From: "Marp" Newsgroups: comp.os.msdos.djgpp Subject: Re: how did Quake do it??? Date: Thu, 1 Feb 2001 17:22:05 -0500 Organization: MindSpring Enterprises Lines: 23 Message-ID: <95cna5$d49$1@slb6.atl.mindspring.net> References: <3A7876BC DOT 2060603 AT operamail DOT com> <95bl59$et5$1 AT nnrp1 DOT deja DOT com> <95cc9o$gp9a5$2 AT ID-32970 DOT news DOT dfncis DOT de> <95cm7o$faj$1 AT nnrp1 DOT deja DOT com> NNTP-Posting-Host: 9e.fc.1f.4e X-Server-Date: 1 Feb 2001 22:17:41 GMT X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.50.4522.1200 X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4522.1200 To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Reply-To: djgpp AT delorie DOT com "Tom St Denis" wrote in message news:95cm7o$faj$1 AT nnrp1 DOT deja DOT com... > In article <95cc9o$gp9a5$2 AT ID-32970 DOT news DOT dfncis DOT de>, > "Oliver Brakmann" wrote: > > Tom St Denis wrote... > 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