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==General information==
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'''[[FAQs]]'''


===What is TA Spring?===
Frequently asked questions for the following:
TA Spring is a project to create the best RTS ever (no joke). There are three principle goals which we hope to achieve.
* [[FAQ:general|General FAQ]]
* [[FAQ:technical|Technical FAQ]]
* [[FAQ:player|Playing ingame FAQ]]
* [[FAQ:trouble|Troubleshooting FAQ]]


. . . . . .A) Reach a stage where TA Spring can flawlessly execute most of Total Annihilation's original gameplay, with its original units in their original format.


. . . . . .B) Add new features as we see fit, fix bugs, and release new versions when we feel it is appropriate to do so.
'''[[Read_Me_First|Read Me]]'''


. . . . . .C) Support the mod community as we see fit.
How to start your first game.
===When will TA Spring be ready?===
A concrete timetable for TA Spring's progress does not exist, and shall never exist. However we aim to get an early test release out quite soon (within a month or so) which will contain the essentials needed to play, but not much more.


===Will TA Spring be free?===
That's the current plan.


===I want to help, what can I do?===
'''[[Keyboard]]'''
Until we have finished our own map and unit formats, we are not looking for anything in particular.


===I want to donate.===
Default Keyboard Layout in the Engine.
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.


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.
'''[[Games]]'''


===I read all that and I still want to donate.===
Games that use the Spring engine.
Very well then! You can find the required details [http://taspring.clan-sy.com/donate.php here]. It will be much appreciated. :)


==Technical==


===What APIs does TA Spring use?===
'''[[Maps]]'''
OpenGL for rendering.
DirectSound for sound.
Winsock for networking.


===What language is TA Spring written in?===
All about maps for the Spring engine and where to get them.
C and C++.


===Is TA Spring open source?===
Yes, it is. Go to the downloads section of the site to download the source code.


==Requirements==
'''[[Lua Widgets]]'''


===What platforms will TA Spring run on?===
All about installing and using LuaUI widgets...
At the moment, it only runs on Windows. 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.


===What sort of a system will I need to run TA Spring?===
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). 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.


==Content==
'''[[AI:Skirmish|AIs]]'''
===Do TA Spring maps need a "ground"?===
TA 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).


===You stated that TA Spring uses the TA unit format.===
Skirmish AIs, Lua AIs...
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.


===How powerful will TA 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 TA 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 TA Spring have a limited number of weapons?===
'''[[Hosting Spring]]'''
No. Unlike Total Annihilation, TA Spring's weapon IDs will be unlimited.


===Does TA Spring have a limited number of unique units?===
Autohosting and related topics.
No. Unit IDs, like weapon IDs, will be unlimited.


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


===I'm curious as to the per-unit polygon limit.===
'''[[Spring:CategoryStructure]]'''
The engine itself does not have a polygon count limit. The limit is that of the processing power of today's computers. Since TA Spring requires a 3D card, the maximum polygon count per unit will be several times higher than Total Annihilation's. No real numbers yet though. We're gonna leave it up to the mod community to figure that one out.


===Will units be able to perform basic terraforming?===
Check here to get an overview of the website.
Total Annihilation units probably won't have any terrain editable functionality. Feature units may be endowed with such functionality, but it's more of a gameplay issue and has not been decided upon yet.


===Will tunnel building be possible?===
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Subterranean areas of any sort will be impossible.


===Will the ground's water retention be editable?===
== Quick Links ==
No. Water will always collect when a piece of land has a height below sea level.


===Does TA Spring have a limit on the number of races?===
{|width="100%" class=""
TA Spring has no limit on the total number of sides/races.
! '''[http://springrts.com/phpbb/viewforum.php?f=11 Help/Bug forums]'''
|-
| Look at the help forums for more help with technical issues and crashes
|}


===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 going to be the maximum possible sea depth?===
{|width="100%" class=""
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.
! '''[http://springrts.com/mantis/ Report Bugs/Submit a Patch]'''
|-
| Submit patches and bug reports here
|}


===Will TA Spring support campaigns?===
No such support is planned at the moment but if someone want to program it, go ahead.


===How big will the TA Spring files be?===
{|width="100%" class=""
TA Spring will be as big as however much content is included with it. The "essential" 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 "content" will be included with the first release.
! '''[[Strategy and Tactics]]'''
|-
| Basic ideas how to stand your ground.
|}


===How will TA 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.


===Will TA Spring have ambient sound?===
{|width="100%" class=""
There is no ambient sound, and we haven't planned on adding it so far.
! '''[[Read Me First]]'''
 
|-
===Will there be an AI or a "skirmish" mode?===
| Answers to questions often asked - Everyone should read this first.
We will create an interface that people can use to create there own skirmish AIs later.
|}
|}
===Will a "possess" or a FPS option be present===
[[Category:FAQ]]
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.

Latest revision as of 16:32, 3 June 2015

FAQs

Frequently asked questions for the following:


Read Me

How to start your first game.


Keyboard

Default Keyboard Layout in the Engine.

Games

Games that use the Spring engine.


Maps

All about maps for the Spring engine and where to get them.


Lua Widgets

All about installing and using LuaUI widgets...


AIs

Skirmish AIs, Lua AIs...


Hosting Spring

Autohosting and related topics.


Spring:CategoryStructure

Check here to get an overview of the website.

Quick Links

Help/Bug forums
Look at the help forums for more help with technical issues and crashes


Report Bugs/Submit a Patch
Submit patches and bug reports here


Strategy and Tactics
Basic ideas how to stand your ground.


Read Me First
Answers to questions often asked - Everyone should read this first.