mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2024-11-21 20:21:09 +00:00
Fix some typos in documentation
This commit is contained in:
parent
bbdd3f1d60
commit
2bf45a4750
6 changed files with 29 additions and 29 deletions
|
@ -8,8 +8,8 @@ Some general hints:
|
|||
|
||||
* No matter what's the current keyboard layout or on which platform the
|
||||
game is running, the console is always opened and closed by pressing
|
||||
**Left-Shift + Escape**.
|
||||
* Yamagi Quake II saves it's configuration, savegames and screenshots
|
||||
**Left Shift + Escape**.
|
||||
* Yamagi Quake II saves its configuration, savegames and screenshots
|
||||
to *~/.yq2* (unixoid platforms) or *My Documents\YamagiQ2* (Windows).
|
||||
If Yamagi Quake II is started with the `-portable` switch all data
|
||||
is saved in the same directory as the executables.
|
||||
|
|
|
@ -28,7 +28,7 @@ The easiest way to install Yamagi Quake II is to start with the patch.
|
|||
Please note that the patch is **required** for all full versions of the
|
||||
game. Without the patch the game won't work correctly!
|
||||
|
||||
1. Download the patch from our mirror or somewhere else. It's md5
|
||||
1. Download the patch from our mirror or somewhere else. Its MD5
|
||||
checksum is `490557d4a90ff346a175d865a2bade87`:
|
||||
https://deponie.yamagi.org/quake2/idstuff/q2-3.20-x86-full-ctf.exe
|
||||
2. Extract the patch into an empty directory. The patch comes as an
|
||||
|
@ -65,7 +65,7 @@ If the optional addons are available their gamedata must be copied too:
|
|||
*video/* subdirectory from the addon distribution into the *rogue/*
|
||||
subdirectory.
|
||||
|
||||
The md5 checksums of the pakfiles are:
|
||||
The MD5 checksums of the pakfiles are:
|
||||
|
||||
* *baseq2/pak0.pak*: `1ec55a724dc3109fd50dde71ab581d70`
|
||||
* *baseq2/pak1.pak*: `42663ea709b7cd3eb9b634b36cfecb1a`
|
||||
|
@ -85,7 +85,7 @@ files.
|
|||
Later Quake II releases, for example the one included with Quake IV and
|
||||
the one available through Steam, lack the soundtrack. Nevertheless
|
||||
Yamagi Quake II can play it if the files are copied into the directories
|
||||
mentioned below.
|
||||
mentioned below.
|
||||
|
||||
Some digital distributed versions are special, they includes the
|
||||
soundtrack as OGG/Vorbis files, but in a non standard format. Yamagi
|
||||
|
@ -138,12 +138,12 @@ into the *baseq2/* directory.
|
|||
|
||||
A free demo version of Quake II is available and supported by Yamagi
|
||||
Quake II. This demo contains the first few levels, but no videos and
|
||||
no soundtrack.
|
||||
no soundtrack.
|
||||
|
||||
|
||||
### Game Data Setup
|
||||
|
||||
1. Download the demo from our mirror or somewhere else. It's md5
|
||||
1. Download the demo from our mirror or somewhere else. Its MD5
|
||||
checksum is `4d1cd4618e80a38db59304132ea0856c`:
|
||||
https://deponie.yamagi.org/quake2/idstuff/q2-314-demo-x86.exe
|
||||
2. Extract the downloaded file. It's an ordinary, self-extract ZIP
|
||||
|
@ -155,7 +155,7 @@ no soundtrack.
|
|||
|
||||
The demo **must not** be patched! Patching the demo will break it!
|
||||
|
||||
The md5 checksums of the pakfiles are:
|
||||
The MD5 checksums of the pakfiles are:
|
||||
|
||||
* *baseq2/pak0.pak*: `27d77240466ec4f3253256832b54db8a`
|
||||
|
||||
|
@ -214,7 +214,7 @@ the [Packaging Guide](05_packaging.md)
|
|||
## Compiling from source
|
||||
|
||||
To compile Yamagi Quake II from source the following dependencies
|
||||
(including development headers) are neede:
|
||||
(including development headers) are needed:
|
||||
|
||||
* A GCC compatible compiler like *gcc*, *clang* or *mingw*.
|
||||
* A LibGL implementation with system headers.
|
||||
|
|
|
@ -96,7 +96,7 @@ the GPU driver and the preferences of the player.
|
|||
synchronization will always cause tearing!
|
||||
* `cl_maxfps` must be set to a value lower than `vid_maxfps`. The margin
|
||||
between the two values should be at least 3 frames per second, better
|
||||
5 frames per second. Yamagi Quake II internally enforces a marging of
|
||||
5 frames per second. Yamagi Quake II internally enforces a margin of
|
||||
5%. If `cl_maxfps` is set too high (above 90) the good old 125hz bug
|
||||
will trigger and the physics will be off. That may be desired.
|
||||
* `vid_displayrefreshrate` must be set to the framerate of the display.
|
||||
|
@ -126,7 +126,7 @@ configurations that can be used as a baseline for experiments:
|
|||
* `cl_maxfps` set to `60`.
|
||||
* `vid_displayrefreshrate` set to the displays refresh rate minus 1.
|
||||
* `vid_maxfps` set to `300`.
|
||||
* Precise timing at the cost of tearing:
|
||||
* Precise timing at the cost of tearing:
|
||||
* `busywait` set to `1`.
|
||||
* `r_vsync` set to `0`.
|
||||
* `cl_maxfps` set to `60`.
|
||||
|
@ -137,7 +137,7 @@ And there's always the option to disable the asynchronous client all
|
|||
together by setting `cl_async` to `1`. In that case `cl_maxfps` and
|
||||
`vid_maxfps` are tight together, like in the original Quake II release
|
||||
each renderframe is a clientframe. With that both precise timings and
|
||||
tearing / micro stuttering free rendering can be archieved by setting
|
||||
tearing / micro stuttering free rendering can be archieved by setting
|
||||
`cl_maxfps` to a value higher then the displays refresh rate and
|
||||
activating the vertical syncrhonization by setting `r_vsync` to `1`.
|
||||
But if `cl_maxfps` is set above about 90 frames per second the 125hz
|
||||
|
@ -188,7 +188,7 @@ applied to everything.
|
|||
### 4/3 Cinematics
|
||||
|
||||
While the original Quake II client stretched cinematics over the whole
|
||||
window, Yamagi Quake II renders them always with 4/3 aspect. The old
|
||||
window, Yamagi Quake II always renders them with 4/3 aspect. The old
|
||||
behavior can be enforced by setting `cin_force43` to `0`.
|
||||
|
||||
|
||||
|
@ -199,7 +199,7 @@ one and OpenAL. Additionally some new sound effects were added. We
|
|||
recommend to stay with OpenAL, even if the stereo rendering is somewhat
|
||||
different to the old sound system. OpenAL is much more distortion free
|
||||
and more reliable, especially on modern platforms like Windows 10 or
|
||||
Linux with Pulseaudio.
|
||||
Linux with PulseAudio.
|
||||
|
||||
The new sound effects can be disabled with:
|
||||
|
||||
|
@ -212,7 +212,7 @@ The new sound effects can be disabled with:
|
|||
While Yamagi Quake II still supports the Software renderer, configuring
|
||||
one of the OpenGL renderers to give a classic look and feel is often the
|
||||
better choice. The OpenGL renderers are much faster, more reliable and
|
||||
support colored lightning.
|
||||
support colored lighting.
|
||||
|
||||
General cvars:
|
||||
|
||||
|
|
|
@ -45,19 +45,19 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
|
|||
a relatively high CPU usage. If set to `0` Quake II lays itself to
|
||||
sleep and tells the operating system to send a wakeup signal when it's
|
||||
time for the next frame. The later is more CPU friendly but rather
|
||||
inaccurate, especially on Windows. Use with care.
|
||||
inaccurate, especially on Windows. Use with care.
|
||||
|
||||
* **cl_async**: If set to `1` (the default) the client is asynchronous.
|
||||
The client framerate is fixed, the renderer framerate is variable.
|
||||
This makes it possible to renderer as many frames as desired without
|
||||
any physics and movement problems. The client framerate is controlled
|
||||
by *cl_maxfps*, set to `60` by defaut. The renderer framerate is
|
||||
by *cl_maxfps*, set to `60` by default. The renderer framerate is
|
||||
controlled by *vid_maxfps*. There are two constraints:
|
||||
|
||||
* *vid_maxfps* must be the same or greater than *cl_maxfps*.
|
||||
* In case that the vsync is active, *vid_maxfps* must not be lower
|
||||
than the display refresh rate.
|
||||
|
||||
|
||||
If *cl_async* is set to `0` *vid_maxfps* is the same as *cl_maxfps*,
|
||||
use *cl_maxfps* to set the framerate.
|
||||
|
||||
|
@ -75,7 +75,7 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
|
|||
* **al_device**: OpenAL device to use. In most cases there's no need to
|
||||
change this, since the default device is normally the correct choice.
|
||||
|
||||
* **al_driver**: OpenAL library to use. This is usefull if for some
|
||||
* **al_driver**: OpenAL library to use. This is useful if for some
|
||||
reasons several OpenAL libraries are available and Quake II picks the
|
||||
wrong one. The given value is the name of the library, for example
|
||||
`libopenal.so.1`.
|
||||
|
@ -181,7 +181,7 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
|
|||
anti aliasing is expensive and can lead to a huge performance hit, so
|
||||
try setting it to a lower value if the framerate is too low.
|
||||
|
||||
* **gl_nolerp_list**: list seperate by spaces of textures ommitted from
|
||||
* **gl_nolerp_list**: list separate by spaces of textures omitted from
|
||||
bilinear filtering. Used by default to exclude the console and HUD
|
||||
fonts. Make sure to include the default values when extending the
|
||||
list.
|
||||
|
@ -218,8 +218,8 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
|
|||
## Graphics (OpenGL 3.2 only)
|
||||
|
||||
* **gl3_debugcontext**: Enables the OpenGL 3.2 renderers debug context,
|
||||
e.g. prints warnings and errors emmitted by the GPU driver. Not
|
||||
supported on MacSO. This is a pure debug cvar and slows down
|
||||
e.g. prints warnings and errors emitted by the GPU driver. Not
|
||||
supported on macOS. This is a pure debug cvar and slows down
|
||||
rendering.
|
||||
|
||||
* **gl3_intensity**: Sets the color intensity used for 3D rendering.
|
||||
|
|
|
@ -55,7 +55,7 @@ most Linux distributions.
|
|||
|
||||
The `SYSTEMDIR` is meant to contain only the game data and *not* the
|
||||
binaries. It allows several Quake2 source ports to share the same game
|
||||
data.
|
||||
data.
|
||||
|
||||
|
||||
## Alternative startup config
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
|
||||
You want to contribute code to Yamagi Quake II? That's good! We're
|
||||
always interested in contributions, as long as they're in the scope of
|
||||
our little project. It doesn't matter if your sending new features,
|
||||
our little project. It doesn't matter if you're sending new features,
|
||||
bugfixes or even documentation updates.
|
||||
|
||||
As a general note: **Ask before writing code!** Nobody was ever hurt for
|
||||
|
@ -12,9 +12,9 @@ into the idea.
|
|||
|
||||
Some rules to follow:
|
||||
|
||||
* Use Github! Sign up for an account, fork our repository and send a
|
||||
* Use GitHub! Sign up for an account, fork our repository and send a
|
||||
pull request after you're satisfied with your work. We won't accept
|
||||
patches send by mail or - even worse - as pastebin links.
|
||||
patches sent by email or - even worse - as pastebin links.
|
||||
* Create a history of small, distinct commits. Several small commits are
|
||||
always better then one big commit. They make your changes more
|
||||
understandable and ease debugging.
|
||||
|
@ -22,10 +22,10 @@ Some rules to follow:
|
|||
dependencies. If in doubt, because you really need that nice little
|
||||
library, ask.
|
||||
* Make sure that your code is compiling without warnings with at least
|
||||
current versions of gcc and clang. Also make sure that it's working on
|
||||
both unixoid platforms and Windows.
|
||||
current versions of GCC and Clang. Also make sure that it's working on
|
||||
both unixoid platforms and Windows.
|
||||
* Don't do unnecessary cleanups. Yes, your linter or sanity checker may
|
||||
complain. But that's you problem and not ours. Cleanups often bring
|
||||
complain. But that's your problem and not ours. Cleanups often bring
|
||||
next to no advantage, Quake II has always been a mess and it'll stay a
|
||||
mess until the sun collapses. And cleanups are hard to test, often
|
||||
introduce new bugs and make debugging harder.
|
||||
|
|
Loading…
Reference in a new issue