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Renegade X - Green + Red +Blue UI

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  1. Log: Log file open, 04/09/16 17:03:50
  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: 195.154.167.80:7777 -ini:UDKGame:DefaultPlayer.Name="MrSeriousOak"
  9. Init: Base directory: C:\Program Files\Renegade X\Binaries\Win32\
  10. [0000.52] Init: Computer: MRFACE-PC
  11. [0000.52] Init: User: MrFace
  12. [0000.52] Init: CPU Page size=4096, Processors=2
  13. [0000.52] Init: High frequency timer resolution =2.344453 MHz
  14. [0000.52] Init: Memory total: Physical=3.2GB (3GB approx) Pagefile=6.5GB Virtual=3.0GB
  15. [0000.69] Log: Steam Client API initialized 1
  16. [0001.41] Log: Steam Game Server API initialized 1
  17. [0001.45] Init: WinSock: I am MrFace-PC (192.168.1.66:0)
  18. [0001.45] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes.
  19. [0001.45] Init: Object subsystem initialized
  20. [0001.82] Log: Found D3D11 adapter 0: NVIDIA GeForce GTX 750
  21. [0001.82] Log: Adapter has 953MB of dedicated video memory, 0MB of dedicated system memory, and 1407MB of shared system memory
  22. [0001.90] Log: Shader platform (RHI): PC-D3D-SM3
  23. [0001.90] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt
  24. [0001.96] Log: PhysX GPU Support: DISABLED
  25. [0001.97] Init: Initializing FaceFX...
  26. [0001.97] Init: FaceFX 1.7.4 initialized.
  27. [0002.43] Init: XAudio2 using 'Speakers (3- USB Speaker)' : 2 channels at 48 kHz using 16 bits per sample (channel mask 0x3)
  28. [0018.61] Init: Finished loading startup packages in 11.05 seconds
  29. [0018.62] Log: 75633 objects as part of root set at end of initial load.
  30. [0018.62] Log: 0 out of 0 bytes used by permanent object pool.
  31. [0018.62] Log: Initializing Engine...
  32. [0070.03] Log: Missing cached shader map for material Mat_GlowSphere, quality 0, compiling.
  33. [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.
  34. [0072.72] Init: UEngine initialized
  35. [0073.40] Init: XAudio2Device initialized.
  36. [0073.65] Init: Client initialized
  37. [0078.10] Log: Initializing Steamworks
  38. [0078.25] Log: Logged in as 'MrSeriousOak'
  39. [0081.07] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
  40. [0081.07] Warning: Warning, Failed to find object 'Class None.'
  41. [0081.07] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
  42. [0081.07] Warning: Warning, Failed to find object 'Class None.'
  43. [0081.07] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
  44. [0081.07] Warning: Warning, Failed to find object 'Class None.'
  45. [0081.07] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
  46. [0081.08] Warning: Warning, Failed to find object 'Class None.'
  47. [0081.24] Init: WinSock: Socket queue 32768 / 32768
  48. [0081.55] Log: LoadMap: RenX-FrontEndMap?Name="MrSeriousOak"?Team=1
  49. [0083.15] Log: Game class is 'Rx_Game'
  50. [0084.52] Log: Primary PhysX scene will be in software.
  51. [0084.75] Log: Creating Primary PhysX Scene.
  52. [0086.40] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2016.04.09-17.05.16
  53. [0086.62] ScriptLog: ----YOSH'S LOG------ GDI Bots given to RX_Game---- 0
  54. [0086.63] ScriptLog: ----YOSH'S LOG------ Credits given to RX_Game---- 30
  55. [0086.69] ScriptWarning: Accessed array 'Rx_MapListManager_0.AvailableGameProfiles' out of bounds (0/0)
  56. Rx_MapListManager RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_MapListManager_0
  57. Function Renx_Game.Rx_MapListManager:GetCurrentGameProfileIndex:00D3
  58. [0086.71] ScriptLog: INITIAL: -1 -1
  59. [0086.73] ScriptLog: Game profile Index was NONE
  60. [0086.83] ScriptLog: GDI:0.0000
  61. [0086.83] ScriptLog: Nod:0.0000
  62. [0087.88] ScriptWarning: Accessed array 'ProviderList' out of bounds (20/20)
  63. Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0
  64. Function Renx_Game.Rx_Game:SetupMapDataList:0074
  65. [0087.88] ScriptWarning: Accessed array 'ProviderList' out of bounds (20/20)
  66. Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0
  67. Function Renx_Game.Rx_Game:SetupMapDataList:00AF
  68. [0087.88] ScriptWarning: Accessed None 'ProviderList'
  69. Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0
  70. Function Renx_Game.Rx_Game:SetupMapDataList:00AF
  71. [0087.88] ScriptLog: NONE - ProviderList[i]?
  72. [0087.88] ScriptLog: ------YOSH---------- CNC-Xmountain ---------YOSH----------
  73. [0087.88] ScriptLog: ------YOSH---------- CNC-Whiteout ---------YOSH----------
  74. [0087.88] ScriptLog: ------YOSH---------- CNC-Walls_Flying ---------YOSH----------
  75. [0087.88] ScriptLog: ------YOSH---------- CNC-Volcano ---------YOSH----------
  76. [0087.88] ScriptLog: ------YOSH---------- CNC-Valley ---------YOSH----------
  77. [0087.88] ScriptLog: ------YOSH---------- CNC-UnderRedux ---------YOSH----------
  78. [0087.88] ScriptLog: ------YOSH---------- CNC-TrainingYard ---------YOSH----------
  79. [0087.88] ScriptLog: ------YOSH---------- CNC-TombRedux ---------YOSH----------
  80. [0087.88] ScriptLog: ------YOSH---------- CNC-Snow ---------YOSH----------
  81. [0087.88] ScriptLog: ------YOSH---------- CNC-Mesa_ii ---------YOSH----------
  82. [0087.88] ScriptLog: ------YOSH---------- CNC-LakeSide ---------YOSH----------
  83. [0087.88] ScriptLog: ------YOSH---------- CNC-Islands ---------YOSH----------
  84. [0087.88] ScriptLog: ------YOSH---------- CNC-GrassyKnoll ---------YOSH----------
  85. [0087.88] ScriptLog: ------YOSH---------- CNC-GoldRush ---------YOSH----------
  86. [0087.88] ScriptLog: ------YOSH---------- CNC-Field ---------YOSH----------
  87. [0087.88] ScriptLog: ------YOSH---------- CNC-Eyes ---------YOSH----------
  88. [0087.88] ScriptLog: ------YOSH---------- CNC-Crash_Site ---------YOSH----------
  89. [0087.88] ScriptLog: ------YOSH---------- CNC-Complex ---------YOSH----------
  90. [0087.88] ScriptLog: ------YOSH---------- CNC-Coastal ---------YOSH----------
  91. [0087.88] ScriptLog: ------YOSH---------- CNC-Canyon ---------YOSH----------
  92. [0087.96] Rx: MAP Loaded; RenX-FrontEndMap
  93. [0088.01] Log: Bringing up level for play took: 4.801236
  94. [0088.02] ScriptWarning: PlayerStart_0 is not a team playerstart!
  95. Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0
  96. Function UTGame.UTTeamGame:RatePlayerStart:0051
  97. [0088.02] ScriptLog: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating
  98. [0088.17] ScriptWarning: Accessed None 'Pawn'
  99. Rx_Controller RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Controller_0
  100. Function Renx_Game.Rx_Controller:SetOurCameraMode:0018
  101. [0088.22] Rx: PLAYER Enter; Nod,256,MrSeriousOak from  steamid 0x011000010626B726
  102. [0088.22] Rx: PLAYER TeamJoin; Nod,256,MrSeriousOak joined Nod
  103. [0088.35] Log: Current scalability system settings:
  104. [0088.35] Log: StaticDecals = TRUE (Whether to allow static decals.)
  105. [0088.35] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.)
  106. [0088.35] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.)
  107. [0088.35] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.)
  108. [0088.35] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.)
  109. [0088.35] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.)
  110. [0088.35] Log: MotionBlur = FALSE (Whether to allow motion blur.)
  111. [0088.35] Log: DepthOfField = TRUE (Whether to allow depth of field.)
  112. [0088.35] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.)
  113. [0088.35] Log: Bloom = TRUE (Whether to allow bloom.)
  114. [0088.35] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.)
  115. [0088.35] Log: Distortion = TRUE (Whether to allow distortion.)
  116. [0088.35] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.)
  117. [0088.35] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.)
  118. [0088.35] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.)
  119. [0088.35] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.)
  120. [0088.35] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.)
  121. [0088.35] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.)
  122. [0088.35] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.)
  123. [0088.35] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.)
  124. [0088.35] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.)
  125. [0088.35] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.)
  126. [0088.35] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).)
  127. [0088.35] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.)
  128. [0088.35] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.)
  129. [0088.35] Log: bAllowD3D9MSAA = TRUE (UKNOWN)
  130. [0088.35] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.)
  131. [0088.35] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.)
  132. [0088.35] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.)
  133. [0088.35] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.)
  134. [0088.35] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.)
  135. [0088.35] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.)
  136. [0088.35] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.)
  137. [0088.35] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.)
  138. [0088.35] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.)
  139. [0088.35] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.)
  140. [0088.35] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.)
  141. [0088.36] Log: Current preference system settings:
  142. [0088.36] Log: UseVsync = FALSE (Whether to use VSync or not.)
  143. [0088.36] Log: Fullscreen = TRUE (Fullscreen.)
  144. [0088.36] Log: ResX = 1280 (Screen X resolution.)
  145. [0088.36] Log: ResY = 1024 (Screen Y resolution.)
  146. [0088.36] Log: Current debug system settings:
  147. [0088.36] Log: DynamicLights = TRUE (Whether to allow dynamic lights.)
  148. [0088.36] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.)
  149. [0088.36] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.)
  150. [0088.36] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.)
  151. [0088.36] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.)
  152. [0088.36] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.)
  153. [0088.36] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.)
  154. [0088.36] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.)
  155. [0088.36] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.)
  156. [0088.36] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.)
  157. [0088.36] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.)
  158. [0088.36] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.)
  159. [0088.36] Log: ParticleLODBias = 1 (LOD bias for particle systems.)
  160. [0088.36] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.)
  161. [0088.36] Log: bAllowTemporalAA = FALSE (UKNOWN)
  162. [0088.36] Log: TemporalAA_MinDepth = 500 (UKNOWN)
  163. [0088.36] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN)
  164. [0088.36] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.)
  165. [0088.36] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.)
  166. [0088.36] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.)
  167. [0088.36] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.)
  168. [0088.36] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.)
  169. [0088.36] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.)
  170. [0088.36] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.)
  171. [0088.36] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.)
  172. [0088.36] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.)
  173. [0088.36] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.)
  174. [0088.36] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.)
  175. [0088.36] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.)
  176. [0088.36] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.)
  177. [0088.36] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.)
  178. [0088.36] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.)
  179. [0088.36] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.)
  180. [0088.36] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.)
  181. [0088.36] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.)
  182. [0088.36] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.)
  183. [0088.36] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.)
  184. [0088.36] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.)
  185. [0088.36] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found.
  186. [0088.36] Log: Current unknown system settings:
  187. [0088.36] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.)
  188. [0088.36] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.)
  189. [0088.36] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.)
  190. [0088.36] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.)
  191. [0088.36] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.)
  192. [0088.36] Log: FogVolumes = TRUE (Whether to allow fog volumes.)
  193. [0088.36] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.)
  194. [0088.36] Log: ShadowFilterQualityBias = 1 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.)
  195. [0088.36] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.)
  196. [0088.36] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.)
  197. [0088.36] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.)
  198. [0088.36] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.)
  199. [0088.36] Log: PreShadowResolutionFactor = 0.5 (UKNOWN)
  200. [0088.36] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.)
  201. [0088.36] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.)
  202. [0088.36] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.)
  203. [0088.36] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.)
  204. [0088.36] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.)
  205. [0088.36] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.)
  206. [0088.36] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.)
  207. [0088.36] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.)
  208. [0088.36] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
  209. [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.)
  210. [0088.36] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
  211. [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.)
  212. [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.)
  213. [0088.36] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.)
  214. [0088.36] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.)
  215. [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.)
  216. [0088.36] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.)
  217. [0088.36] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1])
  218. [0088.36] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1])
  219. [0088.36] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.)
  220. [0088.36] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.)
  221. [0088.36] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.)
  222. [0088.36] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.)
  223. [0088.36] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
  224. [0088.36] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
  225. [0088.36] Log: StatFontScaleFactor = 1 (The default stat font scale to use)
  226. [0088.36] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.)
  227. [0088.36] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.)
  228. [0088.36] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.)
  229. [0088.36] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).)
  230. [0088.36] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).)
  231. [0088.36] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.)
  232. [0088.36] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.)
  233. [0088.36] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).)
  234. [0088.36] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).)
  235. [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).)
  236. [0088.36] Log: MobileLightShaftScale = 1 (UNKNOWN.)
  237. [0088.36] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.)
  238. [0088.36] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.)
  239. [0088.36] Log: MobileMaxShadowRange = 500 (UNKNOWN.)
  240. [0088.36] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).)
  241. [0088.36] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group)
  242. [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)
  243. [0088.36] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.)
  244. [0088.36] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.)
  245. [0088.36] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).)
  246. [0088.36] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.)
  247. [0088.36] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.)
  248. [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).)
  249. [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.)
  250. [0088.36] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.)
  251. [0088.36] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.)
  252. [0088.36] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).)
  253. [0088.36] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).)
  254. [0088.36] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.)
  255. [0088.36] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.)
  256. [0088.36] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.)
  257. [0088.36] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.)
  258. [0088.36] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.)
  259. [0088.36] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.)
  260. [0088.36] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.)
  261. [0088.36] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.)
  262. [0088.36] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.)
  263. [0088.36] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.)
  264. [0088.36] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.)
  265. [0088.36] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found.
  266. [0088.36] Warning: Warning, The System Setting PerObjectShadowTransition could not be found.
  267. [0088.36] Warning: Warning, The System Setting PerSceneShadowTransition could not be found.
  268. [0088.36] Warning: Warning, The System Setting CSMMinimumFOV could not be found.
  269. [0088.36] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found.
  270. [0088.40] Log: Listing all sound classes.
  271. [0088.43] Log: Class 'Item' has 22 resident sounds taking 2473.21 kb, and 1 real time sounds taking 8.89 kb
  272. [0088.43] Log: Class 'Vehicle' has 71 resident sounds taking 16002.46 kb, and 5 real time sounds taking 329.80 kb
  273. [0088.43] Log: Class 'Weapon' has 239 resident sounds taking 65802.15 kb, and 5 real time sounds taking 383.05 kb
  274. [0088.43] Log: Class 'SFX' has 30 resident sounds taking 4675.98 kb, and 11 real time sounds taking 479.87 kb
  275. [0088.43] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb
  276. [0088.43] Log: Class 'UI' has 22 resident sounds taking 1276.65 kb
  277. [0088.43] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb
  278. [0088.43] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb
  279. [0088.43] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb
  280. [0088.43] Log: Class 'WeaponBulletEffects' has 24 resident sounds taking 731.49 kb, and 1 real time sounds taking 150.46 kb
  281. [0088.43] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb
  282. [0088.43] Log: Class 'Ambient' has 2 resident sounds taking 652.92 kb
  283. [0088.43] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb
  284. [0088.43] Log: Class 'None' has 1 resident sounds taking 187.50 kb
  285. [0088.43] Log: Class 'UnGrouped' has 131 resident sounds taking 47298.02 kb, and 76 real time sounds taking 1306.09 kb
  286. [0088.43] Log: 916 total sounds in 15 classes
  287. [0092.56] ScriptLog: MusicComp.CurrentVolume? 0.0000
  288. [0092.56] ScriptLog: <Rx_HUD log> SystemSettingsHandler.bAutostartMusic? True
  289. [0093.24] Log: ########### Finished loading level: 11.680842 seconds
  290. [0093.27] Log: Flushing async loaders.
  291. [0098.42] Log: Flushed async loaders.
  292. [0098.42] Init: Game engine initialized
  293. [0098.42] Log: Initializing Engine Completed
  294. [0098.48] Log: >>>>>>>>>>>>>> Initial startup: 98.48s <<<<<<<<<<<<<<<
  295. [0098.56] ScriptLog: SWITCHEROO THE HUD Rx_Game
  296. [0098.56] ScriptLog: ======================= Rx_HUD =========================
  297. [0098.56] ScriptLog: Script call stack:
  298. Function Renx_Game.Rx_HUD:Destroyed
  299. Function Renx_Game.Rx_HUD:RemoveMovies
  300.  
  301. [0098.56] ScriptLog: DamageSystemMovie.bMovieIsOpen? True
  302. [0098.56] ScriptLog: HudMovie.bMovieIsOpen? True
  303. [0098.56] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_1 | SoundCue? CNC_OnTheProwl
  304. [0098.60] Log: Current scalability system settings:
  305. [0098.60] Log: StaticDecals = TRUE (Whether to allow static decals.)
  306. [0098.60] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.)
  307. [0098.60] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.)
  308. [0098.60] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.)
  309. [0098.60] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.)
  310. [0098.60] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.)
  311. [0098.60] Log: MotionBlur = FALSE (Whether to allow motion blur.)
  312. [0098.60] Log: DepthOfField = TRUE (Whether to allow depth of field.)
  313. [0098.60] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.)
  314. [0098.60] Log: Bloom = TRUE (Whether to allow bloom.)
  315. [0098.60] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.)
  316. [0098.60] Log: Distortion = TRUE (Whether to allow distortion.)
  317. [0098.60] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.)
  318. [0098.60] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.)
  319. [0098.60] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.)
  320. [0098.60] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.)
  321. [0098.60] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.)
  322. [0098.60] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.)
  323. [0098.60] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.)
  324. [0098.60] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.)
  325. [0098.60] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.)
  326. [0098.60] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.)
  327. [0098.60] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).)
  328. [0098.60] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.)
  329. [0098.60] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.)
  330. [0098.60] Log: bAllowD3D9MSAA = TRUE (UKNOWN)
  331. [0098.60] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.)
  332. [0098.60] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.)
  333. [0098.60] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.)
  334. [0098.60] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.)
  335. [0098.60] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.)
  336. [0098.60] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.)
  337. [0098.60] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.)
  338. [0098.60] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.)
  339. [0098.60] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.)
  340. [0098.60] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.)
  341. [0098.60] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.)
  342. [0098.61] Log: Current preference system settings:
  343. [0098.61] Log: UseVsync = FALSE (Whether to use VSync or not.)
  344. [0098.61] Log: Fullscreen = TRUE (Fullscreen.)
  345. [0098.61] Log: ResX = 1280 (Screen X resolution.)
  346. [0098.61] Log: ResY = 1024 (Screen Y resolution.)
  347. [0098.61] Log: Current debug system settings:
  348. [0098.61] Log: DynamicLights = TRUE (Whether to allow dynamic lights.)
  349. [0098.61] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.)
  350. [0098.61] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.)
  351. [0098.61] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.)
  352. [0098.61] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.)
  353. [0098.61] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.)
  354. [0098.61] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.)
  355. [0098.61] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.)
  356. [0098.61] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.)
  357. [0098.61] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.)
  358. [0098.61] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.)
  359. [0098.61] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.)
  360. [0098.61] Log: ParticleLODBias = 1 (LOD bias for particle systems.)
  361. [0098.61] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.)
  362. [0098.61] Log: bAllowTemporalAA = FALSE (UKNOWN)
  363. [0098.61] Log: TemporalAA_MinDepth = 500 (UKNOWN)
  364. [0098.61] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN)
  365. [0098.61] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.)
  366. [0098.61] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.)
  367. [0098.61] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.)
  368. [0098.61] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.)
  369. [0098.61] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.)
  370. [0098.61] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.)
  371. [0098.61] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.)
  372. [0098.61] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.)
  373. [0098.61] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.)
  374. [0098.61] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.)
  375. [0098.61] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.)
  376. [0098.61] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.)
  377. [0098.61] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.)
  378. [0098.61] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.)
  379. [0098.61] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.)
  380. [0098.61] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.)
  381. [0098.61] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.)
  382. [0098.61] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.)
  383. [0098.61] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.)
  384. [0098.61] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.)
  385. [0098.61] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.)
  386. [0098.61] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found.
  387. [0098.61] Log: Current unknown system settings:
  388. [0098.61] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.)
  389. [0098.61] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.)
  390. [0098.61] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.)
  391. [0098.61] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.)
  392. [0098.61] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.)
  393. [0098.61] Log: FogVolumes = TRUE (Whether to allow fog volumes.)
  394. [0098.61] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.)
  395. [0098.61] Log: ShadowFilterQualityBias = 1 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.)
  396. [0098.61] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.)
  397. [0098.61] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.)
  398. [0098.61] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.)
  399. [0098.61] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.)
  400. [0098.61] Log: PreShadowResolutionFactor = 0.5 (UKNOWN)
  401. [0098.61] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.)
  402. [0098.61] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.)
  403. [0098.61] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.)
  404. [0098.61] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.)
  405. [0098.61] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.)
  406. [0098.61] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.)
  407. [0098.61] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.)
  408. [0098.61] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.)
  409. [0098.61] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
  410. [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.)
  411. [0098.61] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
  412. [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.)
  413. [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.)
  414. [0098.61] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.)
  415. [0098.61] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.)
  416. [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.)
  417. [0098.61] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.)
  418. [0098.61] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1])
  419. [0098.61] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1])
  420. [0098.61] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.)
  421. [0098.61] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.)
  422. [0098.61] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.)
  423. [0098.61] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.)
  424. [0098.61] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
  425. [0098.61] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
  426. [0098.61] Log: StatFontScaleFactor = 1 (The default stat font scale to use)
  427. [0098.61] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.)
  428. [0098.61] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.)
  429. [0098.61] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.)
  430. [0098.61] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).)
  431. [0098.61] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).)
  432. [0098.61] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.)
  433. [0098.61] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.)
  434. [0098.61] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).)
  435. [0098.61] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).)
  436. [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).)
  437. [0098.61] Log: MobileLightShaftScale = 1 (UNKNOWN.)
  438. [0098.61] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.)
  439. [0098.61] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.)
  440. [0098.61] Log: MobileMaxShadowRange = 500 (UNKNOWN.)
  441. [0098.61] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).)
  442. [0098.61] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group)
  443. [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)
  444. [0098.61] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.)
  445. [0098.61] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.)
  446. [0098.61] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).)
  447. [0098.61] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.)
  448. [0098.61] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.)
  449. [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).)
  450. [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.)
  451. [0098.61] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.)
  452. [0098.61] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.)
  453. [0098.61] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).)
  454. [0098.61] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).)
  455. [0098.61] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.)
  456. [0098.61] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.)
  457. [0098.61] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.)
  458. [0098.61] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.)
  459. [0098.61] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.)
  460. [0098.61] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.)
  461. [0098.61] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.)
  462. [0098.61] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.)
  463. [0098.61] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.)
  464. [0098.61] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.)
  465. [0098.61] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.)
  466. [0098.61] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found.
  467. [0098.61] Warning: Warning, The System Setting PerObjectShadowTransition could not be found.
  468. [0098.61] Warning: Warning, The System Setting PerSceneShadowTransition could not be found.
  469. [0098.61] Warning: Warning, The System Setting CSMMinimumFOV could not be found.
  470. [0098.61] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found.
  471. [0098.63] Log: Listing all sound classes.
  472. [0098.63] Log: Class 'Item' has 22 resident sounds taking 2473.21 kb, and 1 real time sounds taking 8.89 kb
  473. [0098.63] Log: Class 'Vehicle' has 71 resident sounds taking 16002.46 kb, and 5 real time sounds taking 329.80 kb
  474. [0098.63] Log: Class 'Weapon' has 239 resident sounds taking 65802.15 kb, and 5 real time sounds taking 383.05 kb
  475. [0098.63] Log: Class 'SFX' has 30 resident sounds taking 4675.98 kb, and 11 real time sounds taking 479.87 kb
  476. [0098.63] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb
  477. [0098.63] Log: Class 'UI' has 22 resident sounds taking 1276.65 kb
  478. [0098.63] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb
  479. [0098.63] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb
  480. [0098.63] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb
  481. [0098.63] Log: Class 'WeaponBulletEffects' has 24 resident sounds taking 731.49 kb, and 1 real time sounds taking 150.46 kb
  482. [0098.63] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb
  483. [0098.63] Log: Class 'Ambient' has 2 resident sounds taking 652.92 kb
  484. [0098.63] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb
  485. [0098.63] Log: Class 'None' has 1 resident sounds taking 187.50 kb
  486. [0098.63] Log: Class 'UnGrouped' has 131 resident sounds taking 47298.02 kb, and 76 real time sounds taking 1306.09 kb
  487. [0098.63] Log: 916 total sounds in 15 classes
  488. [0098.64] Log: Bool AmbientOcclusion set to 1
  489. [0098.86] Log: BloomThreshold = 0
  490. [0098.88] ScriptLog: MusicComp.CurrentVolume? 0.0000
  491. [0099.49] ScriptLog: ----YOSH---- Called Add Initial Bots
  492. [0101.27] Log: LoadMap: 195.154.167.80/CNC-Volcano?Name="MrSeriousOak"?Team=1?game=Renx_Game.Rx_Game
  493. [0101.38] Log: --- LOADING MOVIE START ---
  494. [0101.88] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate()
  495. OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0
  496. Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE
  497. [0101.89] Rx: GAME Spawn; bot GDI,b257,John Melton
  498. [0101.89] Rx: PLAYER Exit; Nod,256,MrSeriousOak
  499. [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.
  500. [0117.61] Log: Missing cached shader map for material Concrete_WTF, quality 0, compiling.
  501. [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.
  502. [0124.24] Log: Primary PhysX scene will be in software.
  503. [0124.25] Log: Creating Primary PhysX Scene.
  504. [0124.48] Log: Bringing World CNC-Volcano.TheWorld up for play (476) at 2016.04.09-17.05.55
  505. [0124.53] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
  506. [0124.53] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
  507. [0124.53] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
  508. [0124.53] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
  509. [0124.53] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
  510. [0124.53] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
  511. [0124.53] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
  512. [0124.53] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
  513. [0124.83] Log: Bringing up level for play took: 1.406281
  514. [0124.83] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
  515. [0124.83] Warning: Warning, Failed to find object 'Class None.'
  516. [0124.83] Log: PlayerController class for the pending level is PlayerController
  517. [0124.83] Log: ########### Finished loading level: 23.563128 seconds
  518. [0133.33] Log: Save=8437.534896
  519. [0133.33] Log: Compressing '..\..\UDKGame\CookedPC\LocalShaderCache-PC-D3D-SM3_save.tmp' to '..\..\UDKGame\CookedPC\LocalShaderCache-PC-D3D-SM3.upk'
  520. [0146.54] ScriptWarning: Accessed None 'Pawn'
  521. Rx_Controller CNC-Volcano.TheWorld:PersistentLevel.Rx_Controller_1
  522. Function Renx_Game.Rx_Controller:SetOurCameraMode:0018
  523. [0146.60] Log: Current scalability system settings:
  524. [0146.60] Log: StaticDecals = TRUE (Whether to allow static decals.)
  525. [0146.60] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.)
  526. [0146.60] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.)
  527. [0146.60] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.)
  528. [0146.60] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.)
  529. [0146.60] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.)
  530. [0146.60] Log: MotionBlur = FALSE (Whether to allow motion blur.)
  531. [0146.60] Log: DepthOfField = TRUE (Whether to allow depth of field.)
  532. [0146.60] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.)
  533. [0146.60] Log: Bloom = TRUE (Whether to allow bloom.)
  534. [0146.60] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.)
  535. [0146.60] Log: Distortion = TRUE (Whether to allow distortion.)
  536. [0146.60] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.)
  537. [0146.60] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.)
  538. [0146.60] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.)
  539. [0146.60] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.)
  540. [0146.60] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.)
  541. [0146.60] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.)
  542. [0146.60] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.)
  543. [0146.60] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.)
  544. [0146.60] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.)
  545. [0146.60] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.)
  546. [0146.60] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).)
  547. [0146.60] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.)
  548. [0146.60] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.)
  549. [0146.60] Log: bAllowD3D9MSAA = TRUE (UKNOWN)
  550. [0146.60] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.)
  551. [0146.60] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.)
  552. [0146.60] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.)
  553. [0146.60] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.)
  554. [0146.60] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.)
  555. [0146.60] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.)
  556. [0146.60] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.)
  557. [0146.60] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.)
  558. [0146.60] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.)
  559. [0146.60] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.)
  560. [0146.60] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.)
  561. [0146.60] Log: Current preference system settings:
  562. [0146.60] Log: UseVsync = FALSE (Whether to use VSync or not.)
  563. [0146.60] Log: Fullscreen = TRUE (Fullscreen.)
  564. [0146.60] Log: ResX = 1280 (Screen X resolution.)
  565. [0146.60] Log: ResY = 1024 (Screen Y resolution.)
  566. [0146.60] Log: Current debug system settings:
  567. [0146.60] Log: DynamicLights = TRUE (Whether to allow dynamic lights.)
  568. [0146.61] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.)
  569. [0146.61] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.)
  570. [0146.61] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.)
  571. [0146.61] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.)
  572. [0146.61] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.)
  573. [0146.61] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.)
  574. [0146.61] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.)
  575. [0146.61] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.)
  576. [0146.61] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.)
  577. [0146.61] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.)
  578. [0146.61] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.)
  579. [0146.61] Log: ParticleLODBias = 1 (LOD bias for particle systems.)
  580. [0146.61] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.)
  581. [0146.61] Log: bAllowTemporalAA = FALSE (UKNOWN)
  582. [0146.61] Log: TemporalAA_MinDepth = 500 (UKNOWN)
  583. [0146.61] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN)
  584. [0146.61] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.)
  585. [0146.61] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.)
  586. [0146.61] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.)
  587. [0146.61] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.)
  588. [0146.61] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.)
  589. [0146.61] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.)
  590. [0146.61] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.)
  591. [0146.61] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.)
  592. [0146.61] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.)
  593. [0146.61] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.)
  594. [0146.61] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.)
  595. [0146.61] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.)
  596. [0146.61] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.)
  597. [0146.61] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.)
  598. [0146.61] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.)
  599. [0146.61] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.)
  600. [0146.61] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.)
  601. [0146.61] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.)
  602. [0146.61] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.)
  603. [0146.61] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.)
  604. [0146.61] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.)
  605. [0146.61] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found.
  606. [0146.61] Log: Current unknown system settings:
  607. [0146.61] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.)
  608. [0146.61] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.)
  609. [0146.61] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.)
  610. [0146.61] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.)
  611. [0146.61] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.)
  612. [0146.61] Log: FogVolumes = TRUE (Whether to allow fog volumes.)
  613. [0146.61] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.)
  614. [0146.61] Log: ShadowFilterQualityBias = 1 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.)
  615. [0146.61] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.)
  616. [0146.61] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.)
  617. [0146.61] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.)
  618. [0146.61] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.)
  619. [0146.61] Log: PreShadowResolutionFactor = 0.5 (UKNOWN)
  620. [0146.61] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.)
  621. [0146.61] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.)
  622. [0146.61] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.)
  623. [0146.61] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.)
  624. [0146.61] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.)
  625. [0146.61] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.)
  626. [0146.61] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.)
  627. [0146.61] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.)
  628. [0146.61] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
  629. [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.)
  630. [0146.61] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
  631. [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.)
  632. [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.)
  633. [0146.61] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.)
  634. [0146.61] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.)
  635. [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.)
  636. [0146.61] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.)
  637. [0146.61] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1])
  638. [0146.61] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1])
  639. [0146.61] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.)
  640. [0146.61] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.)
  641. [0146.61] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.)
  642. [0146.61] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.)
  643. [0146.61] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
  644. [0146.61] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
  645. [0146.61] Log: StatFontScaleFactor = 1 (The default stat font scale to use)
  646. [0146.61] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.)
  647. [0146.61] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.)
  648. [0146.61] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.)
  649. [0146.61] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).)
  650. [0146.61] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).)
  651. [0146.61] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.)
  652. [0146.61] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.)
  653. [0146.61] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).)
  654. [0146.61] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).)
  655. [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).)
  656. [0146.61] Log: MobileLightShaftScale = 1 (UNKNOWN.)
  657. [0146.61] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.)
  658. [0146.61] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.)
  659. [0146.61] Log: MobileMaxShadowRange = 500 (UNKNOWN.)
  660. [0146.61] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).)
  661. [0146.61] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group)
  662. [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)
  663. [0146.61] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.)
  664. [0146.61] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.)
  665. [0146.61] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).)
  666. [0146.61] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.)
  667. [0146.61] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.)
  668. [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).)
  669. [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.)
  670. [0146.61] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.)
  671. [0146.61] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.)
  672. [0146.61] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).)
  673. [0146.61] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).)
  674. [0146.61] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.)
  675. [0146.61] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.)
  676. [0146.61] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.)
  677. [0146.61] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.)
  678. [0146.61] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.)
  679. [0146.61] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.)
  680. [0146.61] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.)
  681. [0146.61] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.)
  682. [0146.61] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.)
  683. [0146.61] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.)
  684. [0146.61] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.)
  685. [0146.61] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found.
  686. [0146.61] Warning: Warning, The System Setting PerObjectShadowTransition could not be found.
  687. [0146.61] Warning: Warning, The System Setting PerSceneShadowTransition could not be found.
  688. [0146.61] Warning: Warning, The System Setting CSMMinimumFOV could not be found.
  689. [0146.61] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found.
  690. [0146.63] Log: Listing all sound classes.
  691. [0146.63] Log: Class 'Item' has 22 resident sounds taking 2473.21 kb, and 1 real time sounds taking 8.89 kb
  692. [0146.63] Log: Class 'Vehicle' has 71 resident sounds taking 16002.46 kb, and 5 real time sounds taking 329.80 kb
  693. [0146.63] Log: Class 'Weapon' has 239 resident sounds taking 65802.15 kb, and 5 real time sounds taking 383.05 kb
  694. [0146.63] Log: Class 'SFX' has 30 resident sounds taking 4675.98 kb, and 11 real time sounds taking 479.87 kb
  695. [0146.63] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb
  696. [0146.63] Log: Class 'UI' has 22 resident sounds taking 1276.65 kb
  697. [0146.63] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb
  698. [0146.63] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 23 real time sounds taking 47214.76 kb
  699. [0146.63] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb
  700. [0146.63] Log: Class 'WeaponBulletEffects' has 24 resident sounds taking 731.49 kb, and 1 real time sounds taking 150.46 kb
  701. [0146.63] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb
  702. [0146.63] Log: Class 'Ambient' has 31 resident sounds taking 14495.64 kb, and 22 real time sounds taking 3490.74 kb
  703. [0146.63] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb
  704. [0146.63] Log: Class 'None' has 1 resident sounds taking 187.50 kb
  705. [0146.63] Log: Class 'UnGrouped' has 144 resident sounds taking 48887.94 kb, and 84 real time sounds taking 2501.43 kb
  706. [0146.63] Log: 987 total sounds in 15 classes
  707. [0146.95] ScriptLog: MusicComp.CurrentVolume? 0.0000
  708. [0146.95] ScriptLog: <Rx_HUD log> SystemSettingsHandler.bAutostartMusic? True
  709. [0146.99] ScriptWarning: Accessed None 'PlayerReplicationInfo'
  710. Rx_GFxHud Transient.Rx_GFxHud_1
  711. Function Renx_Game.Rx_GFxHud:HideLoadingBar:002A
  712. [0147.19] ScriptWarning: Accessed None 'PlayerReplicationInfo'
  713. Rx_GFxHud Transient.Rx_GFxHud_1
  714. Function Renx_Game.Rx_GFxHud:DisableHUDItems:0193
  715. [0147.19] Error: StopLocalVoiceProcessing: Ignoring stop request for non-owning user
  716. [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.
  717. [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.
  718. [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
  719. [0148.19] ScriptWarning: Accessed None 'Instigator'
  720. Rx_InventoryManager_Nod_Soldier CNC-Volcano.TheWorld:PersistentLevel.Rx_InventoryManager_Nod_Soldier_0
  721. Function Renx_Game.Rx_InventoryManager:SetCurrentWeapon:002A
  722. [0148.54] ScriptLog: Sending server auth retry request
  723. [0152.41] Log: --- LOADING MOVIE TIME: 51.0 sec ---
  724. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionMultiplier
  725. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionContrast
  726. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalParticleValue
  727. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalSecondaryParticleValue
  728. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalParticleValue
  729. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue
  730. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalParticleValue
  731. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalSecondaryParticleValue
  732. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalParticleValue
  733. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalSecondaryParticleValue
  734. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalParticleValue
  735. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalSecondaryParticleValue
  736. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalParticleValue
  737. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalSecondaryParticleValue
  738. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalParticleValue
  739. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalSecondaryParticleValue
  740. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalParticleValue
  741. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalSecondaryParticleValue
  742. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalParticleValue
  743. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue
  744. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalParticleValue
  745. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalSecondaryParticleValue
  746. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalParticleValue
  747. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
  748. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue
  749. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
  750. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalParticleValue
  751. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
  752. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalParticleValue
  753. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
  754. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalParticleValue
  755. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
  756. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalParticleValue
  757. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
  758. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalParticleValue
  759. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
  760. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue
  761. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
  762. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalParticleValue
  763. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalSecondaryParticleValue
  764. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue
  765. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
  766. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue
  767. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
  768. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalParticleValue
  769. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalSecondaryParticleValue
  770. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalParticleValue
  771. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalSecondaryParticleValue
  772. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalParticleValue
  773. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalSecondaryParticleValue
  774. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalParticleValue
  775. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalSecondaryParticleValue
  776. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalParticleValue
  777. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalSecondaryParticleValue
  778. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: AddTranslucent_Bias
  779. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Effect_Multiplier
  780. [0152.41] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Visibility_Multiplier
  781. [0152.68] ScriptWarning: Accessed None 'Game'
  782. Rx_Weapon_DeployedTimedC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedTimedC4_0
  783. Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:0176
  784. [0156.54] ScriptLog: Sending server auth retry request
  785. [0166.55] ScriptLog: Sending server auth retry request
  786. [0167.22] ScriptWarning: Accessed None 'Game'
  787. Rx_Weapon_DeployedTimedC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedTimedC4_1
  788. Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
  789. [0167.35] ScriptWarning: Accessed None 'Game'
  790. Rx_Weapon_DeployedTimedC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedTimedC4_1
  791. Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
  792. [0176.56] ScriptLog: Server authentication failed after 3 tries
  793. [0185.80] ScriptWarning: Accessed None 'Canvas'
  794. Rx_HUD CNC-Volcano.TheWorld:PersistentLevel.Rx_HUD_1
  795. Function Renx_Game.Rx_HUD:SetShowScores:00AF
  796. [0185.80] ScriptWarning: Accessed None 'Canvas'
  797. Rx_HUD CNC-Volcano.TheWorld:PersistentLevel.Rx_HUD_1
  798. Function Renx_Game.Rx_HUD:SetShowScores:00CF
  799. [0213.46] ScriptLog: <PT Log> ------------------ [ Setting up ] ------------------
  800. [0213.55] ScriptLog: <PT Log> rxPC.bJustBaughtEngineer= False
  801. [0213.55] ScriptLog: <PT Log> rxPC.bJustBaughtHavocSakura= False
  802. [0213.55] ScriptLog: <PT Log> OwnedFamilyInfo= Rx_FamilyInfo_Nod_Soldier
  803. [0213.55] ScriptLog:
  804. [0213.55] ScriptLog: <PT Log> OwnedSidearm= Rx_Weapon_Pistol
  805. [0213.55] ScriptLog: <PT Log> OwnedExplosive= Rx_Weapon_TimedC4
  806. [0213.55] ScriptLog: <PT Log> OwnedItem= None
  807. [0213.55] ScriptLog:
  808. [0213.55] ScriptLog: <PT Log> rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol
  809. [0213.55] ScriptLog: <PT Log> rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4
  810. [0213.59] ScriptLog: <PT Log> ======================
  811. [0213.59] ScriptLog: <PT Log> Norm explosiveData[0]= Timed C4
  812. [0213.59] ScriptLog: <PT Log> Norm explosiveData[1]= Grenades
  813. [0213.59] ScriptLog: <PT Log> Norm explosiveData[2]= Smoke Grenade
  814. [0213.59] ScriptLog: <PT Log> Norm explosiveData[3]= EMP Grenade
  815. [0213.59] ScriptLog: <PT Log> Norm explosiveData[4]= Anti-Tank Mine
  816. [0213.79] ScriptLog: <PT Log> ------------------ [ FilterButtonInput ] ------------------
  817. [0213.79] ScriptLog: <PT Log> Button Pressed? five
  818. [0213.79] ScriptLog: <PT Log> Button Selected Index? 4
  819. [0213.79] ScriptLog: <PT Log> ------------------ SelectPurchase() ------------------
  820. [0213.79] ScriptLog: <PT Log> Purchase Information ::
  821. [0213.79] ScriptLog: <PT Log> Character: Rx_FamilyInfo_Nod_Engineer
  822. [0213.79] ScriptLog: <PT Log> Price: 0
  823. [0213.79] ScriptLog: <PT Log> PlayerCredits: 334.0000
  824. [0213.79] ScriptLog: XXX: Rx_InventoryManager_Nod_Engineer
  825. [0213.79] ScriptLog: XXX2: Rx_Weapon_Pistol
  826. [0213.79] ScriptLog: <PT Log> ------------------ [ SetLoadout() Called ] ------------------
  827. [0213.79] ScriptLog: <PT Log> GFx EquipmentSidearmData[0]? Silenced Pistol
  828. [0213.79] ScriptLog: <PT Log> rxPC.CurrentSidearmWeapon? Rx_Weapon_Pistol
  829. [0213.79] ScriptLog: <PT Log> OwnedSidearm? Rx_Weapon_Pistol
  830. [0213.79] ScriptLog: <PT Log> selected sidearm data? None
  831. [0213.79] ScriptLog: <PT Log> Sidearm Loadout is the same as current loadout. loadout not performed!!!
  832. [0213.79] ScriptLog: <PT Log> GFx EquipExplosivesList[0]? Timed C4
  833. [0213.79] ScriptLog: <PT Log> GetRxFamilyInfo()? Rx_FamilyInfo_Nod_Soldier
  834. [0213.79] ScriptLog: <PT Log> Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_Nod_Soldier
  835. [0213.79] ScriptLog: <PT Log> rxPC.Pawn? Rx_Pawn_0
  836. [0213.79] ScriptLog: <PT Log> bJustBaughtEngineer? False
  837. [0213.79] ScriptLog: <PT Log> bJustBaughtHavocSakura? False
  838. [0213.79] ScriptLog: <PT Log> rxPC.CurrentExplosiveWeapon? Rx_Weapon_TimedC4
  839. [0213.79] ScriptLog: <PT Log> OwnedExplosive? Rx_Weapon_TimedC4
  840. [0213.79] ScriptLog: <PT Log> selected explosive data? None
  841. [0213.79] ScriptLog: <PT Log> explosive Loadout is the same as current loadout. loadout not performed!!!
  842. [0213.79] ScriptLog: <PT Log> ------------------ [ Close PT menu ] ------------------
  843. [0213.79] ScriptLog: <PT Log> Loadout Results::
  844. [0213.79] ScriptLog: <PT Log>
  845. [0213.79] ScriptLog: <PT Log> rxPC.bJustBaughtEngineer= False
  846. [0213.79] ScriptLog: <PT Log> rxPC.bJustBaughtHavocSakura= False
  847. [0213.79] ScriptLog: <PT Log> OwnedFamilyInfo= Rx_FamilyInfo_Nod_Soldier
  848. [0213.79] ScriptLog: <PT Log>
  849. [0213.79] ScriptLog: <PT Log> OwnedSidearm= Rx_Weapon_Pistol
  850. [0213.79] ScriptLog: <PT Log> OwnedExplosive= Rx_Weapon_TimedC4
  851. [0213.79] ScriptLog: <PT Log> OwnedItem= None
  852. [0213.79] ScriptLog: <PT Log>
  853. [0213.79] ScriptLog: <PT Log> rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4
  854. [0213.79] ScriptLog: <PT Log> rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol
  855. [0218.22] ScriptWarning: Accessed None 'InstigatorController'
  856. Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_0
  857. Function Renx_Game.Rx_Weapon_DeployedProxyC4:PostBeginPlay:001E
  858. [0218.44] ScriptWarning: Accessed None 'Game'
  859. Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_0
  860. Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
  861. [0218.55] ScriptWarning: Accessed None 'Game'
  862. Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_0
  863. Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
  864. [0219.88] ScriptWarning: Accessed None 'InstigatorController'
  865. Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_1
  866. Function Renx_Game.Rx_Weapon_DeployedProxyC4:PostBeginPlay:001E
  867. [0220.13] ScriptWarning: Accessed None 'Game'
  868. Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_1
  869. Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
  870. [0225.35] ScriptWarning: Accessed None 'Canvas'
  871. Rx_HUD CNC-Volcano.TheWorld:PersistentLevel.Rx_HUD_1
  872. Function Renx_Game.Rx_HUD:SetShowScores:00AF
  873. [0225.35] ScriptWarning: Accessed None 'Canvas'
  874. Rx_HUD CNC-Volcano.TheWorld:PersistentLevel.Rx_HUD_1
  875. Function Renx_Game.Rx_HUD:SetShowScores:00CF
  876. [0227.81] ScriptWarning: Accessed None 'InstigatorController'
  877. Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_2
  878. Function Renx_Game.Rx_Weapon_DeployedProxyC4:PostBeginPlay:001E
  879. [0228.05] ScriptWarning: Accessed None 'Game'
  880. Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_2
  881. Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
  882. [0234.09] ScriptWarning: Accessed None 'InstigatorController'
  883. Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_3
  884. Function Renx_Game.Rx_Weapon_DeployedProxyC4:PostBeginPlay:001E
  885. [0234.31] ScriptWarning: Accessed None 'Game'
  886. Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_3
  887. Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
  888. [0235.71] ScriptWarning: Accessed None 'InstigatorController'
  889. Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_4
  890. Function Renx_Game.Rx_Weapon_DeployedProxyC4:PostBeginPlay:001E
  891. [0235.94] ScriptWarning: Accessed None 'Game'
  892. Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_4
  893. Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
  894. [0245.95] ScriptWarning: Accessed None 'InstigatorController'
  895. Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_5
  896. Function Renx_Game.Rx_Weapon_DeployedProxyC4:PostBeginPlay:001E
  897. [0246.18] ScriptWarning: Accessed None 'Game'
  898. Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_5
  899. Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
  900. [0247.51] ScriptWarning: Accessed None 'InstigatorController'
  901. Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_6
  902. Function Renx_Game.Rx_Weapon_DeployedProxyC4:PostBeginPlay:001E
  903. [0247.79] ScriptWarning: Accessed None 'Game'
  904. Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_6
  905. Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
  906. [0266.52] Log: Bool AmbientOcclusion set to 1
  907. [0284.38] ScriptWarning: Accessed None 'Game'
  908. Rx_Weapon_DeployedTimedC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedTimedC4_2
  909. Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
  910. [0284.54] ScriptWarning: Accessed None 'Game'
  911. Rx_Weapon_DeployedTimedC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedTimedC4_2
  912. Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
  913. [0286.05] ScriptWarning: Accessed None 'Game'
  914. Rx_Weapon_DeployedTimedC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedTimedC4_3
  915. Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
  916. [0286.18] ScriptWarning: Accessed None 'Game'
  917. Rx_Weapon_DeployedTimedC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedTimedC4_3
  918. Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
  919. [0287.46] ScriptWarning: Accessed None 'Game'
  920. Rx_Weapon_DeployedRemoteC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedRemoteC4_0
  921. Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
  922. [0287.67] ScriptWarning: Accessed None 'Game'
  923. Rx_Weapon_DeployedRemoteC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedRemoteC4_0
  924. Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
  925. [0288.74] ScriptWarning: Accessed None 'Game'
  926. Rx_Weapon_DeployedRemoteC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedRemoteC4_1
  927. Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
  928. [0289.03] ScriptWarning: Accessed None 'Game'
  929. Rx_Weapon_DeployedRemoteC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedRemoteC4_1
  930. Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
  931. [0293.31] ScriptWarning: Accessed None 'InstigatorController'
  932. Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_7
  933. Function Renx_Game.Rx_Weapon_DeployedProxyC4:PostBeginPlay:001E
  934. [0293.53] ScriptWarning: Accessed None 'Game'
  935. Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_7
  936. Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
  937. [0293.66] ScriptWarning: Accessed None 'Game'
  938. Rx_Weapon_DeployedProxyC4 CNC-Volcano.TheWorld:PersistentLevel.Rx_Weapon_DeployedProxyC4_7
  939. Function Renx_Game.Rx_Weapon_DeployedC4:PerformDeploy:02D9
  940. [0314.90] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_65
  941. [0314.90] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_64
  942. [0314.90] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_62
  943. [0314.90] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found!
  944. [0315.16] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_63
  945. [0315.16] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_66
  946. [0325.30] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate()
  947. OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0
  948. Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE
  949. [0325.30] Log: All Windows Closed
  950. [0325.30] Log: appRequestExit(0)
  951. [0325.48] Exit: Preparing to exit.
  952. [0326.18] NetComeGo: Close TcpNetDriver_0 TcpipConnection_0 195.154.167.80:7777 04/09/16 17:09:16
  953. [0326.54] Exit: Game engine shut down
  954. [0326.64] Exit: Windows client shut down
  955. [0326.68] Exit: XAudio2 Device shut down.
  956. [0326.78] Exit: TcpNetDriver_0 shut down
  957. [0329.84] Exit: Object subsystem successfully closed.
  958. [0332.44] Log: Shutting down FaceFX...
  959. [0332.71] Log: FaceFX shutdown.
  960. [0332.89] Exit: Exiting.
  961. [0332.90] Log: Log file closed, 04/09/16 17:09:23
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