翻译请求 TA:S的新FAQ

Frequently Asked Questions
Here’;s a compilation of questions and their answers. The FAQ is now maintained by Dragon45 so direct comments on this page to him. :slight_smile: Also, please note that since the FAQ is not updated on a daily basis, some of the information found here might not be up-to-date.
Wingflier is also working on an more up-to-date FAQ created after the first release of Spring.
1 - General information
1.1 - What is TA Spring?
1.2 - When will TA Spring be ready?
1.3 - Will TA Spring be free?
1.4 - I want to help, what can I do?
1.5 - I want to donate.
1.6 - I read all that and I still want to donate.
2 - Technical
2.1 - What APIs does TA Spring use?
2.2 - What language is TA Spring written in?
2.3 - Is TA Spring open source?
3 - Requirements
3.1 - What platforms will TA Spring run on?
3.2 - What sort of a system will I need to run TA Spring?
4 - Content
4.1 - Do TA Spring maps need a “ground”?
4.2 - You stated that TA Spring uses the TA unit format.
4.3 - How powerful will TA Spring’;s custom format be?
4.4 - Does TA Spring have a limited number of weapons?
4.5 - Does TA Spring have a limited number of unique units?
4.6 - Will units have a maximum of 3 unique weapons?
4.7 - I’;m curious as to the per-unit polygon limit.
4.8 - Will units be able to perform basic terraforming?
4.9 - Will tunnel building be possible?
4.10 - Will the ground’;s water retention be editable?
4.11 - Does TA Spring have a limit on the number of races?
4.12 - What are the sizes of the biggest and smallest units?
4.13 - What is going to be the maximum possible sea depth?
4.14 - Will TA Spring support campaigns?
4.15 - How big will the TA Spring files be?
4.16 - How will TA Spring render sound effects?
4.17 - Will TA Spring have ambient sound?
4.18 - Will there be an AI or a “skirmish” mode?
4.19 - Will a “possess” or a FPS option be present

1 - General information

1.1 - What is TA Spring?
TA Spring is a project to create the best RTS ever (no joke). There are three principle goals which we hope to achieve.

. . . . . .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.

. . . . . .C) Support the mod community as we see fit.

1.2 - 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.

1.3 - Will TA Spring be free?
That’;s the current plan.

1.4 - I want to help, what can I do?
Until we have finished our own map and unit formats, we are not looking for anything in particular.

1.5 - I want to donate.
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.

1.6 - I read all that and I still want to donate.
Very well then! You may feel free to use the Paypal account [email protected] that we have registered. It will be much appreciated. :slight_smile:

2 - Technical

2.1 - What APIs does TA Spring use?
OpenGL for rendering.
DirectSound for sound.
Winsock for networking.

2.2 - What language is TA Spring written in?
C and C++.

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

3 - Requirements

3.1 - What platforms will TA Spring run on?
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.

3.2 - 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.

4 - Content

4.1 - 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).

4.2 - You stated that TA Spring uses the TA unit format.
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.

4.3 - 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.

4.4 - Does TA Spring have a limited number of weapons?
No. Unlike Total Annihilation, TA Spring’;s weapon IDs will be unlimited.

4.5 - Does TA Spring have a limited number of unique units?
No. Unit IDs, like weapon IDs, will be unlimited.

4.6 - 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.

4.7 - 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 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.

4.8 - Will units be able to perform basic terraforming?
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.

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

4.10 - Will the ground’;s water retention be editable?
No. Water will always collect when a piece of land has a height below sea level.

4.11 - Does TA Spring have a limit on the number of races?
TA Spring has no limit on the total number of sides/races.

4.12 - 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.

4.13 - What is going to be 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.

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

4.15 - How big will the TA Spring files be?
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.

4.16 - 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.

4.17 - Will TA Spring have ambient sound?
There is no ambient sound, and we haven’;t planned on adding it so far.

4.18 - Will there be an AI or a “skirmish” mode?
We will create an interface that people can use to create there own skirmish AIs later.

4.19 - Will a “possess” or a FPS option be 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.

http://taclub.net/tabbs/cgi-bin/topic.cgi?forum=2&topic=279

这个可是更新过的

晕…原来是兄台的马甲
我只贴有改变的部分
2.3-源代码会公开吗?
会.到网站的下载区去下载
4.14 - TA Spring 会有战役么?
暂时没有这个打算,但如果有人想这样干的话,随便.
4.18 - 会有 AI 或者 "遭遇战"之类与电脑对战的 模式么?
我们会做一个接口,以供后来人创作自己的AI用
4.19 - 会有"控制"模式–即"主视角"模式–吗?
有.现在可以完全从第一人称控制单位.虽然这个功能有点华而不实,但是玩玩还是很有趣的!

1 - 总体信息

1.1 - TA Spring 是什么?
TA Spring 计划创造世界上有史以来最好的RTS(不是开玩笑).我们希望能达到3项理论要求.

. . . . . .A) 让 TA Spring , 以原始的单位及形态,达到能完美体现原始横扫千军游戏的高度.

. . . . . .B) 增加我们认为合适的新特性,修正BUG, 并且在恰当的时期放出新版本.

. . . . . .C) 以适当的方式维护MOD社区.

1.2 - TA Spring 啥时候能完成?
TA Spring 的制作过程并不按照什么严格的时间表来进行, 而且我们永远不会制定这种时间表. 然而我们希望能在最近(一个月之内吧)放出早期的测试版本 它将只包括运行程序所必需的文件.

1.3 -TA Spring 是免费的么?
目前是这么打算的.

1.4 - 我先帮忙, 可以么?
在我们完成单位和地图的数据之前, 暂不需要援手.

1.5 - 我想捐钱.
[大意]我们这个计划是有风险的,可能到头来什么也做不出,捐款者或许会失望。

1.6 - 上面的我也知道,但我还是想捐钱.
那好吧!使用如下我们所注册的 Paypal 账号 [email protected] . 我们会非常感谢你的捐助.

2 - 技术问题

2.1 -TA Spring 用到些什么 API ?
绘图:OpenGL.
声效:DirectSound.
联网:Winsock.

2.2 - TA Spring 使用什么写成的?
C 和 C++ 语言.
2.3-源代码会公开吗?
会.到网站的下载区去下载
3 - 系统需求

3.1 - TA Spring 支持什么平台?
目前, 只适用于Windows. 如果谁能将它移植到其它平台, 请在游戏放出后立刻联系我们. 然而, 我们自己不会将它移植到其它的平台(在可以预见的将来). 首先,我们没有理由这么做. 另外, 我们只想集中精力使得它能在某一平台上运作良好.

3.2 - TA Spring的配置要求呢?
你当然需要一块3D 显卡来运行TA Spring, 至少要GeForce3以上 (需要注意的是 GeForce4 MX 比GeForce3 要差). 最低CPU 的问题有些复杂. CPU 越强,将支持越大的地图和更高的单位数量限制. 1ghz CPU 应该能支持大约500 个单位. 内存的大小对于单位数量和地图大小的限制同样有关, 不过 512mb 应该足够了.
4 - 主要内容

4.1 - TA Spring 的地图需要有 "地面"么?
TA Spring 的地图需要地面. 有很多人希望游戏能包括星空地图, 然而, “真正” (的星际空间的设定就像家园这部游戏) 是不同的.这是非常高级的阶段,目前尚不能做到. 不过这并不意味着 TA 风格的 "星际空间"地图并非是不可能的, (横扫千军:最后的前线 Final Frontier TC 是个很好的范例).

4.2 - TA Spring 使用 TA 的单位格式.
TA Spring 并没有使用Total Annihilation 的单位格式. 然而, 我们有计划使 TA Spring 与我们自己设计的自定义单位格式相兼容.

4.3 - TA Spring的自定义格式功能有多强大?
Total Annihilation的单位格式限制非常大. 这些限制在TA Spring的自定义格式中将不再存在,或是将被极大的改善. 最激动人心的改进(之一)在于引入了全新的脚本编写方式, 几乎能完全控制单位的一举一动.

4.4 - TA Spring 的武器数量会有限制了么?
不. 不像横扫千军原作, TA Spring的武器ID编号没有限制.

4.5 - TA Spring 对于单位数量有限制吗?
No. 单位的ID编号, 就像武器ID编号, 都是没有限制的.
4.6 - 单位会有3种武器的上限么?
Total Annihilation 规定每个单位至多有 3 种武器. TA Spring 中此限制仅限于依照 原始 Total Annihilation 格式制作的单位. 要绕过这个限制的话, 单位只能是按照我们所涉及的新格式制作.

4.7 - 我想知道每个单位的多边形数量限制.
引擎本身对此并没有限制. 真正带来这方面限制的是电脑的运行速度. 因为 TA Spring 需要一块3D卡, 每个单位的最大多边形数量将是横扫千军的好几倍. 反正还没有确切的数目.我们将把这个问题留给mod社区去讨论.

4.8 - 单位能造成地形改变么?
Total Annihilation 的单位恐怕不会有任何改变地形的功能. 特别的单位或许有这个功能, 但这和游戏的设计以及玩法密切相关,因此还没有确定下来.

4.9 - 能修建隧道吗?
任何地下结构都是不可能的.

4.10 - 地面的水含量能编辑么?
不. 只有低于海平面的地区能积水.
4.11 -TA Spring 的种族数量会有限制吗?
TA Spring 对于种族/阵营总数没有限制.

4.12 - 单位尺寸大和小的极致是什么?
静态的单位(建筑, 防卫设施, 等等.) 在引擎中没有大小的限制. 技术上来说, 移动的单位也没有限制, 不过脚步大过4x4 “格” (由Cavedog所制定的面积单位) 会有寻路方面的问题.

4.13 -海能有多深?
为了现实的目的, 那会是无限的. 深度数值的存储的形式是"浮动变量", 所以地图的制作会不会接近这个极限,是个问题.

4.14 - TA Spring 会有战役么?
暂时没有这个打算,但如果有人想这样干的话,随便.

4.15 - TA Spring 的文件有多大?
TA Spring 的大小由它的内容决定. "必备"的文件(主要是引擎的文件) 只有几兆大小而已. 那些内容 (地图,单位等) 尺寸会比较可观. 然而, 第一个版本中会包括多少 “内容” 仍旧不可知.

4.16 - TA Spring 怎么处理音效?
音效是3D的, 也就是说音量和方向(假定有多扬声器的设定) 与摄像机到"发声地点"的距离关系密切.转换到游戏中的话,你离动作中的单位以及发声源越近, 声音就越大. 此外, 声音也会随着摄像机与单位的相对位置而改变.

4.17 - TA Spring会有环境噪声么?
没有, 目前还没有计划加入.
4.18 - 会有 AI 或者 "遭遇战"之类与电脑对战的 模式么?
我们会做一个接口,以供后来人创作自己的AI用
4.19 - 会有"控制"模式–即"主视角"模式–吗?
有.现在可以完全从第一人称控制单位.虽然这个功能有点华而不实,但是玩玩还是很有趣的!

现在taclub已经没有防拷贝了

太期待了,这才是真正热爱游戏的人,我想这个论坛的人都是如此。

[这个贴子最后由asasaass在 2005/05/21 06:40pm 第 2 次编辑]

祝Spring能够成功