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Mail Archives: djgpp/2001/02/01/19:22:51.1

From: "Marp" <marp AT 0 DOT 0 DOT 0 DOT 0>
Newsgroups: comp.os.msdos.djgpp
Subject: Re: how did Quake do it???
Date: Thu, 1 Feb 2001 17:22:05 -0500
Organization: MindSpring Enterprises
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References: <3A7876BC DOT 2060603 AT operamail DOT com> <95bl59$et5$1 AT nnrp1 DOT deja DOT com> <95cc9o$gp9a5$2 AT ID-32970 DOT news DOT dfncis DOT de> <95cm7o$faj$1 AT nnrp1 DOT deja DOT com>
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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" <stdenis AT compmore DOT net> wrote in message
news:95cm7o$faj$1 AT nnrp1 DOT deja DOT com...
> In article <95cc9o$gp9a5$2 AT ID-32970 DOT news DOT dfncis DOT de>,
>   "Oliver Brakmann" <obrakmann AT gmx DOT net> wrote:
> > Tom St Denis wrote...

<snip>

> Not so.  I have Quake and it doesn't have TCP/IP under the multiplayer.
> Perhaps with an update or addon you can, but native Quake doesn't have
TCP/IP
> AFAICT.

That's wrong. The dos version does have the support, but in order for it to
work you have to launch it through the qlaunch program with the correct
command line parameters, and it comes with a batch file (q95.bat) to help
make that easier. I used to play the dos version over the internet all the
time until they made an opengl version for windows.

Marp


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