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Editing QuakeWorld
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==Comparison to NetQuake== | ==Comparison to NetQuake== | ||
− | The main enhancement offered by QuakeWorld over NetQuake is completely overhauled TCP/IP support. When QuakeWorld was introduced, it allowed people with dial-up modems to achieve greatly improved responsiveness when playing on servers on the Internet. Modern broadband connections such as cable and DSL also benefit greatly from improved network handling and game physics. | + | The main enhancement offered by QuakeWorld over NetQuake is completely overhauled TCP/IP support. When QuakeWorld was introduced, it allowed people with dial-up modems to achieve greatly improved responsiveness when playing on servers on the Internet. Modern broadband connections such as cable and DSL also benefit greatly from the improved network handling and game physics. |
The original QuakeWorld releases split the client and server into separate programs. Players would only get the client and would use it to connect to a server on some other machine, usually one elsewhere on the Internet. | The original QuakeWorld releases split the client and server into separate programs. Players would only get the client and would use it to connect to a server on some other machine, usually one elsewhere on the Internet. |