; come out with an advantage.&lt;br /&gt;
&lt;br /&gt;
In the original TA rushing was conducted by using assist-build to pump out a number of flashes to masticate an uprepared enemy base.&lt;br /&gt;
&lt;br /&gt;
A succesful rush has to be planned from the first second of the game.  You should have more than one unit moving to attack before the end of the first minute.  If you choose slightly stronger of faster units, an attack that starts before two minutes might be successful.&lt;br /&gt;
&lt;br /&gt;
Watch your units and watch your economy.  Attack from multiple directions to divide you enemy&#039;s defensive strength.  Focus on metal extractors, wind if you see it, and power.  Keep solar collectors closed to starve your enemy of energy.&lt;br /&gt;
&lt;br /&gt;
And when your first ends, have another on the way.&lt;br /&gt;
&lt;br /&gt;
For example: in OTA I rush a vehicle plant with 2 solars and a mex, build 3 weasels, move towards the enemy base (almost always opposite my start position) divide weasels into 3 attacks grouping each one 1,2 or 3 whilst my comm starts expanding. I then micro the weasels :) works well enough.&lt;br /&gt;
&lt;br /&gt;
If you are on the receiving end of a rush the way you can gain an advantage is by reclaiming the metal from the attacking units. However, one of the biggest dangers of being on the receiving end of the rush is the amount of time you spend handling it. To this end a quick thing to do is to set a constuction unit on patrol around your base to suck up the metal - this will also repair partially damaged buildings etc. If you end up microing your con-unit, any advantage you get from reclaiming metal will be gone - the next attack will arrive before you&#039;ve had any advantage from the metal you reclaimed.&lt;br /&gt;
&lt;br /&gt;
See [[Glossary]]&lt;br /&gt;
&lt;br /&gt;
Back to [[Strategy_and_Tactics]]&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Rushing&amp;diff=16036</id>
		<title>Rushing</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Rushing&amp;diff=16036"/>
		<updated>2005-07-11T14:01:20Z</updated>

		<summary type="html">&lt;p&gt;Munchgreeble: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &amp;quot;rush&amp;quot; refers to pushing out an early attack, especially in a two player game. In some games, this is at heavy expense to the mid and late game or even crippling your economy in the hope of an uncontested victory; for example the &amp;quot;three-pool rush&amp;quot; (or even worker rush) in Starcraft, or a &amp;quot;Guardian rush&amp;quot; in Dawn of War, both of which will lose you the game if unsuccessful. This is not necessarily the case with TA however, though if the player on the recieving end of the rush can successfully repel it they [i]can[/i] come out with an advantage.&lt;br /&gt;
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In the original TA rushing was conducted by using assist-build to pump out a number of flashes to masticate an uprepared enemy base.&lt;br /&gt;
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A succesful rush has to be planned from the first second of the game.  You should have more than one unit moving to attack before the end of the first minute.  If you choose slightly stronger of faster units, an attack that starts before two minutes might be successful.&lt;br /&gt;
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Watch your units and watch your economy.  Attack from multiple directions to divide you enemy&#039;s defensive strength.  Focus on metal extractors, wind if you see it, and power.  Keep solar collectors closed to starve your enemy of energy.&lt;br /&gt;
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And when your first ends, have another on the way.&lt;br /&gt;
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For example: in OTA I rush a vehicle plant with 2 solars and a mex, build 3 weasels, move towards the enemy base (almost always opposite my start position) divide weasels into 3 attacks grouping each one 1,2 or 3 whilst my comm starts expanding. I then micro the weasels :) works well enough.&lt;br /&gt;
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If you are on the receiving end of a rush the way you can gain an advantage is by reclaiming the metal from the attacking units. However, one of the biggest dangers of being on the receiving end of the rush is the amount of time you spend handling it. To this end a quick thing to do is to set a constuction unit on patrol around your base to suck up the metal - this will also repair partially damaged buildings etc. If you end up microing your con-unit, any advantage you get from reclaiming metal will be gone - the next attack will arrive before you&#039;ve had any advantage from the metal you reclaimed.&lt;br /&gt;
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See [[Glossary]]&lt;br /&gt;
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Back to [[Strategy_and_Tactics]]&lt;/div&gt;</summary>
		<author><name>Munchgreeble</name></author>
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