Quote: "Anyways I'll keep the host on the older of the computers as it seemed to do fine. I can only run it there between the hours of 9PM and 7AM Mountain Time however."
THat's plenty for now.
Quote: "Btw whats the upload speed per client?"
Sorry, I'm not sure what you mean by that.
Quote: "Kind of laggy, but pretty cool. Respawning needs some work (it didn't always happen, lol). I think some more client side interpolation would be good - predicting where another player will move based on their last speed and direction, and when the x/y/z doesn't match up with what the server gives you it should smoothly move towards it (just a few frames worth, so it doesn't fall behind too much, but it would look much better). I'd reccomend checking this link out:
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
It explains how the source engine handles multiplayer. Might be useful."
Thanks Airslide for the link. It would have been useful, I've already added client side interpolation to the new version! It may not predict movement, but it will interpolate the frames.
It should be much better now.
Which brings me to the news, that I think I'm going to actually release it early (tonight I think!). Stay tuned.