Hello, Neighbour! Prototype Revived - alpha 2 (1.2.6_01) - online co-op
DEBUG BUILD 0.3.8-debug: writes a trace log of everything it does and collects
crash reports. Send the crash-<time> folder from the trace folder if the game crashes.
=======================================================================

Install
  Extract this zip into the game's WindowsNoEditor folder (the one with
  HelloNeighbourPR.exe), keeping the folders. Everyone who plays needs it.
  To remove it, delete HelloNeighbourPR\Binaries\Win64\dwmapi.dll and the
  ue4ss folder next to it, and the two "Co-op" .bat files.

Play
  Host:  run "Co-op Host.bat", pick a difficulty, press PLAY.
         (Or start the game normally and press F6 on the main menu.)
         A few seconds into the level the screen shows the address your
         friends join, for example  coop.dexx.moe:27701  (F8 shows it again).
  Join:  run "Co-op Join.bat" and type that address.
         (Or put it into ue4ss\Mods\HNPRCoop\coop.ini and press F7.)
  F8 shows the co-op status. The console (~ or F10) also takes:
         coop host | coop join <address> | coop status

  Connections go through a relay server, so nobody forwards a port. While
  you host, a small minimized window "HNPR co-op relay link" keeps the
  link open; it closes with the game. To play without the relay (same
  network or a VPN), clear relay= in coop.ini and join the host's IP;
  the host's PC must then be reachable on UDP port 7777.

What is shared
  - Players see each other; jumping, sprinting, crouching, hiding spots.
    Players walk through each other, so nobody gets stuck in a doorway.
  - Doors, drawers and cupboards; broken windows; time of day.
  - Picking up, carrying, dropping and throwing items.
  - Using things: keys and locks, light switches, TV, radio, taps, levers,
    the generator, boards and nails, lamps and bulbs.
  - Things the game creates while playing (the Neighbor's traps, boards on
    windows, the ladder) come from the host and look the same for all.
  - The Neighbor: he sees, hears, chases and catches every player. Being
    caught sends only that player home; everyone else keeps going, and he
    starts over instead of going after the next player.
  - Sleeping in the bed starts the day over for the world. Only the sleeper
    wakes up; the others keep playing.
  - Level changes (the basement, a catch on Groundhog difficulty): the host
    reopens the new level and the other players rejoin by themselves after
    a few seconds. F6 stops the reconnecting.

If the game crashes
  The mod writes what happened to Win64\ue4ss\Mods\HNPRCoop\trace\: one
  session-<time>.log per game start, every use, catch, reset and level change
  with a heartbeat every 5 seconds, and lines-<time>-<n>.log, which code of
  the mod was running (the last three parts are kept). After a crash a
  folder crash-<time>\ appears there with summary.txt, the game's crash
  dump and the end of both logs; the last five are kept. Zip that folder
  and send it to the mod author. Nothing is sent anywhere by itself.
  If the game's folder path has letters outside A-Z (a Cyrillic user name,
  say), everything goes to C:\Users\Public\HNPRCoop\trace instead.

Known gaps
  - Everyone must have the same game version and this same mod version.
  - The endings play only for the player who triggers them.
  - Items that jump when bumped jump only for the host's own bumps; for
    everyone else they stay where the host has them.

Uses UE4SS (https://github.com/UE4SS-RE/RE-UE4SS, MIT license).
