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Mail Archives: djgpp/2001/02/01/14:26:28

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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To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp
Reply-To: djgpp AT delorie DOT com

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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