Formatting & Spellchecking in "doc"

Formatting & Spellchecking files inside the "doc" folder of tbaMUD.
This commit is contained in:
Jason "Opie" Babo
2015-03-26 12:21:07 +00:00
parent a03f81d6de
commit f988c948cf
14 changed files with 36 additions and 35 deletions

View File

@@ -114,7 +114,7 @@ out other tbaMUD's at: http://www.tbamud.com/forum?c=showthread&ThreadID=86
First, a MUD is not a learning project. It has tens of thousands of lines to
it, many of which are obscure and unclear to even moderately skilled
programmers. Those little, ``Hello, world,'' programs are for learning,
maybe little math tests, etc. A MUD is a pretty ambitous project to start
maybe little math tests, etc. A MUD is a pretty ambitious project to start
with. That's like trying to run before you can walk, and while there's more
difficult things than a MUD to start with, there's a ton of easier things you
should start with. Second, if you are persistent, get a good C reference book
@@ -152,7 +152,7 @@ By checking out the content at http://www.tbamud.com.
1.4. What is tbaMUD?
TbaMUD is a DikuMUD derivitave, developed by Jeremy Elson as CircleMUD from
TbaMUD is a DikuMUD derivative, developed by Jeremy Elson as CircleMUD from
Gamma v0.0 of DikuMUD created by Hans Henrik Staerfeldt, Katja Nyboe, Tom
Madsen, Michael Seifert and Sebastian Hammer at DIKU (Computer Science
Instutute at Copenhagen University). Note that CircleMUD is a Diku
@@ -269,7 +269,7 @@ how to add new spells, skills, commands, etc. `building.txt' has information
about the World file formats and how to read the files, etc. There are many
other documents in the doc directory with useful information, read them all.
If you still have questions after reading the doucmentation, check out:
If you still have questions after reading the documentation, check out:
http://tbaMUD.com/
http://cwg.lazuras.org/modules.php?name=Forums
@@ -356,7 +356,7 @@ have enough time and space.
3.2. Why do I get all sorts of errors with ``crypt'' functions and
header files?
TbaMUD normally uses the UNIX crypt() function to enrypt players' passwords.
TbaMUD normally uses the UNIX crypt() function to encrypt players' passwords.
Because of export restrictions imposed by the U.S., some systems do not have
the crypt() function. ``configure'' will usually be able to figure out
whether or not your system has crypt(), but if it guesses incorrectly and
@@ -596,10 +596,10 @@ character is sent a message by the mud after connecting, but before the
socket is flagged with an exception or reads 0 bytes. By default, tbaMUD
ignores these SIGPIPEs, with the line my_signal(SIGPIPE, SIG_IGN) in
signal_setup(). Where most people see the problems with SIGPIPE is while
debugging with GDB. By default, GDB responds to a SIGPIPE by stoping the
debugging with GDB. By default, GDB responds to a SIGPIPE by stopping the
program, printing that a SIGPIPE was received, and passing it to the
program. You can change the action taken by GDB by using the `handle'
command. To stop the program from stoping at SIGPIPE, you would give GDB the
command. To stop the program from stopping at SIGPIPE, you would give GDB the
command `handle SIGPIPE nostop'
4.6. When I run tbaMUD under Linux, it tells me ``gethostbyaddr: con-
@@ -658,7 +658,7 @@ UNIX does. pl12 allows you to direct logs to a specific file instead.
gives: ``gethostbyaddr: No such file or directory''
This means the MUD can't resolve the IP address of the connecting player's
source site innto a hostname. You probably don't have DNS correctly
source site into a hostname. You probably don't have DNS correctly
configured in the Windows Network Control Panel menu (under configuration of
the TCP protocol). Make sure you have the IP address of your ISP's DNS
server listed.