lot's of typos found by wurfel
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@3445 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
+41
-39
@@ -18,7 +18,9 @@
|
||||
<!--
|
||||
Sections are: CubeScript, General, Game modes, Editing, Gameplay, Visuals, Head-up display, Sound, Menus, Ingame reference, server commands
|
||||
-->
|
||||
|
||||
<!--
|
||||
20081108 : wurfel found a couple of typos and inconsistent spelling of gamemode-names
|
||||
-->
|
||||
|
||||
<cuberef name="AssaultCube Reference" version="v1.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://cubers.net/Schemas/CubeRef schemas/cuberef.xsd" xmlns="http://cubers.net/Schemas/CubeRef">
|
||||
<description>
|
||||
@@ -92,7 +94,7 @@
|
||||
<argument token="A" description="action"/>
|
||||
</arguments>
|
||||
<references>
|
||||
<identfifierReference identifier="pop"/>
|
||||
<identifierReference identifier="pop"/>
|
||||
</references>
|
||||
</command>
|
||||
<command name="modf">
|
||||
@@ -118,7 +120,7 @@
|
||||
<argument token="A" description="alias"/>
|
||||
</arguments>
|
||||
<references>
|
||||
<identfifierReference identifier="push"/>
|
||||
<identifierReference identifier="push"/>
|
||||
</references>
|
||||
</command>
|
||||
|
||||
@@ -916,7 +918,7 @@
|
||||
Leaving it at 0 (the default) means the server will dynamically try to do the best thing,
|
||||
this is recommended for players who don't have a clue what their bandwidth is
|
||||
(setting your rate unoptimally is worse than not setting it all).
|
||||
Modem players (56k) could try rate 4000 and tweak from there, dsl players can try rate 6000-10000.
|
||||
Modem players (56k) could try rate 4000 and tweak from there, DSL players can try rate 6000-10000.
|
||||
Note that the more players on a server, the more critical the effect of your rate.
|
||||
If you are tweak addicted, you can try playing with the variables throttle_decel
|
||||
(how quickly to start dropping packets when your connection becomes bandwidth limited)
|
||||
@@ -1295,7 +1297,7 @@ bind PRINT [
|
||||
<remarks>
|
||||
<remark>
|
||||
this puts a prompt on screen that you can type into,
|
||||
and will capture all keystrokes until you press return (or esc to cancel).
|
||||
and will capture all keystrokes until you press return (or ESC to cancel).
|
||||
If what you typed started with a "/", the rest of it will be executed as a command,
|
||||
otherwise its something you "say" to all players.
|
||||
</remark>
|
||||
@@ -1384,7 +1386,7 @@ bind PRINT [
|
||||
</description>
|
||||
<remarks>
|
||||
<remark>
|
||||
If the server name ist omitted, the client will try to connect to an available server in the LAN.
|
||||
If the server name is omitted, the client will try to connect to an available server in the LAN.
|
||||
If the port is omitted or set to 0, the default port will be used.
|
||||
</remark>
|
||||
</remarks>
|
||||
@@ -1758,7 +1760,7 @@ Output:
|
||||
</remarks>
|
||||
<references>
|
||||
<identifierReference name="select" identifier="select"/>
|
||||
<webReference name="The Editing Mode" url="http://wiki.cubers.net/wiki/EditingMode"/>
|
||||
<!-- broken : was wiki.cubers.net before, but still <webReference name="The Editing Mode" url="http://assault.cubers.net/wiki/EditingMode"/> -->
|
||||
</references>
|
||||
</command>
|
||||
<command name="edittex">
|
||||
@@ -1822,8 +1824,8 @@ Output:
|
||||
<remark>
|
||||
Heightfields should be made the exact size that is needed, not more not less.
|
||||
The most important reason for this is that cube automatically generates "caps" (side-faces for heightfields)
|
||||
only on the borders of the heightfield. This also means if you have 2 independant heightfields accidentally
|
||||
touch eachother, you will not get correct caps. Also, a heightfield is slightly slower to render than a
|
||||
only on the borders of the heightfield. This also means if you have 2 independent heightfields accidentally
|
||||
touch each other, you will not get correct caps. Also, a heightfield is slightly slower to render than a
|
||||
non-heightfield floor or ceiling. Last but not least, a heightfield should have all the same baseheight
|
||||
(i.e. the height determined by a normal editheight operation) to get correct results.
|
||||
</remark>
|
||||
@@ -1910,11 +1912,11 @@ Output:
|
||||
</remarks>
|
||||
</command>
|
||||
<command name="replace">
|
||||
<description>Repeats the last texture edit thruout the map.</description>
|
||||
<description>Repeats the last texture edit throughout the map.</description>
|
||||
<remarks>
|
||||
<remark>
|
||||
The way it works is intuitive: simply edit any texture anywhere, then using "replace" will replace
|
||||
all textures thruout the map in the same way (taking into account wether it was a floor/wall/ceil/upper too).
|
||||
all textures throughout the map in the same way (taking into account whether it was a floor/wall/ceil/upper too).
|
||||
If the there was more than one "old" texture in your selection, the one nearest to the red dot is used.
|
||||
This operation can't be undone.
|
||||
</remark>
|
||||
@@ -1978,7 +1980,7 @@ Output:
|
||||
<remarks>
|
||||
<remark>
|
||||
The mapmodel identifier is the desired map model which is defined by the 'mapmodel' command. The order in which
|
||||
the mapmodel is placed in the map config file defines the mapmodel indentifier.
|
||||
the mapmodel is placed in the map config file defines the mapmodel identifier.
|
||||
The map texture refers to a texture which is defined by the 'texture' command, if omitted the
|
||||
models default skin will be used. The 'mapmodel' and 'texture' commands are placed in the map config normally.
|
||||
Mapmodels are more expensive than normal map geometry, so do not use insane amounts of them to replace normal geometry.
|
||||
@@ -2163,7 +2165,7 @@ Output:
|
||||
<remark>
|
||||
Performance notes: water is rendered for a whole square encapsulating all visible water areas
|
||||
in the map (try flying above the map in edit mode to see how). So the most efficient water is
|
||||
a single body of water, or multiple water areas that are mostly not visible from eachother.
|
||||
a single body of water, or multiple water areas that are mostly not visible from each other.
|
||||
Players can influence how accurate the water is rendered using the "watersubdiv" command (map config).
|
||||
</remark>
|
||||
</remarks>
|
||||
@@ -2222,7 +2224,7 @@ Output:
|
||||
The selection must be a heightfield before this command can be used.
|
||||
Will make the arch in the long direction, i.e when you have 6x2 cubes selected, the arch will span 7 vertices.
|
||||
Optionally, sidedelta specifies the delta to add to the outer rows of vertices in the other direction,
|
||||
i.e. give the impression of an arch that bends 2 ways (try "arch 2" on an selection of atleast 2 thick to see the effect).
|
||||
i.e. give the impression of an arch that bends 2 ways (try "arch 2" on an selection of at least 2 thick to see the effect).
|
||||
Not all arch sizes are necessarily available, see config/prefabs.cfg.
|
||||
</remark>
|
||||
</remarks>
|
||||
@@ -2245,7 +2247,7 @@ Output:
|
||||
<description>Generates a perlin noise landscape in the current selection.</description>
|
||||
<remarks>
|
||||
<remark>
|
||||
Keep the seed the same to create multiple perlin areas which fit with eachother,
|
||||
Keep the seed the same to create multiple perlin areas which fit with each other,
|
||||
or use different numbers if to create alternative random generations.
|
||||
</remark>
|
||||
</remarks>
|
||||
@@ -2852,7 +2854,7 @@ Output:
|
||||
<value token="V" description="" minValue="0" maxValue="1" defaultValue="1" />
|
||||
</variable>
|
||||
<variable name="dynlight">
|
||||
<description>Determines wether dynamic shadows and lights are rendered, providedjust incase they slow your fps down too much.</description>
|
||||
<description>Determines whether dynamic shadows and lights are rendered, provided just incase they slow your fps down too much.</description>
|
||||
<remarks>
|
||||
<remark>
|
||||
With radius you can specify the radius of a dynamic light,
|
||||
@@ -3098,7 +3100,7 @@ Output:
|
||||
</identifiers>
|
||||
</section>
|
||||
<section name="Ingame Reference" sortindex="12">
|
||||
<description>This section describes all indentifiers related to the ingame documentation reference.</description>
|
||||
<description>This section describes all identifiers related to the ingame documentation reference.</description>
|
||||
<identifiers>
|
||||
<command name="docsection">
|
||||
<description>Adds a new section to the ingame documentation.</description>
|
||||
@@ -3116,7 +3118,7 @@ Output:
|
||||
An identifier represents a command or variable. The new identifier
|
||||
</remark>
|
||||
<remark>
|
||||
The name may countain spaces to create a "multipart" identifier documentation
|
||||
The name may contain spaces to create a "multipart" identifier documentation
|
||||
that can be used to describe a complex argument as a single pseudo identifier,
|
||||
look at the examples.
|
||||
</remark>
|
||||
@@ -3126,7 +3128,7 @@ Output:
|
||||
<code><![CDATA[docident fov "Sets the field of view."]]></code>
|
||||
</example>
|
||||
<example>
|
||||
<code><![CDATA[docident "newent light" "Adds a new light entitiy."]]></code>
|
||||
<code><![CDATA[docident "newent light" "Adds a new light entity."]]></code>
|
||||
</example>
|
||||
</examples>
|
||||
<references>
|
||||
@@ -3202,7 +3204,7 @@ Output:
|
||||
<remarks>
|
||||
<remark>
|
||||
If the one argument is omitted, only the builtin identifiers will be listed. Therefore specify the argument
|
||||
other identifers like aliases should be included too.
|
||||
other identifiers like aliases should be included too.
|
||||
</remark>
|
||||
<remark>
|
||||
Note that the list also includes identifiers that contain the substrings "TODO" or "UNDONE" in their documentation.
|
||||
@@ -3218,7 +3220,7 @@ Output:
|
||||
</arguments>
|
||||
</command>
|
||||
<command name="docinvalid">
|
||||
<description>Outputs a list of identifer documentations that do not match any existing identifer.</description>
|
||||
<description>Outputs a list of identifier documentations that do not match any existing identifier.</description>
|
||||
<remarks>
|
||||
<remark>
|
||||
Multipart identifiers are not included in this list, see 'docident'.
|
||||
@@ -3332,7 +3334,7 @@ Output:
|
||||
|
||||
<command name="ban">
|
||||
<description>
|
||||
Temporarally bans the specified player from the server.
|
||||
Temporary ban of the specified player from the server.
|
||||
</description>
|
||||
<remarks>
|
||||
<remark>
|
||||
@@ -3554,7 +3556,7 @@ Output:
|
||||
</command>
|
||||
|
||||
<command name="lms">
|
||||
<description>Starts a map with the mode "Last man standing"</description>
|
||||
<description>Starts a map with the mode "Last Man Standing"</description>
|
||||
<examples>
|
||||
<example>
|
||||
<code><![CDATA[lms ac_complex]]></code>
|
||||
@@ -3566,7 +3568,7 @@ Output:
|
||||
</command>
|
||||
|
||||
<command name="lss">
|
||||
<description>Starts a map with the mode "Last swiss standing"</description>
|
||||
<description>Starts a map with the mode "Last Swiss Standing"</description>
|
||||
<examples>
|
||||
<example>
|
||||
<code><![CDATA[lss ac_complex]]></code>
|
||||
@@ -3596,18 +3598,18 @@ Output:
|
||||
<argument valueNotes="1 - Co-op edit"/>
|
||||
<argument valueNotes="2 - Deathmatch"/>
|
||||
<argument valueNotes="3 - Survivor"/>
|
||||
<argument valueNotes="4 - Team survivor"/>
|
||||
<argument valueNotes="4 - Team Survivor"/>
|
||||
<argument valueNotes="5 - Capture the Flag"/>
|
||||
<argument valueNotes="6 - Pistol frenzy"/>
|
||||
<argument valueNotes="7 - Bot team deathmatch"/>
|
||||
<argument valueNotes="8 - Bot deathmatch"/>
|
||||
<argument valueNotes="9 - Last swiss standing"/>
|
||||
<argument valueNotes="10 - One shot, One kill"/>
|
||||
<argument valueNotes="11 - Team One shot, One kill"/>
|
||||
<argument valueNotes="12 - Bot One shot, One kill"/>
|
||||
<argument valueNotes="6 - Pistol Frenzy"/>
|
||||
<argument valueNotes="7 - Bot Team Deathmatch"/>
|
||||
<argument valueNotes="8 - Bot Deathmatch"/>
|
||||
<argument valueNotes="9 - Last Swiss Standing"/>
|
||||
<argument valueNotes="10 - One Shot, One Kill"/>
|
||||
<argument valueNotes="11 - Team One Shot, One Kill"/>
|
||||
<argument valueNotes="12 - Bot One Shot, One Kill"/>
|
||||
<argument valueNotes="13 - Hunt the Flag"/>
|
||||
<argument valueNotes="14 - Team keep the flag"/>
|
||||
<argument valueNotes="15 - Keep the flag"/>
|
||||
<argument valueNotes="14 - Team Keep the Flag"/>
|
||||
<argument valueNotes="15 - Keep the Flag"/>
|
||||
</arguments>
|
||||
</command>
|
||||
|
||||
@@ -3624,7 +3626,7 @@ Output:
|
||||
</command>
|
||||
|
||||
<command name="pf">
|
||||
<description>Starts a map with the mode "Pistol frenzy"</description>
|
||||
<description>Starts a map with the mode "Pistol Frenzy"</description>
|
||||
<examples>
|
||||
<example>
|
||||
<code><![CDATA[pf ac_complex]]></code>
|
||||
@@ -3648,7 +3650,7 @@ Output:
|
||||
</command>
|
||||
|
||||
<command name="tktf">
|
||||
<description>Starts a map with the mode "Team keep the Flag"</description>
|
||||
<description>Starts a map with the mode "Team Keep the Flag"</description>
|
||||
<examples>
|
||||
<example>
|
||||
<code><![CDATA[tktf ac_mines]]></code>
|
||||
@@ -3661,7 +3663,7 @@ Output:
|
||||
|
||||
|
||||
<command name="tosok">
|
||||
<description>Starts a map with the mode "Team one shot, One kill"</description>
|
||||
<description>Starts a map with the mode "Team One Shot, One Kill"</description>
|
||||
<examples>
|
||||
<example>
|
||||
<code><![CDATA[tosok ac_complex]]></code>
|
||||
@@ -3673,7 +3675,7 @@ Output:
|
||||
</command>
|
||||
|
||||
<command name="ts">
|
||||
<description>Starts a map with the mode "Team survivor"</description>
|
||||
<description>Starts a map with the mode "Team Survivor"</description>
|
||||
<examples>
|
||||
<example>
|
||||
<code><![CDATA[ts ac_complex]]></code>
|
||||
@@ -3836,7 +3838,7 @@ Output:
|
||||
<remark>
|
||||
You can do this for tweaking the visual effect of the fog, or if you are on a slow machine,
|
||||
setting the fog to a low value can also be a very effective way to increase fps (if you are geometry limited).
|
||||
Try out different values on big maps / maps which give you low fps. It is also good for asthetic features of maps
|
||||
Try out different values on big maps / maps which give you low fps. It is also good for aesthetic features of maps
|
||||
especially when combined with "fogcolour".
|
||||
</remark>
|
||||
</remarks>
|
||||
|
||||
Reference in New Issue
Block a user