Multiplayer Pong Test

Miscellaneous Forums/Blitz Showcase/Multiplayer Pong Test

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then u did something wrong, because i to tested it on a local host and 2 instances. And i've played it with some friends and it works. Of you host all you c are 2 paddles until a client connects. So first start up when asked to host > Y > Enter. Then your paddle can move but the clients paddle is static. Untill a client connects. Then the client and host can play. If you use the client window the right (client) paddle will move (mouse controlled) if you switch to the host screen the left (host) paddle will move (also mouse). Now the paddles update correctly that is an established fact. The chat works perfectly also fact. now the problem is the ball. The ball is is only updated on collition (when it shoudl change direction) this would save me lag. Now it works only it takes time for the packet to arrive so it's causes a "lag effect" This is verry troublesome because i have to predict where the ball is gonna hit and update it on the client before it hits (a wall/paddle). Thats where cubic splining might come in handy but im using bp lite so ive gotto sim that. Im seriously considering buyig BP Pro but im not quite convinced yet.....hey 10x for testing anyway. Coul you test it again...I asked you all to test this because if only test on local host i experience no lag and indeed 100% cpu. And with friends i also experience lag but i cant get the correct feedback...

also the info in the user.dat file
first line = username
secondline = for client = port to open on multiplay
thirdline = for host = port to open ||| for client = host port to connect to
fourthline = last used ip....

P.S If you want to join and leav the IP blank it'll auto join on local host....Also if the client disconnects the host will be notified after 15 to 30 secs...