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Mail Archives: djgpp/2001/02/02/16:56:24

From: steve AT sk2 DOT org (Stephen Kitt)
Newsgroups: comp.os.msdos.djgpp
Subject: Re: how did Quake do it???
Date: Fri, 02 Feb 2001 00:00:34 GMT
Organization: BT Internet
Lines: 25
Message-ID: <2389.3a79f8a2.ebd83@heffalump>
References: <3A7876BC DOT 2060603 AT operamail DOT com> <95bl59$et5$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

On Thu, 01 Feb 2001 12:34:49 GMT, Tom St Denis <stdenis AT compmore DOT net> wrote:
>In article <3A7876BC DOT 2060603 AT operamail DOT com>,
>  Sahab Yazdani <sahaby AT operamail DOT com> wrote:
>> okay, I'm wondering, how did the original Quake manage to make
>> networking under DOS work???  i know it opened up some kind of portal
>> into Windows and then used that as its transport, but HOW???? anybody
>> know, care to tell the rest of us????
>
>No they didn't.
>
>Only winquake supports TCP/IP games.

Yes they did.

Even in the first version of Quake, there was a batch file called q95.bat
which used a launcher (qlaunch.exe) to somehow load quakeudp.dll and then
quake.exe (the DJGPP-compiled DOS executable), after which TCP/IP games were
available. This was in 1996, before WinQuake and glQuake became available.

That's how I ran Quake to start with... I can't check it just now (I'd have
to reboot to Windows), and I'm afraid I don't know what they did
programmatically - I assume if id were allowed to release it, then the
corresponding source code will be in the code released for Quake.

Stephen

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