Which maps produce checksum error?
I just went and tested all of the levels from the first three clonemasters. Here are the stages which display the error:
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DrillDude: Mushbombing | Final Drill, Dude
RoboBrain: Atomize This! | Endless Clocean
RoastEd: Bones | Twilight | Roast Coast | Quicksand
The other stages in these clonemasters' areas do not engender the error.
Is the error right after level load, or after the match is over?
Immediately following the level load in all cases.
What is the processor brand (and OS) for each of the computers?)
I have 3 computers tested in two configurations:
Desktop -- AMD Athlon 2 X2 250 -- Windows XP SP2 (English) -- High-end Nvidia graphics card
Netbook1 -- Acer AspireOne Pro 531h -- Intel Atom -- Windows XP SP2 (English) -- Low-end integrated Intel video chip
Netbook2 -- Lenovo IdeaPad S10-3 -- Intel Atom -- Windows XP SP3 (Chinese) -- Low-end integrated Intel video chip
The two configurations were (Desktop + Netbook1) and (Desktop + Netbook2).
The errors happen for both machines regardless of which machine is the host and which is the client. The host receives the checksum message when the client connects.
Also, all machines are able to play and complete these levels in normal single-player with no co-op.
Do you notice any pattern for when the error is displayed?
Not really, apart from being consistently reproducible. I haven't tested all combinations and permutations of hardware, though, and if you have any specific tests you'd like me to perform, just let me know.
Do you have any suggestions?
You guys are doing great, so just keep focusing on the bug fixes. Here's what I've got:
* 640x480 windowed mode doesn't seem to work (appears to be the same size as 800x600 windowed mode). Important for netbooks when multitasking.
* Getting co-op working with Direct Connect via hostname/IP on the Internet instead of LAN-only.
In terms of co-op play, I don't really see much of a need to develop a lot of levels particulary designed for it (although that might be cool). Instead, some stages that are suitable for singleplayer can simply be tweaked to be more challenging.
For example, the game can be "frozen" to allow issuing commands. A great co-op challenge would be to have to play those levels in real-time by not having the option to freeze time and issue commands. A non-trivial take would be to incorporate configurable restrictions including, for example, a speed increase, in something similar to the existing multiplayer tweak menu. Another idea would be to have the option of dividing different morphs between different co-op players. In short, being able to recycle existing content for a more challenging multiplayer cooperative experience makes the co-op mode that much more viable.
Then again, you may have already done or were planning to do some of this. I haven't seen enough of the game yet to have a very valid opinion or to build upon the excellent work that has already been done.