From: "Oliver Brakmann" Newsgroups: comp.os.msdos.djgpp Subject: Re: how did Quake do it??? Date: Thu, 1 Feb 2001 19:51:33 +0100 Lines: 40 Message-ID: <95cc9o$gp9a5$2@ID-32970.news.dfncis.de> References: <3A7876BC DOT 2060603 AT operamail DOT com> <95bl59$et5$1 AT nnrp1 DOT deja DOT com> NNTP-Posting-Host: h4-dial74.privat.kkf.net (212.63.42.74) X-Trace: fu-berlin.de 981054584 17605957 212.63.42.74 (16 [32970]) X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2014.211 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211 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 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 :-)