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New page: =Content= ==Do Spring maps need a "ground"?== Spring maps do require a ground. We have had many requests to have space maps, however, a "true" (ala Homeworld) space setting is not likel...
 
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=Content=
=Content=
   
   
==Do Spring maps need a "ground"?==
==Do Spring maps need a "ground"?==


Spring maps do require a ground. We have had many requests to have space maps, however, a "true" (ala Homeworld) space setting is not likely. It would have to wait until a much later stage. This does not mean that TA's style of "space" maps won't be possible, (see the Final Frontier TC for examples of this).
Spring maps do require a ground. However, the ground texture can be set to be 'transparent' below 0, allowing a map to look like asteroids lost in space. However, technically the game still plays mostly as a 2D RTS, it is not a true three dimensionnal battlefield.


==You stated that Spring uses the TA unit format.==
==You stated that Spring uses the TA unit format.==


Spring does use the Total Annihilation unit format. However, there is also a new format dubbed '.s3o' which uses a UV mapped texture instead of 3do's per face texturing system, as well as other improvements.
Spring does support the Total Annihilation unit format. However, there is also a new format dubbed '.s3o' which uses a UV mapped texture instead of 3do's per face texturing system, as well as other improvements.
 
==How powerful will Spring's custom format be?==
 
Total Annihilation's unit format was extremely limited. Most of these limitations will either be expanded or non-existent in Spring'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's actions and behaviors.


==Does Spring have a limited number of weapons?==
==Does Spring have a limited number of weapons?==
No. Unlike Total Annihilation, Spring'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.
No. Unlike Total Annihilation, Spring's weapon IDs are unlimited. Meaning it is possible to add as many third-party units as you want.  However, the current model format limits 16 weapons to each unit. And the texture space is limited, which proved to be the bottleneck for most 'let's add as many old third party TA races into spring' projects.


==Does Spring have a limited number of unique units?==
==Does Spring have a limited number of unique units?==


No. Unit IDs, like weapon IDs, will be unlimited.
No. Unit IDs, like weapon IDs, are unlimited.


==Will units have a maximum of 3 unique weapons?==
==Do units have a maximum of 3 unique weapons?==


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's a sufficient demand by mod makers.
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's a sufficient demand by mod makers.
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==I'm curious as to the per-unit polygon limit.==
==I'm curious as to the per-unit polygon limit.==


The engine itself does not have a polygon count limit. The limit is that of the processing power of today's computers. Since Spring requires a 3D card, the maximum polygon count per unit will be several times higher than Total Annihilation's. That means for your average mod, 300 polygons for common units and 700 for the more expensive ones is quite reasonable. (But don't waste polies unnecessarily!)
The engine itself does not have a polygon count limit. The limit is that of the processing power of today's computers. Since Spring requires a 3D card, the maximum polygon count per unit is many, many times higher than Total Annihilation's; tricounts of >1000 on Peewee equivalents are perfectly viable. This isn't an excuse to waste polies, though!


==Will units be able to perform basic terraforming?==
==Are units able to perform basic terraforming?==


Total Annihilation units probably won't have any terrain editable functionality. Future units may be endowed with such functionality, but it's more of a gameplay issue and has not been decided upon yet. However construction units can restore ground, and certain weapons (especially explosive ones) can be used to deform the ground.
Yes, support for terraforming is possible with [[Lua Scripting]], such as in the [[Complete Annihilation]] mod. Alternatively, all construction units can restore ground, and certain weapons (especially explosive ones) can be used to deform the ground.


==Will tunnel building be possible?==
==Is tunnel building possible?==


Subterranean areas of any sort is impossible. However, it is possible to heavily deform the ground with explosives.. Which is great fun!
Subterranean areas of any sort is impossible. However, it is possible to heavily deform the ground with explosives... Which is great fun!


==Will the ground's water retention be editable?==
==Is the ground's water retention editable?==


No. Water will always collect when a piece of land has a height below sea level.
No. Water level is always set 0, so pieces of map under 0, whether there started under 0, or that started over 0 then were dug/explosed to under 0, are always filled with water.


==Does Spring have a limit on the number of races?==
==Does Spring have a limit on the number of races?==
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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 "squares" (an arbitrary size standard created by Cavedog) might have problems pathfinding.
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 "squares" (an arbitrary size standard created by Cavedog) might have problems pathfinding.


==What is going to be the maximum possible sea depth?==
==What is the maximum possible sea depth?==


For all practical purposes, it will be unlimited. The depth values are stored as "float variables", so it is doubtful that maps would ever be made which even come close to approaching the limit.
For all practical purposes, it is unlimited. The depth values are stored as "float variables", so it is doubtful that maps would ever be made which even come close to approaching the limit.


==Will Spring support campaigns?==
==Does Spring support campaigns?==


Basic Map scripting has been implemented, using a Lua scripting engine. From that, it would be possible to make a basic campaign, but for ease of use a better way of selecting scripts and an improved Single player menu is needed.
Basic Map scripting has been implemented, using a Lua scripting engine. From that, it would be possible to make a basic campaign, but for ease of use a better way of selecting scripts and an improved Single player menu is needed.
See [[Mission development]] for more details.


==How big are the Spring files?==
==How big are the Spring files?==


Spring will be as small as however much content is included with it. The "essential" files are only be several megabytes large. Content (such as maps and units) will add considerable size to the Spring download. Currently, the file size is roughly 30 MB.
Spring is as small as however much content is included with it. The "essential" files are only several megabytes large. Content (such units and mostly, maps) add considerable size to the Spring download. Currently, the file size is roughly 30 MB.


==How will Spring render sound effects?==
==How does Spring render sound effects?==


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 "emitter". 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.
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 "emitter". What this translates into gameplay terms means that the closer you are to a unit making a sound or motion, the louder the sound is. Additionally, the sound is heard differently depending on which way the camera is facing relative to units making sound.


==Will Spring have ambient sound?==
==Does Spring have ambient sound?==


There is no ambient sound, and we haven't planned on adding it thus far.
There is no ambient sound, and we haven't planned on adding it thus far.


==Will there be an AI or a "skirmish" mode?==
==Is there an AI or a "skirmish" mode?==


We have created an interface for artificial intelligences (AIs), and several are currently under development. Information on these can be found at the [[AIs]] wiki page.
We have created an interface for artificial intelligences (AIs), and several have been developed. Information on these can be found at the [[AIs]] wiki page.


==Will a "possess" or a FPS option be present?==
==Is a "possess" or a FPS option present?==


Yes, it is possible to fully control a unit from the first person view. It is more of a gimmick, but it still allows for a nice diversion once in a while. Instructions on its use are in the [[Using_Spring#FPS_.22Mode.22_.28C.29|Using Spring]] article.
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. Press 'C' to toggle "First Person Shooter Mode".


==How do I create maps?==
==How do I create maps?==
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See the [[Mod_and_Unit_development#Mod_devlopement|Mod and Unit development]] page on creating units/ mods.
See the [[Mod_and_Unit_development#Mod_devlopement|Mod and Unit development]] page on creating units/ mods.
[[Category:Content]]

Latest revision as of 19:31, 17 July 2011

Warning! This page is outdated! The information displayed may no longer be valid, or has not been updated in a long time. Please refer to a different page for current information.


Content

Do Spring maps need a "ground"?

Spring maps do require a ground. However, the ground texture can be set to be 'transparent' below 0, allowing a map to look like asteroids lost in space. However, technically the game still plays mostly as a 2D RTS, it is not a true three dimensionnal battlefield.

You stated that Spring uses the TA unit format.

Spring does support the Total Annihilation unit format. However, there is also a new format dubbed '.s3o' which uses a UV mapped texture instead of 3do's per face texturing system, as well as other improvements.

Does Spring have a limited number of weapons?

No. Unlike Total Annihilation, Spring's weapon IDs are unlimited. Meaning it is possible to add as many third-party units as you want. However, the current model format limits 16 weapons to each unit. And the texture space is limited, which proved to be the bottleneck for most 'let's add as many old third party TA races into spring' projects.

Does Spring have a limited number of unique units?

No. Unit IDs, like weapon IDs, are unlimited.

Do units have a maximum of 3 unique weapons?

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's a sufficient demand by mod makers.

I'm curious as to the per-unit polygon limit.

The engine itself does not have a polygon count limit. The limit is that of the processing power of today's computers. Since Spring requires a 3D card, the maximum polygon count per unit is many, many times higher than Total Annihilation's; tricounts of >1000 on Peewee equivalents are perfectly viable. This isn't an excuse to waste polies, though!

Are units able to perform basic terraforming?

Yes, support for terraforming is possible with Lua Scripting, such as in the Complete Annihilation mod. Alternatively, all construction units can restore ground, and certain weapons (especially explosive ones) can be used to deform the ground.

Is tunnel building possible?

Subterranean areas of any sort is impossible. However, it is possible to heavily deform the ground with explosives... Which is great fun!

Is the ground's water retention editable?

No. Water level is always set 0, so pieces of map under 0, whether there started under 0, or that started over 0 then were dug/explosed to under 0, are always filled with water.

Does Spring have a limit on the number of races?

Spring has no limit on the total number of sides/races.

What are the sizes of the biggest and smallest units?

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 "squares" (an arbitrary size standard created by Cavedog) might have problems pathfinding.

What is the maximum possible sea depth?

For all practical purposes, it is unlimited. The depth values are stored as "float variables", so it is doubtful that maps would ever be made which even come close to approaching the limit.

Does Spring support campaigns?

Basic Map scripting has been implemented, using a Lua scripting engine. From that, it would be possible to make a basic campaign, but for ease of use a better way of selecting scripts and an improved Single player menu is needed.

How big are the Spring files?

Spring is as small as however much content is included with it. The "essential" files are only several megabytes large. Content (such units and mostly, maps) add considerable size to the Spring download. Currently, the file size is roughly 30 MB.

How does Spring render sound effects?

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 "emitter". What this translates into gameplay terms means that the closer you are to a unit making a sound or motion, the louder the sound is. Additionally, the sound is heard differently depending on which way the camera is facing relative to units making sound.

Does Spring have ambient sound?

There is no ambient sound, and we haven't planned on adding it thus far.

Is there an AI or a "skirmish" mode?

We have created an interface for artificial intelligences (AIs), and several have been developed. Information on these can be found at the AIs wiki page.

Is a "possess" or a FPS option present?

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. Press 'C' to toggle "First Person Shooter Mode".

How do I create maps?

See the Map development page for all the map info.

How do I create units/mods?

See the Mod and Unit development page on creating units/ mods.