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Change quotes in AsciiDoc to left/right Unicode versions
GitHub’s AsciiDoc parser barfs on the standard AsciiDoc syntax to represent such characters with only ASCII… Well, everybody should support UTF‐8 these days. Let’s just use these directly.
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README.adoc
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README.adoc
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@ -7,7 +7,7 @@ played.
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There is a massive http://doomwiki.org/wiki/Idgames_archive[back
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catalog], spanning over two decades, containing thousands of _Doom_
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levels and other modifications (``mods'') made by fans of the game.
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levels and other modifications (“mods”) made by fans of the game.
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_Freedoom_ aims to be compatible with these and allows most to be
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played without the need to use non-free software.
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@ -26,7 +26,7 @@ compatibility with _Doom II_ and _Final Doom_.
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The engine uses a single file, such as +freedoom2.wad+, that contains
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all the game data such as graphics, sound effects, music, and so on.
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This file is often called an ``IWAD'' by those in the _Doom_ and
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This file is often called an “IWAD” by those in the _Doom_ and
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_Freedoom_ communities. While the _Doom_ engine source code is free,
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you would normally still need one of the proprietary data files from
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http://www.idsoftware.com/[id Software] to play _Doom_. _Freedoom_
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@ -38,8 +38,8 @@ For more information, see http://freedoom.github.io/.
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== How to play
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Since _Freedoom_ is only the game data, you will still need to
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download an engine separately. These are also often termed ``source
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ports'' by the community. There are an overwhelming number of choices
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download an engine separately. These are also often termed “source
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ports” by the community. There are an overwhelming number of choices
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available, a lengthy list of which is available on the
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http://doomwiki.org/wiki/Source_port[Doom Wiki].
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@ -91,7 +91,7 @@ engine for proper play. Desktop files may also be installed so that
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you can start the game using a graphical interface and avoid the
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command line altogether.
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== What ``free'' means
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== What “free” means
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When we speak of free content or software, we refer to the movement in
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which your freedoms to use, copy, modify, and study a work is not
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@ -99,7 +99,7 @@ infringed. For example, you may freely use _Freedoom_ for any purpose
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you see fit, you may redistribute it to anyone without needing to ask
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for permission, you may modify it (provided you keep the license
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intact, see `COPYING`), and you may study it--for example, to see how
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an ``IWAD'' is built. To facilitate this, you can get the full source
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an “IWAD” is built. To facilitate this, you can get the full source
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code for Freedoom, in this case, in the form of a DeuTex tree.
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You may read more about free software at the http://www.gnu.org/[GNU]
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@ -134,9 +134,9 @@ The general rules go as follows:
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put effort to make new versions look visibly different from
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_Doom_. This is a tough call, because our compatibility with
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_Doom_ mods limits how far we can deviate, but it is feasible.
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* Be especially careful of ``free textures'' (or ``free sounds'' or
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``free graphics'') sites. Although these would appear at first to
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be okay to use, many are free for ``non-commercial use only.''
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* Be especially careful of “free textures” (or “free sounds” or
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“free graphics”) sites. Although these would appear at first to
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be okay to use, many are free for “non-commercial use only.”
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One of the things we want to be able to do is put this in
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GNU/Linux distributions (which can be sold or developed
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commercially).
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@ -150,7 +150,7 @@ engines which are not descended from Boom. This means that you may
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exceed the limits of the original _Doom_ and use features introduced
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in Boom. Do not use features that are not supported by Boom 2.02 and
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compatible engines. Levels should be in _Doom_'s original format, not
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in ``Hexen''-format.
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in “Hexen”-format.
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Levels for _FreeDM_ must strictly be vanilla-compatible, that is, they
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must run in the original +doom2.exe+ engine for DOS and not cause any
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@ -170,7 +170,7 @@ It is sensible to also heed the following guidelines:
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* Do not use tricks that exploit _Doom_'s software renderer; some
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engines, especially those that use hardware accelerated rendering,
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may not render it properly. Examples of tricks to avoid include
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those used to simulate 3D bridges and ``deep water'' effects.
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those used to simulate 3D bridges and “deep water” effects.
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* Boom removes almost all of the limits on rendering; however, do
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not make excessively complicated scenes. It is desirable that
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Freedoom levels should be playable on low-powered hardware, such
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@ -198,9 +198,9 @@ _Doom_ graphics, as to remain compatible with mods. Otherwise, levels
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may end up looking like a nightmare in design. They may be
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thematically different as long as it doesn't clash.
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_Doom_ uses a fictional corporation abbreviated as ``UAC:'' this is
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_Doom_ uses a fictional corporation abbreviated as “UAC:” this is
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trademarked by id Software and cannot be used in _Freedoom_. Instead,
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use the initials ``AGM'' for _Freedoom_.
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use the initials “AGM” for _Freedoom_.
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=== Documentation
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@ -272,7 +272,7 @@ is about. The commit `2014-08-24T22:42:37Z!fraggle@gmail.com` is a
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good example.
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Additionally, do not use commit hashes to refer to other commits. Use
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other kinds of pointers, simple ones like "my previous commit" might
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other kinds of pointers, simple ones like “my previous commit” might
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suffice, or use http://esr.ibiblio.org/?p=3872[action stamps], which
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can improve the meaningfulness of commit identifiers if the repository
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history is rewritten (this has happened at least twice!), or if the
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@ -284,7 +284,7 @@ place it in your `$PATH` to achieve some ease in generating them.
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You should commit at each logical step. Do not bundle up many
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unrelated changes into the same commit, and definitely do not write a
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commit message like "changed some stuff." Best judgment should be
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commit message like “changed some stuff.” Best judgment should be
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used for what constitutes a logical step. It may be just a single
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file, or it may be a group of files representing a monster in the
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game. If you are finding yourself needing to repair previous commits'
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