From 319c0c8f120c5ad429010d65666a58fec7f0615a Mon Sep 17 00:00:00 2001 From: floam Date: Fri, 4 Nov 2005 23:55:12 +0000 Subject: Bunch of grammar changes and random cleanings. Also some changes by sysrq to explain how to use svn diff. git-svn-id: svn://svn.icculus.org/quake3/trunk@271 edf5b092-35ff-0310-97b2-ce42778d08ea --- web/include/home.php | 45 ++++++++++++++++++++------------ web/include/instruc.php | 69 +++++++++++++++++++++++++++++++++++-------------- web/include/status.php | 10 ++++--- 3 files changed, 84 insertions(+), 40 deletions(-) diff --git a/web/include/home.php b/web/include/home.php index 78b5919..371f756 100644 --- a/web/include/home.php +++ b/web/include/home.php @@ -1,25 +1,36 @@ -

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.

+

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.

Logo +

What's the point?

-

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 -been feverishly cleaning up, fixing bugs, and adding features. Our eventual -goal is to have created the Quake 3 source code distribution upon 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. +

This project aims to build upon id Software's Quake 3 source code release. The source +code was released on August 20, 2005 under the +GPL. +Since then, we have been feverishly cleaning up, fixing bugs, and adding features. Our +eventual goal is to have created the Quake 3 source code distribution upon which +people base their games, ports, and mods. Our focus initially is to get the game working +with our updates on Mac OS X, Windows, and Linux. Sane new features are also welcome. +Modern graphical upgrades (ie. bloom lighting) would have to be disabled by default.

+

Progress

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 -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 Status section.

+now works native on x86_64 and PowerPC architectures, plus the game builds and runs +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 +on the Status section.

+

The future

-

Current goals for 1.34 (SVN is 1.33, last id build was 1.32) include:

+

Current goals for 1.34 (SVN is 1.33, last id +build was 1.32) include:

diff --git a/web/include/instruc.php b/web/include/instruc.php index 8770037..6e67169 100644 --- a/web/include/instruc.php +++ b/web/include/instruc.php @@ -1,6 +1,6 @@

Check out and build from Subversion

-

(This part assumes Windows users are using Cygwin. If you aren't, -TortoiseSVN is a good client.)

+

( This part assumes Windows users are using Cygwin. If you aren't, +TortoiseSVN is a good client. )

  1. Change into a directory that you want the tree to be kept in.
  2. Check out the source tree:
    @@ -9,7 +9,8 @@ (You can check out a specific revision with the -r option, like this: svn co svn://svn.icculus.org/quake3/trunk quake3 -r100)
  3. -
  4. Read the readme file. Really. Do it.
  5. +
  6. Read the readme + file. Really. Do it.
  7. Compile and install Quake 3:
    • Linux and friends

      @@ -44,21 +45,51 @@ Firstly, try to make sure that the patch breaks less than it fixes. We don't require everyone to be decorated Geniuses, but do attempt to produce a patch that you've tested and at list sort-of understand what you're doing.

      -

      Not everyone who knows C knows how to use diff (the tool -you need to create patches with), and not everyone is making patches against the C code. -That's okay, here's the 10¢ survival guide to making patches:

      + +

      The preferred way to get the ball rolling on a patch is to file a +Bugzilla bug for your request with the patch attached +to it and then send a notice to the mailing list about it. If you're really so lazy that +you can't do this, we would prefer you at least mail +it to zakk@icculus.org rather than not do anything at all.

      + +

      Please don't send in patches that you didn't create. You can feel free to alert people +and discuss anything on the mailing list, but please only submit patches for +inclusion if you are the original creator!

      + +

      Generating Patches

      +

      If you know how to code, but never made a patch before, that's okay. Here's the 10¢ +survival guide to generating patches.

        -
      • Create a patch named amazing_new_feature.patch between oldfile and newfile:
        - diff -u oldfile newfile > amazing_new_feature.patch
      • -
      • Create a patch named amazing_new_features.patch between directory olddir and newdir:
        - diff -Naur olddir newdir > amazing_new_features.patch
      • -
      • Apply a patch amazing_new_feature.patch:
        - patch -p0 -i amazing_new_feature.patch
      • +
      • +

        From SVN

        +

        If you checked the source code out with SVN, + the client makes it rather easy to generate patches. In fact it's a function + of the client itself. Once you've made a change in your checkout that is + not upstream, here is how you use it:

        +
          +
        • Create a patch named amazing_new_feature.patch:
        • +
        • svn diff > amazing_new_feature.patch
        • +
        • Apply a patch amazing_new_feature.patch:
          + patch -p0 -i amazing_new_feature.patch
        • +
        +

        For more information on SVN take a look at the + SVN book and the info pages for + svn.

        +
      • +
      • +

        From a tarball or other release

        +

        If you didn't get the source code via SVN, + or for some reason that doesn't work for your situations, here's how to generate + them using the tried-and-trusted diff tool between + two files:

        +
          +
        • Create a patch named amazing_new_feature.patch between oldfile and newfile:
          + diff -u oldfile newfile > amazing_new_feature.patch
        • +
        • Create a patch named amazing_new_features.patch between directory olddir and newdir:
          + diff -Naur olddir newdir > amazing_new_features.patch
        • +
        • Applying a patch is the same as with SVN, see above.
        • +
        +

        For more information on diff and patch, + read their man-pages.

        +
      -

      For more information on diff and patch, -read their man-pages.

      -

      The prefered way to get the ball rolling on a patch is to file a bug -for your request with the patch attached to it and then send a notice to the mailing list -about it. If you're really so lazy that you can't do this, we would prefer you at least -mail it to zakk@icculus.org rather than not do -anything.

      diff --git a/web/include/status.php b/web/include/status.php index 2f42343..07971ba 100644 --- a/web/include/status.php +++ b/web/include/status.php @@ -48,7 +48,7 @@ - Max OSX + Max OS X xcode-G3 working @@ -88,10 +88,12 @@ Doesn't exist. Should we drop it? +

      Implemented Features

        -
      • SDL being used for sound, input. Though not on Windows.
      • -
      • Colors converted to BASH colors!111
      • +
      • SDL being used + for input, OpenGL context management, and sound. Though not on Windows yet.
      • +
      • Colors converted to ANSI escape codes in terminal output. + (set ttycon_ansicolor to 1 to enable this.)
      • More supported platforms, see the table above.
      -

      Planned/Wanted features

      -- cgit v1.2.3