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From: | "Oliver Brakmann" <obrakmann AT gmx DOT net> |
Newsgroups: | comp.os.msdos.djgpp |
Subject: | Re: how did Quake do it??? |
Date: | Thu, 1 Feb 2001 19:51:33 +0100 |
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Tom St Denis wrote... > > [Quake using Win95's networking] > > No they didn't. > > Only winquake supports TCP/IP games. Not so. I'm quoting from Quake's techinfo.txt: "Another suggestion. Until there is a native Win95 version of Quake, IPX will usually provide better gameplay on a local area network. This is due to the delicate balancing act that is required to let a DOS program use the Win95 TCP/IP stack." Here are some cmdline-args for DOS-Quake (also from techinfo.txt): "-noudp Disables support for TCP/IP. -udpport <port#> Specifies a UDP port to be used other than the default of 26000. -mpath Enables support for code to use Win95's TCP/IP stack. Do NOT use this under DOS!" I think these passages pretty clearly suggest that DOS Quake _did_ access Win95's TCP/IP stack. OK, I just had one more look at the docs: you had to start Quake with a launcher (qlauncher.exe) that loaded a .dll which contained the networking funtions (quakeudp.dll). The DOS executable was called from the launcher program. I'm not expert enough myself to know from that alone how a dos program could be made to use Win95's TCP/IP, but maybe some people in here are more knowledgeable(sp?). Oliver, now in a nostalic mood :-)
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