No offence. I tell you what's wrong with your code. you didn't read the manual. Be prepared to get less and less help around here if you don't make your homework.
Additionally, a "thanks" from time to time when people are trying to help (instead of no reaction) will be useful as well.
If you position the cursor on the command "RecvNetMsg()" in your program and hit the F1 key twice you will be ported to the command reference, explaining this command with an example. There you'll see you are using RecvNetMsg()the wrong way. It will not return any data, but only true or false, depending on if there is a new message to read. The message data must then be read by the command "NetMsgData$()".
So your mainloop would look like this:
Tho, sending this message again and again in the last line seems kind of useless to me, if not an overkill for the network.
Don't get me wrong, I'm only trying to help you to help yourself.
Additionally, a "thanks" from time to time when people are trying to help (instead of no reaction) will be useful as well.
If you position the cursor on the command "RecvNetMsg()" in your program and hit the F1 key twice you will be ported to the command reference, explaining this command with an example. There you'll see you are using RecvNetMsg()the wrong way. It will not return any data, but only true or false, depending on if there is a new message to read. The message data must then be read by the command "NetMsgData$()".
So your mainloop would look like this:
Repeat createnew=True If RecvNetMsg() If NetMsgType()=100 msg$=NetMsgData$() For m.multiplayer=Each multiplayer If Left(msg,11)=m\id Then createnew=False Next If createnew=True m.multiplayer=New multiplayer m\id=Left(msg,11) m\mesh=CreateCube() Print m\id EndIf EndIf EndIf SendNetMsg(100,ip,directplayip,0) Until GetKey()
Tho, sending this message again and again in the last line seems kind of useless to me, if not an overkill for the network.
Don't get me wrong, I'm only trying to help you to help yourself.