diff --git a/doom3/code.php b/doom3/code.html similarity index 99% rename from doom3/code.php rename to doom3/code.html index 64825c0..2a35e04 100644 --- a/doom3/code.php +++ b/doom3/code.html @@ -222,7 +222,7 @@ completely non-paramentric way. An example of this is is smoke effect coming ou
GameEdit
Ok I lied, the core engine also sees idGameEdit. This is a utility class that allows the editors (like the
-AFEditor) to manipulate entities while the game is running.
+AFEditor) to manipulate entities while the game is running.
Fx
-An FX entity is a container object for special effects. This file also
+An FX entity is a container object for special effects. This file also
contains idTeleporter which is the teleporter destination entity.
diff --git a/doom3/downloads.php b/doom3/downloads.html
similarity index 100%
rename from doom3/downloads.php
rename to doom3/downloads.html
diff --git a/doom3/editor_af.php b/doom3/editor_af.html
similarity index 100%
rename from doom3/editor_af.php
rename to doom3/editor_af.html
diff --git a/doom3/fx.php b/doom3/fx.html
similarity index 100%
rename from doom3/fx.php
rename to doom3/fx.html
diff --git a/doom3/index.html b/doom3/index.html
index b021892..08f5153 100644
--- a/doom3/index.html
+++ b/doom3/index.html
@@ -54,7 +54,8 @@ the community will take these tools and create things that will blow us away.
-For information on how to get the SDK to compile under Linux, there is a pretty handy guide up on modwiki.net.
+For information on how to get the SDK to compile under Linux, there is a pretty handy
+ guide up on modwiki.net modwiki.dhewm3.org.
@@ -124,7 +125,7 @@ This shows the number of light/surface interactions thate were generated that fr
A bunch of people have asked me for some clarification on how exactly vis portals work. I put up a brief guide -Here +Here
Every other email I get asks where 1.3 is. I understand the frustration of not being able to release an updated version of your mod, and not being able to play any mods with RoE installed. All I can say is we're working diligently @@ -1393,7 +1394,7 @@ You can find it here. It needs to be extracted to the same folder doom3.exe is in (C:\Doom3)
-This should make the exportModels command magically start working.
+This should make the exportModels command magically start working.
@@ -1789,7 +1790,7 @@ prev, and next to different impulse commands, thereby breaking everyones config
-Just a quick update, I added a new section for The Code
+Just a quick update, I added a new section for The Code
diff --git a/doom3/menu.js b/doom3/menu.js
index ef5c891..10cca92 100644
--- a/doom3/menu.js
+++ b/doom3/menu.js
@@ -1,6 +1,6 @@
var a = {
-"":"Home",
+"index":"Home",
"downloads":"Downloads",
"contact":"Contact",
@@ -68,11 +68,11 @@ for ( var i in a ) {
document.write( "
" );
continue;
}
- if ( document.location.pathname.indexOf("/" + i + ".php") >= 0 || ( i == "" && document.location.pathname.indexOf(".php") == -1 ) ) {
+ if ( document.location.pathname.indexOf("/" + i + ".html") >= 0 || ( i == "" && document.location.pathname.indexOf(".html") == -1 ) ) {
document.write( "" + a[i] + "
");
} else if ( i == "" ) {
document.write( " " + a[i] + "
");
} else {
- document.write( " " + a[i] + "
");
+ document.write( " " + a[i] + "
");
}
}
diff --git a/doom3/modelexport.php b/doom3/modelexport.html
similarity index 99%
rename from doom3/modelexport.php
rename to doom3/modelexport.html
index ed3b601..73e3b1b 100644
--- a/doom3/modelexport.php
+++ b/doom3/modelexport.html
@@ -83,7 +83,7 @@ then moving to the proper directory after it's been exported.
Spaces in file names are bad.
-For more information on exporting from 3dstudio max, click here +For more information on exporting from 3dstudio max, click here
- | - | + | + | ||