Best Compression for a Blitz3D Network Messages?

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Personally for LAN multiplayer I just use UDP, it seems fast enough for me, I found that the main bottleneck was happening when the "server" computer was slow (on network transactions or on anything else I didn't noticed!), so I just made a very minimal version of my software just updating what it needs and acting as server, that gave me up to 129 "players" (It's not a game but timing and synchronisation is crucial).

I send all data/updates as a bank, I tried with zip compression but it didn't give me any speed/capabilities boost. I would be curious to know if you have better result with LZW. (or with another packet "design").