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> NNTP-Posting-Host: host62-7-85-230.btinternet.com User-Agent: slrn/0.9.6.3 (Linux) 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 wrote: >In article <3A7876BC DOT 2060603 AT operamail DOT com>, > Sahab Yazdani 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