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.
This commit is contained in:
Mike Swanson 2016-09-03 15:34:11 -07:00
parent 47546f6d0c
commit e081ac986f
4 changed files with 28 additions and 28 deletions

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@ -8,7 +8,7 @@ system.
Freedoom is built using 'deutex', which is a command-line tool for
automated building of Doom WAD files. However, multiple different WAD
files are built from the Freedoom material. Therefore, the Freedoom
build system is more complicated than a ``normal'' deutex build would
build system is more complicated than a “normal” deutex build would
otherwise be.
A top-level +Makefile+ controls the build system and executes the
@ -204,7 +204,7 @@ It reads level names from the dehacked lumps.
Found in +lumps/cph/misc-lumps+, this script builds the +PLAYPAL+
lump which contains the 256-color palettes used for special
effects (injured "red" flash, the green "radiation suit" effect,
effects (injured “red” flash, the green “radiation suit” effect,
etc.)
=== +colormap.py+
@ -214,7 +214,7 @@ lump that is used for the diminished lighting within the game.
This script is also reused to generate additional colormaps that
can be used for special effects. It has a number of command line
options that allow it to do various different colorizing and
"fog" effects.
“fog” effects.
=== +mkgenmidi+
@ -259,7 +259,7 @@ deutex is an old tool and has various quirks that must be worked
around. Some of them are listed here.
* The default background color for sprites is magenta. The
``standard'' background color of cyan is used instead by providing
“standard” background color of cyan is used instead by providing
the +-rgb 0 255 255+ command line parameter.
* By default, deutex attempts to convert sound effects to 11,025Hz
@ -274,6 +274,6 @@ around. Some of them are listed here.
* deutex requires an existing IWAD file in order to build WAD files,
and includes the contents of the +TEXTURE1+ lump from the IWAD in
any +TEXTURE1+ lumps it generates. To work around this, a ``dummy''
any +TEXTURE1+ lumps it generates. To work around this, a “dummy”
IWAD file containing an empty +TEXTURE1+ lump is contained inside
the +dummy+ directory.

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

4
dist/freedoom.adoc vendored
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@ -13,10 +13,10 @@ SYNOPSIS
DESCRIPTION
-----------
Freedoom is a project to create a complete free-content game based on
the 'Doom' engine (often called ``source ports'' or simply ``ports''),
the 'Doom' engine (often called “source ports” or simply “ports”),
which itself is free software. In addition, it maintains
compatibility with 'Doom' itself and is capable of playing the wide
variety of modifications (``mods'') that have been released by an
variety of modifications (“mods”) that have been released by an
active community since 1993.
This command is a simple shell script to assist in running Freedoom,

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@ -3,13 +3,13 @@
Doom's music consists (effectively) of MIDI music files. MIDI is an odd
beast. The General MIDI standard defines a set of 128 common instruments
supported by MIDI playback systems. For example, instrument #10 is
``Glockenspiel''. You can think of them like the instrument presets on
“Glockenspiel”. You can think of them like the instrument presets on
an electronic keyboard. You can find a full list of instruments
https://secure.wikimedia.org/wikipedia/en/wiki/General_MIDI[on Wikipedia].
Modern synthesizers, keyboards and operating systems with MIDI playback
capability use recorded samples of real musical instruments, so when
the MIDI file specifies ``Glockenspiel'' as the instrument, you hear
the MIDI file specifies “Glockenspiel” as the instrument, you hear
notes from a real glockenspiel playing the song. But Doom is from an
older, more primitive age.
@ -33,7 +33,7 @@ one set of settings and the noise that comes out sounds like a
Glockenspiel, change the settings and it sounds like a bass guitar or
a snare drum instead.
These ``knob settings'' are commonly stored in .sbi instrument files.
These “knob settings” are commonly stored in .sbi instrument files.
Looking online you can find huge collections of .sbi files created back
when people still actually used them.
@ -71,7 +71,7 @@ currently be empty. It's probably best to start by loading an existing
instrument file and editing it, so press Ctrl-L to load an instrument
into the first slot. Find one of the existing SBI files that you want
to improve and press enter to select it; you should see the instrument
appear next to ``iNS_01'' in the first slot.
appear next to “iNS_01” in the first slot.
To hear what the instrument currently sounds like, you can use the keys
on your keyboard like a piano:
@ -81,7 +81,7 @@ on your keyboard like a piano:
To improve the current instrument settings, press tab to bring up the
instrument editor. You'll get a panel with a wide range of different
settings to play with, and you can still use the ``piano keys'' to hear
settings to play with, and you can still use the “piano keys” to hear
what effect your changes are having. Press enter to switch between
editing the carrier and the modulator - they both affect the sound in
different ways.
@ -95,7 +95,7 @@ the first four. You will get a warning message later if you use these.
When it comes to saving your changes, press Ctrl-S and type a filename
for your new file. There's a slight catch here in that although AT2 can
load SBI format instrument files, it can only save in its own ``a2i''
load SBI format instrument files, it can only save in its own “a2i”
instrument format. Fortunately we can convert back into SBI format
later.