Ok, well you can get the frames that past by during multiplayer by dividing logic frames per second by 1000 milliseconds. In a 30 lfps game you have .03 frames per second. Multiply that by the ping to get how many logic frames have passed since you last recieved a message ... something like that. Or better still just capture the time you last recieved a message and get the delay by Millisecs() - lastMessage#.
So
framesPast = ( .03 * (Millisecs() - lastMessage#) )
err... anyway going to think some more about this.
So
framesPast = ( .03 * (Millisecs() - lastMessage#) )
err... anyway going to think some more about this.