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RenX Launch Log 040816

Apr 8th, 2016
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  1. Log: Log file open, 04/08/16 19:42:38
  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:
  9. Init: Base directory: C:\Program Files\Renegade X\Binaries\Win32\
  10. [0000.33] Init: Computer: DM10-PC
  11. [0000.34] Init: User: DM10
  12. [0000.34] Init: CPU Page size=4096, Processors=4
  13. [0000.34] Init: High frequency timer resolution =3.222773 MHz
  14. [0000.34] Init: Memory total: Physical=3.2GB (3GB approx) Pagefile=3.4GB Virtual=3.0GB
  15. [0000.34] Log: Steam Client API initialized 0
  16. [0000.34] Log: Steam Game Server API initialized 0
  17. [0000.37] Init: WinSock: I am DM10-PC (192.168.1.239:0)
  18. [0000.37] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes.
  19. [0000.37] Init: Object subsystem initialized
  20. [0000.96] Log: Found D3D11 adapter 0: NVIDIA GeForce GTX 650
  21. [0000.96] Log: Adapter has 971MB of dedicated video memory, 0MB of dedicated system memory, and 1360MB of shared system memory
  22. [0001.01] Log: Shader platform (RHI): PC-D3D-SM3
  23. [0001.01] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt
  24. [0001.04] Log: PhysX GPU Support: DISABLED
  25. [0001.04] Init: Initializing FaceFX...
  26. [0001.04] Init: FaceFX 1.7.4 initialized.
  27. [0001.09] Init: XAudio2 using 'Speakers (USB Audio Device)' : 2 channels at 48 kHz using 16 bits per sample (channel mask 0x3)
  28. [0010.69] Init: Finished loading startup packages in 9.04 seconds
  29. [0010.70] Log: 75633 objects as part of root set at end of initial load.
  30. [0010.70] Log: 0 out of 0 bytes used by permanent object pool.
  31. [0010.70] Log: Initializing Engine...
  32. [0078.46] Log: Missing cached shader map for material Mat_GlowSphere, quality 0, compiling.
  33. [0078.46] Warning: Warning, Failed to compile Material RX_IonCannonStrike.Materials.Mat_GlowSphere for platform PC-D3D-SM3, Default Material will be used in game.
  34. [0080.09] Init: UEngine initialized
  35. [0080.67] Init: XAudio2Device initialized.
  36. [0082.02] Init: Client initialized
  37. [0085.25] Log: Steam Client API is unavailable
  38. [0086.47] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
  39. [0086.47] Warning: Warning, Failed to find object 'Class None.'
  40. [0086.47] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
  41. [0086.47] Warning: Warning, Failed to find object 'Class None.'
  42. [0086.47] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
  43. [0086.47] Warning: Warning, Failed to find object 'Class None.'
  44. [0086.47] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
  45. [0086.47] Warning: Warning, Failed to find object 'Class None.'
  46. [0086.73] Log: LoadMap: RenX-FrontEndMap?Name=TheOne?Team=255
  47. [0087.37] Log: Game class is 'Rx_Game'
  48. [0087.48] Log: Primary PhysX scene will be in software.
  49. [0087.48] Log: Creating Primary PhysX Scene.
  50. [0087.60] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2016.04.08-19.44.05
  51. [0087.76] ScriptLog: ----YOSH'S LOG------ GDI Bots given to RX_Game---- 0
  52. [0087.76] ScriptLog: ----YOSH'S LOG------ Credits given to RX_Game---- 30
  53. [0087.76] ScriptWarning: Accessed array 'Rx_MapListManager_0.AvailableGameProfiles' out of bounds (0/0)
  54. Rx_MapListManager RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_MapListManager_0
  55. Function Renx_Game.Rx_MapListManager:GetCurrentGameProfileIndex:00D3
  56. [0087.81] ScriptLog: INITIAL: -1 -1
  57. [0087.83] ScriptLog: Game profile Index was NONE
  58. [0087.87] ScriptLog: GDI:0.0000
  59. [0087.87] ScriptLog: Nod:0.0000
  60. [0089.94] ScriptWarning: Accessed array 'ProviderList' out of bounds (19/19)
  61. Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0
  62. Function Renx_Game.Rx_Game:SetupMapDataList:0074
  63. [0089.94] ScriptWarning: Accessed array 'ProviderList' out of bounds (19/19)
  64. Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0
  65. Function Renx_Game.Rx_Game:SetupMapDataList:00AF
  66. [0089.94] ScriptWarning: Accessed None 'ProviderList'
  67. Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0
  68. Function Renx_Game.Rx_Game:SetupMapDataList:00AF
  69. [0089.96] ScriptLog: NONE - ProviderList[i]?
  70. [0089.96] ScriptLog: ------YOSH---------- CNC-Xmountain ---------YOSH----------
  71. [0089.96] ScriptLog: ------YOSH---------- CNC-Whiteout ---------YOSH----------
  72. [0089.96] ScriptLog: ------YOSH---------- CNC-Walls_Flying ---------YOSH----------
  73. [0089.96] ScriptLog: ------YOSH---------- CNC-Volcano ---------YOSH----------
  74. [0089.96] ScriptLog: ------YOSH---------- CNC-Valley ---------YOSH----------
  75. [0089.96] ScriptLog: ------YOSH---------- CNC-UnderRedux ---------YOSH----------
  76. [0089.96] ScriptLog: ------YOSH---------- CNC-TrainingYard ---------YOSH----------
  77. [0089.96] ScriptLog: ------YOSH---------- CNC-TombRedux ---------YOSH----------
  78. [0089.96] ScriptLog: ------YOSH---------- CNC-Snow ---------YOSH----------
  79. [0089.96] ScriptLog: ------YOSH---------- CNC-Mesa_ii ---------YOSH----------
  80. [0089.96] ScriptLog: ------YOSH---------- CNC-LakeSide ---------YOSH----------
  81. [0089.96] ScriptLog: ------YOSH---------- CNC-Islands ---------YOSH----------
  82. [0089.96] ScriptLog: ------YOSH---------- CNC-GrassyKnoll ---------YOSH----------
  83. [0089.96] ScriptLog: ------YOSH---------- CNC-GoldRush ---------YOSH----------
  84. [0089.96] ScriptLog: ------YOSH---------- CNC-Field ---------YOSH----------
  85. [0089.96] ScriptLog: ------YOSH---------- CNC-Eyes ---------YOSH----------
  86. [0089.96] ScriptLog: ------YOSH---------- CNC-Crash_Site ---------YOSH----------
  87. [0089.96] ScriptLog: ------YOSH---------- CNC-Complex ---------YOSH----------
  88. [0089.96] ScriptLog: ------YOSH---------- CNC-Canyon ---------YOSH----------
  89. [0090.04] Rx: MAP Loaded; RenX-FrontEndMap
  90. [0090.05] Log: Bringing up level for play took: 2.663663
  91. [0090.05] ScriptWarning: PlayerStart_0 is not a team playerstart!
  92. Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0
  93. Function UTGame.UTTeamGame:RatePlayerStart:0051
  94. [0090.05] ScriptLog: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating
  95. [0090.08] ScriptWarning: Accessed None 'Pawn'
  96. Rx_Controller RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Controller_0
  97. Function Renx_Game.Rx_Controller:SetOurCameraMode:0018
  98. [0090.08] ScriptWarning: Accessed None 'Profile'
  99. UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_0
  100. Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0134
  101. [0090.08] ScriptWarning: Accessed None 'Profile'
  102. UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_0
  103. Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0168
  104. [0090.15] Rx: PLAYER Enter; GDI,256,TheOne from  nosteam
  105. [0090.15] Rx: PLAYER TeamJoin; GDI,256,TheOne joined GDI
  106. [0090.23] Log: Current scalability system settings:
  107. [0090.23] Log: StaticDecals = FALSE (Whether to allow static decals.)
  108. [0090.23] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.)
  109. [0090.23] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.)
  110. [0090.23] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.)
  111. [0090.23] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.)
  112. [0090.23] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.)
  113. [0090.23] Log: MotionBlur = TRUE (Whether to allow motion blur.)
  114. [0090.23] Log: DepthOfField = TRUE (Whether to allow depth of field.)
  115. [0090.23] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.)
  116. [0090.23] Log: Bloom = TRUE (Whether to allow bloom.)
  117. [0090.23] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.)
  118. [0090.23] Log: Distortion = TRUE (Whether to allow distortion.)
  119. [0090.23] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.)
  120. [0090.23] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.)
  121. [0090.23] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.)
  122. [0090.23] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.)
  123. [0090.23] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.)
  124. [0090.23] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.)
  125. [0090.23] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.)
  126. [0090.23] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.)
  127. [0090.23] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.)
  128. [0090.23] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.)
  129. [0090.24] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).)
  130. [0090.24] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.)
  131. [0090.24] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.)
  132. [0090.24] Log: bAllowD3D9MSAA = TRUE (UKNOWN)
  133. [0090.24] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.)
  134. [0090.24] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.)
  135. [0090.24] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.)
  136. [0090.24] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.)
  137. [0090.24] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.)
  138. [0090.24] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.)
  139. [0090.24] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.)
  140. [0090.24] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.)
  141. [0090.24] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.)
  142. [0090.24] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.)
  143. [0090.24] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.)
  144. [0090.24] Log: Current preference system settings:
  145. [0090.24] Log: UseVsync = TRUE (Whether to use VSync or not.)
  146. [0090.24] Log: Fullscreen = TRUE (Fullscreen.)
  147. [0090.24] Log: ResX = 1280 (Screen X resolution.)
  148. [0090.24] Log: ResY = 720 (Screen Y resolution.)
  149. [0090.24] Log: Current debug system settings:
  150. [0090.24] Log: DynamicLights = TRUE (Whether to allow dynamic lights.)
  151. [0090.24] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.)
  152. [0090.24] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.)
  153. [0090.24] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.)
  154. [0090.24] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.)
  155. [0090.24] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.)
  156. [0090.24] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.)
  157. [0090.24] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.)
  158. [0090.24] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.)
  159. [0090.24] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.)
  160. [0090.24] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.)
  161. [0090.24] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.)
  162. [0090.24] Log: ParticleLODBias = 0 (LOD bias for particle systems.)
  163. [0090.24] Log: MaxMultiSamples = 8 (The maximum number of MSAA samples to use.)
  164. [0090.24] Log: bAllowTemporalAA = FALSE (UKNOWN)
  165. [0090.24] Log: TemporalAA_MinDepth = 500 (UKNOWN)
  166. [0090.24] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN)
  167. [0090.24] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.)
  168. [0090.24] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.)
  169. [0090.24] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.)
  170. [0090.24] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.)
  171. [0090.24] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.)
  172. [0090.24] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.)
  173. [0090.24] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.)
  174. [0090.24] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.)
  175. [0090.24] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.)
  176. [0090.24] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.)
  177. [0090.24] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.)
  178. [0090.24] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.)
  179. [0090.24] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.)
  180. [0090.24] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.)
  181. [0090.24] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.)
  182. [0090.24] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.)
  183. [0090.24] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.)
  184. [0090.24] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.)
  185. [0090.24] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.)
  186. [0090.24] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.)
  187. [0090.24] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.)
  188. [0090.24] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found.
  189. [0090.24] Log: Current unknown system settings:
  190. [0090.24] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.)
  191. [0090.24] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.)
  192. [0090.24] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.)
  193. [0090.24] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.)
  194. [0090.24] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.)
  195. [0090.24] Log: FogVolumes = TRUE (Whether to allow fog volumes.)
  196. [0090.24] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.)
  197. [0090.24] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.)
  198. [0090.24] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.)
  199. [0090.24] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.)
  200. [0090.24] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.)
  201. [0090.24] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.)
  202. [0090.24] Log: PreShadowResolutionFactor = 0.5 (UKNOWN)
  203. [0090.24] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.)
  204. [0090.24] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.)
  205. [0090.24] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.)
  206. [0090.24] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.)
  207. [0090.24] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.)
  208. [0090.24] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.)
  209. [0090.24] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.)
  210. [0090.24] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.)
  211. [0090.24] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
  212. [0090.24] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
  213. [0090.24] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
  214. [0090.24] 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.)
  215. [0090.24] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.)
  216. [0090.24] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.)
  217. [0090.24] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.)
  218. [0090.24] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.)
  219. [0090.24] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.)
  220. [0090.24] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1])
  221. [0090.24] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1])
  222. [0090.24] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.)
  223. [0090.24] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.)
  224. [0090.24] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.)
  225. [0090.24] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.)
  226. [0090.24] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
  227. [0090.24] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
  228. [0090.24] Log: StatFontScaleFactor = 1 (The default stat font scale to use)
  229. [0090.24] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.)
  230. [0090.24] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.)
  231. [0090.24] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.)
  232. [0090.24] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).)
  233. [0090.24] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).)
  234. [0090.24] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.)
  235. [0090.24] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.)
  236. [0090.24] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).)
  237. [0090.24] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).)
  238. [0090.24] 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).)
  239. [0090.24] Log: MobileLightShaftScale = 1 (UNKNOWN.)
  240. [0090.24] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.)
  241. [0090.24] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.)
  242. [0090.24] Log: MobileMaxShadowRange = 500 (UNKNOWN.)
  243. [0090.24] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).)
  244. [0090.24] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group)
  245. [0090.24] 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)
  246. [0090.24] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.)
  247. [0090.24] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.)
  248. [0090.24] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).)
  249. [0090.24] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.)
  250. [0090.24] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.)
  251. [0090.24] 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).)
  252. [0090.24] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.)
  253. [0090.24] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.)
  254. [0090.24] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.)
  255. [0090.24] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).)
  256. [0090.24] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).)
  257. [0090.24] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.)
  258. [0090.24] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.)
  259. [0090.24] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.)
  260. [0090.24] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.)
  261. [0090.24] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.)
  262. [0090.24] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.)
  263. [0090.24] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.)
  264. [0090.24] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.)
  265. [0090.24] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.)
  266. [0090.24] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.)
  267. [0090.24] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.)
  268. [0090.24] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found.
  269. [0090.24] Warning: Warning, The System Setting PerObjectShadowTransition could not be found.
  270. [0090.24] Warning: Warning, The System Setting PerSceneShadowTransition could not be found.
  271. [0090.24] Warning: Warning, The System Setting CSMMinimumFOV could not be found.
  272. [0090.24] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found.
  273. [0090.25] Log: Listing all sound classes.
  274. [0090.25] Log: Class 'Item' has 22 resident sounds taking 2473.21 kb, and 1 real time sounds taking 8.89 kb
  275. [0090.25] Log: Class 'Vehicle' has 71 resident sounds taking 16002.46 kb, and 5 real time sounds taking 329.80 kb
  276. [0090.25] Log: Class 'Weapon' has 239 resident sounds taking 65802.15 kb, and 5 real time sounds taking 383.05 kb
  277. [0090.25] Log: Class 'SFX' has 30 resident sounds taking 4675.98 kb, and 11 real time sounds taking 479.87 kb
  278. [0090.25] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb
  279. [0090.25] Log: Class 'UI' has 22 resident sounds taking 1276.65 kb
  280. [0090.25] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb
  281. [0090.25] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb
  282. [0090.25] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb
  283. [0090.25] Log: Class 'WeaponBulletEffects' has 24 resident sounds taking 731.49 kb, and 1 real time sounds taking 150.46 kb
  284. [0090.25] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb
  285. [0090.25] Log: Class 'Ambient' has 2 resident sounds taking 652.92 kb
  286. [0090.25] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb
  287. [0090.25] Log: Class 'None' has 1 resident sounds taking 187.50 kb
  288. [0090.25] Log: Class 'UnGrouped' has 131 resident sounds taking 47298.02 kb, and 76 real time sounds taking 1306.09 kb
  289. [0090.25] Log: 916 total sounds in 15 classes
  290. [0091.40] ScriptLog: MusicComp.CurrentVolume? 0.0000
  291. [0091.40] ScriptLog: <Rx_HUD log> SystemSettingsHandler.bAutostartMusic? True
  292. [0091.77] Log: ########### Finished loading level: 5.040294 seconds
  293. [0091.80] Log: Flushing async loaders.
  294. [0094.54] Log: Flushed async loaders.
  295. [0094.54] Init: Game engine initialized
  296. [0094.54] Log: Initializing Engine Completed
  297. [0102.31] Log: >>>>>>>>>>>>>> Initial startup: 102.31s <<<<<<<<<<<<<<<
  298. [0102.40] ScriptLog: SWITCHEROO THE HUD Rx_Game
  299. [0102.40] ScriptLog: ======================= Rx_HUD =========================
  300. [0102.40] ScriptLog: Script call stack:
  301. Function Renx_Game.Rx_HUD:Destroyed
  302. Function Renx_Game.Rx_HUD:RemoveMovies
  303.  
  304. [0102.40] ScriptLog: DamageSystemMovie.bMovieIsOpen? True
  305. [0102.40] ScriptLog: HudMovie.bMovieIsOpen? True
  306. [0102.40] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_1 | SoundCue? Stomp
  307. [0102.43] Log: Current scalability system settings:
  308. [0102.43] Log: StaticDecals = FALSE (Whether to allow static decals.)
  309. [0102.43] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.)
  310. [0102.43] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.)
  311. [0102.43] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.)
  312. [0102.43] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.)
  313. [0102.43] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.)
  314. [0102.43] Log: MotionBlur = TRUE (Whether to allow motion blur.)
  315. [0102.43] Log: DepthOfField = TRUE (Whether to allow depth of field.)
  316. [0102.43] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.)
  317. [0102.43] Log: Bloom = TRUE (Whether to allow bloom.)
  318. [0102.43] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.)
  319. [0102.43] Log: Distortion = TRUE (Whether to allow distortion.)
  320. [0102.43] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.)
  321. [0102.43] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.)
  322. [0102.43] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.)
  323. [0102.43] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.)
  324. [0102.43] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.)
  325. [0102.43] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.)
  326. [0102.43] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.)
  327. [0102.43] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.)
  328. [0102.43] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.)
  329. [0102.43] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.)
  330. [0102.43] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).)
  331. [0102.43] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.)
  332. [0102.43] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.)
  333. [0102.43] Log: bAllowD3D9MSAA = TRUE (UKNOWN)
  334. [0102.43] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.)
  335. [0102.43] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.)
  336. [0102.43] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.)
  337. [0102.43] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.)
  338. [0102.43] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.)
  339. [0102.43] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.)
  340. [0102.43] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.)
  341. [0102.43] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.)
  342. [0102.43] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.)
  343. [0102.43] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.)
  344. [0102.43] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.)
  345. [0102.43] Log: Current preference system settings:
  346. [0102.43] Log: UseVsync = TRUE (Whether to use VSync or not.)
  347. [0102.43] Log: Fullscreen = TRUE (Fullscreen.)
  348. [0102.43] Log: ResX = 1280 (Screen X resolution.)
  349. [0102.43] Log: ResY = 720 (Screen Y resolution.)
  350. [0102.43] Log: Current debug system settings:
  351. [0102.43] Log: DynamicLights = TRUE (Whether to allow dynamic lights.)
  352. [0102.43] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.)
  353. [0102.43] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.)
  354. [0102.43] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.)
  355. [0102.43] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.)
  356. [0102.43] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.)
  357. [0102.43] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.)
  358. [0102.43] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.)
  359. [0102.43] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.)
  360. [0102.43] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.)
  361. [0102.43] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.)
  362. [0102.43] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.)
  363. [0102.43] Log: ParticleLODBias = 0 (LOD bias for particle systems.)
  364. [0102.43] Log: MaxMultiSamples = 8 (The maximum number of MSAA samples to use.)
  365. [0102.43] Log: bAllowTemporalAA = FALSE (UKNOWN)
  366. [0102.43] Log: TemporalAA_MinDepth = 500 (UKNOWN)
  367. [0102.43] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN)
  368. [0102.43] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.)
  369. [0102.43] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.)
  370. [0102.43] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.)
  371. [0102.43] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.)
  372. [0102.43] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.)
  373. [0102.43] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.)
  374. [0102.43] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.)
  375. [0102.43] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.)
  376. [0102.43] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.)
  377. [0102.43] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.)
  378. [0102.43] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.)
  379. [0102.43] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.)
  380. [0102.43] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.)
  381. [0102.43] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.)
  382. [0102.43] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.)
  383. [0102.43] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.)
  384. [0102.43] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.)
  385. [0102.43] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.)
  386. [0102.43] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.)
  387. [0102.43] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.)
  388. [0102.43] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.)
  389. [0102.43] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found.
  390. [0102.43] Log: Current unknown system settings:
  391. [0102.43] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.)
  392. [0102.43] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.)
  393. [0102.43] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.)
  394. [0102.43] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.)
  395. [0102.43] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.)
  396. [0102.43] Log: FogVolumes = TRUE (Whether to allow fog volumes.)
  397. [0102.43] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.)
  398. [0102.43] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.)
  399. [0102.43] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.)
  400. [0102.43] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.)
  401. [0102.43] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.)
  402. [0102.43] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.)
  403. [0102.43] Log: PreShadowResolutionFactor = 0.5 (UKNOWN)
  404. [0102.43] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.)
  405. [0102.43] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.)
  406. [0102.43] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.)
  407. [0102.43] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.)
  408. [0102.43] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.)
  409. [0102.43] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.)
  410. [0102.43] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.)
  411. [0102.43] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.)
  412. [0102.43] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
  413. [0102.43] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
  414. [0102.43] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
  415. [0102.43] 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.)
  416. [0102.43] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.)
  417. [0102.43] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.)
  418. [0102.43] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.)
  419. [0102.43] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.)
  420. [0102.43] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.)
  421. [0102.43] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1])
  422. [0102.43] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1])
  423. [0102.43] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.)
  424. [0102.43] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.)
  425. [0102.43] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.)
  426. [0102.43] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.)
  427. [0102.43] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
  428. [0102.43] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
  429. [0102.43] Log: StatFontScaleFactor = 1 (The default stat font scale to use)
  430. [0102.43] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.)
  431. [0102.43] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.)
  432. [0102.43] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.)
  433. [0102.43] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).)
  434. [0102.43] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).)
  435. [0102.43] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.)
  436. [0102.43] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.)
  437. [0102.43] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).)
  438. [0102.43] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).)
  439. [0102.43] 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).)
  440. [0102.43] Log: MobileLightShaftScale = 1 (UNKNOWN.)
  441. [0102.43] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.)
  442. [0102.43] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.)
  443. [0102.43] Log: MobileMaxShadowRange = 500 (UNKNOWN.)
  444. [0102.43] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).)
  445. [0102.43] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group)
  446. [0102.43] 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)
  447. [0102.43] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.)
  448. [0102.43] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.)
  449. [0102.43] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).)
  450. [0102.43] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.)
  451. [0102.43] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.)
  452. [0102.43] 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).)
  453. [0102.43] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.)
  454. [0102.43] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.)
  455. [0102.43] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.)
  456. [0102.43] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).)
  457. [0102.43] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).)
  458. [0102.43] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.)
  459. [0102.43] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.)
  460. [0102.43] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.)
  461. [0102.43] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.)
  462. [0102.43] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.)
  463. [0102.43] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.)
  464. [0102.43] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.)
  465. [0102.43] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.)
  466. [0102.43] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.)
  467. [0102.43] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.)
  468. [0102.43] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.)
  469. [0102.43] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found.
  470. [0102.43] Warning: Warning, The System Setting PerObjectShadowTransition could not be found.
  471. [0102.43] Warning: Warning, The System Setting PerSceneShadowTransition could not be found.
  472. [0102.43] Warning: Warning, The System Setting CSMMinimumFOV could not be found.
  473. [0102.43] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found.
  474. [0102.44] Log: Listing all sound classes.
  475. [0102.44] Log: Class 'Item' has 22 resident sounds taking 2473.21 kb, and 1 real time sounds taking 8.89 kb
  476. [0102.44] Log: Class 'Vehicle' has 71 resident sounds taking 16002.46 kb, and 5 real time sounds taking 329.80 kb
  477. [0102.44] Log: Class 'Weapon' has 239 resident sounds taking 65802.15 kb, and 5 real time sounds taking 383.05 kb
  478. [0102.44] Log: Class 'SFX' has 30 resident sounds taking 4675.98 kb, and 11 real time sounds taking 479.87 kb
  479. [0102.44] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb
  480. [0102.44] Log: Class 'UI' has 22 resident sounds taking 1276.65 kb
  481. [0102.44] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb
  482. [0102.44] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb
  483. [0102.44] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb
  484. [0102.44] Log: Class 'WeaponBulletEffects' has 24 resident sounds taking 731.49 kb, and 1 real time sounds taking 150.46 kb
  485. [0102.44] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb
  486. [0102.44] Log: Class 'Ambient' has 2 resident sounds taking 652.92 kb
  487. [0102.44] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb
  488. [0102.44] Log: Class 'None' has 1 resident sounds taking 187.50 kb
  489. [0102.44] Log: Class 'UnGrouped' has 131 resident sounds taking 47298.02 kb, and 76 real time sounds taking 1306.09 kb
  490. [0102.44] Log: 916 total sounds in 15 classes
  491. [0102.45] Log: Bool AmbientOcclusion set to 1
  492. [0102.62] Log: BloomThreshold = 0.8
  493. [0102.65] ScriptLog: MusicComp.CurrentVolume? 0.0000
  494. [0102.94] ScriptLog: ----YOSH---- Called Add Initial Bots
  495. [0109.54] ScriptLog: [GeminiOnlineService] Getting Data
  496. [0109.54] ScriptLog: [GeminiLinkClient] Resolving: renegadexgs.appspot.com
  497. [0109.58] ScriptLog: [GeminiLinkClient] renegadexgs.appspot.com resolved to 74.125.196.141:0
  498. [0109.58] ScriptLog: [GeminiLinkClient] Bound to port: 49461
  499. [0109.58] Log: CheckConnectionAttempt: Connection attempt has not yet completed.
  500. [0109.60] Log: CheckConnectionAttempt: Connection attempt has not yet completed.
  501. [0109.62] Log: CheckConnectionAttempt: Connection attempt has not yet completed.
  502. [0109.64] Log: CheckConnectionAttempt: Connection attempt has not yet completed.
  503. [0109.67] ScriptLog: [GeminiLinkClient] TCP connection opened
  504. [0109.67] ScriptLog: [GeminiLinkClient] End TCP connection
  505. [0109.94] ScriptLog: [GeminiLinkClient] TCP connection closed
  506. [0112.83] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress
  507. [0112.92] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change
  508. [0116.11] ScriptLog: mapName Under
  509. [0116.11] ScriptLog: mapFileName img://RenXFrontEnd.MapImage.___map-pic-cnc-under
  510. [0116.11] ScriptLog: serverName
  511. [0116.11] ScriptLog: isFavourites False
  512. [0116.11] ScriptLog: isLocked False
  513. [0116.11] ScriptLog: serverLocation
  514. [0116.11] ScriptLog: serverGameType Command & Conquer (Open Beta 5.16)
  515. [0116.11] ScriptLog: playerCount 15
  516. [0116.11] ScriptLog: botCount 0
  517. [0116.11] ScriptLog: maxPlayers 40
  518. [0116.11] ScriptLog: ping -2147483648
  519. [0116.11] ScriptLog: serverPort 7778
  520. [0116.11] ScriptLog: serverAddress 195.154.167.80
  521. [0116.11] ScriptLog: [Rx_GFxFrontEnd_Multiplayer] : open 195.154.167.80:7778
  522. [0116.11] ScriptLog: ------------------------------Game Ending Event Called
  523. [0116.11] ScriptLog: <<GameEnding>>
  524. [0116.11] Init: WinSock: Socket queue 32768 / 32768
  525. [0122.12] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress
  526. [0122.25] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change
  527. [0122.78] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress
  528. [0122.94] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change
  529. [0123.53] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress
  530. [0123.66] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change
  531. [0125.00] ScriptLog: mapName Under
  532. [0125.00] ScriptLog: mapFileName img://RenXFrontEnd.MapImage.___map-pic-cnc-under
  533. [0125.00] ScriptLog: serverName
  534. [0125.00] ScriptLog: isFavourites False
  535. [0125.00] ScriptLog: isLocked False
  536. [0125.00] ScriptLog: serverLocation
  537. [0125.00] ScriptLog: serverGameType Command & Conquer (Open Beta 5.16)
  538. [0125.00] ScriptLog: playerCount 15
  539. [0125.00] ScriptLog: botCount 0
  540. [0125.00] ScriptLog: maxPlayers 40
  541. [0125.00] ScriptLog: ping -2147483648
  542. [0125.00] ScriptLog: serverPort 7778
  543. [0125.00] ScriptLog: serverAddress 195.154.167.80
  544. [0125.00] ScriptLog: [Rx_GFxFrontEnd_Multiplayer] : open 195.154.167.80:7778
  545. [0125.00] ScriptLog: ------------------------------Game Ending Event Called
  546. [0125.00] ScriptLog: <<GameEnding>>
  547. [0125.00] Init: WinSock: Socket queue 32768 / 32768
  548. [0126.33] Log: LoadMap: 195.154.167.80:7778/CNC-UnderRedux?Name=TheOne?Team=255?game=Renx_Game.Rx_Game
  549. [0126.34] Log: --- LOADING MOVIE START ---
  550. [0126.70] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate()
  551. OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0
  552. Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE
  553. [0126.70] Rx: GAME Spawn; bot Nod,b257,Niels van der Leest
  554. [0126.70] Rx: PLAYER Exit; GDI,256,TheOne
  555. [0126.77] NetComeGo: Close TcpNetDriver_0 TcpipConnection_0 195.154.167.80:7778 04/08/16 19:44:44
  556. [0126.77] Exit: TcpNetDriver_0 shut down
  557. [0148.24] Warning: Warning, Material RX_VH_A-10.Materials.M_VH_A-10 missing bUsedWithStaticLighting=True!
  558. [0148.24] Warning: Warning, Material RX_VH_A-10.Materials.M_VH_A-10 missing bUsedWithStaticLighting=True!
  559. [0148.24] Warning: Warning, Material RX_VH_A-10.Materials.M_VH_A-10 missing bUsedWithStaticLighting=True!
  560. [0148.34] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-UnderRedux.TheWorld:PersistentLevel.SkeletalMeshActor_11.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0
  561. [0148.35] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-UnderRedux.TheWorld:PersistentLevel.SkeletalMeshActor_10.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0
  562. [0148.35] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-UnderRedux.TheWorld:PersistentLevel.SkeletalMeshActor_6.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0
  563. [0148.35] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-UnderRedux.TheWorld:PersistentLevel.SkeletalMeshActor_15.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0
  564. [0148.35] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-UnderRedux.TheWorld:PersistentLevel.SkeletalMeshActor_14.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0
  565. [0148.35] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-UnderRedux.TheWorld:PersistentLevel.SkeletalMeshActor_7.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0
  566. [0148.35] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-UnderRedux.TheWorld:PersistentLevel.SkeletalMeshActor_16.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0
  567. [0148.35] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-UnderRedux.TheWorld:PersistentLevel.SkeletalMeshActor_17.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0
  568. [0148.35] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-UnderRedux.TheWorld:PersistentLevel.SkeletalMeshActor_18.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0
  569. [0148.35] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-UnderRedux.TheWorld:PersistentLevel.SkeletalMeshActor_19.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0
  570. [0148.35] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-UnderRedux.TheWorld:PersistentLevel.SkeletalMeshActor_20.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0
  571. [0148.35] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-UnderRedux.TheWorld:PersistentLevel.SkeletalMeshActor_27.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0
  572. [0148.35] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-UnderRedux.TheWorld:PersistentLevel.SkeletalMeshActor_22.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0
  573. [0148.35] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-UnderRedux.TheWorld:PersistentLevel.SkeletalMeshActor_23.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0
  574. [0148.35] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-UnderRedux.TheWorld:PersistentLevel.SkeletalMeshActor_24.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0
  575. [0148.35] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-UnderRedux.TheWorld:PersistentLevel.SkeletalMeshActor_25.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0
  576. [0148.35] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-UnderRedux.TheWorld:PersistentLevel.SkeletalMeshActor_26.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0
  577. [0148.35] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-UnderRedux.TheWorld:PersistentLevel.SkeletalMeshActor_13.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0
  578. [0148.35] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-UnderRedux.TheWorld:PersistentLevel.SkeletalMeshActor_21.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0
  579. [0148.42] Log: Primary PhysX scene will be in software.
  580. [0148.42] Log: Creating Primary PhysX Scene.
  581. [0148.55] Log: Bringing World CNC-UnderRedux.TheWorld up for play (476) at 2016.04.08-19.45.06
  582. [0148.56] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
  583. [0148.56] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
  584. [0148.56] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
  585. [0148.56] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
  586. [0148.56] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
  587. [0148.56] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
  588. [0148.56] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
  589. [0148.56] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
  590. [0148.56] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
  591. [0148.56] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
  592. [0148.58] Log: Bringing up level for play took: 0.404620
  593. [0148.58] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
  594. [0148.58] Warning: Warning, Failed to find object 'Class None.'
  595. [0148.58] Log: PlayerController class for the pending level is PlayerController
  596. [0148.58] Log: ########### Finished loading level: 22.256918 seconds
  597. [0149.71] ScriptWarning: Accessed None 'myHUD'
  598. PlayerController CNC-UnderRedux.TheWorld:PersistentLevel.PlayerController_0
  599. Function Engine.PlayerController:AdjustHUDRenderSize:000D
  600. [0149.71] ScriptWarning: Accessed None 'myHUD'
  601. PlayerController CNC-UnderRedux.TheWorld:PersistentLevel.PlayerController_0
  602. Function Engine.PlayerController:AdjustHUDRenderSize:006F
  603. [0149.77] ScriptWarning: Accessed None 'Pawn'
  604. Rx_Controller CNC-UnderRedux.TheWorld:PersistentLevel.Rx_Controller_1
  605. Function Renx_Game.Rx_Controller:SetOurCameraMode:0018
  606. [0149.77] ScriptWarning: Accessed None 'Profile'
  607. UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_1
  608. Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0134
  609. [0149.77] ScriptWarning: Accessed None 'Profile'
  610. UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_1
  611. Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0168
  612. [0149.77] Log: Current scalability system settings:
  613. [0149.77] Log: StaticDecals = FALSE (Whether to allow static decals.)
  614. [0149.77] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.)
  615. [0149.77] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.)
  616. [0149.77] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.)
  617. [0149.77] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.)
  618. [0149.77] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.)
  619. [0149.77] Log: MotionBlur = TRUE (Whether to allow motion blur.)
  620. [0149.77] Log: DepthOfField = TRUE (Whether to allow depth of field.)
  621. [0149.77] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.)
  622. [0149.77] Log: Bloom = TRUE (Whether to allow bloom.)
  623. [0149.77] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.)
  624. [0149.77] Log: Distortion = TRUE (Whether to allow distortion.)
  625. [0149.78] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.)
  626. [0149.78] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.)
  627. [0149.78] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.)
  628. [0149.78] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.)
  629. [0149.78] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.)
  630. [0149.78] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.)
  631. [0149.78] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.)
  632. [0149.78] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.)
  633. [0149.78] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.)
  634. [0149.78] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.)
  635. [0149.78] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).)
  636. [0149.78] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.)
  637. [0149.78] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.)
  638. [0149.78] Log: bAllowD3D9MSAA = TRUE (UKNOWN)
  639. [0149.78] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.)
  640. [0149.78] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.)
  641. [0149.78] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.)
  642. [0149.78] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.)
  643. [0149.78] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.)
  644. [0149.78] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.)
  645. [0149.78] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.)
  646. [0149.78] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.)
  647. [0149.78] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.)
  648. [0149.78] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.)
  649. [0149.78] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.)
  650. [0149.78] Log: Current preference system settings:
  651. [0149.78] Log: UseVsync = TRUE (Whether to use VSync or not.)
  652. [0149.78] Log: Fullscreen = TRUE (Fullscreen.)
  653. [0149.78] Log: ResX = 1280 (Screen X resolution.)
  654. [0149.78] Log: ResY = 720 (Screen Y resolution.)
  655. [0149.78] Log: Current debug system settings:
  656. [0149.78] Log: DynamicLights = TRUE (Whether to allow dynamic lights.)
  657. [0149.78] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.)
  658. [0149.78] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.)
  659. [0149.78] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.)
  660. [0149.78] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.)
  661. [0149.78] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.)
  662. [0149.78] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.)
  663. [0149.78] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.)
  664. [0149.78] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.)
  665. [0149.78] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.)
  666. [0149.78] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.)
  667. [0149.78] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.)
  668. [0149.78] Log: ParticleLODBias = 0 (LOD bias for particle systems.)
  669. [0149.78] Log: MaxMultiSamples = 8 (The maximum number of MSAA samples to use.)
  670. [0149.78] Log: bAllowTemporalAA = FALSE (UKNOWN)
  671. [0149.78] Log: TemporalAA_MinDepth = 500 (UKNOWN)
  672. [0149.78] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN)
  673. [0149.78] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.)
  674. [0149.78] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.)
  675. [0149.78] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.)
  676. [0149.78] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.)
  677. [0149.78] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.)
  678. [0149.78] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.)
  679. [0149.78] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.)
  680. [0149.78] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.)
  681. [0149.78] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.)
  682. [0149.78] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.)
  683. [0149.78] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.)
  684. [0149.78] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.)
  685. [0149.78] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.)
  686. [0149.78] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.)
  687. [0149.78] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.)
  688. [0149.78] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.)
  689. [0149.78] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.)
  690. [0149.78] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.)
  691. [0149.78] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.)
  692. [0149.78] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.)
  693. [0149.78] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.)
  694. [0149.78] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found.
  695. [0149.78] Log: Current unknown system settings:
  696. [0149.78] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.)
  697. [0149.78] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.)
  698. [0149.78] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.)
  699. [0149.78] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.)
  700. [0149.78] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.)
  701. [0149.78] Log: FogVolumes = TRUE (Whether to allow fog volumes.)
  702. [0149.78] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.)
  703. [0149.78] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.)
  704. [0149.78] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.)
  705. [0149.78] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.)
  706. [0149.78] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.)
  707. [0149.78] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.)
  708. [0149.78] Log: PreShadowResolutionFactor = 0.5 (UKNOWN)
  709. [0149.78] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.)
  710. [0149.78] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.)
  711. [0149.78] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.)
  712. [0149.78] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.)
  713. [0149.78] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.)
  714. [0149.78] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.)
  715. [0149.78] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.)
  716. [0149.78] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.)
  717. [0149.78] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
  718. [0149.78] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
  719. [0149.78] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
  720. [0149.78] 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.)
  721. [0149.78] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.)
  722. [0149.78] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.)
  723. [0149.78] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.)
  724. [0149.78] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.)
  725. [0149.78] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.)
  726. [0149.78] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1])
  727. [0149.78] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1])
  728. [0149.78] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.)
  729. [0149.78] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.)
  730. [0149.78] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.)
  731. [0149.78] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.)
  732. [0149.78] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
  733. [0149.78] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
  734. [0149.78] Log: StatFontScaleFactor = 1 (The default stat font scale to use)
  735. [0149.78] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.)
  736. [0149.78] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.)
  737. [0149.78] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.)
  738. [0149.78] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).)
  739. [0149.78] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).)
  740. [0149.78] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.)
  741. [0149.78] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.)
  742. [0149.78] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).)
  743. [0149.78] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).)
  744. [0149.78] 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).)
  745. [0149.78] Log: MobileLightShaftScale = 1 (UNKNOWN.)
  746. [0149.78] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.)
  747. [0149.78] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.)
  748. [0149.78] Log: MobileMaxShadowRange = 500 (UNKNOWN.)
  749. [0149.78] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).)
  750. [0149.78] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group)
  751. [0149.78] 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)
  752. [0149.78] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.)
  753. [0149.78] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.)
  754. [0149.78] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).)
  755. [0149.78] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.)
  756. [0149.78] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.)
  757. [0149.78] 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).)
  758. [0149.78] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.)
  759. [0149.78] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.)
  760. [0149.78] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.)
  761. [0149.78] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).)
  762. [0149.78] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).)
  763. [0149.78] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.)
  764. [0149.78] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.)
  765. [0149.78] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.)
  766. [0149.78] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.)
  767. [0149.78] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.)
  768. [0149.78] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.)
  769. [0149.78] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.)
  770. [0149.78] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.)
  771. [0149.78] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.)
  772. [0149.78] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.)
  773. [0149.78] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.)
  774. [0149.78] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found.
  775. [0149.78] Warning: Warning, The System Setting PerObjectShadowTransition could not be found.
  776. [0149.78] Warning: Warning, The System Setting PerSceneShadowTransition could not be found.
  777. [0149.78] Warning: Warning, The System Setting CSMMinimumFOV could not be found.
  778. [0149.78] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found.
  779. [0149.79] Log: Listing all sound classes.
  780. [0149.79] Log: Class 'Item' has 22 resident sounds taking 2473.21 kb, and 1 real time sounds taking 8.89 kb
  781. [0149.79] Log: Class 'Vehicle' has 71 resident sounds taking 16002.46 kb, and 5 real time sounds taking 329.80 kb
  782. [0149.79] Log: Class 'Weapon' has 240 resident sounds taking 66167.09 kb, and 5 real time sounds taking 383.05 kb
  783. [0149.79] Log: Class 'SFX' has 30 resident sounds taking 4675.98 kb, and 11 real time sounds taking 479.87 kb
  784. [0149.79] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb
  785. [0149.79] Log: Class 'UI' has 22 resident sounds taking 1276.65 kb
  786. [0149.79] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb
  787. [0149.79] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 23 real time sounds taking 47214.76 kb
  788. [0149.79] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb
  789. [0149.79] Log: Class 'WeaponBulletEffects' has 24 resident sounds taking 731.49 kb, and 1 real time sounds taking 150.46 kb
  790. [0149.79] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb
  791. [0149.79] Log: Class 'Ambient' has 31 resident sounds taking 14495.64 kb, and 22 real time sounds taking 3490.74 kb
  792. [0149.79] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb
  793. [0149.79] Log: Class 'None' has 1 resident sounds taking 187.50 kb
  794. [0149.79] Log: Class 'UnGrouped' has 152 resident sounds taking 49913.62 kb, and 87 real time sounds taking 2395.18 kb
  795. [0149.79] Log: 999 total sounds in 15 classes
  796. [0152.71] Log: === Critical error: ===
  797. Fatal error!
  798.  
  799. Address = 0x7508812f (filename not found) [in C:\Windows\system32\KERNELBASE.dll]
  800. Address = 0x87739a14 (filename not found)
  801. Address = 0x877b80e4 (filename not found)
  802. Address = 0x87921e9e (filename not found)
  803. Address = 0x8aa76d5c (filename not found)
  804. Address = 0xdb7194 (filename not found) [in C:\Program Files\Renegade X\Binaries\Win32\UDK.exe]
  805. Address = 0x390d0bc (filename not found)
  806. Address = 0x815c6a48 (filename not found)
  807. Address = 0x8773b4b4 (filename not found)
  808. Address = 0x877d8256 (filename not found)
  809. Address = 0x77073087 (filename not found) [in C:\Windows\SYSTEM32\ntdll.dll]
  810. Address = 0x1d6054a (filename not found) [in C:\Program Files\Renegade X\Binaries\Win32\UDK.exe]
  811. Address = 0x1d6054a (filename not found) [in C:\Program Files\Renegade X\Binaries\Win32\UDK.exe]
  812. Address = 0x1d6036f (filename not found) [in C:\Program Files\Renegade X\Binaries\Win32\UDK.exe]
  813. Address = 0x5d5693 (filename not found) [in C:\Program Files\Renegade X\Binaries\Win32\UDK.exe]
  814. Address = 0x5da191 (filename not found) [in C:\Program Files\Renegade X\Binaries\Win32\UDK.exe]
  815. Address = 0x633219 (filename not found) [in C:\Program Files\Renegade X\Binaries\Win32\UDK.exe]
  816. Address = 0x63439a (filename not found) [in C:\Program Files\Renegade X\Binaries\Win32\UDK.exe]
  817. Address = 0x62937e (filename not found) [in C:\Program Files\Renegade X\Binaries\Win32\UDK.exe]
  818. Address = 0x6343b9 (filename not found) [in C:\Program Files\Renegade X\Binaries\Win32\UDK.exe]
  819. Address = 0x63444b (filename not found) [in C:\Program Files\Renegade X\Binaries\Win32\UDK.exe]
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