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  1. Log: Log file open, 10/20/15 18:37:57
  2. Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
  3. DevConfig: GConfig::Find has loaded file: ..\..\Engine\Config\ConsoleVariables.ini
  4. Init: Version: 12791
  5. Init: Epic Internal: 0
  6. Init: Compiled (32-bit): Jan 29 2015 19:31:11
  7. Init: Changelist: 2424394
  8. Init: Command line: 62.210.251.41:7779 -ini:UDKGame:DefaultPlayer.Name="Me"
  9. Init: Base directory: C:\Games\Renegade X\Binaries\Win32\
  10. [0000.86] Init: Computer: LAPTOP-HP
  11. [0000.86] Init: User: Me
  12. [0000.86] Init: CPU Page size=4096, Processors=8
  13. [0000.86] Init: High frequency timer resolution =1.558769 MHz
  14. [0000.86] Init: Memory total: Physical=8.0GB (8GB approx) Pagefile=9.2GB Virtual=4.0GB
  15. [0000.86] Log: Steam Client API initialized 0
  16. [0000.86] Log: Steam Game Server API initialized 0
  17. [0000.89] Init: WinSock: I am LAPTOP-HP (192.168.128.1:0)
  18. [0000.89] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes.
  19. [0000.89] Init: Object subsystem initialized
  20. [0000.95] Log: Found D3D11 adapter 1: Microsoft Basic Render Driver
  21. [0000.95] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 256MB of shared system memory
  22. [0000.95] Log: Found D3D11 adapter 2: Microsoft Basic Render Driver
  23. [0000.95] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 256MB of shared system memory
  24. [0000.97] Log: Shader platform (RHI): PC-D3D-SM3
  25. [0000.97] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt
  26. [0001.01] Log: PhysX GPU Support: DISABLED
  27. [0001.01] Init: Initializing FaceFX...
  28. [0001.01] Init: FaceFX 1.7.4 initialized.
  29. [0001.08] Init: XAudio2 using 'Speakers and Dual Headphones (IDT High Definition Audio CODEC)' : 2 channels at 48 kHz using 16 bits per sample (channel mask 0x3)
  30. [0016.97] Init: Finished loading startup packages in 9.52 seconds
  31. [0016.97] Log: 75633 objects as part of root set at end of initial load.
  32. [0016.97] Log: 0 out of 0 bytes used by permanent object pool.
  33. [0016.97] Log: Initializing Engine...
  34. [0065.42] Log: Missing cached shader map for material Mat_GlowSphere, quality 0, compiling.
  35. [0065.42] Warning: Warning, Failed to compile Material RX_IonCannonStrike.Materials.Mat_GlowSphere for platform PC-D3D-SM3, Default Material will be used in game.
  36. [0066.74] Init: UEngine initialized
  37. [0066.91] Init: XAudio2Device initialized.
  38. [0067.24] Init: Client initialized
  39. [0080.79] Log: Steam Client API is unavailable
  40. [0081.12] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
  41. [0081.12] Warning: Warning, Failed to find object 'Class None.'
  42. [0081.12] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
  43. [0081.12] Warning: Warning, Failed to find object 'Class None.'
  44. [0081.12] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
  45. [0081.12] Warning: Warning, Failed to find object 'Class None.'
  46. [0081.12] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
  47. [0081.12] Warning: Warning, Failed to find object 'Class None.'
  48. [0081.13] Init: WinSock: Socket queue 32768 / 32768
  49. [0081.25] Log: LoadMap: RenX-FrontEndMap?Name="Me"?Team=255
  50. [0081.87] Log: Game class is 'Rx_Game'
  51. [0081.89] Log: Primary PhysX scene will be in software.
  52. [0081.89] Log: Creating Primary PhysX Scene.
  53. [0081.90] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2015.10.20-18.39.18
  54. [0081.91] ScriptWarning: Accessed array 'Rx_Game_0.MapSpecificMineAndVehLimit' out of bounds (-1/15)
  55. Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0
  56. Function Renx_Game.Rx_Game:InitGame:02AD
  57. [0081.91] ScriptWarning: Accessed array 'Rx_Game_0.MapSpecificMineAndVehLimit' out of bounds (-1/15)
  58. Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0
  59. Function Renx_Game.Rx_Game:InitGame:02F2
  60. [0081.91] ScriptWarning: Accessed array 'Rx_MapListManager_0.AvailableGameProfiles' out of bounds (0/0)
  61. Rx_MapListManager RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_MapListManager_0
  62. Function Renx_Game.Rx_MapListManager:GetCurrentGameProfileIndex:00D3
  63. [0081.93] ScriptLog: GDI:0.0000
  64. [0081.93] ScriptLog: Nod:0.0000
  65. [0082.61] ScriptWarning: Accessed array 'ProviderList' out of bounds (15/15)
  66. Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0
  67. Function Renx_Game.Rx_Game:SetupMapDataList:0074
  68. [0082.61] ScriptWarning: Accessed array 'ProviderList' out of bounds (15/15)
  69. Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0
  70. Function Renx_Game.Rx_Game:SetupMapDataList:00AF
  71. [0082.61] ScriptWarning: Accessed None 'ProviderList'
  72. Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0
  73. Function Renx_Game.Rx_Game:SetupMapDataList:00AF
  74. [0082.61] ScriptLog: NONE - ProviderList[i]?
  75. [0082.63] Rx: MAP Loaded; RenX-FrontEndMap
  76. [0082.63] Log: Bringing up level for play took: 0.745005
  77. [0082.63] ScriptWarning: PlayerStart_0 is not a team playerstart!
  78. Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0
  79. Function UTGame.UTTeamGame:RatePlayerStart:0051
  80. [0082.63] ScriptLog: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating
  81. [0082.63] ScriptWarning: Accessed None 'Pawn'
  82. Rx_Controller RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Controller_0
  83. Function Renx_Game.Rx_Controller:SetOurCameraMode:0018
  84. [0082.63] ScriptWarning: Accessed None 'Profile'
  85. UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_0
  86. Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0134
  87. [0082.63] ScriptWarning: Accessed None 'Profile'
  88. UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_0
  89. Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0168
  90. [0082.63] Rx: PLAYER Enter; GDI,256,"Me" from  nosteam
  91. [0082.63] Rx: PLAYER TeamJoin; GDI,256,"Me" joined GDI
  92. [0082.63] Log: Current scalability system settings:
  93. [0082.63] Log: StaticDecals = TRUE (Whether to allow static decals.)
  94. [0082.63] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.)
  95. [0082.63] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.)
  96. [0082.63] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.)
  97. [0082.63] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.)
  98. [0082.63] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.)
  99. [0082.63] Log: MotionBlur = FALSE (Whether to allow motion blur.)
  100. [0082.63] Log: DepthOfField = TRUE (Whether to allow depth of field.)
  101. [0082.63] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.)
  102. [0082.63] Log: Bloom = TRUE (Whether to allow bloom.)
  103. [0082.63] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.)
  104. [0082.63] Log: Distortion = TRUE (Whether to allow distortion.)
  105. [0082.63] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.)
  106. [0082.63] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.)
  107. [0082.63] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.)
  108. [0082.63] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.)
  109. [0082.63] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.)
  110. [0082.63] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.)
  111. [0082.63] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.)
  112. [0082.63] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.)
  113. [0082.63] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.)
  114. [0082.63] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.)
  115. [0082.63] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).)
  116. [0082.63] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.)
  117. [0082.63] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.)
  118. [0082.63] Log: bAllowD3D9MSAA = FALSE (UKNOWN)
  119. [0082.63] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.)
  120. [0082.63] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.)
  121. [0082.63] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.)
  122. [0082.63] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.)
  123. [0082.63] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.)
  124. [0082.63] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.)
  125. [0082.63] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.)
  126. [0082.63] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.)
  127. [0082.63] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.)
  128. [0082.63] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.)
  129. [0082.63] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.)
  130. [0082.63] Log: Current preference system settings:
  131. [0082.63] Log: UseVsync = TRUE (Whether to use VSync or not.)
  132. [0082.63] Log: Fullscreen = TRUE (Fullscreen.)
  133. [0082.63] Log: ResX = 1600 (Screen X resolution.)
  134. [0082.63] Log: ResY = 900 (Screen Y resolution.)
  135. [0082.63] Log: Current debug system settings:
  136. [0082.63] Log: DynamicLights = TRUE (Whether to allow dynamic lights.)
  137. [0082.63] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.)
  138. [0082.63] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.)
  139. [0082.63] Log: SpeedTreeLeaves = TRUE (Whether to allow rendering of SpeedTree leaves.)
  140. [0082.63] Log: SpeedTreeFronds = TRUE (Whether to allow rendering of SpeedTree fronds.)
  141. [0082.63] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.)
  142. [0082.63] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.)
  143. [0082.63] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.)
  144. [0082.63] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.)
  145. [0082.63] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.)
  146. [0082.63] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.)
  147. [0082.63] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.)
  148. [0082.63] Log: ParticleLODBias = 0 (LOD bias for particle systems.)
  149. [0082.63] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.)
  150. [0082.63] Log: bAllowTemporalAA = FALSE (UKNOWN)
  151. [0082.63] Log: TemporalAA_MinDepth = 500 (UKNOWN)
  152. [0082.63] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN)
  153. [0082.63] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.)
  154. [0082.63] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.)
  155. [0082.63] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.)
  156. [0082.63] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.)
  157. [0082.63] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.)
  158. [0082.63] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.)
  159. [0082.63] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.)
  160. [0082.63] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.)
  161. [0082.63] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.)
  162. [0082.63] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.)
  163. [0082.63] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.)
  164. [0082.63] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.)
  165. [0082.63] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.)
  166. [0082.63] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.)
  167. [0082.63] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.)
  168. [0082.63] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.)
  169. [0082.63] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.)
  170. [0082.63] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.)
  171. [0082.63] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.)
  172. [0082.63] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.)
  173. [0082.63] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.)
  174. [0082.63] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found.
  175. [0082.63] Log: Current unknown system settings:
  176. [0082.63] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.)
  177. [0082.63] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.)
  178. [0082.63] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.)
  179. [0082.63] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.)
  180. [0082.63] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.)
  181. [0082.63] Log: FogVolumes = TRUE (Whether to allow fog volumes.)
  182. [0082.63] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.)
  183. [0082.63] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.)
  184. [0082.63] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.)
  185. [0082.63] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.)
  186. [0082.63] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.)
  187. [0082.63] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.)
  188. [0082.63] Log: PreShadowResolutionFactor = 0.5 (UKNOWN)
  189. [0082.63] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.)
  190. [0082.63] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.)
  191. [0082.63] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.)
  192. [0082.63] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.)
  193. [0082.63] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.)
  194. [0082.63] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.)
  195. [0082.63] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.)
  196. [0082.63] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.)
  197. [0082.63] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
  198. [0082.63] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
  199. [0082.63] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
  200. [0082.63] Log: CSMMinimumFOV = 40 (Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming.)
  201. [0082.63] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.)
  202. [0082.63] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.)
  203. [0082.63] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.)
  204. [0082.63] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.)
  205. [0082.63] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.)
  206. [0082.63] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1])
  207. [0082.63] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1])
  208. [0082.63] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.)
  209. [0082.63] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.)
  210. [0082.63] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.)
  211. [0082.63] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.)
  212. [0082.63] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
  213. [0082.63] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
  214. [0082.63] Log: StatFontScaleFactor = 1 (The default stat font scale to use)
  215. [0082.63] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.)
  216. [0082.63] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.)
  217. [0082.63] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.)
  218. [0082.63] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).)
  219. [0082.63] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).)
  220. [0082.63] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.)
  221. [0082.63] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.)
  222. [0082.63] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).)
  223. [0082.63] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).)
  224. [0082.63] Log: MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).)
  225. [0082.63] Log: MobileLightShaftScale = 1 (UNKNOWN.)
  226. [0082.63] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.)
  227. [0082.63] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.)
  228. [0082.63] Log: MobileMaxShadowRange = 500 (UNKNOWN.)
  229. [0082.63] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).)
  230. [0082.63] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group)
  231. [0082.63] Log: MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled)
  232. [0082.63] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.)
  233. [0082.63] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.)
  234. [0082.63] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).)
  235. [0082.63] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.)
  236. [0082.63] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.)
  237. [0082.63] Log: ApexDestructionMaxFracturesProcessedPerFrame = -1 (Lets the user throttle the number of fractures processed per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).)
  238. [0082.63] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.)
  239. [0082.63] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.)
  240. [0082.63] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.)
  241. [0082.64] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).)
  242. [0082.64] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).)
  243. [0082.64] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.)
  244. [0082.64] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.)
  245. [0082.64] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.)
  246. [0082.64] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.)
  247. [0082.64] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.)
  248. [0082.64] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.)
  249. [0082.64] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.)
  250. [0082.64] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.)
  251. [0082.64] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.)
  252. [0082.64] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.)
  253. [0082.64] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.)
  254. [0082.64] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found.
  255. [0082.64] Warning: Warning, The System Setting PerObjectShadowTransition could not be found.
  256. [0082.64] Warning: Warning, The System Setting PerSceneShadowTransition could not be found.
  257. [0082.64] Warning: Warning, The System Setting CSMMinimumFOV could not be found.
  258. [0082.64] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found.
  259. [0082.65] Log: Listing all sound classes.
  260. [0082.65] Log: Class 'Item' has 20 resident sounds taking 2328.19 kb, and 1 real time sounds taking 8.89 kb
  261. [0082.65] Log: Class 'Vehicle' has 71 resident sounds taking 16002.46 kb, and 5 real time sounds taking 329.80 kb
  262. [0082.65] Log: Class 'Weapon' has 238 resident sounds taking 65610.97 kb, and 5 real time sounds taking 383.05 kb
  263. [0082.65] Log: Class 'SFX' has 30 resident sounds taking 4675.98 kb, and 11 real time sounds taking 479.87 kb
  264. [0082.65] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb
  265. [0082.65] Log: Class 'UI' has 24 resident sounds taking 1421.67 kb
  266. [0082.65] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb
  267. [0082.65] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb
  268. [0082.65] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb
  269. [0082.65] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb
  270. [0082.65] Log: Class 'WeaponBulletEffects' has 23 resident sounds taking 673.11 kb, and 1 real time sounds taking 150.46 kb
  271. [0082.65] Log: Class 'Ambient' has 2 resident sounds taking 652.92 kb
  272. [0082.65] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb
  273. [0082.65] Log: Class 'None' has 1 resident sounds taking 187.50 kb
  274. [0082.65] Log: Class 'UnGrouped' has 125 resident sounds taking 45343.71 kb, and 76 real time sounds taking 1306.09 kb
  275. [0082.65] Log: 908 total sounds in 15 classes
  276. [0105.83] Log: === Critical error: ===
  277. Fatal error!
  278.  
  279. Address = 0x76fa4598 (filename not found) [in C:\Windows\SYSTEM32\KERNELBASE.dll]
  280. Address = 0x89671d54 (filename not found) [in C:\Windows\Microsoft.NET\Framework\v2.0.50727\mscorwks.dll]
  281. Address = 0x89624f98 (filename not found) [in C:\Windows\Microsoft.NET\Framework\v2.0.50727\mscorwks.dll]
  282. Address = 0x60dd4d4e (filename not found) [in C:\Windows\assembly\NativeImages_v2.0.50727_32\System.Management\0e4217ee2402382f925ada051b4e8f9e\System.Management.ni.dll]
  283. Address = 0x60d790e0 (filename not found) [in C:\Windows\assembly\NativeImages_v2.0.50727_32\System.Management\0e4217ee2402382f925ada051b4e8f9e\System.Management.ni.dll]
  284. Address = 0x60daa968 (filename not found) [in C:\Windows\assembly\NativeImages_v2.0.50727_32\System.Management\0e4217ee2402382f925ada051b4e8f9e\System.Management.ni.dll]
  285. Address = 0x60daa567 (filename not found) [in C:\Windows\assembly\NativeImages_v2.0.50727_32\System.Management\0e4217ee2402382f925ada051b4e8f9e\System.Management.ni.dll]
  286. Address = 0x89591b6c (filename not found) [in C:\Windows\Microsoft.NET\Framework\v2.0.50727\mscorwks.dll]
  287. Address = 0x89594773 (filename not found) [in C:\Windows\Microsoft.NET\Framework\v2.0.50727\mscorwks.dll]
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