Log: Log file open, 02/04/18 20:15:57 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 (x86)\Renegade X\Binaries\Win32\ [0000.78] Init: Computer: NCC-1701 [0000.78] Init: User: ScottFrisbee [0000.78] Init: CPU Page size=4096, Processors=8 [0000.78] Init: High frequency timer resolution =3.417969 MHz [0000.78] Init: Memory total: Physical=8.0GB (8GB approx) Pagefile=19.1GB Virtual=4.0GB [0001.41] Log: Steam Client API initialized 1 [0001.92] Log: Steam Game Server API initialized 1 [0001.99] Init: WinSock: I am NCC-1701 (192.168.1.100:0) [0001.99] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes. [0001.99] Init: Object subsystem initialized [0001.99] Log: Last hardware survey: Ver=12791, Date=20180204. Uploading again. [0005.57] Log: Found D3D11 adapter 0: NVIDIA GeForce GTX 1060 6GB [0005.57] Log: Adapter has 3072MB of dedicated video memory, 0MB of dedicated system memory, and 1023MB of shared system memory [0005.60] Log: Found D3D11 adapter 1: Microsoft Basic Render Driver [0005.60] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 4072MB of shared system memory [0005.75] Log: Shader platform (RHI): PC-D3D-SM3 [0005.76] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt [0005.99] Log: PhysX GPU Support: ENABLED [0006.70] Init: Initializing FaceFX... [0006.70] Init: FaceFX 1.7.4 initialized. [0006.78] Init: XAudio2 using 'Speakers (Plantronics .Audio 646 DSP)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3) [0008.07] Init: Waited 0.022 sec for async package '..\..\UDKGame\CookedPC\Engine.u' to complete caching. [0013.84] Init: Finished loading startup packages in 5.83 seconds [0013.84] Log: 80960 objects as part of root set at end of initial load. [0013.84] Log: 0 out of 0 bytes used by permanent object pool. [0045.93] Log: Failed to upload UDK hardware survey to http://et.epicgames.com/PostUDKSurveyHandler.ashx in 13.81 seconds. [0048.39] Log: Initializing Engine... [0048.48] Init: UEngine initialized [0048.63] Init: XAudio2Device initialized. [0050.08] Init: Client initialized [0052.36] Log: Initializing Steamworks [0052.37] Log: Logged in as 'sgfrisbee' [0052.82] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0052.82] Warning: Warning, Failed to find object 'Class None.' [0052.82] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0052.82] Warning: Warning, Failed to find object 'Class None.' [0052.82] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0052.82] Warning: Warning, Failed to find object 'Class None.' [0052.82] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0052.82] Warning: Warning, Failed to find object 'Class None.' [0053.07] Log: LoadMap: RenX-FrontEndMap?Name=star1?Team=1 [0053.27] Log: Game class is 'Rx_Game_MainMenu' [0053.30] Log: Primary PhysX scene will be in software. [0053.30] Log: Creating Primary PhysX Scene. [0053.30] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2018.02.04-20.16.49 [0053.32] ScriptLog: INITIAL: -1 -1 [0053.33] ScriptLog: Game profile Index was NONE [0053.34] ScriptLog: Gameplay events will not be recorded. [0053.34] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0053.34] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0053.34] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0053.34] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0053.34] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0053.34] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0053.34] ScriptLog: GDI:0.0000 [0053.34] ScriptLog: Nod:0.0000 [0053.34] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' [0054.77] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.31 [0054.79] Rx: MAPLoaded;RenX-FrontEndMap [0054.79] Log: Bringing up level for play took: 1.508792 [0054.80] Rx: PLAYEREnter;Nod,256,sgfrisbeefromhwidsteamid0x0110000106B331D5 [0054.80] Rx: PLAYERTeamJoin;Nod,256,sgfrisbeejoinedNod [0054.80] Log: Current scalability system settings: [0054.80] Log: StaticDecals = TRUE (Whether to allow static decals.) [0054.80] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0054.80] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0054.80] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0054.80] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0054.80] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0054.80] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0054.80] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0054.80] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0054.80] Log: Bloom = TRUE (Whether to allow bloom.) [0054.80] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0054.80] Log: Distortion = TRUE (Whether to allow distortion.) [0054.80] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0054.80] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0054.80] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0054.80] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0054.80] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0054.80] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0054.80] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0054.80] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0054.80] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0054.80] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0054.80] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0054.80] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0054.80] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0054.80] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0054.80] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0054.80] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0054.80] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0054.80] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0054.80] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0054.80] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0054.80] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0054.80] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0054.80] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0054.80] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0054.80] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0054.80] Log: Current preference system settings: [0054.80] Log: UseVsync = TRUE (Whether to use VSync or not.) [0054.80] Log: Fullscreen = TRUE (Fullscreen.) [0054.80] Log: ResX = 1920 (Screen X resolution.) [0054.80] Log: ResY = 1080 (Screen Y resolution.) [0054.80] Log: Current debug system settings: [0054.80] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0054.80] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0054.80] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0054.80] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0054.80] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0054.80] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0054.80] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0054.80] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0054.80] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0054.80] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0054.80] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0054.80] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0054.80] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0054.80] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0054.80] Log: bAllowTemporalAA = FALSE (UKNOWN) [0054.80] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0054.80] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0054.80] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0054.80] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0054.80] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0054.80] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0054.80] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0054.80] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0054.80] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0054.80] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0054.80] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0054.80] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0054.80] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0054.80] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0054.80] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0054.80] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0054.80] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0054.80] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0054.80] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0054.80] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0054.80] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0054.80] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0054.80] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0054.80] Log: Current unknown system settings: [0054.80] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0054.80] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0054.80] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0054.80] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0054.80] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0054.80] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0054.80] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0054.80] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0054.80] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0054.80] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0054.80] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0054.80] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0054.80] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0054.80] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0054.80] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0054.80] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0054.80] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0054.80] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0054.80] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0054.80] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0054.80] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0054.80] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0054.80] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0054.80] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0054.80] 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.) [0054.80] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0054.80] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0054.80] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0054.80] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0054.80] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0054.80] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0054.80] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0054.80] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0054.80] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0054.80] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0054.80] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0054.80] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0054.80] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0054.80] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0054.80] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0054.80] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0054.80] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0054.80] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0054.80] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0054.80] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0054.80] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0054.80] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0054.80] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0054.80] 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).) [0054.80] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0054.80] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0054.80] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0054.80] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0054.80] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0054.80] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0054.80] 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) [0054.80] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0054.80] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0054.80] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0054.80] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0054.80] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0054.80] 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).) [0054.80] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0054.80] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0054.80] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0054.80] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0054.80] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0054.80] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0054.80] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0054.80] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0054.80] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0054.80] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0054.80] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0054.80] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0054.80] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0054.80] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0054.80] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0054.80] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0054.81] Log: Listing all sound classes. [0054.81] Log: Class 'Item' has 25 resident sounds taking 2601.49 kb, and 1 real time sounds taking 8.89 kb [0054.81] Log: Class 'Vehicle' has 103 resident sounds taking 28800.91 kb, and 8 real time sounds taking 504.49 kb [0054.81] Log: Class 'Weapon' has 259 resident sounds taking 68820.40 kb, and 5 real time sounds taking 383.05 kb [0054.81] Log: Class 'SFX' has 35 resident sounds taking 7308.36 kb, and 11 real time sounds taking 563.45 kb [0054.81] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0054.81] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0054.81] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0054.81] Log: Class 'Announcer_UI' has 21 resident sounds taking 2925.05 kb [0054.81] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0054.81] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0054.81] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0054.81] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0054.81] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0054.81] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb [0054.81] Log: Class 'Ambient' has 3 resident sounds taking 840.42 kb [0054.81] Log: Class 'Dialog' has 4 resident sounds taking 284.49 kb [0054.81] Log: Class 'UnGrouped' has 514 resident sounds taking 65378.72 kb, and 107 real time sounds taking 2389.50 kb [0054.81] Log: 1426 total sounds in 17 classes [0056.44] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0056.44] ScriptLog: Rx_HUD::Jukebox AutoPlay music disabled by map. [0056.68] Warning: Warning, Failed to load 'SwfMovie udkfrontend.udk_ime': Failed to find object 'SwfMovie udkfrontend.udk_ime' [0056.68] Log: GFx attempted to load missing object [UDKFrontEnd.udk_ime] [0056.72] Warning: Warning, Failed to load 'SwfMovie udkfrontend.udk_ime': Failed to find object 'SwfMovie udkfrontend.udk_ime' [0056.72] Log: GFx attempted to load missing object [UDKFrontEnd.udk_ime] [0056.73] Rx: PLAYERHWID;playerNod,256,sgfrisbeehwidA080DE940000502E [0056.73] Log: ########### Finished loading level: 3.659809 seconds [0056.73] Log: Flushing async loaders. [0065.96] Log: Flushed async loaders. [0065.96] Init: Game engine initialized [0065.96] Log: Initializing Engine Completed [0068.75] Log: >>>>>>>>>>>>>> Initial startup: 68.75s <<<<<<<<<<<<<<< [0068.77] Log: Current scalability system settings: [0068.77] Log: StaticDecals = TRUE (Whether to allow static decals.) [0068.77] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0068.77] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0068.77] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0068.77] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0068.77] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0068.77] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0068.77] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0068.77] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0068.77] Log: Bloom = TRUE (Whether to allow bloom.) [0068.77] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0068.77] Log: Distortion = TRUE (Whether to allow distortion.) [0068.77] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0068.77] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0068.77] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0068.77] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0068.77] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0068.77] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0068.77] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0068.77] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0068.77] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0068.77] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0068.77] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0068.77] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0068.77] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0068.77] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0068.77] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0068.77] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0068.77] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0068.77] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0068.77] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0068.77] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0068.77] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0068.77] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0068.77] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0068.77] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0068.77] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0068.77] Log: Current preference system settings: [0068.77] Log: UseVsync = TRUE (Whether to use VSync or not.) [0068.77] Log: Fullscreen = TRUE (Fullscreen.) [0068.77] Log: ResX = 1920 (Screen X resolution.) [0068.77] Log: ResY = 1080 (Screen Y resolution.) [0068.77] Log: Current debug system settings: [0068.77] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0068.77] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0068.77] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0068.77] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0068.77] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0068.77] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0068.77] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0068.77] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0068.77] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0068.77] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0068.77] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0068.77] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0068.77] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0068.77] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0068.77] Log: bAllowTemporalAA = FALSE (UKNOWN) [0068.77] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0068.77] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0068.77] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0068.77] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0068.77] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0068.77] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0068.77] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0068.77] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0068.77] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0068.77] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0068.77] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0068.77] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0068.77] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0068.77] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0068.77] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0068.77] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0068.77] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0068.77] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0068.77] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0068.77] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0068.77] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0068.77] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0068.77] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0068.77] Log: Current unknown system settings: [0068.77] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0068.77] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0068.77] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0068.77] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0068.77] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0068.77] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0068.77] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0068.77] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0068.77] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0068.77] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0068.77] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0068.77] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0068.77] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0068.77] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0068.77] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0068.77] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0068.77] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0068.77] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0068.77] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0068.77] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0068.77] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0068.77] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0068.77] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0068.77] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0068.77] 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.) [0068.77] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0068.77] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0068.77] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0068.77] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0068.77] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0068.77] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0068.77] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0068.77] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0068.77] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0068.77] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0068.77] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0068.77] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0068.77] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0068.77] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0068.77] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0068.77] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0068.77] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0068.77] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0068.77] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0068.77] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0068.77] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0068.77] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0068.77] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0068.77] 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).) [0068.77] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0068.77] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0068.77] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0068.77] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0068.77] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0068.77] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0068.77] 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) [0068.77] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0068.77] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0068.77] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0068.77] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0068.77] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0068.77] 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).) [0068.77] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0068.77] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0068.77] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0068.77] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0068.77] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0068.77] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0068.77] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0068.77] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0068.77] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0068.77] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0068.77] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0068.77] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0068.77] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0068.77] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0068.77] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0068.77] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0068.78] Log: Listing all sound classes. [0068.78] Log: Class 'Item' has 25 resident sounds taking 2601.49 kb, and 1 real time sounds taking 8.89 kb [0068.78] Log: Class 'Vehicle' has 103 resident sounds taking 28800.91 kb, and 8 real time sounds taking 504.49 kb [0068.78] Log: Class 'Weapon' has 259 resident sounds taking 68820.40 kb, and 5 real time sounds taking 383.05 kb [0068.78] Log: Class 'SFX' has 35 resident sounds taking 7308.36 kb, and 11 real time sounds taking 563.45 kb [0068.78] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0068.78] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0068.78] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0068.78] Log: Class 'Announcer_UI' has 21 resident sounds taking 2925.05 kb [0068.78] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0068.78] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0068.78] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0068.78] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0068.78] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0068.78] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb [0068.78] Log: Class 'Ambient' has 3 resident sounds taking 840.42 kb [0068.78] Log: Class 'Dialog' has 4 resident sounds taking 284.49 kb [0068.78] Log: Class 'UnGrouped' has 553 resident sounds taking 76931.72 kb, and 109 real time sounds taking 2570.08 kb [0068.78] Log: 1467 total sounds in 17 classes [0068.79] Log: Bool AmbientOcclusion set to 1 [0068.81] Log: BloomThreshold = 0.8 [0068.83] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0068.84] GFxUI: Rx_GFxFrontEnd::Loading SkirmishView [0068.87] ScriptLog: Name - Arctic Stronghold [0068.87] ScriptLog: Name - Canyon [0068.87] ScriptLog: Name - Cliff Side [0068.87] ScriptLog: Name - Complex [0068.87] ScriptLog: Name - Crash Site [0068.87] ScriptLog: Name - Eyes [0068.87] ScriptLog: Name - Field [0068.87] ScriptLog: Name - Field X [0068.87] ScriptLog: Name - Fort [0068.87] ScriptLog: Name - Gobi [0068.87] ScriptLog: Name - Goldrush [0068.87] ScriptLog: Name - Islands [0068.87] ScriptLog: Name - Lakeside [0068.87] ScriptLog: Name - Mesa [0068.87] ScriptLog: Name - Outposts [0068.87] ScriptLog: Name - Reservoir [0068.87] ScriptLog: Name - Snow [0068.87] ScriptLog: Name - Sunrise [0068.87] ScriptLog: Name - Tomb [0068.87] ScriptLog: Name - Tunnels [0068.87] ScriptLog: Name - Under [0068.87] ScriptLog: Name - Volcano [0068.87] ScriptLog: Name - Walls (Flying) [0068.87] ScriptLog: Name - Whiteout [0068.87] ScriptLog: Name - Xmountain [0068.88] GFxUI: Rx_GFxFrontEnd::Loading MultiplayerView [0069.04] GFxUI: Rx_GFxFrontEnd::Loading SettingsView [0069.04] Log: DumpAvailableResolutions [0069.04] Log: 640x480 [0069.04] Log: 720x480 [0069.04] Log: 720x480 [0069.04] Log: 720x576 [0069.04] Log: 720x576 [0069.04] Log: 800x600 [0069.04] Log: 800x600 [0069.04] Log: 1024x768 [0069.04] Log: 1152x864 [0069.04] Log: 1280x720 [0069.04] Log: 1280x768 [0069.04] Log: 1280x800 [0069.04] Log: 1280x960 [0069.04] Log: 1280x1024 [0069.04] Log: 1360x768 [0069.04] Log: 1366x768 [0069.04] Log: 1600x900 [0069.04] Log: 1600x900 [0069.04] Log: 1600x1024 [0069.04] Log: 1600x1024 [0069.04] Log: 1600x1200 [0069.04] Log: 1680x1050 [0069.04] Log: 1680x1050 [0069.04] Log: 1920x1080 [0069.04] Log: 1440x900 [0069.07] GFxUI: Rx_GFxFrontEnd::Loading ExtrasView [0069.07] Warning: Warning, Failed to load 'SwfMovie udkfrontend.udk_ime': Failed to find object 'SwfMovie udkfrontend.udk_ime' [0069.07] Log: GFx attempted to load missing object [UDKFrontEnd.udk_ime] [0069.07] ScriptLog: Name - Arctic Stronghold [0069.07] ScriptLog: Name - Canyon [0069.07] ScriptLog: Name - Cliff Side [0069.07] ScriptLog: Name - Complex [0069.07] ScriptLog: Name - Crash Site [0069.07] ScriptLog: Name - Eyes [0069.07] ScriptLog: Name - Field [0069.07] ScriptLog: Name - Field X [0069.07] ScriptLog: Name - Fort [0069.07] ScriptLog: Name - Gobi [0069.07] ScriptLog: Name - Goldrush [0069.07] ScriptLog: Name - Islands [0069.07] ScriptLog: Name - Lakeside [0069.07] ScriptLog: Name - Mesa [0069.07] ScriptLog: Name - Outposts [0069.07] ScriptLog: Name - Reservoir [0069.07] ScriptLog: Name - Snow [0069.07] ScriptLog: Name - Sunrise [0069.07] ScriptLog: Name - Tomb [0069.07] ScriptLog: Name - Tunnels [0069.07] ScriptLog: Name - Under [0069.07] ScriptLog: Name - Volcano [0069.07] ScriptLog: Name - Walls (Flying) [0069.07] ScriptLog: Name - Whiteout [0069.07] ScriptLog: Name - Xmountain [0069.16] Log: XAudio2: Audio pool size mismatch by 96000000 bytes. Please update CommonAudioPoolSize ini setting to 0 to avoid waste! [0100.79] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0100.81] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0100.82] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0100.84] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0100.86] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0100.87] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0100.89] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0100.91] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0100.92] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0102.52] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0102.54] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0102.56] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0102.57] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0102.59] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0102.61] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0102.62] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0102.64] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0102.66] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0102.67] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0102.69] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0102.71] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0102.72] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0102.74] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0102.76] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0102.77] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0102.79] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0102.81] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0111.51] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0111.52] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0111.54] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0111.56] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0111.57] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0111.59] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0111.61] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0111.62] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0111.64] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0111.66] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0111.67] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0111.69] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0111.71] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0111.72] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0111.74] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0111.76] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0111.77] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0111.79] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0111.81] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0111.82] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0111.84] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0111.86] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0111.91] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0111.92] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0111.94] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0111.96] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0111.97] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0112.01] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0112.04] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0112.07] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0112.12] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0112.69] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0115.04] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0115.06] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0115.07] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0115.09] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0115.11] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0115.12] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0115.14] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0115.16] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0115.17] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0115.19] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0115.21] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0115.22] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0115.24] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0115.26] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0115.27] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0115.29] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0116.02] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0116.47] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0116.49] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0116.81] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0117.31] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0117.34] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0117.36] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0118.07] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0118.11] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0133.49] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0133.52] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0133.56] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0133.59] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0133.61] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0133.62] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0133.66] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0133.86] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0133.89] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0133.92] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0134.76] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0134.97] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0135.36] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0145.01] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0145.02] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0145.04] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0145.06] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0145.07] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0145.09] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0145.11] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange [0148.16] ScriptLog: OutURL is: NC-Eyes?Team=1?Numplay=32?GDIBotCount=16?NODBotCount=15?GDIDifficulty=3?NODDifficulty=3?GDIAttackingStrengh=50?NodAttackingStrengh=50?StartingCredits=800?TimeLimit=999?MineLimit=50?VehicleLimit=7?IsFriendlyfire=False?CanRepairBuildings=False?HasBaseDestruction=False?HasEndGamePedistal=False?HasTimeLimitExpiry=False False [0148.16] ScriptLog: Command: ->> open CNC-Eyes?Team=1?Numplay=32?GDIBotCount=16?NODBotCount=15?GDIDifficulty=3?NODDifficulty=3?GDIAttackingStrengh=50?NodAttackingStrengh=50?StartingCredits=800?TimeLimit=999?MineLimit=50?VehicleLimit=7?IsFriendlyfire=False?CanRepairBuildings=False?HasBaseDestruction=False?HasEndGamePedistal=False?HasTimeLimitExpiry=False [0148.17] Log: LoadMap: CNC-Eyes?Name=star1?Team=1?Numplay=32?GDIBotCount=16?NODBotCount=15?GDIDifficulty=3?NODDifficulty=3?GDIAttackingStrengh=50?NodAttackingStrengh=50?StartingCredits=800?TimeLimit=999?MineLimit=50?VehicleLimit=7?IsFriendlyfire=False?CanRepairBuildings=False?HasBaseDestruction=False?HasEndGamePedistal=False?HasTimeLimitExpiry=False [0148.17] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_4 | SoundCue? SC_MainMenu [0148.20] Log: --- LOADING MOVIE START --- [0148.77] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0148.78] ScriptLog: ======================= Rx_HUD ========================= [0148.78] ScriptLog: DamageSystemMovie.bMovieIsOpen? False [0148.78] ScriptLog: HudMovie.bMovieIsOpen? False [0148.78] Rx: GAMESpawn;botGDI,b257,1v1 me IRL [0148.78] Rx: PLAYERExit;Nod,256,sgfrisbee [0164.67] Log: Game class is 'Rx_Game' [0164.84] Log: Octree Warning (AddPrimitive): StaticMeshComponent_35 (Owner: CNC-Eyes.TheWorld:PersistentLevel.StaticMeshActor_106) Outside World. [0164.84] Log: Octree Warning (AddPrimitive): StaticMeshComponent_35 (Owner: CNC-Eyes.TheWorld:PersistentLevel.StaticMeshActor_123) Outside World. [0164.84] Log: Octree Warning (AddPrimitive): StaticMeshComponent_35 (Owner: CNC-Eyes.TheWorld:PersistentLevel.StaticMeshActor_94) Outside World. [0164.84] Log: Octree Warning (AddPrimitive): StaticMeshComponent_35 (Owner: CNC-Eyes.TheWorld:PersistentLevel.StaticMeshActor_75) Outside World. [0165.02] Log: Primary PhysX scene will be in software. [0165.02] Log: Creating Primary PhysX Scene. [0165.26] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_1 Component: StaticMeshComponent_247 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0165.26] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_1 Component: StaticMeshComponent_247 StaticMesh: EngineMeshes.Sphere [0165.26] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_0 Component: StaticMeshComponent_247 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0165.26] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_0 Component: StaticMeshComponent_247 StaticMesh: EngineMeshes.Sphere [0165.26] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_5 Component: StaticMeshComponent_250 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0165.26] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_5 Component: StaticMeshComponent_250 StaticMesh: EngineMeshes.Sphere [0165.26] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_4 Component: StaticMeshComponent_250 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0165.26] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_4 Component: StaticMeshComponent_250 StaticMesh: EngineMeshes.Sphere [0165.26] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_17 Component: StaticMeshComponent_94 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0165.26] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_17 Component: StaticMeshComponent_94 StaticMesh: EngineMeshes.Sphere [0165.26] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_19 Component: StaticMeshComponent_17 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0165.26] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_19 Component: StaticMeshComponent_17 StaticMesh: EngineMeshes.Sphere [0165.26] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_61 Component: StaticMeshComponent_20 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0165.26] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_61 Component: StaticMeshComponent_20 StaticMesh: EngineMeshes.Sphere [0165.26] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_20 Component: StaticMeshComponent_20 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0165.26] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_20 Component: StaticMeshComponent_20 StaticMesh: EngineMeshes.Sphere [0165.26] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_25 Component: StaticMeshComponent_1363 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0165.26] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_25 Component: StaticMeshComponent_1363 StaticMesh: EngineMeshes.Sphere [0165.26] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_29 Component: StaticMeshComponent_1366 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0165.26] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_29 Component: StaticMeshComponent_1366 StaticMesh: EngineMeshes.Sphere [0165.26] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_30 Component: StaticMeshComponent_1366 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0165.26] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_30 Component: StaticMeshComponent_1366 StaticMesh: EngineMeshes.Sphere [0165.26] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_28 Component: StaticMeshComponent_1366 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0165.26] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_28 Component: StaticMeshComponent_1366 StaticMesh: EngineMeshes.Sphere [0165.26] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_27 Component: StaticMeshComponent_1366 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0165.26] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_27 Component: StaticMeshComponent_1366 StaticMesh: EngineMeshes.Sphere [0165.26] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_67 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0165.26] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_67 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere [0165.26] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_68 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0165.26] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_68 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere [0165.26] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_69 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0165.26] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_69 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere [0165.26] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_70 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0165.26] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_70 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere [0165.26] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_71 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0165.26] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_71 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere [0165.26] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_72 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0165.26] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_72 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere [0165.26] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_73 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0165.26] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_73 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere [0165.26] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_74 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0165.26] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_74 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere [0165.26] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_64 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0165.26] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_64 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere [0165.26] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_65 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0165.26] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_65 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere [0165.26] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_52 Component: StaticMeshComponent_42 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0165.26] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_52 Component: StaticMeshComponent_42 StaticMesh: EngineMeshes.Sphere [0165.27] Log: Bringing World CNC-Eyes.TheWorld up for play (0) at 2018.02.04-20.18.41 [0165.30] ScriptLog: INITIAL: -1 -1 [0165.31] ScriptLog: Game profile Index was NONE [0165.32] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0165.32] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0165.32] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0165.32] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0165.32] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0165.32] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0165.32] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0165.32] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0165.32] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0165.32] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0165.32] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0165.32] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0165.32] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0165.32] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0165.32] ScriptLog: Gameplay events will not be recorded. [0165.32] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0165.32] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0165.32] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0165.32] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0165.32] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0165.32] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0165.32] ScriptLog: GDI:0.5000 [0165.32] ScriptLog: Nod:0.5000 [0165.32] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' [0165.44] ScriptLog: Rx_SentinelWeapon_AGT_MG_0 upgrade... [0165.44] ScriptLog: Rx_SentinelWeapon_AGT_MG_1 upgrade... [0165.44] ScriptLog: Rx_SentinelWeapon_AGT_MG_2 upgrade... [0165.44] ScriptLog: Rx_SentinelWeapon_AGT_MG_3 upgrade... [0165.44] ScriptLog: Rx_SentinelWeapon_AGT_RocketPod_0 upgrade... [0165.44] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Eyes.TheWorld:PersistentLevel.Rx_Building_Silo_Internals_0.SkeletalMeshComponent_7 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0 [0165.47] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_7, SkeletalMesh: SK_BU_Silo [0165.47] ScriptLog: BUILDING ERROR: No Trace2d_X sockets exist in Rx_Building_Silo_Internals_0 [0165.47] ScriptLog: Rx_SentinelWeapon_Obelisk_0 upgrade... [0165.48] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -8443.98,22024.15,1618.94 With a Rotation of 0,-15872,0 [0165.48] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -8244.26,22152.92,1618.94 With a Rotation of 0,-4949,0 [0165.48] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -8655.35,22132.73,1618.94 With a Rotation of 0,-26795,0 [0165.48] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -8667.01,22370.07,1618.94 With a Rotation of 0,27819,0 [0165.48] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -8467.30,22498.84,1618.94 With a Rotation of 0,16896,0 [0165.48] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -8255.92,22390.27,1618.94 With a Rotation of 0,5973,0 [0165.48] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Eyes.TheWorld:PersistentLevel.Rx_Building_Barracks_Internals_0.SkeletalMeshComponent_30 RX_BU_Barracks.Mesh.SK_BU_GDI_BAR 1 0 1 0 [0165.48] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_30, SkeletalMesh: SK_BU_GDI_BAR [0165.49] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_1 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0014 [0165.49] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_1 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:003D [0165.49] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_1 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0080 [0165.49] ScriptWarning: Attempt to assign variable through None Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_1 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0094 [0165.49] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_3 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0014 [0165.49] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_3 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:003D [0165.49] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_3 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0080 [0165.49] ScriptWarning: Attempt to assign variable through None Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_3 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0094 [0165.49] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_6 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0014 [0165.49] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_6 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:003D [0165.49] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_6 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0080 [0165.49] ScriptWarning: Attempt to assign variable through None Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_6 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0094 [0165.49] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_4 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0014 [0165.49] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_4 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:003D [0165.49] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_4 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0080 [0165.49] ScriptWarning: Attempt to assign variable through None Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_4 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0094 [0165.53] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_7 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0014 [0165.53] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_7 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:003D [0165.53] ScriptWarning: Accessed None 'myBuilding' Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_7 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0080 [0165.53] ScriptWarning: Attempt to assign variable through None Rx_BuildingObjective CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingObjective_7 Function RenX_Game.Rx_BuildingObjective:PostBeginPlay:0094 [0165.57] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.31 [0165.58] Rx: MAPLoaded;CNC-Eyes [0165.58] Log: Bringing up level for play took: 0.913588 [0165.59] Rx: PLAYEREnter;Nod,258,sgfrisbeefromhwidsteamid0x0110000106B331D5 [0165.59] Rx: PLAYERTeamJoin;Nod,258,sgfrisbeejoinedNod [0165.59] Rx: MAPStart;CNC-Eyes [0165.60] Rx: GAMESpawn;playerNod,258,sgfrisbeecharacterRx_FamilyInfo_Nod_Soldier [0165.60] Error: Can't start an online game that hasn't been created [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionMultiplier [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionContrast [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalSecondaryParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalSecondaryParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalSecondaryParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalSecondaryParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalSecondaryParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalSecondaryParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalSecondaryParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalSecondaryParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalSecondaryParticleValue [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: AddTranslucent_Bias [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: AddTranslucent_Bias [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Effect_Multiplier [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Effect_Multiplier [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Visibility_Multiplier [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Visibility_Multiplier [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_CH_GDI' during gameplay. ParamName: GlobalCharacterBrightness [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_CH_Nod' during gameplay. ParamName: GlobalCharacterBrightness [0165.60] Log: MIC::SetVectorParameterValue : Modifying 'MI_CH_All' during gameplay. ParamName: Reflection_Colour [0165.60] Log: MIC::SetTextureParameterValue : Modifying 'MI_CH_All' during gameplay. ParamName: CubeMap_Exterior [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_GDI' during gameplay. ParamName: GlobalVehicleBrightness [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: GlobalVehicleBrightness [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_Nod' during gameplay. ParamName: GlobalVehicleBrightness [0165.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: GlobalVehicleBrightness [0165.60] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_All' during gameplay. ParamName: Reflection_Colour [0165.60] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_All_Adaptive' during gameplay. ParamName: Reflection_Colour [0165.60] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_All' during gameplay. ParamName: CubeMap_Exterior [0165.60] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_All_Adaptive' during gameplay. ParamName: CubeMap_Exterior [0165.61] Rx: GAMESpawn;playerGDI,b259,Niels van der LeestcharacterRx_FamilyInfo_GDI_Soldier [0165.61] Rx: GAMESpawn;botGDI,b259,Niels van der Leest [0165.61] ScriptLog: added red bot [0165.61] Rx: GAMESpawn;playerGDI,b260,Aaron KaufmancharacterRx_FamilyInfo_GDI_Soldier [0165.61] Rx: GAMESpawn;botGDI,b260,Aaron Kaufman [0165.61] ScriptLog: added red bot [0165.61] Rx: GAMESpawn;playerGDI,b261,Nod not NODcharacterRx_FamilyInfo_GDI_Soldier [0165.61] Rx: GAMESpawn;botGDI,b261,Nod not NOD [0165.61] ScriptLog: added red bot [0165.62] Rx: GAMESpawn;playerGDI,b262,Maarten BondercharacterRx_FamilyInfo_GDI_Soldier [0165.62] Rx: GAMESpawn;botGDI,b262,Maarten Bonder [0165.62] ScriptLog: added red bot [0165.62] Rx: GAMESpawn;playerGDI,b263,HassancharacterRx_FamilyInfo_GDI_Soldier [0165.62] Rx: GAMESpawn;botGDI,b263,Hassan [0165.62] ScriptLog: added red bot [0165.62] Rx: GAMESpawn;playerGDI,b264,Steve WetherillcharacterRx_FamilyInfo_GDI_Soldier [0165.62] Rx: GAMESpawn;botGDI,b264,Steve Wetherill [0165.62] ScriptLog: added red bot [0165.63] Rx: GAMESpawn;playerGDI,b265,I'm behiiiinnnd youcharacterRx_FamilyInfo_GDI_Soldier [0165.63] Rx: GAMESpawn;botGDI,b265,I'm behiiiinnnd you [0165.63] ScriptLog: added red bot [0165.63] Rx: GAMESpawn;playerGDI,b266,Daniel BöckmanncharacterRx_FamilyInfo_GDI_Soldier [0165.63] Rx: GAMESpawn;botGDI,b266,Daniel Böckmann [0165.63] ScriptLog: added red bot [0165.63] Rx: GAMESpawn;playerGDI,b267,David YeecharacterRx_FamilyInfo_GDI_Soldier [0165.63] Rx: GAMESpawn;botGDI,b267,David Yee [0165.63] ScriptLog: added red bot [0165.63] Rx: GAMESpawn;playerGDI,b268,Sonya CerdancharacterRx_FamilyInfo_GDI_Soldier [0165.64] Rx: GAMESpawn;botGDI,b268,Sonya Cerdan [0165.64] ScriptLog: added red bot [0165.64] Rx: GAMESpawn;playerGDI,b269,General ShepherdcharacterRx_FamilyInfo_GDI_Soldier [0165.64] Rx: GAMESpawn;botGDI,b269,General Shepherd [0165.64] ScriptLog: added red bot [0165.64] Rx: GAMESpawn;playerGDI,b270,Annoying TurtlecharacterRx_FamilyInfo_GDI_Soldier [0165.64] Rx: GAMESpawn;botGDI,b270,Annoying Turtle [0165.64] ScriptLog: added red bot [0165.65] Rx: GAMESpawn;playerGDI,b271,ChandracharacterRx_FamilyInfo_GDI_Soldier [0165.65] Rx: GAMESpawn;botGDI,b271,Chandra [0165.65] ScriptLog: added red bot [0165.65] Rx: GAMESpawn;playerGDI,b272,Evan BrookscharacterRx_FamilyInfo_GDI_Soldier [0165.65] Rx: GAMESpawn;botGDI,b272,Evan Brooks [0165.65] ScriptLog: added red bot [0165.65] Rx: GAMESpawn;playerGDI,b273,Remy LagerwiejcharacterRx_FamilyInfo_GDI_Soldier [0165.65] Rx: GAMESpawn;botGDI,b273,Remy Lagerwiej [0165.65] ScriptLog: added red bot [0165.66] Rx: GAMESpawn;playerGDI,b274,Rade StojsavljeviccharacterRx_FamilyInfo_GDI_Soldier [0165.66] Rx: GAMESpawn;botGDI,b274,Rade Stojsavljevic [0165.66] ScriptLog: added red bot [0165.66] ScriptLog: GDIDifficulty6 [0165.66] Rx: GAMESpawn;playerNod,b275,Joe KucancharacterRx_FamilyInfo_Nod_Soldier [0165.66] Rx: GAMESpawn;botNod,b275,Joe Kucan [0165.66] ScriptLog: added blue bot [0165.67] Rx: GAMESpawn;playerNod,b276,SethcharacterRx_FamilyInfo_Nod_Soldier [0165.67] Rx: GAMESpawn;botNod,b276,Seth [0165.67] ScriptLog: added blue bot [0165.67] Rx: GAMESpawn;playerNod,b277,General SolomoncharacterRx_FamilyInfo_Nod_Soldier [0165.67] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_StealthBlackHandbyNod,b277,General Solomon [0165.67] Rx: GAMESpawn;botNod,b277,General Solomon [0165.67] ScriptLog: added blue bot [0165.68] Rx: GAMESpawn;playerNod,b278,Belgian ChocolatecharacterRx_FamilyInfo_Nod_Soldier [0165.68] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b278,Belgian Chocolate [0165.68] Rx: GAMESpawn;botNod,b278,Belgian Chocolate [0165.68] ScriptLog: added blue bot [0165.68] Rx: GAMESpawn;playerNod,b279,RAAAAAABB!characterRx_FamilyInfo_Nod_Soldier [0165.68] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_EngineerbyNod,b279,RAAAAAABB! [0165.68] Rx: GAMESpawn;botNod,b279,RAAAAAABB! [0165.68] ScriptLog: added blue bot [0165.69] Rx: GAMESpawn;playerNod,b280,Jos VermeulencharacterRx_FamilyInfo_Nod_Soldier [0165.69] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b280,Jos Vermeulen [0165.69] Rx: GAMESpawn;botNod,b280,Jos Vermeulen [0165.69] ScriptLog: added blue bot [0165.69] Rx: GAMESpawn;playerNod,b281,TAScharacterRx_FamilyInfo_Nod_Soldier [0165.69] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b281,TAS [0165.69] Rx: GAMESpawn;botNod,b281,TAS [0165.69] ScriptLog: added blue bot [0165.70] Rx: GAMESpawn;playerNod,b282,NiceDodgecharacterRx_FamilyInfo_Nod_Soldier [0165.70] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b282,NiceDodge [0165.70] Rx: GAMESpawn;botNod,b282,NiceDodge [0165.70] ScriptLog: added blue bot [0165.70] Rx: GAMESpawn;playerNod,b283,I DESLIKE YOU.characterRx_FamilyInfo_Nod_Soldier [0165.70] Rx: GAMESpawn;botNod,b283,I DESLIKE YOU. [0165.70] ScriptLog: added blue bot [0165.70] Rx: GAMESpawn;playerNod,b284,The Mod WarscharacterRx_FamilyInfo_Nod_Soldier [0165.71] Rx: GAMESpawn;botNod,b284,The Mod Wars [0165.71] ScriptLog: added blue bot [0165.71] Rx: GAMESpawn;playerNod,b285,PhyrecharacterRx_FamilyInfo_Nod_Soldier [0165.71] Rx: GAMESpawn;botNod,b285,Phyre [0165.71] ScriptLog: added blue bot [0165.71] Rx: GAMESpawn;playerNod,b286,Mike GeigcharacterRx_FamilyInfo_Nod_Soldier [0165.71] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b286,Mike Geig [0165.72] Rx: GAMESpawn;botNod,b286,Mike Geig [0165.72] ScriptLog: added blue bot [0165.72] Rx: GAMESpawn;playerNod,b287,Evil FobbycharacterRx_FamilyInfo_Nod_Soldier [0165.72] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b287,Evil Fobby [0165.72] Rx: GAMESpawn;botNod,b287,Evil Fobby [0165.72] ScriptLog: added blue bot [0165.72] Rx: GAMESpawn;playerNod,b288,Frank KlepackicharacterRx_FamilyInfo_Nod_Soldier [0165.72] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_EngineerbyNod,b288,Frank Klepacki [0165.72] Rx: GAMESpawn;botNod,b288,Frank Klepacki [0165.72] ScriptLog: added blue bot [0165.73] Rx: GAMESpawn;playerNod,b289,PeeweecharacterRx_FamilyInfo_Nod_Soldier [0165.73] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b289,Peewee [0165.73] Rx: GAMESpawn;botNod,b289,Peewee [0165.73] ScriptLog: added blue bot [0165.73] ScriptLog: NODDifficulty6 [0165.73] ScriptLog: START MATCH [0165.73] Log: Current scalability system settings: [0165.73] Log: StaticDecals = TRUE (Whether to allow static decals.) [0165.73] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0165.73] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0165.73] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0165.73] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0165.73] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0165.73] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0165.73] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0165.73] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0165.73] Log: Bloom = TRUE (Whether to allow bloom.) [0165.73] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0165.73] Log: Distortion = TRUE (Whether to allow distortion.) [0165.73] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0165.73] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0165.73] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0165.73] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0165.73] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0165.73] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0165.73] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0165.73] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0165.73] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0165.73] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0165.73] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0165.73] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0165.73] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0165.73] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0165.73] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0165.73] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0165.73] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0165.73] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0165.73] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0165.73] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0165.73] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0165.73] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0165.73] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0165.73] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0165.73] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0165.73] Log: Current preference system settings: [0165.73] Log: UseVsync = TRUE (Whether to use VSync or not.) [0165.73] Log: Fullscreen = TRUE (Fullscreen.) [0165.73] Log: ResX = 1920 (Screen X resolution.) [0165.73] Log: ResY = 1080 (Screen Y resolution.) [0165.73] Log: Current debug system settings: [0165.73] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0165.73] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0165.73] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0165.73] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0165.73] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0165.73] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0165.73] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0165.73] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0165.73] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0165.73] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0165.73] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0165.73] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0165.73] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0165.73] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0165.73] Log: bAllowTemporalAA = FALSE (UKNOWN) [0165.73] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0165.73] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0165.73] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0165.73] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0165.73] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0165.73] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0165.73] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0165.73] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0165.73] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0165.73] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0165.73] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0165.73] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0165.73] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0165.73] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0165.73] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0165.73] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0165.73] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0165.73] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0165.73] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0165.73] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0165.73] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0165.73] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0165.73] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0165.73] Log: Current unknown system settings: [0165.73] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0165.73] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0165.73] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0165.73] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0165.73] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0165.73] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0165.73] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0165.73] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0165.73] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0165.73] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0165.73] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0165.73] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0165.73] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0165.73] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0165.73] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0165.73] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0165.73] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0165.73] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0165.73] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0165.73] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0165.73] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0165.73] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0165.73] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0165.73] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0165.73] 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.) [0165.73] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0165.73] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0165.73] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0165.73] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0165.73] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0165.73] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0165.73] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0165.73] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0165.73] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0165.73] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0165.73] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0165.73] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0165.73] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0165.73] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0165.73] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0165.73] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0165.73] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0165.73] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0165.73] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0165.73] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0165.73] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0165.73] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0165.73] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0165.73] 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).) [0165.73] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0165.73] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0165.73] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0165.73] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0165.73] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0165.73] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0165.73] 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) [0165.73] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0165.73] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0165.73] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0165.73] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0165.73] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0165.73] 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).) [0165.73] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0165.73] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0165.73] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0165.73] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0165.73] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0165.73] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0165.73] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0165.73] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0165.73] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0165.73] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0165.73] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0165.73] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0165.73] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0165.73] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0165.73] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0165.73] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0165.74] Log: Listing all sound classes. [0165.74] Log: Class 'Item' has 25 resident sounds taking 2601.49 kb, and 1 real time sounds taking 8.89 kb [0165.74] Log: Class 'Vehicle' has 103 resident sounds taking 28800.91 kb, and 8 real time sounds taking 504.49 kb [0165.74] Log: Class 'Weapon' has 260 resident sounds taking 69185.35 kb, and 5 real time sounds taking 383.05 kb [0165.74] Log: Class 'SFX' has 35 resident sounds taking 7308.36 kb, and 11 real time sounds taking 563.45 kb [0165.74] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0165.74] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0165.74] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0165.74] Log: Class 'Announcer_UI' has 21 resident sounds taking 2925.05 kb [0165.74] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 23 real time sounds taking 47214.76 kb [0165.74] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0165.74] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0165.74] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0165.74] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0165.74] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb [0165.74] Log: Class 'Ambient' has 32 resident sounds taking 14683.14 kb, and 22 real time sounds taking 2865.60 kb [0165.74] Log: Class 'Dialog' has 4 resident sounds taking 284.49 kb [0165.74] Log: Class 'UnGrouped' has 547 resident sounds taking 80694.44 kb, and 110 real time sounds taking 2640.92 kb [0165.74] Log: 1513 total sounds in 17 classes [0165.77] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0165.77] ScriptLog: Rx_HUD::Jukebox SystemSettingsHandler.bAutostartMusic:'False' [0165.77] Warning: Warning, Failed to load 'SwfMovie udkfrontend.udk_ime': Failed to find object 'SwfMovie udkfrontend.udk_ime' [0165.77] Log: GFx attempted to load missing object [UDKFrontEnd.udk_ime] [0165.81] Warning: Warning, Failed to load 'SwfMovie udkfrontend.udk_ime': Failed to find object 'SwfMovie udkfrontend.udk_ime' [0165.81] Log: GFx attempted to load missing object [UDKFrontEnd.udk_ime] [0165.82] Rx: PLAYERHWID;playerNod,258,sgfrisbeehwidA080DE940000502E [0165.82] Log: ########### Finished loading level: 17.643752 seconds [0166.39] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Eyes.TheWorld:PersistentLevel.Rx_Building_Silo_Internals_0.SkeletalMeshComponent_7 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0 [0167.27] ScriptLog: tech_buildings_0 = Silo_0 [0180.94] Log: --- LOADING MOVIE TIME: 32.7 sec --- [0184.68] Rx: GAMEPurchase;vehicleRx_Vehicle_LightTankbyNod,b278,Belgian Chocolate [0184.68] Rx: GAMESpawn;vehicleGDI,Rx_Vehicle_Harvester_GDI [0184.78] Warning: Warning, Failed to load 'SwfMovie udkfrontend.udk_ime': Failed to find object 'SwfMovie udkfrontend.udk_ime' [0184.78] Log: GFx attempted to load missing object [UDKFrontEnd.udk_ime] [0184.88] Warning: Warning, Failed to load 'SwfMovie udkfrontend.udk_ime': Failed to find object 'SwfMovie udkfrontend.udk_ime' [0184.88] Log: GFx attempted to load missing object [UDKFrontEnd.udk_ime] [0184.89] Log: Bool AmbientOcclusion set to 1 [0188.06] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Click [0188.08] Log: DumpAvailableResolutions [0188.08] Log: 640x480 [0188.08] Log: 720x480 [0188.08] Log: 720x480 [0188.08] Log: 720x576 [0188.08] Log: 720x576 [0188.08] Log: 800x600 [0188.08] Log: 800x600 [0188.08] Log: 1024x768 [0188.08] Log: 1152x864 [0188.08] Log: 1280x720 [0188.08] Log: 1280x768 [0188.08] Log: 1280x800 [0188.08] Log: 1280x960 [0188.08] Log: 1280x1024 [0188.08] Log: 1360x768 [0188.08] Log: 1366x768 [0188.08] Log: 1600x900 [0188.08] Log: 1600x900 [0188.08] Log: 1600x1024 [0188.08] Log: 1600x1024 [0188.08] Log: 1600x1200 [0188.08] Log: 1680x1050 [0188.08] Log: 1680x1050 [0188.08] Log: 1920x1080 [0188.08] Log: 1440x900 [0188.08] ScriptLog: Unknown Widget: instance71 [0188.08] ScriptLog: Unknown Widget: instance77 [0188.08] ScriptLog: Unknown Widget: Track [0188.08] ScriptLog: Unknown Widget: thumb [0188.08] ScriptLog: Unknown Widget: AdvanceBackButton [0188.08] ScriptLog: Unknown Widget: AdvanceNextButton [0188.09] ScriptLog: Unknown Widget: AdvancedPageNum [0188.09] ScriptLog: Unknown Widget: clip0 [0188.09] ScriptLog: Unknown Widget: clip1 [0192.49] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Click [0192.49] ScriptLog: Unknown Widget: instance245 [0192.49] ScriptLog: Unknown Widget: Track [0192.49] ScriptLog: Unknown Widget: thumb [0192.50] ScriptLog: Unknown Widget: Track [0192.50] ScriptLog: Unknown Widget: thumb [0192.50] ScriptLog: Unknown Widget: Track [0192.50] ScriptLog: Unknown Widget: thumb [0192.50] ScriptLog: Unknown Widget: Track [0192.50] ScriptLog: Unknown Widget: thumb [0192.50] ScriptLog: Unknown Widget: Track [0192.50] ScriptLog: Unknown Widget: thumb [0192.50] ScriptLog: PlayButton found [0192.50] ScriptLog: StopButton found [0192.50] ScriptLog: ShuffleButton found [0192.50] ScriptLog: TrackNameLabel found [0192.50] ScriptLog: MusicTracklist found [0192.50] ScriptLog: Data.label :: JukeBox.JukeBoxList[0] : Full Stop [0192.50] ScriptLog: Data.label :: JukeBox.JukeBoxList[1] : Just do it up [0192.50] ScriptLog: Data.label :: JukeBox.JukeBoxList[2] : Rampage [0192.50] ScriptLog: Data.label :: JukeBox.JukeBoxList[3] : Serenity [0192.50] ScriptLog: Data.label :: JukeBox.JukeBoxList[4] : Stomp [0192.50] ScriptLog: Data.label :: JukeBox.JukeBoxList[5] : The Dead Six [0192.50] ScriptLog: Data.label :: JukeBox.JukeBoxList[6] : Valiant [0192.50] ScriptLog: Data.label :: JukeBox.JukeBoxList[7] : Got a Present For Ya [0192.50] ScriptLog: Data.label :: JukeBox.JukeBoxList[8] : In the Line of Fire [0192.50] ScriptLog: Data.label :: JukeBox.JukeBoxList[9] : Industrial [0192.50] ScriptLog: Data.label :: JukeBox.JukeBoxList[10] : March to Doom [0192.50] ScriptLog: Data.label :: JukeBox.JukeBoxList[11] : Move It [0192.50] ScriptLog: Data.label :: JukeBox.JukeBoxList[12] : No Mercy [0192.50] ScriptLog: Data.label :: JukeBox.JukeBoxList[13] : Act on Instinct [0192.50] ScriptLog: Data.label :: JukeBox.JukeBoxList[14] : Another Present For Ya [0192.50] ScriptLog: Data.label :: JukeBox.JukeBoxList[15] : Blinded [0192.50] ScriptLog: Data.label :: JukeBox.JukeBoxList[16] : On The Prowl [0192.50] ScriptLog: Data.label :: JukeBox.JukeBoxList[17] : Command and Conquer [0192.50] ScriptLog: Data.label :: JukeBox.JukeBoxList[18] : Death Awaits [0192.50] ScriptLog: MusicCheckBoxlist found [0192.50] ScriptLog: MusicTrackScrollBar found [0192.50] ScriptLog: Unknown Widget: Track [0192.50] ScriptLog: Unknown Widget: downArrow [0192.50] ScriptLog: Unknown Widget: upArrow [0192.50] ScriptLog: Unknown Widget: thumb [0192.50] ScriptLog: Unknown Widget: clip0 [0192.50] ScriptLog: Unknown Widget: clip1 [0195.46] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0195.51] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0195.61] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0195.66] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0195.87] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0195.92] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0196.01] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0196.04] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0196.16] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0196.29] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0198.39] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0198.46] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0198.47] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0198.54] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0198.66] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0199.26] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0199.29] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0199.77] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Click [0200.87] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0200.89] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0200.91] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0200.92] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0200.94] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0200.96] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0200.99] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0201.02] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0201.06] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0201.07] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0201.12] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0201.16] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0201.17] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0201.22] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0201.91] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0202.47] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Click [0203.47] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0203.49] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0203.52] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0203.54] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0203.56] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0203.59] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0203.61] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0203.62] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0203.67] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0203.69] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0203.72] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0203.79] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0203.84] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0204.47] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0204.86] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Click [0205.56] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0205.57] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0205.59] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0205.61] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0205.62] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0205.64] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0205.67] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0205.71] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0205.72] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0205.76] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0205.92] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0206.22] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0206.41] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0206.57] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0207.56] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Click [0208.73] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Click [0214.44] ScriptWarning: Accessed None 'RxPauseMenuMovie' Rx_HUD CNC-Eyes.TheWorld:PersistentLevel.Rx_HUD_1 Function RenX_Game.Rx_HUD:CompletePauseMenuClose:0038 [0214.44] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Click [0214.46] Warning: Warning, Failed to load 'SwfMovie udkfrontend.udk_ime': Failed to find object 'SwfMovie udkfrontend.udk_ime' [0214.46] Log: GFx attempted to load missing object [UDKFrontEnd.udk_ime] [0222.51] ScriptLog: ------------------ [ Setting up ] ------------------ [0222.53] Warning: Warning, Failed to load 'SwfMovie udkfrontend.udk_ime': Failed to find object 'SwfMovie udkfrontend.udk_ime' [0222.53] Log: GFx attempted to load missing object [UDKFrontEnd.udk_ime] [0222.53] ScriptLog: rxPC.bJustBaughtEngineer= False [0222.53] ScriptLog: rxPC.bJustBaughtHavocSakura= False [0222.53] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_Nod_Soldier [0222.53] ScriptLog: [0222.53] ScriptLog: OwnedSidearm= Rx_Weapon_Pistol_UnSILENCED [0222.53] ScriptLog: OwnedExplosive= Rx_Weapon_TimedC4 [0222.53] ScriptLog: OwnedItem= None [0222.53] ScriptLog: [0222.53] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol_UnSILENCED [0222.53] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4 [0222.55] ScriptLog: ====================== [0222.55] ScriptLog: Norm explosiveData[0]= Timed C4 [0222.55] ScriptLog: Norm explosiveData[1]= Grenades [0222.55] ScriptLog: Norm explosiveData[2]= Smoke Grenade [0222.55] ScriptLog: Norm explosiveData[3]= EMP Grenade [0222.55] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [0223.56] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0223.56] ScriptLog: Button Pressed? LeftMouseButton [0223.97] Rx: GAMEPurchase;vehicleRx_Vehicle_LightTankbyNod,b279,RAAAAAABB! [0224.29] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0224.29] ScriptLog: Button Pressed? LeftMouseButton [0224.36] ScriptLog: --------------- 8 --------------- [0225.10] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0225.10] ScriptLog: Button Pressed? LeftMouseButton [0225.18] ScriptLog: --------------- 5 --------------- [0225.24] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0225.24] ScriptLog: Button Pressed? LeftMouseButton [0225.33] ScriptLog: ------------------ SelectPurchase() ------------------ [0225.34] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_StealthBlackHandbyNod,258,sgfrisbee [0225.34] ScriptLog: XXX: Rx_InventoryManager_Nod_StealthBlackHand [0225.34] ScriptLog: XXX2: Rx_Weapon_SMG_Silenced_Nod [0225.34] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [0225.34] ScriptLog: GFx EquipmentSidearmData[-1]? [0225.34] ScriptLog: GFx EquipExplosivesList[0]? Timed C4 [0225.34] ScriptLog: GetRxFamilyInfo()? Rx_FamilyInfo_Nod_StealthBlackHand [0225.34] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_Nod_StealthBlackHand [0225.34] ScriptLog: rxPC.Pawn? Rx_Pawn_SBH_1 [0225.34] ScriptLog: bJustBaughtEngineer? False [0225.34] ScriptLog: bJustBaughtHavocSakura? False [0225.34] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_TimedC4 [0225.34] ScriptLog: OwnedExplosive? Rx_Weapon_TimedC4 [0225.34] ScriptLog: selected explosive data? None [0225.34] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [0225.36] Warning: Warning, Failed to load 'SwfMovie udkfrontend.udk_ime': Failed to find object 'SwfMovie udkfrontend.udk_ime' [0225.36] Log: GFx attempted to load missing object [UDKFrontEnd.udk_ime] [0225.54] Rx: GAMEDeath;playerNod,b282,NiceDodgesuicide byDmgType_Suicided [0225.54] Log: WARNING: Cooking Convex For Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_Pickup_Ammo_0 Component: StaticMeshComponent_147 StaticMesh: Rx_Pickups.Ammo.SM_Ammo_Medium (Scale: 1.000000 1.000000 1.000000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects. [0226.81] ScriptLog: ------------------ [ Setting up ] ------------------ [0226.83] Warning: Warning, Failed to load 'SwfMovie udkfrontend.udk_ime': Failed to find object 'SwfMovie udkfrontend.udk_ime' [0226.83] Log: GFx attempted to load missing object [UDKFrontEnd.udk_ime] [0226.84] ScriptLog: rxPC.bJustBaughtEngineer= False [0226.84] ScriptLog: rxPC.bJustBaughtHavocSakura= False [0226.84] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_Nod_StealthBlackHand [0226.84] ScriptLog: [0226.84] ScriptLog: OwnedSidearm= Rx_Weapon_SMG_Silenced_Nod [0226.84] ScriptLog: OwnedExplosive= Rx_Weapon_TimedC4 [0226.84] ScriptLog: OwnedItem= None [0226.84] ScriptLog: [0226.84] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_SMG_Silenced_Nod [0226.84] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4 [0226.86] ScriptLog: ====================== [0226.86] ScriptLog: Norm explosiveData[0]= Timed C4 [0226.86] ScriptLog: Norm explosiveData[1]= Grenades [0226.86] ScriptLog: Norm explosiveData[2]= Smoke Grenade [0226.86] ScriptLog: Norm explosiveData[3]= EMP Grenade [0226.86] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [0227.61] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0227.61] ScriptLog: Button Pressed? LeftMouseButton [0227.69] ScriptLog: --------------- 7 --------------- [0228.46] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0228.46] ScriptLog: Button Pressed? LeftMouseButton [0228.53] ScriptLog: --------------- 3 --------------- [0228.62] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0228.62] ScriptLog: Button Pressed? LeftMouseButton [0228.68] ScriptLog: ------------------ SelectPurchase() ------------------ [0228.68] ScriptLog: Purchase Information :: [0228.68] ScriptLog: Character: Rx_Weapon_RepairTool [0228.68] ScriptLog: Price: 200 [0228.68] ScriptLog: PlayerCredits: 440.0000 [0228.68] Rx: GAMEPurchase;itemRx_Weapon_RepairToolbyNod,258,sgfrisbee [0228.70] Warning: Warning, Failed to load 'SwfMovie udkfrontend.udk_ime': Failed to find object 'SwfMovie udkfrontend.udk_ime' [0228.70] Log: GFx attempted to load missing object [UDKFrontEnd.udk_ime] [0229.86] Rx: GAMEDeath;playerNod,b280,Jos Vermeulensuicide byDmgType_Suicided [0233.04] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_6 [0233.22] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_78 [0233.24] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_73 [0233.51] Rx: GAMEPurchase;vehicleRx_Vehicle_ArtillerybyNod,b280,Jos Vermeulen [0237.16] Rx: GAMESpawn;playerNod,b280,Jos VermeulencharacterRx_FamilyInfo_Nod_Soldier [0237.16] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b280,Jos Vermeulen [0239.03] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_4 [0239.09] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_52 [0243.04] Rx: GAMEPurchase;vehicleRx_Vehicle_LightTankbyNod,b281,TAS [0246.47] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_3 [0246.48] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_80 [0246.51] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_90 [0248.89] Rx: GAMEDeath;playerGDI,b270,Annoying Turtlesuicide byDmgType_Suicided [0249.25] Rx: GAMESpawn;playerNod,b282,NiceDodgecharacterRx_FamilyInfo_Nod_Soldier [0252.57] Rx: GAMEPurchase;vehicleRx_Vehicle_ArtillerybyNod,b286,Mike Geig [0255.11] Rx: GAMESpawn;playerGDI,b270,Annoying TurtlecharacterRx_FamilyInfo_GDI_Soldier [0262.11] Rx: GAMEPurchase;vehicleRx_Vehicle_FlameTankbyNod,b288,Frank Klepacki [0267.76] ScriptLog: Rx_CrateType_Money_1 probability: 1.0000 [0267.76] ScriptLog: Rx_CrateType_Refill_1 probability: 0.0000 [0267.76] ScriptLog: Probability Sum: 1.0000 [0267.76] Rx: GAMECrate;money200byNod,258,sgfrisbee [0271.64] Rx: GAMESpawn;vehicleNod,Rx_Vehicle_Harvester_Nod [0284.46] ScriptWarning: Accessed None 'Controller' Rx_Weapon_LaserRifle CNC-Eyes.TheWorld:PersistentLevel.Rx_Weapon_LaserRifle_0 Function RenX_Game.Rx_Weapon:InstantFire:0280 [0285.46] Rx: GAMEPurchase;vehicleRx_Vehicle_LightTankbyNod,b280,Jos Vermeulen [0291.15] ScriptWarning: Accessed None 'PlayerReplicationInfo' Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:Stealthed.BeginState:010F [0295.08] Rx: GAMECaptured;Neutral,Rx_Building_Silo_Internalsid0byNod,258,sgfrisbee [0335.27] ScriptLog: Rx_CrateType_Money_2 probability: 1.0000 [0335.27] ScriptLog: Rx_CrateType_Refill_2 probability: 0.0000 [0335.27] ScriptLog: Rx_CrateType_Suicide_2 probability: 0.0000 [0335.27] ScriptLog: Rx_CrateType_Character_2 probability: 1.0000 [0335.27] ScriptLog: Rx_CrateType_TimeBomb_2 probability: 0.2000 [0335.27] ScriptLog: Rx_CrateType_Nuke_2 probability: 0.0000 [0335.27] ScriptLog: Rx_CrateType_Speed_2 probability: 0.3000 [0335.27] ScriptLog: Rx_CrateType_Abduction_2 probability: 0.0000 [0335.27] ScriptLog: Rx_CrateType_Veterancy_2 probability: 0.4000 [0335.27] ScriptLog: Probability Sum: 2.9000 [0335.27] Rx: GAMECrate;speedbyGDI,b267,David Yee [0336.94] ScriptLog: Rx_CrateType_Money_0 probability: 1.0000 [0336.94] ScriptLog: Rx_CrateType_Refill_0 probability: 0.0000 [0336.94] ScriptLog: Rx_CrateType_Suicide_0 probability: 0.0000 [0336.94] ScriptLog: Rx_CrateType_Character_0 probability: 0.0000 [0336.94] ScriptLog: Rx_CrateType_TimeBomb_0 probability: 0.2000 [0336.94] ScriptLog: Rx_CrateType_Nuke_0 probability: 0.2000 [0336.94] ScriptLog: Rx_CrateType_Speed_0 probability: 0.3000 [0336.94] ScriptLog: Rx_CrateType_Abduction_0 probability: 0.0000 [0336.94] ScriptLog: Rx_CrateType_Veterancy_0 probability: 0.4000 [0336.94] ScriptLog: Probability Sum: 2.1000 [0336.94] Rx: GAMECrate;veterancybyNod,258,sgfrisbeeamount20 [0341.26] Rx: GAMEDeath;playerGDI,b270,Annoying TurtlebyNod,b279,RAAAAAABB!withRx_DmgType_LightTank [0343.13] Rx: GAMEDeath;playerNod,b280,Jos Vermeulendied byDmgType_Suicided [0346.34] Rx: GAMEDestroyed;defenceRx_Defence_GuardTowerbyNod,b279,RAAAAAABB!withRx_DmgType_LightTank [0346.34] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 289: Actor::setAngularVelocity: Actor must be (non-kinematic) dynamic! [0347.29] ScriptLog: Turret destroyed [0353.83] ScriptLog: Rx_CrateType_Money_1 probability: 1.0000 [0353.83] ScriptLog: Rx_CrateType_Refill_1 probability: 0.0000 [0353.83] ScriptLog: Rx_CrateType_Suicide_1 probability: 0.0000 [0353.83] ScriptLog: Rx_CrateType_Character_1 probability: 0.0000 [0353.83] ScriptLog: Rx_CrateType_TimeBomb_1 probability: 0.2000 [0353.83] ScriptLog: Rx_CrateType_Nuke_1 probability: 0.0000 [0353.83] ScriptLog: Rx_CrateType_Speed_1 probability: 0.3000 [0353.83] ScriptLog: Rx_CrateType_Abduction_1 probability: 0.0000 [0353.83] ScriptLog: Rx_CrateType_Veterancy_1 probability: 0.4000 [0353.83] ScriptLog: Probability Sum: 1.9000 [0353.83] Rx: GAMECrate;money100byNod,258,sgfrisbee [0360.08] Rx: GAMESpawn;playerNod,b280,Jos VermeulencharacterRx_FamilyInfo_Nod_Soldier [0360.60] Rx: GAMEDeath;playerNod,b279,RAAAAAABB!byGDI,ai,AGTwithRx_DmgType_AGT_MG [0363.79] Rx: GAMESpawn;playerNod,b279,RAAAAAABB!characterRx_FamilyInfo_Nod_Soldier [0363.79] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b279,RAAAAAABB! [0366.53] Rx: GAMESpawn;playerGDI,b270,Annoying TurtlecharacterRx_FamilyInfo_GDI_Soldier [0366.53] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b270,Annoying Turtle [0366.76] Rx: GAMEDeath;playerNod,b279,RAAAAAABB!suicide byDmgType_Suicided [0369.49] ScriptLog: Rx_CrateType_Money_5 probability: 1.0000 [0369.49] ScriptLog: Rx_CrateType_Refill_5 probability: 0.0000 [0369.49] ScriptLog: Rx_CrateType_Suicide_5 probability: 0.0000 [0369.49] ScriptLog: Rx_CrateType_Character_5 probability: 1.0000 [0369.49] ScriptLog: Rx_CrateType_TimeBomb_5 probability: 0.2000 [0369.49] ScriptLog: Rx_CrateType_Nuke_5 probability: 0.2000 [0369.49] ScriptLog: Rx_CrateType_Speed_5 probability: 0.3000 [0369.49] ScriptLog: Rx_CrateType_Abduction_5 probability: 0.0000 [0369.49] ScriptLog: Rx_CrateType_Veterancy_5 probability: 0.4000 [0369.49] Scrip