Run the docs through aspell.

This commit is contained in:
Bill Currie 2011-08-20 19:55:54 +09:00
parent 373f136fe6
commit d14eff6c76
6 changed files with 12 additions and 12 deletions

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@ -1,4 +1,4 @@
//unfortunatly, have to wrap the docs in a C comment for doxygen
//unfortunately, have to wrap the docs in a C comment for doxygen
/**
\page dirconf Directory Configuration

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@ -1,4 +1,4 @@
//unfortunatly, have to wrap the docs in a C comment for doxygen
//unfortunately, have to wrap the docs in a C comment for doxygen
/**
\page faq Frequently Asked Questions
@ -25,11 +25,11 @@ While QuakeForge itself (and the Quake source code in general) is Free
Software, the game itself is not free. You need to either purchase it from <a
href="http://www.idsoftware.com/store/index.php?view=quake">id Software</a> or
you can use <a href="http://openquartz.sourceforge.net/">OpenQuartz</a>, a
project developing GPL compatable game data for Quake.
project developing GPL compatible game data for Quake.
\section git_compile_error Checking out git and running ./bootstrap creates a configure that syntax errors when I run it! What's wrong?
Unlike downloading and compiling a release, when you checkout from git, you
must have all the dependencies of quakeforge already installed as when
must have all the dependencies of QuakeForge already installed as when
configure is being created autotools sources m4 files... If the files do not
exist, you get the errors you have seen. Try installing packages which contain
the libraries that caused the syntax error, including the -dev versions, then
@ -59,5 +59,5 @@ the value appropriate for your system:
\section no_mp3 Why doesn't \QF support MP3s?
Because they are not free. MP3 support is a patent minefield, and we really
don't want to wind up with lawyers at ten paces, especially since we'd be
unarmed with no armor, and they have rocket launchers and quad-dammage.
unarmed with no armor, and they have rocket launchers and quad-damage.
*/

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@ -47,6 +47,6 @@ same as Quake (an \c id1 directory tree, plus other mod directories), but
with the addition of a \c QF directory which holds QuakeForge specific data
(such as the menus). The structure of the data trees and, more importantly,
the relationship between the mod directories can be configured with the
directory configurtion file (see \ref dirconf).
directory configuration file (see \ref dirconf).
*/

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//unfortunatly, have to wrap the docs in a C comment for doxygen
//unfortunately, have to wrap the docs in a C comment for doxygen
/**
\page property-list Property List
@ -21,7 +21,7 @@ represented by a property list.
In addition, property lists also support comments, both single-line and
multi-line. Single-line comments start with \c // and continue to the end
of the line. Multi-line comments begine with
of the line. Multi-line comments begin with
<!-- crazy formatting to get C comments--><code>/</code><code>*</code> and
end with <code>*</code><code>/</code>, and may span multiple lines, or be
contained entirely within a single line, possibly with non-comment text
@ -77,7 +77,7 @@ abcdefghijklmnopqrstuvwxyz!#$%&*+-./:?@|~_^
Quoted strings may contain whitespace, C escape sequences, and any
printable character. The quote character is \c \".
Long strings use tripple quotes (\c \"\"\") instead of \c \" as the quote
Long strings use triple quotes (\c \"\"\") instead of \c \" as the quote
character. This allows the use of unquoted \c \" characters in the string.
And yes, these long strings were inspired by Python's long strings.

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//unfortunatly, have to wrap the docs in a C comment for doxygen
//unfortunately, have to wrap the docs in a C comment for doxygen
/**
\mainpage QuakeForge
QuakeForge is a 3D graphics game engine based on
<a href="http://www.idsoftware.com/">id Software's</a> legendary
Quake and QuakeWorld game engine. Our purpose? To improve the state of the
game by improving the engine and making it accessable to the largest number
game by improving the engine and making it accessible to the largest number
of players we can.
\li \subpage build-install

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As \QF supports playing arbitrarily sized audio files, it seemed rather
obvious that \QF should be able to use them as BGM in place of the CD
drive. However, requiring specific names and locations for the files seemed
overly onerous. Thus \QF looks for \c traclist.cfg in the root of the game
overly onerous. Thus \QF looks for \c tracklist.cfg in the root of the game
directory (eg. \c id1, same place as \c pak0.pak, \c config.cfg, etc).
Using the following \c tracklist.cfg: