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- Log: Log file open, 04/09/16 17:03:50
- Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
- DevConfig: GConfig::Find has loaded file: ..\..\Engine\Config\ConsoleVariables.ini
- Init: Version: 12791
- Init: Epic Internal: 0
- Init: Compiled (32-bit): Jan 29 2015 19:31:11
- Init: Changelist: 2424394
- Init: Command line: 195.154.167.80:7777 -ini:UDKGame:DefaultPlayer.Name="MrSeriousOak"
- Init: Base directory: C:\Program Files\Renegade X\Binaries\Win32\
- [0000.52] Init: Computer: MRFACE-PC
- [0000.52] Init: User: MrFace
- [0000.52] Init: CPU Page size=4096, Processors=2
- [0000.52] Init: High frequency timer resolution =2.344453 MHz
- [0000.52] Init: Memory total: Physical=3.2GB (3GB approx) Pagefile=6.5GB Virtual=3.0GB
- [0000.69] Log: Steam Client API initialized 1
- [0001.41] Log: Steam Game Server API initialized 1
- [0001.45] Init: WinSock: I am MrFace-PC (192.168.1.66:0)
- [0001.45] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes.
- [0001.45] Init: Object subsystem initialized
- [0001.82] Log: Found D3D11 adapter 0: NVIDIA GeForce GTX 750
- [0001.82] Log: Adapter has 953MB of dedicated video memory, 0MB of dedicated system memory, and 1407MB of shared system memory
- [0001.90] Log: Shader platform (RHI): PC-D3D-SM3
- [0001.90] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt
- [0001.96] Log: PhysX GPU Support: DISABLED
- [0001.97] Init: Initializing FaceFX...
- [0001.97] Init: FaceFX 1.7.4 initialized.
- [0002.43] Init: XAudio2 using 'Speakers (3- USB Speaker)' : 2 channels at 48 kHz using 16 bits per sample (channel mask 0x3)
- [0018.61] Init: Finished loading startup packages in 11.05 seconds
- [0018.62] Log: 75633 objects as part of root set at end of initial load.
- [0018.62] Log: 0 out of 0 bytes used by permanent object pool.
- [0018.62] Log: Initializing Engine...
- [0070.03] Log: Missing cached shader map for material Mat_GlowSphere, quality 0, compiling.
- [0070.04] Warning: Warning, Failed to compile Material RX_IonCannonStrike.Materials.Mat_GlowSphere for platform PC-D3D-SM3, Default Material will be used in game.
- [0072.72] Init: UEngine initialized
- [0073.40] Init: XAudio2Device initialized.
- [0073.65] Init: Client initialized
- [0078.10] Log: Initializing Steamworks
- [0078.25] Log: Logged in as 'MrSeriousOak'
- [0081.07] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
- [0081.07] Warning: Warning, Failed to find object 'Class None.'
- [0081.07] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
- [0081.07] Warning: Warning, Failed to find object 'Class None.'
- [0081.07] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
- [0081.07] Warning: Warning, Failed to find object 'Class None.'
- [0081.07] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
- [0081.08] Warning: Warning, Failed to find object 'Class None.'
- [0081.24] Init: WinSock: Socket queue 32768 / 32768
- [0081.55] Log: LoadMap: RenX-FrontEndMap?Name="MrSeriousOak"?Team=1
- [0083.15] Log: Game class is 'Rx_Game'
- [0084.52] Log: Primary PhysX scene will be in software.
- [0084.75] Log: Creating Primary PhysX Scene.
- [0086.40] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2016.04.09-17.05.16
- [0086.62] ScriptLog: ----YOSH'S LOG------ GDI Bots given to RX_Game---- 0
- [0086.63] ScriptLog: ----YOSH'S LOG------ Credits given to RX_Game---- 30
- [0086.69] ScriptWarning: Accessed array 'Rx_MapListManager_0.AvailableGameProfiles' out of bounds (0/0)
- Rx_MapListManager RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_MapListManager_0
- Function Renx_Game.Rx_MapListManager:GetCurrentGameProfileIndex:00D3
- [0086.71] ScriptLog: INITIAL: -1 -1
- [0086.73] ScriptLog: Game profile Index was NONE
- [0086.83] ScriptLog: GDI:0.0000
- [0086.83] ScriptLog: Nod:0.0000
- [0087.88] ScriptWarning: Accessed array 'ProviderList' out of bounds (20/20)
- Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0
- Function Renx_Game.Rx_Game:SetupMapDataList:0074
- [0087.88] ScriptWarning: Accessed array 'ProviderList' out of bounds (20/20)
- Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0
- Function Renx_Game.Rx_Game:SetupMapDataList:00AF
- [0087.88] ScriptWarning: Accessed None 'ProviderList'
- Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0
- Function Renx_Game.Rx_Game:SetupMapDataList:00AF
- [0087.88] ScriptLog: NONE - ProviderList[i]?
- [0087.88] ScriptLog: ------YOSH---------- CNC-Xmountain ---------YOSH----------
- [0087.88] ScriptLog: ------YOSH---------- CNC-Whiteout ---------YOSH----------
- [0087.88] ScriptLog: ------YOSH---------- CNC-Walls_Flying ---------YOSH----------
- [0087.88] ScriptLog: ------YOSH---------- CNC-Volcano ---------YOSH----------
- [0087.88] ScriptLog: ------YOSH---------- CNC-Valley ---------YOSH----------
- [0087.88] ScriptLog: ------YOSH---------- CNC-UnderRedux ---------YOSH----------
- [0087.88] ScriptLog: ------YOSH---------- CNC-TrainingYard ---------YOSH----------
- [0087.88] ScriptLog: ------YOSH---------- CNC-TombRedux ---------YOSH----------
- [0087.88] ScriptLog: ------YOSH---------- CNC-Snow ---------YOSH----------
- [0087.88] ScriptLog: ------YOSH---------- CNC-Mesa_ii ---------YOSH----------
- [0087.88] ScriptLog: ------YOSH---------- CNC-LakeSide ---------YOSH----------
- [0087.88] ScriptLog: ------YOSH---------- CNC-Islands ---------YOSH----------
- [0087.88] ScriptLog: ------YOSH---------- CNC-GrassyKnoll ---------YOSH----------
- [0087.88] ScriptLog: ------YOSH---------- CNC-GoldRush ---------YOSH----------
- [0087.88] ScriptLog: ------YOSH---------- CNC-Field ---------YOSH----------
- [0087.88] ScriptLog: ------YOSH---------- CNC-Eyes ---------YOSH----------
- [0087.88] ScriptLog: ------YOSH---------- CNC-Crash_Site ---------YOSH----------
- [0087.88] ScriptLog: ------YOSH---------- CNC-Complex ---------YOSH----------
- [0087.88] ScriptLog: ------YOSH---------- CNC-Coastal ---------YOSH----------
- [0087.88] ScriptLog: ------YOSH---------- CNC-Canyon ---------YOSH----------
- [0087.96] Rx: MAP Loaded; RenX-FrontEndMap
- [0088.01] Log: Bringing up level for play took: 4.801236
- [0088.02] ScriptWarning: PlayerStart_0 is not a team playerstart!
- Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0
- Function UTGame.UTTeamGame:RatePlayerStart:0051
- [0088.02] ScriptLog: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating
- [0088.17] ScriptWarning: Accessed None 'Pawn'
- Rx_Controller RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Controller_0
- Function Renx_Game.Rx_Controller:SetOurCameraMode:0018
- [0088.22] Rx: PLAYER Enter; Nod,256,MrSeriousOak from steamid 0x011000010626B726
- [0088.22] Rx: PLAYER TeamJoin; Nod,256,MrSeriousOak joined Nod
- [0088.35] Log: Current scalability system settings:
- [0088.35] Log: StaticDecals = TRUE (Whether to allow static decals.)
- [0088.35] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.)
- [0088.35] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.)
- [0088.35] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.)
- [0088.35] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.)
- [0088.35] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.)
- [0088.35] Log: MotionBlur = FALSE (Whether to allow motion blur.)
- [0088.35] Log: DepthOfField = TRUE (Whether to allow depth of field.)
- [0088.35] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.)
- [0088.35] Log: Bloom = TRUE (Whether to allow bloom.)
- [0088.35] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.)
- [0088.35] Log: Distortion = TRUE (Whether to allow distortion.)
- [0088.35] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.)
- [0088.35] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.)
- [0088.35] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.)
- [0088.35] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.)
- [0088.35] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.)
- [0088.35] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.)
- [0088.35] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.)
- [0088.35] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.)
- [0088.35] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.)
- [0088.35] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.)
- [0088.35] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).)
- [0088.35] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.)
- [0088.35] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.)
- [0088.35] Log: bAllowD3D9MSAA = TRUE (UKNOWN)
- [0088.35] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.)
- [0088.35] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.)
- [0088.35] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.)
- [0088.35] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.)
- [0088.35] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.)
- [0088.35] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.)
- [0088.35] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.)
- [0088.35] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.)
- [0088.35] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.)
- [0088.35] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.)
- [0088.35] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.)
- [0088.36] Log: Current preference system settings:
- [0088.36] Log: UseVsync = FALSE (Whether to use VSync or not.)
- [0088.36] Log: Fullscreen = TRUE (Fullscreen.)
- [0088.36] Log: ResX = 1280 (Screen X resolution.)
- [0088.36] Log: ResY = 1024 (Screen Y resolution.)
- [0088.36] Log: Current debug system settings:
- [0088.36] Log: DynamicLights = TRUE (Whether to allow dynamic lights.)
- [0088.36] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.)
- [0088.36] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.)
- [0088.36] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.)
- [0088.36] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.)
- [0088.36] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.)
- [0088.36] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.)
- [0088.36] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.)
- [0088.36] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.)
- [0088.36] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.)
- [0088.36] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.)
- [0088.36] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.)
- [0088.36] Log: ParticleLODBias = 1 (LOD bias for particle systems.)
- [0088.36] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.)
- [0088.36] Log: bAllowTemporalAA = FALSE (UKNOWN)
- [0088.36] Log: TemporalAA_MinDepth = 500 (UKNOWN)
- [0088.36] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN)
- [0088.36] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.)
- [0088.36] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.)
- [0088.36] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.)
- [0088.36] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.)
- [0088.36] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.)
- [0088.36] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.)
- [0088.36] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.)
- [0088.36] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.)
- [0088.36] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.)
- [0088.36] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.)
- [0088.36] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.)
- [0088.36] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.)
- [0088.36] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.)
- [0088.36] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.)
- [0088.36] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.)
- [0088.36] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.)
- [0088.36] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.)
- [0088.36] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.)
- [0088.36] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.)
- [0088.36] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.)
- [0088.36] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.)
- [0088.36] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found.
- [0088.36] Log: Current unknown system settings:
- [0088.36] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.)
- [0088.36] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.)
- [0088.36] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.)
- [0088.36] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.)
- [0088.36] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.)
- [0088.36] Log: FogVolumes = TRUE (Whether to allow fog volumes.)
- [0088.36] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.)
- [0088.36] Log: ShadowFilterQualityBias = 1 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.)
- [0088.36] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.)
- [0088.36] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.)
- [0088.36] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.)
- [0088.36] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.)
- [0088.36] Log: PreShadowResolutionFactor = 0.5 (UKNOWN)
- [0088.36] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.)
- [0088.36] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.)
- [0088.36] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.)
- [0088.36] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.)
- [0088.36] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.)
- [0088.36] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.)
- [0088.36] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.)
- [0088.36] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.)
- [0088.36] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
- [0088.36] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
- [0088.36] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
- [0088.36] 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.)
- [0088.36] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.)
- [0088.36] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.)
- [0088.36] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.)
- [0088.36] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.)
- [0088.36] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.)
- [0088.36] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1])
- [0088.36] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1])
- [0088.36] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.)
- [0088.36] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.)
- [0088.36] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.)
- [0088.36] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.)
- [0088.36] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
- [0088.36] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
- [0088.36] Log: StatFontScaleFactor = 1 (The default stat font scale to use)
- [0088.36] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.)
- [0088.36] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.)
- [0088.36] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.)
- [0088.36] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).)
- [0088.36] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).)
- [0088.36] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.)
- [0088.36] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.)
- [0088.36] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).)
- [0088.36] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).)
- [0088.36] 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).)
- [0088.36] Log: MobileLightShaftScale = 1 (UNKNOWN.)
- [0088.36] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.)
- [0088.36] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.)
- [0088.36] Log: MobileMaxShadowRange = 500 (UNKNOWN.)
- [0088.36] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).)
- [0088.36] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group)
- [0088.36] 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)
- [0088.36] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.)
- [0088.36] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.)
- [0088.36] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).)
- [0088.36] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.)
- [0088.36] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.)
- [0088.36] 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).)
- [0088.36] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.)
- [0088.36] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.)
- [0088.36] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.)
- [0088.36] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).)
- [0088.36] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).)
- [0088.36] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.)
- [0088.36] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.)
- [0088.36] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.)
- [0088.36] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.)
- [0088.36] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.)
- [0088.36] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.)
- [0088.36] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.)
- [0088.36] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.)
- [0088.36] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.)
- [0088.36] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.)
- [0088.36] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.)
- [0088.36] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found.
- [0088.36] Warning: Warning, The System Setting PerObjectShadowTransition could not be found.
- [0088.36] Warning: Warning, The System Setting PerSceneShadowTransition could not be found.
- [0088.36] Warning: Warning, The System Setting CSMMinimumFOV could not be found.
- [0088.36] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found.
- [0088.40] Log: Listing all sound classes.
- [0088.43] Log: Class 'Item' has 22 resident sounds taking 2473.21 kb, and 1 real time sounds taking 8.89 kb
- [0088.43] Log: Class 'Vehicle' has 71 resident sounds taking 16002.46 kb, and 5 real time sounds taking 329.80 kb
- [0088.43] Log: Class 'Weapon' has 239 resident sounds taking 65802.15 kb, and 5 real time sounds taking 383.05 kb
- [0088.43] Log: Class 'SFX' has 30 resident sounds taking 4675.98 kb, and 11 real time sounds taking 479.87 kb
- [0088.43] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb
- [0088.43] Log: Class 'UI' has 22 resident sounds taking 1276.65 kb
- [0088.43] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb
- [0088.43] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb
- [0088.43] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb
- [0088.43] Log: Class 'WeaponBulletEffects' has 24 resident sounds taking 731.49 kb, and 1 real time sounds taking 150.46 kb
- [0088.43] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb
- [0088.43] Log: Class 'Ambient' has 2 resident sounds taking 652.92 kb
- [0088.43] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb
- [0088.43] Log: Class 'None' has 1 resident sounds taking 187.50 kb
- [0088.43] Log: Class 'UnGrouped' has 131 resident sounds taking 47298.02 kb, and 76 real time sounds taking 1306.09 kb
- [0088.43] Log: 916 total sounds in 15 classes
- [0092.56] ScriptLog: MusicComp.CurrentVolume? 0.0000
- [0092.56] ScriptLog: <Rx_HUD log> SystemSettingsHandler.bAutostartMusic? True
- [0093.24] Log: ########### Finished loading level: 11.680842 seconds
- [0093.27] Log: Flushing async loaders.
- [0098.42] Log: Flushed async loaders.
- [0098.42] Init: Game engine initialized
- [0098.42] Log: Initializing Engine Completed
- [0098.48] Log: >>>>>>>>>>>>>> Initial startup: 98.48s <<<<<<<<<<<<<<<
- [0098.56] ScriptLog: SWITCHEROO THE HUD Rx_Game
- [0098.56] ScriptLog: ======================= Rx_HUD =========================
- [0098.56] ScriptLog: Script call stack:
- Function Renx_Game.Rx_HUD:Destroyed
- Function Renx_Game.Rx_HUD:RemoveMovies
- [0098.56] ScriptLog: DamageSystemMovie.bMovieIsOpen? True
- [0098.56] ScriptLog: HudMovie.bMovieIsOpen? True
- [0098.56] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_1 | SoundCue? CNC_OnTheProwl
- [0098.60] Log: Current scalability system settings:
- [0098.60] Log: StaticDecals = TRUE (Whether to allow static decals.)
- [0098.60] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.)
- [0098.60] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.)
- [0098.60] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.)
- [0098.60] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.)
- [0098.60] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.)
- [0098.60] Log: MotionBlur = FALSE (Whether to allow motion blur.)
- [0098.60] Log: DepthOfField = TRUE (Whether to allow depth of field.)
- [0098.60] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.)
- [0098.60] Log: Bloom = TRUE (Whether to allow bloom.)
- [0098.60] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.)
- [0098.60] Log: Distortion = TRUE (Whether to allow distortion.)
- [0098.60] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.)
- [0098.60] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.)
- [0098.60] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.)
- [0098.60] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.)
- [0098.60] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.)
- [0098.60] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.)
- [0098.60] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.)
- [0098.60] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.)
- [0098.60] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.)
- [0098.60] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.)
- [0098.60] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).)
- [0098.60] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.)
- [0098.60] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.)
- [0098.60] Log: bAllowD3D9MSAA = TRUE (UKNOWN)
- [0098.60] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.)
- [0098.60] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.)
- [0098.60] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.)
- [0098.60] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.)
- [0098.60] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.)
- [0098.60] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.)
- [0098.60] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.)
- [0098.60] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.)
- [0098.60] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.)
- [0098.60] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.)
- [0098.60] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.)
- [0098.61] Log: Current preference system settings:
- [0098.61] Log: UseVsync = FALSE (Whether to use VSync or not.)
- [0098.61] Log: Fullscreen = TRUE (Fullscreen.)
- [0098.61] Log: ResX = 1280 (Screen X resolution.)
- [0098.61] Log: ResY = 1024 (Screen Y resolution.)
- [0098.61] Log: Current debug system settings:
- [0098.61] Log: DynamicLights = TRUE (Whether to allow dynamic lights.)
- [0098.61] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.)
- [0098.61] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.)
- [0098.61] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.)
- [0098.61] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.)
- [0098.61] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.)
- [0098.61] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.)
- [0098.61] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.)
- [0098.61] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.)
- [0098.61] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.)
- [0098.61] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.)
- [0098.61] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.)
- [0098.61] Log: ParticleLODBias = 1 (LOD bias for particle systems.)
- [0098.61] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.)
- [0098.61] Log: bAllowTemporalAA = FALSE (UKNOWN)
- [0098.61] Log: TemporalAA_MinDepth = 500 (UKNOWN)
- [0098.61] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN)
- [0098.61] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.)
- [0098.61] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.)
- [0098.61] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.)
- [0098.61] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.)
- [0098.61] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.)
- [0098.61] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.)
- [0098.61] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.)
- [0098.61] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.)
- [0098.61] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.)
- [0098.61] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.)
- [0098.61] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.)
- [0098.61] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.)
- [0098.61] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.)
- [0098.61] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.)
- [0098.61] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.)
- [0098.61] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.)
- [0098.61] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.)
- [0098.61] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.)
- [0098.61] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.)
- [0098.61] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.)
- [0098.61] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.)
- [0098.61] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found.
- [0098.61] Log: Current unknown system settings:
- [0098.61] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.)
- [0098.61] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.)
- [0098.61] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.)
- [0098.61] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.)
- [0098.61] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.)
- [0098.61] Log: FogVolumes = TRUE (Whether to allow fog volumes.)
- [0098.61] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.)
- [0098.61] Log: ShadowFilterQualityBias = 1 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.)
- [0098.61] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.)
- [0098.61] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.)
- [0098.61] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.)
- [0098.61] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.)
- [0098.61] Log: PreShadowResolutionFactor = 0.5 (UKNOWN)
- [0098.61] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.)
- [0098.61] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.)
- [0098.61] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.)
- [0098.61] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.)
- [0098.61] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.)
- [0098.61] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.)
- [0098.61] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.)
- [0098.61] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.)
- [0098.61] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
- [0098.61] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
- [0098.61] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
- [0098.61] 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.)
- [0098.61] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.)
- [0098.61] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.)
- [0098.61] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.)
- [0098.61] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.)
- [0098.61] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.)
- [0098.61] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1])
- [0098.61] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1])
- [0098.61] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.)
- [0098.61] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.)
- [0098.61] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.)
- [0098.61] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.)
- [0098.61] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
- [0098.61] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
- [0098.61] Log: StatFontScaleFactor = 1 (The default stat font scale to use)
- [0098.61] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.)
- [0098.61] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.)
- [0098.61] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.)
- [0098.61] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).)
- [0098.61] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).)
- [0098.61] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.)
- [0098.61] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.)
- [0098.61] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).)
- [0098.61] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).)
- [0098.61] 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).)
- [0098.61] Log: MobileLightShaftScale = 1 (UNKNOWN.)
- [0098.61] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.)
- [0098.61] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.)
- [0098.61] Log: MobileMaxShadowRange = 500 (UNKNOWN.)
- [0098.61] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).)
- [0098.61] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group)
- [0098.61] 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)
- [0098.61] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.)
- [0098.61] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.)
- [0098.61] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).)
- [0098.61] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.)
- [0098.61] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.)
- [0098.61] 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).)
- [0098.61] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.)
- [0098.61] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.)
- [0098.61] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.)
- [0098.61] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).)
- [0098.61] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).)
- [0098.61] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.)
- [0098.61] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.)
- [0098.61] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.)
- [0098.61] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.)
- [0098.61] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.)
- [0098.61] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.)
- [0098.61] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.)
- [0098.61] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.)
- [0098.61] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.)
- [0098.61] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.)
- [0098.61] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.)
- [0098.61] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found.
- [0098.61] Warning: Warning, The System Setting PerObjectShadowTransition could not be found.
- [0098.61] Warning: Warning, The System Setting PerSceneShadowTransition could not be found.
- [0098.61] Warning: Warning, The System Setting CSMMinimumFOV could not be found.
- [0098.61] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found.
- [0098.63] Log: Listing all sound classes.
- [0098.63] Log: Class 'Item' has 22 resident sounds taking 2473.21 kb, and 1 real time sounds taking 8.89 kb
- [0098.63] Log: Class 'Vehicle' has 71 resident sounds taking 16002.46 kb, and 5 real time sounds taking 329.80 kb
- [0098.63] Log: Class 'Weapon' has 239 resident sounds taking 65802.15 kb, and 5 real time sounds taking 383.05 kb
- [0098.63] Log: Class 'SFX' has 30 resident sounds taking 4675.98 kb, and 11 real time sounds taking 479.87 kb
- [0098.63] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb
- [0098.63] Log: Class 'UI' has 22 resident sounds taking 1276.65 kb
- [0098.63] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb
- [0098.63] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb
- [0098.63] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb
- [0098.63] Log: Class 'WeaponBulletEffects' has 24 resident sounds taking 731.49 kb, and 1 real time sounds taking 150.46 kb
- [0098.63] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb
- [0098.63] Log: Class 'Ambient' has 2 resident sounds taking 652.92 kb
- [0098.63] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb
- [0098.63] Log: Class 'None' has 1 resident sounds taking 187.50 kb
- [0098.63] Log: Class 'UnGrouped' has 131 resident sounds taking 47298.02 kb, and 76 real time sounds taking 1306.09 kb
- [0098.63] Log: 916 total sounds in 15 classes
- [0098.64] Log: Bool AmbientOcclusion set to 1
- [0098.86] Log: BloomThreshold = 0
- [0098.88] ScriptLog: MusicComp.CurrentVolume? 0.0000
- [0099.49] ScriptLog: ----YOSH---- Called Add Initial Bots
- [0101.27] Log: LoadMap: 195.154.167.80/CNC-Volcano?Name="MrSeriousOak"?Team=1?game=Renx_Game.Rx_Game
- [0101.38] Log: --- LOADING MOVIE START ---
- [0101.88] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate()
- OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0
- Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE
- [0101.89] Rx: GAME Spawn; bot GDI,b257,John Melton
- [0101.89] Rx: PLAYER Exit; Nod,256,MrSeriousOak
- [0117.15] Warning: Warning, Failed to compile Material Instance CNC-Volcano.LandscapeMaterialInstanceConstant_0 with Base Volcano_landscape_01 for platform PC-D3D-SM3, Default Material will be used in game.
- [0117.61] Log: Missing cached shader map for material Concrete_WTF, quality 0, compiling.
- [0117.61] Warning: Warning, Failed to compile Material CNC-Volcano.Materials.Concrete_WTF for platform PC-D3D-SM3, Default Material will be used in game.
- [0124.24] Log: Primary PhysX scene will be in software.
- [0124.25] Log: Creating Primary PhysX Scene.
- [0124.48] Log: Bringing World CNC-Volcano.TheWorld up for play (476) at 2016.04.09-17.05.55
- [0124.53] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
- [0124.53] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
- [0124.53] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
- [0124.53] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
- [0124.53] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
- [0124.53] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
- [0124.53] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
- [0124.53] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
- [0124.83] Log: Bringing up level for play took: 1.406281
- [0124.83] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
- [0124.83] Warning: Warning, Failed to find object 'Class None.'
- [0124.83] Log: PlayerController class for the pending level is PlayerController
- [0124.83] Log: ########### Finished loading level: 23.563128 seconds
- [0133.33] Log: Save=8437.534896
- [0133.33] Log: Compressing '..\..\UDKGame\CookedPC\LocalShaderCache-PC-D3D-SM3_save.tmp' to '..\..\UDKGame\CookedPC\LocalShaderCache-PC-D3D-SM3.upk'
- [0146.54] ScriptWarning: Accessed None 'Pawn'
- Rx_Controller CNC-Volcano.TheWorld:PersistentLevel.Rx_Controller_1
- Function Renx_Game.Rx_Controller:SetOurCameraMode:0018
- [0146.60] Log: Current scalability system settings:
- [0146.60] Log: StaticDecals = TRUE (Whether to allow static decals.)
- [0146.60] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.)
- [0146.60] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.)
- [0146.60] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.)
- [0146.60] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.)
- [0146.60] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.)
- [0146.60] Log: MotionBlur = FALSE (Whether to allow motion blur.)
- [0146.60] Log: DepthOfField = TRUE (Whether to allow depth of field.)
- [0146.60] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.)
- [0146.60] Log: Bloom = TRUE (Whether to allow bloom.)
- [0146.60] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.)
- [0146.60] Log: Distortion = TRUE (Whether to allow distortion.)
- [0146.60] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.)
- [0146.60] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.)
- [0146.60] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.)
- [0146.60] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.)
- [0146.60] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.)
- [0146.60] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.)
- [0146.60] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.)
- [0146.60] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.)
- [0146.60] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.)
- [0146.60] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.)
- [0146.60] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).)
- [0146.60] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.)
- [0146.60] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.)
- [0146.60] Log: bAllowD3D9MSAA = TRUE (UKNOWN)
- [0146.60] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.)
- [0146.60] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.)
- [0146.60] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.)
- [0146.60] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.)
- [0146.60] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.)
- [0146.60] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.)
- [0146.60] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.)
- [0146.60] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.)
- [0146.60] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.)
- [0146.60] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.)
- [0146.60] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.)
- [0146.60] Log: Current preference system settings:
- [0146.60] Log: UseVsync = FALSE (Whether to use VSync or not.)
- [0146.60] Log: Fullscreen = TRUE (Fullscreen.)
- [0146.60] Log: ResX = 1280 (Screen X resolution.)
- [0146.60] Log: ResY = 1024 (Screen Y resolution.)
- [0146.60] Log: Current debug system settings:
- [0146.60] Log: DynamicLights = TRUE (Whether to allow dynamic lights.)
- [0146.61] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.)
- [0146.61] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.)
- [0146.61] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.)
- [0146.61] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.)
- [0146.61] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.)
- [0146.61] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.)
- [0146.61] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.)
- [0146.61] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.)
- [0146.61] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.)
- [0146.61] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.)
- [0146.61] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.)
- [0146.61] Log: ParticleLODBias = 1 (LOD bias for particle systems.)
- [0146.61] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.)
- [0146.61] Log: bAllowTemporalAA = FALSE (UKNOWN)
- [0146.61] Log: TemporalAA_MinDepth = 500 (UKNOWN)
- [0146.61] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN)
- [0146.61] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.)
- [0146.61] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.)
- [0146.61] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.)
- [0146.61] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.)
- [0146.61] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.)
- [0146.61] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.)
- [0146.61] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.)
- [0146.61] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.)
- [0146.61] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.)
- [0146.61] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.)
- [0146.61] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.)
- [0146.61] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.)
- [0146.61] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.)
- [0146.61] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.)
- [0146.61] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.)
- [0146.61] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.)
- [0146.61] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.)
- [0146.61] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.)
- [0146.61] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.)
- [0146.61] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.)
- [0146.61] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.)
- [0146.61] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found.
- [0146.61] Log: Current unknown system settings:
- [0146.61] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.)
- [0146.61] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.)
- [0146.61] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.)
- [0146.61] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.)
- [0146.61] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.)
- [0146.61] Log: FogVolumes = TRUE (Whether to allow fog volumes.)
- [0146.61] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.)
- [0146.61] Log: ShadowFilterQualityBias = 1 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.)
- [0146.61] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.)
- [0146.61] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.)
- [0146.61] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.)
- [0146.61] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.)
- [0146.61] Log: PreShadowResolutionFactor = 0.5 (UKNOWN)
- [0146.61] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.)
- [0146.61] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.)
- [0146.61] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.)
- [0146.61] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.)
- [0146.61] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.)
- [0146.61] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.)
- [0146.61] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.)
- [0146.61] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.)
- [0146.61] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
- [0146.61] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
- [0146.61] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
- [0146.61] 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.)
- [0146.61] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.)
- [0146.61] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.)
- [0146.61] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.)
- [0146.61] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.)
- [0146.61] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.)
- [0146.61] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1])
- [0146.61] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1])
- [0146.61] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.)
- [0146.61] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.)
- [0146.61] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.)
- [0146.61] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.)
- [0146.61] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
- [0146.61] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
- [0146.61] Log: StatFontScaleFactor = 1 (The default stat font scale to use)
- [0146.61] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.)
- [0146.61] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.)
- [0146.61] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.)
- [0146.61] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).)
- [0146.61] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).)
- [0146.61] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.)
- [0146.61] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.)
- [0146.61] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).)
- [0146.61] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).)
- [0146.61] 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).)
- [0146.61] Log: MobileLightShaftScale = 1 (UNKNOWN.)
- [0146.61] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.)
- [0146.61] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.)
- [0146.61] Log: MobileMaxShadowRange = 500 (UNKNOWN.)
- [0146.61] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).)
- [0146.61] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group)
- [0146.61] 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)
- [0146.61] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.)
- [0146.61] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.)
- [0146.61] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).)
- [0146.61] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.)
- [0146.61] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.)
- [0146.61] 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).)
- [0146.61] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.)
- [0146.61] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.)
- [0146.61] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.)
- [0146.61] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).)
- [0146.61] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).)
- [0146.61] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.)
- [0146.61] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.)
- [0146.61] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.)
- [0146.61] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.)
- [0146.61] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.)
- [0146.61] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.)
- [0146.61] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.)
- [0146.61] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.)
- [0146.61] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.)
- [0146.61] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.)
- [0146.61] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.)
- [0146.61] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found.
- [0146.61] Warning: Warning, The System Setting PerObjectShadowTransition could not be found.
- [0146.61] Warning: Warning, The System Setting PerSceneShadowTransition could not be found.
- [0146.61] Warning: Warning, The System Setting CSMMinimumFOV could not be found.
- [0146.61] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found.
- [0146.63] Log: Listing all sound classes.
- [0146.63] Log: Class 'Item' has 22 resident sounds taking 2473.21 kb, and 1 real time sounds taking 8.89 kb
- [0146.63] Log: Class 'Vehicle' has 71 resident sounds taking 16002.46 kb, and 5 real time sounds taking 329.80 kb
- [0146.63] Log: Class 'Weapon' has 239 resident sounds taking 65802.15 kb, and 5 real time sounds taking 383.05 kb
- [0146.63] Log: Class 'SFX' has 30 resident sounds taking 4675.98 kb, and 11 real time sounds taking 479.87 kb
- [0146.63] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb
- [0146.63] Log: Class 'UI' has 22 resident sounds taking 1276.65 kb
- [0146.63] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb
- [0146.63] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 23 real time sounds taking 47214.76 kb
- [0146.63] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb
- [0146.63] Log: Class 'WeaponBulletEffects' has 24 resident sounds taking 731.49 kb, and 1 real time sounds taking 150.46 kb
- [0146.63] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb
- [0146.63] Log: Class 'Ambient' has 31 resident sounds taking 14495.64 kb, and 22 real time sounds taking 3490.74 kb
- [0146.63] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb
- [0146.63] Log: Class 'None' has 1 resident sounds taking 187.50 kb
- [0146.63] Log: Class 'UnGrouped' has 144 resident sounds taking 48887.94 kb, and 84 real time sounds taking 2501.43 kb
- [0146.63] Log: 987 total sounds in 15 classes
- [0146.95] ScriptLog: MusicComp.CurrentVolume? 0.0000
- [0146.95] ScriptLog: <Rx_HUD log> SystemSettingsHandler.bAutostartMusic? True
- [0146.99] ScriptWarning: Accessed None 'PlayerReplicationInfo'
- Rx_GFxHud Transient.Rx_GFxHud_1
- Function Renx_Game.Rx_GFxHud:HideLoadingBar:002A
- [0147.19] ScriptWarning: Accessed None 'PlayerReplicationInfo'
- Rx_GFxHud Transient.Rx_GFxHud_1
- Function Renx_Game.Rx_GFxHud:DisableHUDItems:0193
- [0147.19] Error: StopLocalVoiceProcessing: Ignoring stop request for non-owning user
- [0147.22] Log: WARNING: Cooking Convex For Actor: CNC-Volcano.TheWorld:PersistentLevel.Rx_BuildingAttachment_PT_Nod_0 Component: StaticMeshComponent_4 StaticMesh: rx_deco_terminal.Mesh.SM_BU_PT (Scale: 1.000000 1.000000 1.000000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects.
- [0147.95] Log: WARNING: Cooking Convex For Actor: CNC-Volcano.TheWorld:PersistentLevel.Rx_BuildingAttachment_MCT_0 Component: StaticMeshComponent_8 StaticMesh: rx_deco_terminal.Mesh.SM_BU_MCT (Scale: 1.000000 1.000000 1.000000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects.
- [0148.01] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Volcano.TheWorld:PersistentLevel.Rx_Building_Barracks_Internals_0.SkeletalMeshComponent_18 RX_BU_Barracks.Mesh.SK_BU_GDI_BAR 1 0 1 0
- [0148.19] ScriptWarning: Accessed None 'Instigator'
- Rx_InventoryManager_Nod_Soldier CNC-Volcano.TheWorld:PersistentLevel.Rx_InventoryManager_Nod_Soldier_0
- Function Renx_Game.Rx_InventoryManager:SetCurrentWeapon:002A
- [0148.54] ScriptLog: Sending server auth retry request
- [0152.41] Log: --- LOADING MOVIE TIME: 51.0 sec ---
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionMultiplier
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionContrast
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalSecondaryParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalSecondaryParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalSecondaryParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalSecondaryParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalSecondaryParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalSecondaryParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalSecondaryParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalSecondaryParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalSecondaryParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalSecondaryParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalSecondaryParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalSecondaryParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalSecondaryParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalSecondaryParticleValue
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: AddTranslucent_Bias
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Effect_Multiplier
- [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Visibility_Multiplier
- [0152.68] ScriptWarning: Accessed None 'Game'
- Rx_Weapon_DeployedTimedC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedTimedC4_0
- Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:0176
- [0156.54] ScriptLog: Sending server auth retry request
- [0166.55] ScriptLog: Sending server auth retry request
- [0167.22] ScriptWarning: Accessed None 'Game'
- Rx_Weapon_DeployedTimedC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedTimedC4_1
- Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
- [0167.35] ScriptWarning: Accessed None 'Game'
- Rx_Weapon_DeployedTimedC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedTimedC4_1
- Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
- [0176.56] ScriptLog: Server authentication failed after 3 tries
- [0185.80] ScriptWarning: Accessed None 'Canvas'
- Rx_HUD CNC-Volcano.TheWorld:PersistentLevel.Rx_HUD_1
- Function Renx_Game.Rx_HUD:SetShowScores:00AF
- [0185.80] ScriptWarning: Accessed None 'Canvas'
- Rx_HUD CNC-Volcano.TheWorld:PersistentLevel.Rx_HUD_1
- Function Renx_Game.Rx_HUD:SetShowScores:00CF
- [0213.46] ScriptLog: <PT Log> ------------------ [ Setting up ] ------------------
- [0213.55] ScriptLog: <PT Log> rxPC.bJustBaughtEngineer= False
- [0213.55] ScriptLog: <PT Log> rxPC.bJustBaughtHavocSakura= False
- [0213.55] ScriptLog: <PT Log> OwnedFamilyInfo= Rx_FamilyInfo_Nod_Soldier
- [0213.55] ScriptLog:
- [0213.55] ScriptLog: <PT Log> OwnedSidearm= Rx_Weapon_Pistol
- [0213.55] ScriptLog: <PT Log> OwnedExplosive= Rx_Weapon_TimedC4
- [0213.55] ScriptLog: <PT Log> OwnedItem= None
- [0213.55] ScriptLog:
- [0213.55] ScriptLog: <PT Log> rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol
- [0213.55] ScriptLog: <PT Log> rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4
- [0213.59] ScriptLog: <PT Log> ======================
- [0213.59] ScriptLog: <PT Log> Norm explosiveData[0]= Timed C4
- [0213.59] ScriptLog: <PT Log> Norm explosiveData[1]= Grenades
- [0213.59] ScriptLog: <PT Log> Norm explosiveData[2]= Smoke Grenade
- [0213.59] ScriptLog: <PT Log> Norm explosiveData[3]= EMP Grenade
- [0213.59] ScriptLog: <PT Log> Norm explosiveData[4]= Anti-Tank Mine
- [0213.79] ScriptLog: <PT Log> ------------------ [ FilterButtonInput ] ------------------
- [0213.79] ScriptLog: <PT Log> Button Pressed? five
- [0213.79] ScriptLog: <PT Log> Button Selected Index? 4
- [0213.79] ScriptLog: <PT Log> ------------------ SelectPurchase() ------------------
- [0213.79] ScriptLog: <PT Log> Purchase Information ::
- [0213.79] ScriptLog: <PT Log> Character: Rx_FamilyInfo_Nod_Engineer
- [0213.79] ScriptLog: <PT Log> Price: 0
- [0213.79] ScriptLog: <PT Log> PlayerCredits: 334.0000
- [0213.79] ScriptLog: XXX: Rx_InventoryManager_Nod_Engineer
- [0213.79] ScriptLog: XXX2: Rx_Weapon_Pistol
- [0213.79] ScriptLog: <PT Log> ------------------ [ SetLoadout() Called ] ------------------
- [0213.79] ScriptLog: <PT Log> GFx EquipmentSidearmData[0]? Silenced Pistol
- [0213.79] ScriptLog: <PT Log> rxPC.CurrentSidearmWeapon? Rx_Weapon_Pistol
- [0213.79] ScriptLog: <PT Log> OwnedSidearm? Rx_Weapon_Pistol
- [0213.79] ScriptLog: <PT Log> selected sidearm data? None
- [0213.79] ScriptLog: <PT Log> Sidearm Loadout is the same as current loadout. loadout not performed!!!
- [0213.79] ScriptLog: <PT Log> GFx EquipExplosivesList[0]? Timed C4
- [0213.79] ScriptLog: <PT Log> GetRxFamilyInfo()? Rx_FamilyInfo_Nod_Soldier
- [0213.79] ScriptLog: <PT Log> Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_Nod_Soldier
- [0213.79] ScriptLog: <PT Log> rxPC.Pawn? Rx_Pawn_0
- [0213.79] ScriptLog: <PT Log> bJustBaughtEngineer? False
- [0213.79] ScriptLog: <PT Log> bJustBaughtHavocSakura? False
- [0213.79] ScriptLog: <PT Log> rxPC.CurrentExplosiveWeapon? Rx_Weapon_TimedC4
- [0213.79] ScriptLog: <PT Log> OwnedExplosive? Rx_Weapon_TimedC4
- [0213.79] ScriptLog: <PT Log> selected explosive data? None
- [0213.79] ScriptLog: <PT Log> explosive Loadout is the same as current loadout. loadout not performed!!!
- [0213.79] ScriptLog: <PT Log> ------------------ [ Close PT menu ] ------------------
- [0213.79] ScriptLog: <PT Log> Loadout Results::
- [0213.79] ScriptLog: <PT Log>
- [0213.79] ScriptLog: <PT Log> rxPC.bJustBaughtEngineer= False
- [0213.79] ScriptLog: <PT Log> rxPC.bJustBaughtHavocSakura= False
- [0213.79] ScriptLog: <PT Log> OwnedFamilyInfo= Rx_FamilyInfo_Nod_Soldier
- [0213.79] ScriptLog: <PT Log>
- [0213.79] ScriptLog: <PT Log> OwnedSidearm= Rx_Weapon_Pistol
- [0213.79] ScriptLog: <PT Log> OwnedExplosive= Rx_Weapon_TimedC4
- [0213.79] ScriptLog: <PT Log> OwnedItem= None
- [0213.79] ScriptLog: <PT Log>
- [0213.79] ScriptLog: <PT Log> rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4
- [0213.79] ScriptLog: <PT Log> rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol
- [0218.22] ScriptWarning: Accessed None 'InstigatorController'
- Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_0
- Function Renx_Game.Rx_Weapon_DeployedProxyC4:PostBeginPlay:001E
- [0218.44] ScriptWarning: Accessed None 'Game'
- Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_0
- Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
- [0218.55] ScriptWarning: Accessed None 'Game'
- Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_0
- Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
- [0219.88] ScriptWarning: Accessed None 'InstigatorController'
- Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_1
- Function Renx_Game.Rx_Weapon_DeployedProxyC4:PostBeginPlay:001E
- [0220.13] ScriptWarning: Accessed None 'Game'
- Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_1
- Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
- [0225.35] ScriptWarning: Accessed None 'Canvas'
- Rx_HUD CNC-Volcano.TheWorld:PersistentLevel.Rx_HUD_1
- Function Renx_Game.Rx_HUD:SetShowScores:00AF
- [0225.35] ScriptWarning: Accessed None 'Canvas'
- Rx_HUD CNC-Volcano.TheWorld:PersistentLevel.Rx_HUD_1
- Function Renx_Game.Rx_HUD:SetShowScores:00CF
- [0227.81] ScriptWarning: Accessed None 'InstigatorController'
- Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_2
- Function Renx_Game.Rx_Weapon_DeployedProxyC4:PostBeginPlay:001E
- [0228.05] ScriptWarning: Accessed None 'Game'
- Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_2
- Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
- [0234.09] ScriptWarning: Accessed None 'InstigatorController'
- Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_3
- Function Renx_Game.Rx_Weapon_DeployedProxyC4:PostBeginPlay:001E
- [0234.31] ScriptWarning: Accessed None 'Game'
- Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_3
- Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
- [0235.71] ScriptWarning: Accessed None 'InstigatorController'
- Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_4
- Function Renx_Game.Rx_Weapon_DeployedProxyC4:PostBeginPlay:001E
- [0235.94] ScriptWarning: Accessed None 'Game'
- Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_4
- Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
- [0245.95] ScriptWarning: Accessed None 'InstigatorController'
- Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_5
- Function Renx_Game.Rx_Weapon_DeployedProxyC4:PostBeginPlay:001E
- [0246.18] ScriptWarning: Accessed None 'Game'
- Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_5
- Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
- [0247.51] ScriptWarning: Accessed None 'InstigatorController'
- Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_6
- Function Renx_Game.Rx_Weapon_DeployedProxyC4:PostBeginPlay:001E
- [0247.79] ScriptWarning: Accessed None 'Game'
- Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_6
- Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
- [0266.52] Log: Bool AmbientOcclusion set to 1
- [0284.38] ScriptWarning: Accessed None 'Game'
- Rx_Weapon_DeployedTimedC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedTimedC4_2
- Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
- [0284.54] ScriptWarning: Accessed None 'Game'
- Rx_Weapon_DeployedTimedC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedTimedC4_2
- Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
- [0286.05] ScriptWarning: Accessed None 'Game'
- Rx_Weapon_DeployedTimedC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedTimedC4_3
- Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
- [0286.18] ScriptWarning: Accessed None 'Game'
- Rx_Weapon_DeployedTimedC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedTimedC4_3
- Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
- [0287.46] ScriptWarning: Accessed None 'Game'
- Rx_Weapon_DeployedRemoteC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedRemoteC4_0
- Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
- [0287.67] ScriptWarning: Accessed None 'Game'
- Rx_Weapon_DeployedRemoteC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedRemoteC4_0
- Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
- [0288.74] ScriptWarning: Accessed None 'Game'
- Rx_Weapon_DeployedRemoteC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedRemoteC4_1
- Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
- [0289.03] ScriptWarning: Accessed None 'Game'
- Rx_Weapon_DeployedRemoteC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedRemoteC4_1
- Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
- [0293.31] ScriptWarning: Accessed None 'InstigatorController'
- Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_7
- Function Renx_Game.Rx_Weapon_DeployedProxyC4:PostBeginPlay:001E
- [0293.53] ScriptWarning: Accessed None 'Game'
- Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_7
- Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
- [0293.66] ScriptWarning: Accessed None 'Game'
- Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_7
- Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
- [0314.90] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_65
- [0314.90] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_64
- [0314.90] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_62
- [0314.90] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found!
- [0315.16] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_63
- [0315.16] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_66
- [0325.30] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate()
- OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0
- Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE
- [0325.30] Log: All Windows Closed
- [0325.30] Log: appRequestExit(0)
- [0325.48] Exit: Preparing to exit.
- [0326.18] NetComeGo: Close TcpNetDriver_0 TcpipConnection_0 195.154.167.80:7777 04/09/16 17:09:16
- [0326.54] Exit: Game engine shut down
- [0326.64] Exit: Windows client shut down
- [0326.68] Exit: XAudio2 Device shut down.
- [0326.78] Exit: TcpNetDriver_0 shut down
- [0329.84] Exit: Object subsystem successfully closed.
- [0332.44] Log: Shutting down FaceFX...
- [0332.71] Log: FaceFX shutdown.
- [0332.89] Exit: Exiting.
- [0332.90] Log: Log file closed, 04/09/16 17:09:23
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