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QuakeWorld Co-Op Server

 
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Next:  Saturday Nite's Co-Op Fest - April 24, 2004  
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George M. Reagan

External


Since: Apr 29, 2004
Posts: 135



(Msg. 1) Posted: Fri Apr 23, 2004 11:59 pm
Post subject: QuakeWorld Co-Op Server
Archived from groups: alt>games>quake2 (more info?)

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.

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Matthew Vaughan

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Since: Apr 29, 2004
Posts: 56



(Msg. 2) Posted: Sat Apr 24, 2004 3:02 pm
Post subject: Re: QuakeWorld Co-Op Server [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"George M. Reagan" <georgeunderscorereagan.RemoveThis@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/

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George M. Reagan

External


Since: Apr 29, 2004
Posts: 135



(Msg. 3) Posted: Sat Apr 24, 2004 4:11 pm
Post subject: Re: QuakeWorld Co-Op Server [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Matthew Vaughan" <matt-no-spam-109 RemoveThis @NOSPAM.hotmail.com> wrote in message
news:bkvic.7870$Fo4.99528@typhoon.sonic.net...
> "George M. Reagan" <georgeunderscorereagan RemoveThis @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.
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Matthew Vaughan

External


Since: Apr 29, 2004
Posts: 56



(Msg. 4) Posted: Wed Apr 28, 2004 10:12 pm
Post subject: Re: QuakeWorld Co-Op Server [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"George M. Reagan" <georgeunderscorereagan.DeleteThis@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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