Log: Log file open, 12/20/16 23:04:02 Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467 DevConfig: GConfig::Find has loaded file: ..\..\Engine\Config\ConsoleVariables.ini Init: Version: 12791 Init: Epic Internal: 0 Init: Compiled (32-bit): Jan 29 2015 19:31:11 Init: Changelist: 2424394 Init: Command line: Init: Base directory: C:\Program Files\Renegade X\Binaries\Win32\ [0000.21] Init: Computer: BASEMENTPC [0000.21] Init: User: Basement [0000.21] Init: CPU Page size=4096, Processors=4 [0000.21] Init: High frequency timer resolution =2.337939 MHz [0000.21] Init: Memory total: Physical=3.0GB (3GB approx) Pagefile=6.0GB Virtual=2.0GB [0000.21] Log: Steam Client API initialized 0 [0000.21] Log: Steam Game Server API initialized 0 [0000.28] Init: WinSock: I am BasementPC (192.168.254.19:0) [0000.28] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes. [0000.29] Init: Object subsystem initialized [0000.43] Log: Found D3D11 adapter 0: ATI Radeon HD 5450 [0000.43] Log: Adapter has 504MB of dedicated video memory, 0MB of dedicated system memory, and 1279MB of shared system memory [0000.47] Log: Shader platform (RHI): PC-D3D-SM3 [0000.48] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt [0000.52] Log: PhysX GPU Support: DISABLED [0000.53] Init: Initializing FaceFX... [0000.53] Init: FaceFX 1.7.4 initialized. [0000.55] Init: XAudio2 using 'Speakers (Realtek High Definition Audio)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3) [0009.23] Init: Finished loading startup packages in 8.42 seconds [0009.24] Log: 75633 objects as part of root set at end of initial load. [0009.25] Log: 0 out of 0 bytes used by permanent object pool. [0063.00] Log: Missing cached shader map for material Mat_GlowSphere, quality 0, compiling. [0063.00] Warning: Warning, Failed to compile Material RX_IonCannonStrike.Materials.Mat_GlowSphere for platform PC-D3D-SM3, Default Material will be used in game. [0065.82] Log: Initializing Engine... [0066.63] Init: UEngine initialized [0068.12] Init: XAudio2Device initialized. [0068.20] Init: Client initialized [0071.30] Log: Steam Client API is unavailable [0074.10] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0074.10] Warning: Warning, Failed to find object 'Class None.' [0074.10] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0074.10] Warning: Warning, Failed to find object 'Class None.' [0074.10] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0074.10] Warning: Warning, Failed to find object 'Class None.' [0074.10] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0074.10] Warning: Warning, Failed to find object 'Class None.' [0074.12] Log: LoadMap: RenX-FrontEndMap?Name=CnC?Team=255 [0074.54] Log: Game class is 'Rx_Game_MainMenu' [0074.59] Log: Primary PhysX scene will be in software. [0074.59] Log: Creating Primary PhysX Scene. [0074.71] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2016.12.20-23.05.17 [0074.74] ScriptLog: ----YOSH'S LOG------ GDI Bots given to RX_Game---- 0 [0074.74] ScriptLog: ----YOSH'S LOG------ Credits given to RX_Game---- 30 [0074.74] ScriptWarning: Accessed array 'Rx_MapListManager_0.AvailableGameProfiles' out of bounds (0/0) Rx_MapListManager RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_MapListManager_0 Function RenX_Game.Rx_MapListManager:GetCurrentGameProfileIndex:00D3 [0074.75] ScriptLog: INITIAL: -1 -1 [0074.77] ScriptLog: Game profile Index was NONE [0074.81] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0074.81] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0074.81] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0074.81] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0074.81] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0074.81] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0074.81] ScriptLog: GDI:0.0000 [0074.81] ScriptLog: Nod:0.0000 [0076.93] ScriptWarning: Accessed array 'ProviderList' out of bounds (20/20) Rx_Game_MainMenu RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_MainMenu_0 Function RenX_Game.Rx_Game:SetupMapDataList:0074 [0076.93] ScriptWarning: Accessed array 'ProviderList' out of bounds (20/20) Rx_Game_MainMenu RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_MainMenu_0 Function RenX_Game.Rx_Game:SetupMapDataList:00AF [0076.93] ScriptWarning: Accessed None 'ProviderList' Rx_Game_MainMenu RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_MainMenu_0 Function RenX_Game.Rx_Game:SetupMapDataList:00AF [0076.93] ScriptLog: NONE - ProviderList[i]? [0076.93] ScriptLog: ------YOSH---------- CNC-Xmountain ---------YOSH---------- [0076.93] ScriptLog: ------YOSH---------- CNC-Whiteout ---------YOSH---------- [0076.93] ScriptLog: ------YOSH---------- CNC-Walls_Flying ---------YOSH---------- [0076.93] ScriptLog: ------YOSH---------- CNC-Volcano ---------YOSH---------- [0076.93] ScriptLog: ------YOSH---------- CNC-Valley ---------YOSH---------- [0076.93] ScriptLog: ------YOSH---------- CNC-Under ---------YOSH---------- [0076.93] ScriptLog: ------YOSH---------- CNC-TombRedux ---------YOSH---------- [0076.93] ScriptLog: ------YOSH---------- CNC-Snow ---------YOSH---------- [0076.93] ScriptLog: ------YOSH---------- CNC-Mesa ---------YOSH---------- [0076.93] ScriptLog: ------YOSH---------- CNC-LakeSide ---------YOSH---------- [0076.93] ScriptLog: ------YOSH---------- CNC-Islands ---------YOSH---------- [0076.93] ScriptLog: ------YOSH---------- CNC-GoldRush ---------YOSH---------- [0076.93] ScriptLog: ------YOSH---------- CNC-Gobi ---------YOSH---------- [0076.93] ScriptLog: ------YOSH---------- CNC-Fort ---------YOSH---------- [0076.93] ScriptLog: ------YOSH---------- CNC-Field ---------YOSH---------- [0076.93] ScriptLog: ------YOSH---------- CNC-Eyes ---------YOSH---------- [0076.93] ScriptLog: ------YOSH---------- CNC-Crash_Site ---------YOSH---------- [0076.93] ScriptLog: ------YOSH---------- CNC-Complex ---------YOSH---------- [0076.93] ScriptLog: ------YOSH---------- CNC-Canyon ---------YOSH---------- [0076.93] ScriptLog: ------YOSH---------- CNC-Arctic_Stronghold ---------YOSH---------- [0076.97] Rx: MAPLoaded;RenX-FrontEndMap [0076.97] Log: Bringing up level for play took: 2.415238 [0077.03] ScriptWarning: Accessed None 'Pawn' Rx_Controller RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Controller_0 Function RenX_Game.Rx_Controller:SetOurCameraMode:0018 [0077.03] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_0 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0134 [0077.03] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_0 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0168 [0077.04] Rx: PLAYEREnter;GDI,256,CnCfromhwidnosteam [0077.04] Rx: PLAYERTeamJoin;GDI,256,CnCjoinedGDI [0077.13] Log: Current scalability system settings: [0077.13] Log: StaticDecals = FALSE (Whether to allow static decals.) [0077.13] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0077.13] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0077.13] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0077.13] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0077.13] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0077.13] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0077.13] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0077.13] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0077.13] Log: Bloom = TRUE (Whether to allow bloom.) [0077.13] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0077.13] Log: Distortion = TRUE (Whether to allow distortion.) [0077.13] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0077.13] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0077.13] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0077.13] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0077.13] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0077.13] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0077.13] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0077.13] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0077.13] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0077.13] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0077.13] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0077.13] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0077.13] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0077.13] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0077.13] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0077.13] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0077.13] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0077.13] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0077.13] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0077.13] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0077.13] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0077.13] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0077.13] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0077.13] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0077.13] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0077.14] Log: Current preference system settings: [0077.14] Log: UseVsync = TRUE (Whether to use VSync or not.) [0077.14] Log: Fullscreen = TRUE (Fullscreen.) [0077.14] Log: ResX = 1280 (Screen X resolution.) [0077.14] Log: ResY = 720 (Screen Y resolution.) [0077.14] Log: Current debug system settings: [0077.14] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0077.14] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0077.14] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0077.14] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0077.14] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0077.14] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0077.14] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0077.14] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0077.14] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0077.14] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0077.14] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0077.14] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0077.14] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0077.14] Log: MaxMultiSamples = 8 (The maximum number of MSAA samples to use.) [0077.14] Log: bAllowTemporalAA = FALSE (UKNOWN) [0077.14] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0077.14] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0077.14] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0077.14] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0077.14] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0077.14] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0077.14] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0077.14] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0077.14] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0077.14] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0077.14] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0077.14] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0077.14] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0077.14] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0077.14] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0077.14] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0077.14] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0077.14] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0077.14] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0077.14] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0077.14] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0077.14] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0077.14] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0077.14] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found. [0077.14] Log: Current unknown system settings: [0077.14] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0077.14] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0077.14] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0077.14] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0077.14] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0077.14] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0077.14] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0077.14] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0077.14] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0077.14] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0077.14] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0077.14] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0077.14] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0077.14] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0077.14] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0077.14] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0077.14] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0077.14] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0077.14] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0077.14] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0077.14] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0077.14] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0077.14] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0077.14] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0077.14] 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.) [0077.14] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0077.14] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0077.14] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0077.14] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0077.14] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0077.14] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0077.14] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0077.14] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0077.14] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0077.14] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0077.14] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0077.14] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0077.14] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0077.14] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0077.14] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0077.14] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0077.14] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0077.14] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0077.14] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0077.14] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0077.14] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0077.14] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0077.14] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0077.14] 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).) [0077.14] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0077.14] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0077.14] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0077.14] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0077.14] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0077.14] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0077.14] 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) [0077.14] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0077.14] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0077.14] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0077.14] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0077.14] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0077.14] 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).) [0077.14] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0077.14] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0077.14] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0077.14] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0077.14] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0077.14] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0077.14] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0077.14] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0077.14] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0077.14] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0077.14] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0077.14] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0077.14] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0077.14] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0077.14] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0077.14] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0077.14] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found. [0077.14] Warning: Warning, The System Setting PerObjectShadowTransition could not be found. [0077.14] Warning: Warning, The System Setting PerSceneShadowTransition could not be found. [0077.14] Warning: Warning, The System Setting CSMMinimumFOV could not be found. [0077.14] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found. [0077.16] Log: Listing all sound classes. [0077.16] Log: Class 'Item' has 25 resident sounds taking 2601.49 kb, and 1 real time sounds taking 8.89 kb [0077.16] Log: Class 'Vehicle' has 86 resident sounds taking 22643.94 kb, and 3 real time sounds taking 104.22 kb [0077.16] Log: Class 'Weapon' has 240 resident sounds taking 64588.97 kb, and 5 real time sounds taking 383.05 kb [0077.16] Log: Class 'SFX' has 34 resident sounds taking 6938.93 kb, and 13 real time sounds taking 705.45 kb [0077.16] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0077.16] Log: Class 'UI' has 22 resident sounds taking 1276.65 kb [0077.16] Log: Class 'Announcer_UI' has 18 resident sounds taking 2865.11 kb [0077.16] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0077.16] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0077.16] Log: Class 'Announcer' has 59 resident sounds taking 19393.28 kb [0077.16] Log: Class 'WeaponBulletEffects' has 24 resident sounds taking 731.49 kb, and 1 real time sounds taking 150.46 kb [0077.16] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0077.16] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb [0077.16] Log: Class 'Ambient' has 2 resident sounds taking 652.92 kb [0077.16] Log: Class 'None' has 1 resident sounds taking 187.50 kb [0077.16] Log: Class 'UnGrouped' has 83 resident sounds taking 20257.54 kb, and 76 real time sounds taking 1306.09 kb [0077.16] Log: 910 total sounds in 16 classes [0104.59] Log: === Critical error: === Fatal error! Address = 0x7582845d (filename not found) [in C:\Windows\system32\KERNELBASE.dll] Address = 0x7e36e442 (filename not found) [in C:\Windows\Microsoft.NET\Framework\v2.0.50727\mscorwks.dll] Address = 0x6a23e312 (filename not found) [in C:\Windows\Microsoft.NET\Framework\v4.0.30319\mscoreei.dll] Address = 0x6a266e2a (filename not found) [in C:\Windows\Microsoft.NET\Framework\v4.0.30319\mscoreei.dll] Address = 0x6a242c2c (filename not found) [in C:\Windows\Microsoft.NET\Framework\v4.0.30319\mscoreei.dll] Address = 0x2d1054a (filename not found) [in C:\Program Files\Renegade X\Binaries\Win32\UDK.exe] Address = 0x2d1036f (filename not found) [in C:\Program Files\Renegade X\Binaries\Win32\UDK.exe] Address = 0x1585693 (filename not found) [in C:\Program Files\Renegade X\Binaries\Win32\UDK.exe] Address = 0x158a191 (filename not found) [in C:\Program Files\Renegade X\Binaries\Win32\UDK.exe] Address = 0x15e3219 (filename not found) [in C:\Program Files\Renegade X\Binaries\Win32\UDK.exe] Address = 0x15e439a (filename not found) [in C:\Program Files\Renegade X\Binaries\Win32\UDK.exe] Address = 0x15d937e (filename not found) [in C:\Program Files\Renegade X\Binaries\Win32\UDK.exe] Address = 0x15e43b9 (filename not found) [in C:\Program Files\Renegade X\Binaries\Win32\UDK.exe] Address = 0x15e444b (filename not found) [in C:\Program Files\Renegade X\Binaries\Win32\UDK.exe]