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23 February 2026
- 21:2421:24, 23 February 2026 General Resources (hist | edit) [3,010 bytes] Qrow (talk | contribs) (Created page with "Development < Game and Unit development < General Resources =Textures= * Nobiax cc0 patterns ::Download (Mega): https://mega.co.nz/#!7N0wlaBK!u-8vrCP-vDEOk_y2yLHEYH8j91vAMuzB0yHXAOnoXRM ::Download (Google Drive): https://drive.google.com/file/d/0B25BbZxm93S9VGJoSEI4SlVIczA/view?usp=sharing ::Forum: https://springrts.com/phpbb/viewtopic.php?f=9&t=33492 ::License: [https://creativecommons.org/publicdomain/zero/1.0/ Public Domain (cc0)] * [http:...")
- 21:2321:23, 23 February 2026 Map, Mod, And Unit Development Programs (hist | edit) [8,999 bytes] Qrow (talk | contribs) (Created page with "Development < {{FULLPAGENAME}} A Comprehensive list of tools to make Spring content. *Those that are Open Source are marked with a <font color="red">*</font> *Those that are Free are marked with a <font color="blue">*</font> *Those that Cost are marked with a <font color="green">*</font>''' === Image Editing === # '''[http://krita.org/ Krita]'''<font color="red">*</font><font color="blue">*</font> digital painting application, cross platform, wi...")
- 21:2321:23, 23 February 2026 Lua Scripting (hist | edit) [1,317 bytes] Qrow (talk | contribs) (Created page with "Development < {{FULLPAGENAME}} =Lua FAQ= Lua scripting is the primary way for developers to customize their games and add new features. Most aspects of the Spring engine can be controlled and extensively modified through the Lua API. Introduction to Lua in Spring<br> Easy widget examples =Interfaces {{HeaderNotice|(last update: 104)}}= Lua:Environments (Details the available environments...")
- 21:2221:22, 23 February 2026 MapConvNG (hist | edit) [4,225 bytes] Qrow (talk | contribs) (Created page with "MapConvNG is a complete rewrite of MapConv to work flawlessly on linux and on windows. It also contains smfdecompiler. ==Download== Since 2019.10.01 it is part of the official spring build: fetch it from https://springrts.com/dl/buildbot/default/develop/ == Sources == <code> git clone git://github.com/spring/SpringMapConvNG.git </code> https://github.com/spring/SpringMapConvNG == Bugs == Please report bugs at https://springrts.com/mantis/ == Reformatted Help Ou...")
- 21:2121:21, 23 February 2026 MapConv (hist | edit) [7,343 bytes] Qrow (talk | contribs) (Created page with "'''Linux users, use:''' MapConvNG Some Mapconv Information [http://springrts.com/phpbb/viewtopic.php?f=13&t=20849 1],[http://springrts.com/phpbb/viewtopic.php?f=13&t=13655 2] map decompiler [http://springrts.com/phpbb/viewtopic.php?f=13&t=18562 1] = Mapconv = A cross platform map compiler for spring * [http://springrts.com/phpbb/viewtopic.php?f=56&t=21458 Forum thread] for news and releases = Windows download = * In 2021, on windows, use the GUI version here: [ht...")
- 21:1821:18, 23 February 2026 Mapdev:Main (hist | edit) [6,489 bytes] Qrow (talk | contribs) (Created page with "= Map Development = Maps are the fields on which the battles are fought, made with the implicit contract that they shall not alter game mechanics. They are made up of images and text files which describe the environment and its features, such as height, colour, background, details features, atmosphere and lighting etc. These images and text files are then compressed into a 7zip archive for distribution. <center> {| class="wikitable" |+In-Game Screenshot |File:Screen...")
- 21:1721:17, 23 February 2026 Games (hist | edit) [10,480 bytes] Qrow (talk | contribs) (Created page with "There are a number of games made for the Spring Engine. Some of the more popular ones are listed below, sorted by their terms of use. <!--(/license schemes?)--> You can download games automatically, using your lobby (see Read Me First). Some games also offer a stand-alone installer. =Open Source= ''These games are all free to download and play and may be open to modifications, however, be sure to read the licenses before doing so.'' {|- | <h2>[https:/...")
- 21:1621:16, 23 February 2026 Maps (hist | edit) [2,626 bytes] Qrow (talk | contribs) (Created page with "<!-- -->{|border="0" cellpadding="4" cellspacing="1" | width="50%" valign="top" | == For Players == === Content === '''Games''' Games that use the Spring engine. '''Maps''' All about maps for the Spring engine and where to get them. '''Getting Spring Content and Links''' Sites from which you can download spring Games, Maps, and more. '''AI:Skirmish''' Skirmish AIs for Singleplayer. '''Lua Widgets''' All about installing and using LuaUI widgets....")
- 20:1820:18, 23 February 2026 Recoil:VFS Basics (hist | edit) [5,200 bytes] Qrow (talk | contribs) (Created page with "### What is loaded? Recoil Engine loads content from three main places into its Virtual Filesystem (VFS): the game, the map, and the user's local files. The game and the map are specified by the lobby when launching an instance of Recoil. Game content is primary and it usually decides whether to even load content from the other two, with some exceptions (for example map layout is always taken from the map archive). ### Archives Games and maps typically come as...")
- 20:1520:15, 23 February 2026 Recoil:Unit Type Basics (hist | edit) [9,839 bytes] Qrow (talk | contribs) (Created page with "**Each unit in Spring/Recoil belongs to a single type**. By default, all units of a type are the same as far as most traits (for example health) go. Units don't necessarily need to fully conform to their type - **most traits can be changed per-unit**. This is **similar to other RTS engines**. For example, a default Starcraft2 marine has 45 health. Specific marines can actually have 55 health (after an upgrade), or 22 health (with 50% difficulty handicap), or 200 health...")
- 20:1420:14, 23 February 2026 Recoil:Lua Language Server (hist | edit) [668 bytes] Qrow (talk | contribs) (Created page with "Recoil now provides a Lua library that is compatible with [Lua Language Server](https://luals.github.io/), providing type checking and intellisense in your IDE. ### Adding the library to your project The [recoil-lua-library](https://github.com/beyond-all-reason/recoil-lua-library) package provides type definitions for your editor. This can be added as a submodule to your project (following its usage guide). ### IDE support When working with Lua, we recommend using [V...")
- 20:1220:12, 23 February 2026 Recoil:Headless and Dedicated (hist | edit) [1,521 bytes] Qrow (talk | contribs) (Created page with " ## Overview Recoil builds some **extra binaries** that **behave differently** to the primary 'spring.exe' one. This guide briefly describes what they do and when to use them. ### Headless The headless build **only does the simulation** and does **not do any rendering**. **Widgets still work** and are the main way to provide input, all rendering-related call-ins and call-outs just do nothing. It is **great for automated tasks** such as: * gathering **data from repla...")
- 20:1120:11, 23 February 2026 Recoil:Glossary (hist | edit) [5,037 bytes] Qrow (talk | contribs) (Created page with "--- title: "Glossary" draft: true --- Like anything, there's jargon involved in Recoil. Here's the definition of some. | Term | Remarks | See More | | ----------- | -------------------------------------------------...")
- 20:1020:10, 23 February 2026 Recoil:RmlUi (hist | edit) [18,945 bytes] Qrow (talk | contribs) (Created page with "RmlUi is a UI framework that is defined using a HTML/CSS style workflow (using Lua instead of JS) intended to simplify UI development especially for those already familiar with web development. It is designed for interactive applications, and so is reactive by default. You can learn more about it on the [RmlUI website] and [differences in the Recoil version here](#differences-between-upstream-rmlui-and-rmlui-in-recoil). ## How does RmlUI Work? To get started, it's impo...")
- 20:0820:08, 23 February 2026 Recoil:Widgets and Gadgets (hist | edit) [8,154 bytes] Qrow (talk | contribs) (Created page with " RmlUi is a UI framework that is defined using a HTML/CSS style workflow (using Lua instead of JS) intended to simplify UI development especially for those already familiar with web development. It is designed for interactive applications, and so is reactive by default. You can learn more about it on the [RmlUI website] and [differences in the Recoil version here](#differences-between-upstream-rmlui-and-rmlui-in-recoil). ## How does RmlUI Work? To get started, it's imp...")