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Fix: Some typos found using codespell
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@@ -26,7 +26,7 @@ Install the SDK by following the instructions as given.
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Dependencies for OpenTTD on Windows are handled via
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[vcpkg](https://github.com/Microsoft/vcpkg/). First you need to install vcpkg
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by following the `Quick Start` intructions of their
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by following the `Quick Start` instructions of their
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[README](https://github.com/Microsoft/vcpkg/blob/master/README.md).
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After this, you can install the dependencies OpenTTD needs. We advise to use
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@@ -30,7 +30,7 @@ Table of contents
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in the same way, and trees always grow the same.
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In OpenTTD multiplayer synchronisation works by creating a savegame
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when clients join, and then transfering that savegame to the client,
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when clients join, and then transferring that savegame to the client,
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so it has the complete gamestate at a fixed point in time.
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Afterwards clients only receive 'commands', that is: Stuff which is
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@@ -81,7 +81,7 @@ Table of contents
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that a vehicle picks the left line instead of the right line at
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a junction on one client.
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The important thing here is, that noone notices when a Desync
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The important thing here is, that no one notices when a Desync
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occurs. The desync client will continue to simulate the gamestate
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and execute commands from the server. Once the gamestate differs
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it will increasingly spiral out of control: If a vehicle picks a
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@@ -108,7 +108,7 @@ Table of contents
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indication on when the Desync happened. The Desync may after
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all have occurred long ago, and just did not affect the checksum
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up to now. The checksum may have matched 10 times or more
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since the Desync happend, and only now the Desync has spiraled
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since the Desync happened, and only now the Desync has spiraled
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enough to finally affect the checksum. (There was once a desync
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which was only noticed by the checksum after 20 game years.)
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@@ -140,7 +140,7 @@ Table of contents
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2.1) Cache debugging
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---- ---------------
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Desyncs which are caused by inproper cache validation can
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Desyncs which are caused by improper cache validation can
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often be found by enabling cache validation:
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- Start OpenTTD with '-d desync=2'.
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- This will enable validation of caches every tick.
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@@ -16,7 +16,7 @@
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<a href="landscape_grid.html">Landscape grid</a> page.
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</p>
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<p>Nine attributes (counting "<span style="font-weight: bold;">type</span>" and
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"<span style="font-weight: bold;">height</span>") hold the informations about a tile.<BR>
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"<span style="font-weight: bold;">height</span>") hold the information about a tile.<BR>
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These attributes are referred to as
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"<span style="font-weight: bold;">type</span>",
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"<span style="font-weight: bold;">height</span>",
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@@ -61,7 +61,7 @@
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<a name="tropic_zone"></a>
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Bits 1..0:
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<table border="1" style="width: 30em;">
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<tr bgcolor="#CCCCCC"><td colspan="2">Only meaningfull in tropic climate. It contains the definition of the available zones</td></tr>
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<tr bgcolor="#CCCCCC"><td colspan="2">Only meaningful in tropic climate. It contains the definition of the available zones</td></tr>
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<tr><td style="width: 5em;"><tt>00</tt></td><td>normal</td></tr>
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<tr><td><tt>01</tt></td><td>desert</td></tr>
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<tr><td><tt>02</tt></td><td>rain forest</td></tr>
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@@ -760,7 +760,7 @@
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</ul>
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</li>
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</ul>
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<small><a name="newhouses"></a>Newhouses is the name englobing a newGRF feature developped by TTDPatch devs (mainly Csaboka).<br>
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<small><a name="newhouses"></a>Newhouses is the name englobing a newGRF feature developed by TTDPatch devs (mainly Csaboka).<br>
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It allows the replacement of the properties as well as the graphics of houses in the game.<br>
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To distinguish between the standard behaviour and the newGRF one, HouseID (m4 + m3[6]) is tested for anything above 110.<br>
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110 is the count of standard houses. So above 110 means there is a new definition of at least one house</small>
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