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Thread View: alt.games.quake2
4 messages
4 total messages Started by George M. Reagan Sat, 24 Apr 2004 03:59
QuakeWorld Co-Op Server
#281599
Author: George M. Reagan
Date: Sat, 24 Apr 2004 03:59
10 lines
1295 bytes
Quakers:

    I've just noticed a Quake1 (QuakeWorld) server running co-op at the
following ip:

        64.32.143.201

I've never played Q1 co-op.  Let me know if you want to check it out.

G.
Re: QuakeWorld Co-Op Server
#281598
Author: Matthew Vaughan
Date: Sat, 24 Apr 2004 15:02
35 lines
2774 bytes
"George M. Reagan" <georgeunderscorereagan@hotmail.com> wrote in message
news:ItSdnXFPTpLQeRTdRVn-hg@comcast.com...
> Quakers:
>
>     I've just noticed a Quake1 (QuakeWorld) server running co-op at the
> following ip:
>
>         64.32.143.201
>
> I've never played Q1 co-op.  Let me know if you want to check it out.

Sounds interesting. I hopped on one of these servers (perhaps this one),
though nobody else was playing, just to check it out. The thing is,
QuakeWorld is multiplayer-only, so this required someone to write a mod in
order to do co-op, which is one reaosn it's so rare. I can't vouch for how
well it works or how bug-free it is. (Regular Quake co-op was built into the
game, of course, but you'd only want to try it on LAN or perhaps a very fast
connection to a nearby server.)

In case anyone is curious, the Speed Demos Archive includes co-op as well as
solo run-throughs of all the Quake levels and many custom levels as well.
(Standard co-op runs are two players, but "mad co-ops" use up to 7.)

http://www.planetquake.com/sda/

The Quake done Quick team also has a complete co-op run through of Quake on
Nightmare skill called "Quake done double Quick". [The entire game is
completed in 12 minutes and 35 seconds, not including intermissions and
level changes, and not worrying about killing every monster or exposing
every secret. Each level is shown from both points of view, so the film
takes longer to watch. They also use no self or teamplay damage so they can
boost each other more (but don't take as much advantage of it as they
could), but avoid bunnyhopping (so it is not as fast as it could be).]

http://www.planetquake.com/qdq/
Re: QuakeWorld Co-Op Server
#281584
Author: George M. Reagan
Date: Sat, 24 Apr 2004 20:11
60 lines
3533 bytes
"Matthew Vaughan" <matt-no-spam-109@NOSPAM.hotmail.com> wrote in message
news:bkvic.7870$Fo4.99528@typhoon.sonic.net...
> "George M. Reagan" <georgeunderscorereagan@hotmail.com> wrote in message
> news:ItSdnXFPTpLQeRTdRVn-hg@comcast.com...
> > Quakers:
> >
> >     I've just noticed a Quake1 (QuakeWorld) server running co-op at the
> > following ip:
> >
> >         64.32.143.201
> >
> > I've never played Q1 co-op.  Let me know if you want to check it out.
>
> Sounds interesting. I hopped on one of these servers (perhaps this one),
> though nobody else was playing, just to check it out. The thing is,
> QuakeWorld is multiplayer-only, so this required someone to write a mod in
> order to do co-op, which is one reaosn it's so rare. I can't vouch for how
> well it works or how bug-free it is. (Regular Quake co-op was built into
the
> game, of course, but you'd only want to try it on LAN or perhaps a very
fast
> connection to a nearby server.)
>
> In case anyone is curious, the Speed Demos Archive includes co-op as well
as
> solo run-throughs of all the Quake levels and many custom levels as well.
> (Standard co-op runs are two players, but "mad co-ops" use up to 7.)
>
> http://www.planetquake.com/sda/
>
> The Quake done Quick team also has a complete co-op run through of Quake
on
> Nightmare skill called "Quake done double Quick". [The entire game is
> completed in 12 minutes and 35 seconds, not including intermissions and
> level changes, and not worrying about killing every monster or exposing
> every secret. Each level is shown from both points of view, so the film
> takes longer to watch. They also use no self or teamplay damage so they
can
> boost each other more (but don't take as much advantage of it as they
> could), but avoid bunnyhopping (so it is not as fast as it could be).]
>
> http://www.planetquake.com/qdq/
>
>

Thanks for the info.  I've done a little research on this and found a
website with the last version of the "coopworld" mod:

http://l_lurker.tripod.com/coop/coop.htm

The version running on the server is 0.3 and the one from the site is 0.43.
Anyway, if anyone wants to try it out let me know.

 Quake Co-Op    64.32.143.201

You'll need the QuakeWorld client (qw230.zip):
http://www.gamers.org/pub/idgames2/idstuff/quakeworld/

G.
Re: QuakeWorld Co-Op Server
#281586
Author: Matthew Vaughan
Date: Wed, 28 Apr 2004 22:12
25 lines
2082 bytes
"George M. Reagan" <georgeunderscorereagan@hotmail.com> wrote in message
news:Lc6dnYneMf3dVRfdRVn-jw@comcast.com...
>
> Thanks for the info.  I've done a little research on this and found a
> website with the last version of the "coopworld" mod:
>
> http://l_lurker.tripod.com/coop/coop.htm
>
> The version running on the server is 0.3 and the one from the site is
0.43.
> Anyway, if anyone wants to try it out let me know.
>
>  Quake Co-Op    64.32.143.201
>
> You'll need the QuakeWorld client (qw230.zip):
> http://www.gamers.org/pub/idgames2/idstuff/quakeworld/

Note that QuakeWorld has not been updated in years, but that a number of
different modern QW replacement clients are available. Perhaps the best and
most popular (and one of the few still actively in development) is FuhQuake:
http://www.fuhquake.net/

This is also available as part of a great package of useful files and
utilities called equake:
http://equake.quakeworld.nu/
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