This content may be freely modified and/or maintained by anyone.
These characters are fun to play with, but when I was in a multiplayer game with others, all of Voidy's upgrades were at a point wiped out, mid-act, and the stats file was overwritten, removing what I personally collected.

It might matter that the host didn't have any upgrades collected, while I did, but there could be something else going on where it wouldn't matter if they had them or not.

We were specifically using just CL_Voidy_V2.0.3_LITE.pk3 at the time, instead of the full mod.

I've re-gathered everything and made myself a copy of the stats file in case this happens to me again.
Firstly, I'm glad you enjoy the characters. Secondly, the LITE version doesn't have the edited vanilla maps, so the upgrades aren't there as collectables. Otherwise, this just isn't adding up...
Screenshot 2026-07-03 074307.png

Screenshot 2026-07-03 074550.png

Unless... was someone else a Voidy? Could be a possible explanation for the mid-act overwrite.
Screenshot 2026-07-03 080320.png

Screenshot 2026-07-03 080424.png

Screenshot 2026-07-03 080909.png
 
Last edited:
Sorry for not replying sooner.

I was the main one playing as Voidy, but others did try her out. We had multiple people in that game.

I also did a couple tests just now, joining my own hosted game with another instance in a separate file location.

Test #1:
>host window (instance #1): selected Voidy, seeing all upgrades
>joined with instance #2, selected Voidy, no upgrades on that one, as it should be
>passed Greenflower 1
>checked #2's upgrades... and now it has all of them.
>closed everything
>checked stat file in second file location to confirm it did overwrite

Test #2:
>deleted primary install path's stat file
>re-opened both instances
>checked upgrades to be sure... #1 has no upgrades, #2 has all
>hosted new game via #1, both Voidy's still have none and all respectively
>saw an oddity after an Avalanche Kick with #2, where destroyed enemies remained for #1
>tried it again, got a message in the console:
WARNING: ...Chars\separate\CL_Voidy_V2.0.3_LITE.pk3|Lua/LUA_VOID:2974: attempt to compare number with nil
stack traceback:
...Chars\separate\CL_Voidy_V2.0.3_LITE.pk3|Lua/LUA_VOID:2974: in function <...Chars\separate\CL_Voidy_V2.0.3_LITE.pk3|Lua/LUA_VOID:2934>
Reloading game state...

>#2's upgrades were removed
>closed everything
>checked both instance's stat files... #1 remains deleted, #2 wasn't overwritten this time...?

...

I forgot to pass Greenflower there.

>re-opened both instances, rejoined
>upgrades are still as they were, none and all respectively
>attempted an Avalanche Kick with #2
>got the warning again, lost all upgrades
>passed Greenflower 1
>checked stat file locations... fresh empty file in primary, overwritten now-empty file in secondary
>closed everything




There also appears to be a bit of an issue with FL Chan. I tried with two instances again.

>#1: FL Chan, #2: just Sonic
>made FL Chan bounce off of a bunch of Kaboom Boxes just for curiosity... no problem.
>made Sonic bounce off of a Kaboom Box, also looked to be fine
>tried to set up another Kaboom Box, but couldn't do so
>tried pressing Spin, and got a warning:
WARNING: ...dyChars\separate\CL_ReFLChan_V2.0.1.pk3|Lua/LUA_FLCH:147: accessed mobj_t doesn't exist anymore, please check 'valid' before using mobj_t.
stack traceback:
[C]: ?
...dyChars\separate\CL_ReFLChan_V2.0.1.pk3|Lua/LUA_FLCH:147: in function <...dyChars\separate\CL_ReFLChan_V2.0.1.pk3|Lua/LUA_FLCH:62>

>FL Chan became unable to use her Mic Drop or Kaboom Box abilities
>passed Greenflower 1
>ability usage restored
 
Last edited:
Sorry for not replying sooner.

I was the main one playing as Voidy, but others did try her out. We had multiple people in that game.

I also did a couple tests just now, joining my own hosted game with another instance in a separate file location.

Test #1:
>host window (instance #1): selected Voidy, seeing all upgrades
>joined with instance #2, selected Voidy, no upgrades on that one, as it should be
>passed Greenflower 1
>checked #2's upgrades... and now it has all of them.
>closed everything
>checked stat file in second file location to confirm it did overwrite

Test #2:
>deleted primary install path's stat file
>re-opened both instances
>checked upgrades to be sure... #1 has no upgrades, #2 has all
>hosted new game via #1, both Voidy's still have none and all respectively
>saw an oddity after an Avalanche Kick with #2, where destroyed enemies remained for #1
>tried it again, got a message in the console:
WARNING: ...Chars\separate\CL_Voidy_V2.0.3_LITE.pk3|Lua/LUA_VOID:2974: attempt to compare number with nil
stack traceback:
...Chars\separate\CL_Voidy_V2.0.3_LITE.pk3|Lua/LUA_VOID:2974: in function <...Chars\separate\CL_Voidy_V2.0.3_LITE.pk3|Lua/LUA_VOID:2934>
Reloading game state...

>#2's upgrades were removed
>closed everything
>checked both instance's stat files... #1 remains deleted, #2 wasn't overwritten this time...?

...

I forgot to pass Greenflower there.

>re-opened both instances, rejoined
>upgrades are still as they were, none and all respectively
>attempted an Avalanche Kick with #2
>got the warning again, lost all upgrades
>passed Greenflower 1
>checked stat file locations... fresh empty file in primary, overwritten now-empty file in secondary
>closed everything




There also appears to be a bit of an issue with FL Chan. I tried with two instances again.

>#1: FL Chan, #2: just Sonic
>made FL Chan bounce off of a bunch of Kaboom Boxes just for curiosity... no problem.
>made Sonic bounce off of a Kaboom Box, also looked to be fine
>tried to set up another Kaboom Box, but couldn't do so
>tried pressing Spin, and got a warning:
WARNING: ...dyChars\separate\CL_ReFLChan_V2.0.1.pk3|Lua/LUA_FLCH:147: accessed mobj_t doesn't exist anymore, please check 'valid' before using mobj_t.
stack traceback:
[C]: ?
...dyChars\separate\CL_ReFLChan_V2.0.1.pk3|Lua/LUA_FLCH:147: in function <...dyChars\separate\CL_ReFLChan_V2.0.1.pk3|Lua/LUA_FLCH:62>

>FL Chan became unable to use her Mic Drop or Kaboom Box abilities
>passed Greenflower 1
>ability usage restored
Ah, that might've helped me narrow things down a bit. I'll post the possible fixes either after dinner or early tomorrow. 🤔 Thank you!
 
Thanks for the updates.

I've confirmed that FL Chan's multiplayer issue is fixed. Other people bouncing off of her Kaboom Box doesn't break her usage of it or Mic Drop anymore.

Voidy still has some multiplayer problems though. The stats file definitely isn't being overwritten anymore, but in moments where a player tries to use one of Voidy's upgrade-unlocked abilities... if the host isn't also currently playing as Voidy, and doesn't have the same upgrades, the game desyncs.

I'm curious. When you said you used foxBot to test things, do you mean in the one client/window? You could try using two clients in separate install paths like I did before, if you're unable to host...

...though I have no idea what you're playing this on, so I don't know if that's an option. Maybe someone else could host for testing purposes.



Here are the results of my latest two-client tests:

Test #1 (P1: Voidy with all upgrades, P2: Voidy with no upgrades, Greenflower act 1)
Using P1's Avalanche Kick on a Crawla, the attack animation, rocks, and Crawla destruction were seen in P2's view. P1's Rocket Upper was also shown properly.

There's something I forgot to note before. With the garnet's upgrade effect, P1's Frenzy Install activation actually killed P2 Voidy when she was too close. All other abilities appeared to be fine, in or out of Frenzy Install.


Test #2 (P1: Voidy with no upgrades, P2: Voidy with all upgrades, Greenflower act 1)
Using P2's Avalanche Kick on a Crawla, the attack animation, rocks, and Crawla destruction were not shown in P1's view. The Crawla remained intact. P2 Voidy's Rocket Upper only happened in her own view, while she remained on the ground in P1's. Trying to move while in the air after Rocket Upper caused a resync, and P2 lost all upgrades, but they reappeared after completing Greenflower act 1.

With the garnet, using P2's Frenzy Install near P1 Voidy appears to kill her, but she's perfectly fine in her own view. Interacting with things in P1's view while she's dead in P2's causes a resync and loss of upgrades. Resetting and trying it again next to some enemies immediately caused a resync, loss of upgrades, and the music stopped.
 
Last edited:
Thanks for the updates.

I've confirmed that FL Chan's multiplayer issue is fixed. Other people bouncing off of her Kaboom Box doesn't break her usage of it or Mic Drop anymore.

Voidy still has some multiplayer problems though. The stats file definitely isn't being overwritten anymore, but in moments where a player tries to use one of Voidy's upgrade-unlocked abilities... if the host isn't also currently playing as Voidy, and doesn't have the same upgrades, the game desyncs.

I'm curious. When you said you used foxBot to test things, do you mean in the one client/window? You could try using two clients in separate install paths like I did before, if you're unable to host...

...though I have no idea what you're playing this on, so I don't know if that's an option. Maybe someone else could host for testing purposes.
With the foxBot thing, I meant just in one client. I'm on computer, but I never knew about the two clients thing before. That would've made things a whole lot easier... :dramahog:
 
might as well ask now, but do you plan on acknowledging flchan's sprite inconstancy where some sprites look really blurry whereas others don't at all?
 
might as well ask now, but do you plan on acknowledging flchan's sprite inconstancy where some sprites look really blurry whereas others don't at all?
Yeah... some of her early sprites were made when I didn't know what anti-aliasing did, so I just left it on. I'll probably polish them up in a later update.
 
With the foxBot thing, I meant just in one client. I'm on computer, but I never knew about the two clients thing before. That would've made things a whole lot easier... :dramahog:
I can't host, myself, but I wanted to see what'd happen to another player's stats file, so it came to mind to either install again in another folder, or just copy what I'd had to another one, then run both and have them join each other.

...

I feel like I forgot to do one other test.

Test #3 (P1 and P2: all upgrades, Greenflower act 1)
First oddity: I got a warning in P2's console after joining.
WARNING: ...Chars\separate\CL_Voidy_V2.0.4_LITE.pk3|Lua/LUA_VOID:2976: attempt to compare number with nil
stack traceback:
...Chars\separate\CL_Voidy_V2.0.4_LITE.pk3|Lua/LUA_VOID:2976: in function <...Chars\separate\CL_Voidy_V2.0.4_LITE.pk3|Lua/LUA_VOID:2936>

Testing P1's Avalanche Kick, it showed up in P2's view, though P2's Avalanche Kick didn't show up for P1, despite double-checking that both clients have all the upgrades. Doing a Rocket Upper with P2 and moving in the air caused a resync and loss of upgrades.

I restarted Greenflower act 1 to restore P2's upgrades and tried again. P2's Avalanche Kick still didn't show up for P1, but then, even P1's kick wasn't showing up for P2. Doing it again and moving a bit resulted in "Resending game state to P2...", and then P2 could see P1's upgrade-related actions, but P2's upgrades vanished again.
 
Voidy2246 updated VoidyChars (Now With Ember Resprite!) with a new update entry:

This Game is Held Together by Lua and Duct Tape

Not sure why variables that are supposed to be clientside are causing desyncs, but I spent all day yesterday fixing them.
  • Fixed Voidy's HUD function tossing out Lua warnings in MP... for some reason.
  • Voidy's Life Force in MP no longer carries over between levels.
  • Voidy's upgrades in MP will now be based on whatever upgrades the host has when they turn into Voidy.
  • Upgrades that are collected in MP will now only be temporarily saved for the whole server. Go in SP to...

Read the rest of this update entry...
 
I tested a bit with two clients again, just to see how it is now. Both clients had all upgrades, and the test was in Greenflower act 1.



When I had the host (P1) choose Voidy before the other client (P2) joined, and then P2 switched to Voidy, all upgrades were active for both.

In a fresh game, when P1 wasn't Voidy before P2 joined in, no upgrades were active for P2, and no extra moves could be used. I then selected Voidy as P1, and P2's upgrades still weren't showing because the game state hadn't been reloaded yet.

Continuing from there, when P1 did an Avalanche Kick, the rocks, animation, and a Crawla being destroyed didn't happen in P2's view. P2 collected some rings and touched the destroyed Crawla, which resynced the game and loaded the upgrades. I saw no warning messages in the console.

I also tried having P2 perform a ground combo when both players were Voidy and P2's upgrades weren't currently loaded. It didn't always happen on the first combo, but P2 would attempt an Avalanche Kick and trigger a resync and reload. Again, no warning messages.

In both cases, I cleared Greenflower act 1, and the upgrades still remained in effect.



Things are getting better, though the current state still means if someone joins in late when the host isn't Voidy, they'll probably need the host to temporarily be her to get the upgrades activated. After that though, all is well.

This makes me wonder about how Sol Emeralds in the RushChars mod work in comparison.
Even if the host has none of them, it has no effect on other players.
 
I hope I haven't been too annoying with these posts...

I did a few more tests with two clients just to see and report back,
one with all upgrades on both,
one where the host has all and the other has none,
and one more with the reverse.

I see that Voidy's active upgrades remain dependent on what the host has collected rather than other players (which is perfectly alright), and when an upgrade-related ability is used, it appears to properly show up for others, with no desyncs, and no moments of an enemy being destroyed in one player's view while not in another.

Looking good! 👍



Thank you very much for the updates, and I hope more people get into trying this character pack. It'd be fun to see it in other servers.
 
I hope I haven't been too annoying with these posts...

I did a few more tests with two clients just to see and report back,
one with all upgrades on both,
one where the host has all and the other has none,
and one more with the reverse.

I see that Voidy's active upgrades remain dependent on what the host has collected rather than other players (which is perfectly alright), and when an upgrade-related ability is used, it appears to properly show up for others, with no desyncs, and no moments of an enemy being destroyed in one player's view while not in another.

Looking good! 👍



Thank you very much for the updates, and I hope more people get into trying this character pack. It'd be fun to see it in other servers.
If anything, I should be thanking you! I would've never know about these issues nor how to fix them had it not been for your posts and your tests.
 
Well...either I'm oblivious or the anomalies are a bit too subtle, eh heh.
Could there be perhaps any further hints given as to more general locations to search for Voidy's upgrades?
...More specifically, I need help finding where to search for them in the zones and acts, which I do at least know.
 
Last edited:
Well...either I'm oblivious or the anomalies are a bit too subtle, eh heh.
Could there be perhaps any further hints given as to more general locations to search for Voidy's upgrades?
I made a video guide on it if you want.
"
"
If not then the upgrades kinda require that you explore different paths like with how you get the emblems. And I know that the emblems do have hints, but they're written in haikus, so they can still be just as vague.
 

Who is viewing this thread (Total: 0, Members: 0, Guests: 0)

Back
Top