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Fix some typos in documentation
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6 changed files with 29 additions and 29 deletions
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@ -8,8 +8,8 @@ Some general hints:
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* No matter what's the current keyboard layout or on which platform the
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game is running, the console is always opened and closed by pressing
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**Left-Shift + Escape**.
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* Yamagi Quake II saves it's configuration, savegames and screenshots
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**Left Shift + Escape**.
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* Yamagi Quake II saves its configuration, savegames and screenshots
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to *~/.yq2* (unixoid platforms) or *My Documents\YamagiQ2* (Windows).
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If Yamagi Quake II is started with the `-portable` switch all data
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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.
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Please note that the patch is **required** for all full versions of the
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game. Without the patch the game won't work correctly!
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1. Download the patch from our mirror or somewhere else. It's md5
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1. Download the patch from our mirror or somewhere else. Its MD5
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checksum is `490557d4a90ff346a175d865a2bade87`:
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https://deponie.yamagi.org/quake2/idstuff/q2-3.20-x86-full-ctf.exe
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2. Extract the patch into an empty directory. The patch comes as an
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@ -65,7 +65,7 @@ If the optional addons are available their gamedata must be copied too:
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*video/* subdirectory from the addon distribution into the *rogue/*
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subdirectory.
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The md5 checksums of the pakfiles are:
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The MD5 checksums of the pakfiles are:
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* *baseq2/pak0.pak*: `1ec55a724dc3109fd50dde71ab581d70`
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* *baseq2/pak1.pak*: `42663ea709b7cd3eb9b634b36cfecb1a`
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@ -143,7 +143,7 @@ no soundtrack.
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### Game Data Setup
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1. Download the demo from our mirror or somewhere else. It's md5
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1. Download the demo from our mirror or somewhere else. Its MD5
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checksum is `4d1cd4618e80a38db59304132ea0856c`:
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https://deponie.yamagi.org/quake2/idstuff/q2-314-demo-x86.exe
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2. Extract the downloaded file. It's an ordinary, self-extract ZIP
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@ -155,7 +155,7 @@ no soundtrack.
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The demo **must not** be patched! Patching the demo will break it!
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The md5 checksums of the pakfiles are:
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The MD5 checksums of the pakfiles are:
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* *baseq2/pak0.pak*: `27d77240466ec4f3253256832b54db8a`
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@ -214,7 +214,7 @@ the [Packaging Guide](05_packaging.md)
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## Compiling from source
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To compile Yamagi Quake II from source the following dependencies
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(including development headers) are neede:
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(including development headers) are needed:
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* A GCC compatible compiler like *gcc*, *clang* or *mingw*.
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* A LibGL implementation with system headers.
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@ -96,7 +96,7 @@ the GPU driver and the preferences of the player.
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synchronization will always cause tearing!
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* `cl_maxfps` must be set to a value lower than `vid_maxfps`. The margin
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between the two values should be at least 3 frames per second, better
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5 frames per second. Yamagi Quake II internally enforces a marging of
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5 frames per second. Yamagi Quake II internally enforces a margin of
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5%. If `cl_maxfps` is set too high (above 90) the good old 125hz bug
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will trigger and the physics will be off. That may be desired.
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* `vid_displayrefreshrate` must be set to the framerate of the display.
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@ -188,7 +188,7 @@ applied to everything.
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### 4/3 Cinematics
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While the original Quake II client stretched cinematics over the whole
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window, Yamagi Quake II renders them always with 4/3 aspect. The old
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window, Yamagi Quake II always renders them with 4/3 aspect. The old
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behavior can be enforced by setting `cin_force43` to `0`.
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@ -199,7 +199,7 @@ one and OpenAL. Additionally some new sound effects were added. We
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recommend to stay with OpenAL, even if the stereo rendering is somewhat
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different to the old sound system. OpenAL is much more distortion free
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and more reliable, especially on modern platforms like Windows 10 or
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Linux with Pulseaudio.
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Linux with PulseAudio.
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The new sound effects can be disabled with:
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@ -212,7 +212,7 @@ The new sound effects can be disabled with:
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While Yamagi Quake II still supports the Software renderer, configuring
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one of the OpenGL renderers to give a classic look and feel is often the
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better choice. The OpenGL renderers are much faster, more reliable and
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support colored lightning.
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support colored lighting.
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General cvars:
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@ -51,7 +51,7 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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The client framerate is fixed, the renderer framerate is variable.
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This makes it possible to renderer as many frames as desired without
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any physics and movement problems. The client framerate is controlled
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by *cl_maxfps*, set to `60` by defaut. The renderer framerate is
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by *cl_maxfps*, set to `60` by default. The renderer framerate is
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controlled by *vid_maxfps*. There are two constraints:
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* *vid_maxfps* must be the same or greater than *cl_maxfps*.
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@ -75,7 +75,7 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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* **al_device**: OpenAL device to use. In most cases there's no need to
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change this, since the default device is normally the correct choice.
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* **al_driver**: OpenAL library to use. This is usefull if for some
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* **al_driver**: OpenAL library to use. This is useful if for some
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reasons several OpenAL libraries are available and Quake II picks the
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wrong one. The given value is the name of the library, for example
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`libopenal.so.1`.
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@ -181,7 +181,7 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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anti aliasing is expensive and can lead to a huge performance hit, so
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try setting it to a lower value if the framerate is too low.
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* **gl_nolerp_list**: list seperate by spaces of textures ommitted from
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* **gl_nolerp_list**: list separate by spaces of textures omitted from
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bilinear filtering. Used by default to exclude the console and HUD
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fonts. Make sure to include the default values when extending the
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list.
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@ -218,8 +218,8 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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## Graphics (OpenGL 3.2 only)
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* **gl3_debugcontext**: Enables the OpenGL 3.2 renderers debug context,
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e.g. prints warnings and errors emmitted by the GPU driver. Not
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supported on MacSO. This is a pure debug cvar and slows down
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e.g. prints warnings and errors emitted by the GPU driver. Not
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supported on macOS. This is a pure debug cvar and slows down
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rendering.
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* **gl3_intensity**: Sets the color intensity used for 3D rendering.
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@ -2,7 +2,7 @@
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You want to contribute code to Yamagi Quake II? That's good! We're
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always interested in contributions, as long as they're in the scope of
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our little project. It doesn't matter if your sending new features,
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our little project. It doesn't matter if you're sending new features,
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bugfixes or even documentation updates.
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As a general note: **Ask before writing code!** Nobody was ever hurt for
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@ -12,9 +12,9 @@ into the idea.
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Some rules to follow:
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* Use Github! Sign up for an account, fork our repository and send a
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* Use GitHub! Sign up for an account, fork our repository and send a
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pull request after you're satisfied with your work. We won't accept
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patches send by mail or - even worse - as pastebin links.
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patches sent by email or - even worse - as pastebin links.
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* Create a history of small, distinct commits. Several small commits are
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always better then one big commit. They make your changes more
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understandable and ease debugging.
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@ -22,10 +22,10 @@ Some rules to follow:
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dependencies. If in doubt, because you really need that nice little
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library, ask.
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* Make sure that your code is compiling without warnings with at least
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current versions of gcc and clang. Also make sure that it's working on
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current versions of GCC and Clang. Also make sure that it's working on
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both unixoid platforms and Windows.
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* Don't do unnecessary cleanups. Yes, your linter or sanity checker may
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complain. But that's you problem and not ours. Cleanups often bring
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complain. But that's your problem and not ours. Cleanups often bring
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next to no advantage, Quake II has always been a mess and it'll stay a
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mess until the sun collapses. And cleanups are hard to test, often
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introduce new bugs and make debugging harder.
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