Fix some typos in documentation

This commit is contained in:
Hugo Locurcio 2018-11-07 22:35:58 +01:00 committed by Daniel Gibson
parent bbdd3f1d60
commit 2bf45a4750
6 changed files with 29 additions and 29 deletions

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@ -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.

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@ -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.

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@ -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:

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@ -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.

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@ -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

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@ -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.