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authorJMcKiern <jmckiern@tcd.ie>2019-09-29 21:27:32 +0100
committerCharles Pigott <charlespigott@googlemail.com>2019-09-29 21:27:32 +0100
commit04f659e768486da4fc73a97a633f140d9733bf78 (patch)
tree7d1ecef7d6a39891d2485ae8a0ef8f12673d2b93 /docs
parent316e4e94171d8d269b80dd9e329fc1fe610fbfe2 (diff)
downloadopenttd-04f659e768486da4fc73a97a633f140d9733bf78.tar.xz
Fix: Some typos found using codespell
Diffstat (limited to 'docs')
-rw-r--r--docs/Readme_Windows_MSVC.md2
-rw-r--r--docs/desync.txt8
-rw-r--r--docs/landscape.html6
3 files changed, 8 insertions, 8 deletions
diff --git a/docs/Readme_Windows_MSVC.md b/docs/Readme_Windows_MSVC.md
index 247ad74e7..4c69cdfe7 100644
--- a/docs/Readme_Windows_MSVC.md
+++ b/docs/Readme_Windows_MSVC.md
@@ -26,7 +26,7 @@ Install the SDK by following the instructions as given.
Dependencies for OpenTTD on Windows are handled via
[vcpkg](https://github.com/Microsoft/vcpkg/). First you need to install vcpkg
-by following the `Quick Start` intructions of their
+by following the `Quick Start` instructions of their
[README](https://github.com/Microsoft/vcpkg/blob/master/README.md).
After this, you can install the dependencies OpenTTD needs. We advise to use
diff --git a/docs/desync.txt b/docs/desync.txt
index b0b6bd7d4..2049853a3 100644
--- a/docs/desync.txt
+++ b/docs/desync.txt
@@ -30,7 +30,7 @@ Table of contents
in the same way, and trees always grow the same.
In OpenTTD multiplayer synchronisation works by creating a savegame
- when clients join, and then transfering that savegame to the client,
+ when clients join, and then transferring that savegame to the client,
so it has the complete gamestate at a fixed point in time.
Afterwards clients only receive 'commands', that is: Stuff which is
@@ -81,7 +81,7 @@ Table of contents
that a vehicle picks the left line instead of the right line at
a junction on one client.
- The important thing here is, that noone notices when a Desync
+ The important thing here is, that no one notices when a Desync
occurs. The desync client will continue to simulate the gamestate
and execute commands from the server. Once the gamestate differs
it will increasingly spiral out of control: If a vehicle picks a
@@ -108,7 +108,7 @@ Table of contents
indication on when the Desync happened. The Desync may after
all have occurred long ago, and just did not affect the checksum
up to now. The checksum may have matched 10 times or more
- since the Desync happend, and only now the Desync has spiraled
+ since the Desync happened, and only now the Desync has spiraled
enough to finally affect the checksum. (There was once a desync
which was only noticed by the checksum after 20 game years.)
@@ -140,7 +140,7 @@ Table of contents
2.1) Cache debugging
---- ---------------
- Desyncs which are caused by inproper cache validation can
+ Desyncs which are caused by improper cache validation can
often be found by enabling cache validation:
- Start OpenTTD with '-d desync=2'.
- This will enable validation of caches every tick.
diff --git a/docs/landscape.html b/docs/landscape.html
index 4ee0da47e..4eac0926e 100644
--- a/docs/landscape.html
+++ b/docs/landscape.html
@@ -16,7 +16,7 @@
<a href="landscape_grid.html">Landscape grid</a> page.
</p>
<p>Nine attributes (counting &quot;<span style="font-weight: bold;">type</span>&quot; and
- &quot;<span style="font-weight: bold;">height</span>&quot;) hold the informations about a tile.<BR>
+ &quot;<span style="font-weight: bold;">height</span>&quot;) hold the information about a tile.<BR>
These attributes are referred to as
&quot;<span style="font-weight: bold;">type</span>",
&quot;<span style="font-weight: bold;">height</span>",
@@ -61,7 +61,7 @@
<a name="tropic_zone"></a>
Bits 1..0:
<table border="1" style="width: 30em;">
- <tr bgcolor="#CCCCCC"><td colspan="2">Only meaningfull in tropic climate. It contains the definition of the available zones</td></tr>
+ <tr bgcolor="#CCCCCC"><td colspan="2">Only meaningful in tropic climate. It contains the definition of the available zones</td></tr>
<tr><td style="width: 5em;"><tt>00</tt></td><td>normal</td></tr>
<tr><td><tt>01</tt></td><td>desert</td></tr>
<tr><td><tt>02</tt></td><td>rain forest</td></tr>
@@ -760,7 +760,7 @@
</ul>
</li>
</ul>
- <small><a name="newhouses"></a>Newhouses is the name englobing a newGRF feature developped by TTDPatch devs (mainly Csaboka).<br>
+ <small><a name="newhouses"></a>Newhouses is the name englobing a newGRF feature developed by TTDPatch devs (mainly Csaboka).<br>
It allows the replacement of the properties as well as the graphics of houses in the game.<br>
To distinguish between the standard behaviour and the newGRF one, HouseID (m4 + m3[6]) is tested for anything above 110.<br>
110 is the count of standard houses. So above 110 means there is a new definition of at least one house</small>