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authoricculus <icculus@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-11-04 06:25:40 +0000
committericculus <icculus@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-11-04 06:25:40 +0000
commitf27bf4829d29aa83ed2902049b4be7506cc3fb24 (patch)
treec6707bea8e9b65a4099356598ae2d24a657bc95b /web/include/home.php
parent382aecbb8b28ea022cd368312facceca9cd7d9c7 (diff)
downloadioquake3-aero-f27bf4829d29aa83ed2902049b4be7506cc3fb24.tar.gz
ioquake3-aero-f27bf4829d29aa83ed2902049b4be7506cc3fb24.zip
Grammar cleanup.
git-svn-id: svn://svn.icculus.org/quake3/trunk@266 edf5b092-35ff-0310-97b2-ce42778d08ea
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-<p>Quake 3 source code was released on August 20th by the fine folks at id Software. We thank them for that, and are continuing the mission of a Quake 3 that is without fault.</p>
+<p>Quake 3 source code was released on August 20th by the fine folks at id Software. We thank them for that, and are continuing the mission of producing a Quake 3 that is without fault.</p>
<img src="images/quake3.jpg" class="right" alt="Logo" />
<h2>What's the point?</h2>
<p>This project aims to build upon id Software's Quake 3 source code release.
The source was released on August 20, 2005 under the GPL license. Since then, we have
-feverishly been cleaning up, fixing bugs of, and adding features to it. Our eventual
-goal is to have created <strong>the</strong> Quake3 source code distribution that people
-base their games and mods with their own pointy goals upon. Our focus is initially
+been feverishly cleaning up, fixing bugs, and adding features. Our eventual
+goal is to have created <strong>the</strong> Quake 3 source code distribution on which people
+base their games and mods. Our focus is initially
to get the game working with our updates on Mac OS X, Windows, and Linux. Sane new features are also welcome. Modern graphical upgrades (bloom lighting, etc) would have to be disabled by default.
</p>
<h2>Progress</h2>
<p>While a lot is left to be done, quite a few goals have been met already. Quake 3
now works natively on x86_64 and PowerPC architectures, plus the game builds and runs
-in FreeBSD. SDL is now used for input, contexts, and sound, making the game a lot easier
+on FreeBSD. SDL is now used for input, OpenGL context management and sound, making the game a lot easier
to port to new platforms and architectures than it was before. Security holes and other
problems have been repaired. A more in-depth database of new features and working status
on different platforms is in the <a href="?page=status">Status</a> section.</p>