[iortcw] 11/497: All: Update the readme's
Simon McVittie
smcv at debian.org
Fri Sep 8 10:35:59 UTC 2017
This is an automated email from the git hooks/post-receive script.
smcv pushed a commit to annotated tag 1.42d
in repository iortcw.
commit b65ae5d2dbc50a4841f2e43b5a466f7a89cfbcc8
Author: M4N4T4RMS at gmail.com <M4N4T4RMS at gmail.com@e65d2741-a53d-b2dc-ae96-bb75fa5e4c4a>
Date: Sun Jan 19 16:55:30 2014 +0000
All: Update the readme's
---
MP/README | 4 ++--
MP/rend2-readme.txt | 10 +++++-----
SP/README | 4 ++--
SP/rend2-readme.txt | 10 +++++-----
4 files changed, 14 insertions(+), 14 deletions(-)
diff --git a/MP/README b/MP/README
index e495b2b..027ff21 100644
--- a/MP/README
+++ b/MP/README
@@ -14,7 +14,7 @@ Some of the major features currently implemented are:
* SDL backend
* OpenAL sound API support (multiple speaker support and better sound
quality)
- * Full x86_64 support on Linux
+ * Full x86_64 support
* VoIP support, both in-game and external support through Mumble.
* MinGW compilation support on Windows and cross compilation support on Linux
* AVI video capture of demos
@@ -444,7 +444,7 @@ SDL Keyboard Differences
text. Also, in addition to the nominated console keys, Shift-ESC is hard
coded to always toggle the console.
-QuakeLive mouse acceleration (patch and this text written by TTimo from id)
+ QuakeLive mouse acceleration (patch and this text written by TTimo from id)
I've been using an experimental mouse acceleration code for a while, and
decided to make it available to everyone. Don't be too worried if you don't
understand the explanations below, this is mostly intended for advanced
diff --git a/MP/rend2-readme.txt b/MP/rend2-readme.txt
index 999fd38..4e5684d 100644
--- a/MP/rend2-readme.txt
+++ b/MP/rend2-readme.txt
@@ -1,7 +1,7 @@
-OpenGL2
+Rend2
<insert ascii art here>
-OpenGL2 is an alternate renderer for ioquake3. It aims to implement modern
+Rend2 is an alternate renderer for ioquake3. It aims to implement modern
features and technologies into the id tech 3 engine, but without sacrificing
compatibility with existing Quake 3 mods.
@@ -232,7 +232,7 @@ Cvars for image interpolation and generation:
1 - Do.
Cvars for the sunlight and cascaded shadow maps:
- r_forceSun - Cheat. Force sunlight and shadows, using sun
+ r_forceSun - Force sunlight and shadows, using sun
position from sky material.
0 - Don't. (default)
1 - Do.
@@ -345,7 +345,7 @@ Cvars that have broken bits:
MATERIALS
-------------------------------------------------------------------------------
-OpenGL2 supports .mtr files, which are basically the same as .shader files, and
+Rend2 supports .mtr files, which are basically the same as .shader files, and
are located in the same place, but override existing .shader files if they
exist. This is to allow maps and mods to use the new material features without
breaking the map when using the old renderer.
@@ -380,7 +380,7 @@ shader files. The next thing to notice are the new keywords. Here is what
they mean:
stage <type>
- - State how this imagemap will be used by OpenGL2:
+ - State how this imagemap will be used by Rend2:
diffuseMap - Standard, same as no stage entry
normalMap - Image will be used as a normal map
normalParallaxMap - Image will be used as a normal map with
diff --git a/SP/README b/SP/README
index e495b2b..027ff21 100644
--- a/SP/README
+++ b/SP/README
@@ -14,7 +14,7 @@ Some of the major features currently implemented are:
* SDL backend
* OpenAL sound API support (multiple speaker support and better sound
quality)
- * Full x86_64 support on Linux
+ * Full x86_64 support
* VoIP support, both in-game and external support through Mumble.
* MinGW compilation support on Windows and cross compilation support on Linux
* AVI video capture of demos
@@ -444,7 +444,7 @@ SDL Keyboard Differences
text. Also, in addition to the nominated console keys, Shift-ESC is hard
coded to always toggle the console.
-QuakeLive mouse acceleration (patch and this text written by TTimo from id)
+ QuakeLive mouse acceleration (patch and this text written by TTimo from id)
I've been using an experimental mouse acceleration code for a while, and
decided to make it available to everyone. Don't be too worried if you don't
understand the explanations below, this is mostly intended for advanced
diff --git a/SP/rend2-readme.txt b/SP/rend2-readme.txt
index 999fd38..4e5684d 100644
--- a/SP/rend2-readme.txt
+++ b/SP/rend2-readme.txt
@@ -1,7 +1,7 @@
-OpenGL2
+Rend2
<insert ascii art here>
-OpenGL2 is an alternate renderer for ioquake3. It aims to implement modern
+Rend2 is an alternate renderer for ioquake3. It aims to implement modern
features and technologies into the id tech 3 engine, but without sacrificing
compatibility with existing Quake 3 mods.
@@ -232,7 +232,7 @@ Cvars for image interpolation and generation:
1 - Do.
Cvars for the sunlight and cascaded shadow maps:
- r_forceSun - Cheat. Force sunlight and shadows, using sun
+ r_forceSun - Force sunlight and shadows, using sun
position from sky material.
0 - Don't. (default)
1 - Do.
@@ -345,7 +345,7 @@ Cvars that have broken bits:
MATERIALS
-------------------------------------------------------------------------------
-OpenGL2 supports .mtr files, which are basically the same as .shader files, and
+Rend2 supports .mtr files, which are basically the same as .shader files, and
are located in the same place, but override existing .shader files if they
exist. This is to allow maps and mods to use the new material features without
breaking the map when using the old renderer.
@@ -380,7 +380,7 @@ shader files. The next thing to notice are the new keywords. Here is what
they mean:
stage <type>
- - State how this imagemap will be used by OpenGL2:
+ - State how this imagemap will be used by Rend2:
diffuseMap - Standard, same as no stage entry
normalMap - Image will be used as a normal map
normalParallaxMap - Image will be used as a normal map with
--
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