Log: Log file open, 02/26/14 10:49:37 Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467 DevConfig: GConfig::Find has loaded file: ..\..\Engine\Config\ConsoleVariables.ini Init: Version: 10907 Init: Epic Internal: 0 Init: Compiled (32-bit): Jul 1 2013 15:00:14 Init: Changelist: 1715227 Init: Command line: RenX-FrontEndMap?Name= Init: Base directory: D:\Games\Renegade-X\Game\Binaries\Win32\ [0001.57] Init: Computer: [0001.57] Init: User: Default [0001.57] Init: CPU Page size=4096, Processors=4 [0001.57] Init: High frequency timer resolution =2.936103 MHz [0001.57] Init: Memory total: Physical=5.0GB (5GB approx) Pagefile=15.8GB Virtual=4.0GB [0003.35] Log: Steam Client API initialized 1 [0004.80] Log: Steam Game Server API initialized 1 [0005.03] Init: WinSock: I am (192.168.1.108:0) [0005.03] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes. [0005.16] Init: Object subsystem initialized [0005.18] Log: Last hardware survey: Ver=-1, Date=0. Uploading again. [0011.62] Log: Found D3D11 adapter 0: AMD Radeon HD 6900 Series [0011.62] Log: Adapter has 2038MB of dedicated video memory, 0MB of dedicated system memory, and 2303MB of shared system memory [0011.67] Log: Shader platform (RHI): PC-D3D-SM3 [0011.71] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt [0012.91] Log: PhysX GPU Support: DISABLED [0013.05] Init: Initializing FaceFX... [0013.11] Init: FaceFX 1.7.4 initialized. [0013.21] Log: Successfully upload UDK hardware survey to http://et.epicgames.com/PostUDKSurveyHandler.ashx in 7.96 seconds. [0013.21] Init: XAudio2 using 'Speakers (Realtek High Definition Audio)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3) [0032.83] Log: Missing cached shader map for material DMat_Moss, quality 0, compiling. [0032.83] Warning: Warning, Failed to compile Material RX_DecalPackage.Materials.DMat_Moss for platform PC-D3D-SM3, Default Material will be used in game. [0032.93] Log: Missing cached shader map for material Emitter_Flame, quality 0, compiling. [0032.94] Warning: Warning, Failed to compile Material RX_WP_FlameThrower.Materials.Emitter_Flame for platform PC-D3D-SM3, Default Material will be used in game. [0035.07] Init: Finished loading startup packages in 20.11 seconds [0035.10] Log: 142320 objects as part of root set at end of initial load. [0035.10] Log: 0 out of 0 bytes used by permanent object pool. [0035.10] Log: Initializing Engine... [0035.18] Warning: Warning, Failed to load 'ApexDestructibleDamageParameters UDK_APEXDamageMap.UDKDamageMap': Failed to find object 'ApexDestructibleDamageParameters UDK_APEXDamageMap.UDKDamageMap' [0035.41] Init: UEngine initialized [0035.70] Init: XAudio2Device initialized. [0038.00] Init: Client initialized [0040.22] Log: Initializing Steamworks [0040.24] Log: Logged in as '--' [0040.95] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0040.95] Warning: Warning, Failed to find object 'Class None.' [0040.95] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0040.95] Warning: Warning, Failed to find object 'Class None.' [0040.95] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0040.95] Warning: Warning, Failed to find object 'Class None.' [0040.95] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0040.95] Warning: Warning, Failed to find object 'Class None.' [0041.85] Log: LoadMap: RenX-FrontEndMap?Name=---?Team=0 [0043.84] Log: Game class is 'Rx_Game' [0044.22] Log: Primary PhysX scene will be in software. [0044.23] Log: Creating Primary PhysX Scene. [0046.60] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2014.02.26-10.50.22 [0047.27] ScriptLog: GDI:0.0000 [0047.27] ScriptLog: Script call stack: Function RenX_Game.Rx_Game:PreBeginPlay Function UTGame.UTTeamGame:PreBeginPlay Function RenX_Game.Rx_Game:CreateTeam [0047.27] ScriptLog: Nod:0.0000 [0049.58] Log: Bringing up level for play took: 5.726653 [0049.58] ScriptWarning: PlayerStart_0 is not a team playerstart! Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function UTGame.UTTeamGame:RatePlayerStart:0051 [0049.58] ScriptLog: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating [0049.66] ScriptWarning: Accessed None 'Pawn' Rx_Controller RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Controller_0 Function RenX_Game.Rx_Controller:SetOurCameraMode:0018 [0049.68] ScriptWarning: PlayerStart_0 is not a team playerstart! Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function UTGame.UTTeamGame:RatePlayerStart:0051 [0049.68] ScriptWarning: PlayerStart_0 is not a team playerstart! Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function UTGame.UTTeamGame:RatePlayerStart:0051 [0049.68] ScriptWarning: Player start not found, using last start spot Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function Engine.GameInfo:RestartPlayer:0227 [0049.89] Error: Can't start an online game that hasn't been created [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionMultiplier [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionContrast [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalParticleValue [0049.89] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.89] ScriptLog: START MATCH [0050.89] Warning: Warning, Failed to load 'Font None.DS-Digital': Failed to find object 'Font None.DS-Digital' [0050.89] Warning: Warning, Failed to load 'Font None.DS-Digital': Failed to find object 'Font None.DS-Digital' [0050.93] Rx: PLAYER: "---"<256> entered from steamid --- [0050.93] Log: ########### Finished loading level: 9.080755 seconds [0050.95] Log: Flushing async loaders. [0052.02] Log: Flushed async loaders. [0052.02] Init: Game engine initialized [0052.02] Log: Initializing Engine Completed [0056.87] Log: >>>>>>>>>>>>>> Initial startup: 56.87s <<<<<<<<<<<<<<< [0057.28] ScriptLog: SWITCHEROO THE HUD Rx_Game [0057.28] ScriptWarning: Accessed None 'Scoreboard' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:Destroyed:0019 [0057.38] Log: Current scalability system settings: [0057.38] Log: StaticDecals = TRUE (Whether to allow static decals.) [0057.38] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0057.38] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0057.38] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0057.38] Log: DynamicShadows = FALSE (Whether to allow dynamic shadows.) [0057.38] Log: LightEnvironmentShadows = FALSE (Whether to allow dynamic light environments to cast shadows.) [0057.38] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0057.38] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0057.38] Log: AmbientOcclusion = FALSE (Whether to allow ambient occlusion.) [0057.38] Log: Bloom = TRUE (Whether to allow bloom.) [0057.38] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0057.38] Log: Distortion = TRUE (Whether to allow distortion.) [0057.38] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0057.38] Log: LensFlares = FALSE (Whether to allow rendering of LensFlares.) [0057.38] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0057.38] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0057.38] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0057.38] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0057.38] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0057.38] Log: SkeletalMeshLODBias = 2 (LOD bias for skeletal meshes.) [0057.38] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0057.38] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0057.38] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0057.38] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0057.38] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0057.38] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0057.38] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0057.38] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0057.38] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0057.38] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0057.38] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0057.38] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0057.38] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0057.38] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0057.38] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0057.38] ScriptLog: key: StaticDecals | value: True [0057.38] ScriptLog: StaticDecalsTrue [0057.38] ScriptLog: key: DynamicDecals | value: True [0057.38] ScriptLog: DynamicDecalsTrue [0057.38] ScriptLog: key: UnbatchedDecals | value: True [0057.38] ScriptLog: UnbatchedDecalsTrue [0057.38] ScriptLog: key: DecalCullDistanceScale | value: 1 [0057.38] ScriptLog: DecalCullDistanceScale? 1.0000 [0057.38] ScriptLog: key: DynamicShadows | value: False [0057.38] ScriptLog: DynamicShadowsFalse [0057.38] ScriptLog: key: LightEnvironmentShadows | value: False [0057.38] ScriptLog: LightEnvironmentShadowsFalse [0057.38] ScriptLog: key: MotionBlur | value: False [0057.38] ScriptLog: MotionBlurFalse [0057.38] ScriptLog: key: DepthOfField | value: True [0057.38] ScriptLog: DepthOfFieldTrue [0057.38] ScriptLog: key: AmbientOcclusion | value: False [0057.38] ScriptLog: AmbientOcclusionFalse [0057.38] ScriptLog: key: Bloom | value: True [0057.38] ScriptLog: BloomTrue [0057.38] ScriptLog: key: bAllowLightShafts | value: True [0057.38] ScriptLog: bAllowLightShaftsTrue [0057.38] ScriptLog: key: Distortion | value: True [0057.38] ScriptLog: DistortionTrue [0057.38] ScriptLog: key: DropParticleDistortion | value: False [0057.38] ScriptLog: DropParticleDistortionFalse [0057.38] ScriptLog: key: LensFlares | value: False [0057.38] ScriptLog: LensFlaresFalse [0057.38] ScriptLog: key: AllowRadialBlur | value: True [0057.38] ScriptLog: AllowRadialBlurTrue [0057.38] ScriptLog: key: bAllowSeparateTranslucency | value: False [0057.38] ScriptLog: bAllowSeparateTranslucencyFalse [0057.38] ScriptLog: key: bAllowPostprocessMLAA | value: False [0057.38] ScriptLog: bAllowPostprocessMLAAFalse [0057.38] ScriptLog: key: bAllowHighQualityMaterials | value: True [0057.38] ScriptLog: bAllowHighQualityMaterialsTrue [0057.38] ScriptLog: key: MaxFilterBlurSampleCount | value: 16 [0057.38] ScriptLog: MaxFilterBlurSampleCount? 16 [0057.38] ScriptLog: key: SkeletalMeshLODBias | value: 2 [0057.38] ScriptLog: SkeletalMeshLODBias? 2 [0057.38] ScriptLog: key: DetailMode | value: 3 [0057.38] ScriptLog: DetailMode? 3 [0057.38] ScriptLog: key: MaxDrawDistanceScale | value: 1 [0057.38] ScriptLog: MaxDrawDistanceScale? 1.0000 [0057.38] ScriptLog: key: MaxAnisotropy | value: 16 [0057.38] ScriptLog: MaxAnisotropy? 16 [0057.38] ScriptLog: key: bAllowD3D9MSAA | value: False [0057.38] ScriptLog: bAllowD3D9MSAAFalse [0057.38] ScriptLog: key: MinShadowResolution | value: 64 [0057.38] ScriptLog: MinShadowResolution? 64 [0057.38] ScriptLog: key: MinPreShadowResolution | value: 8 [0057.38] ScriptLog: MinPreShadowResolution? 8 [0057.38] ScriptLog: key: MaxShadowResolution | value: 1024 [0057.38] ScriptLog: MaxShadowResolution? 1024 [0057.38] ScriptLog: key: MaxWholeSceneDominantShadowResolution | value: 1280 [0057.38] ScriptLog: MaxWholeSceneDominantShadowResolution? 1280 [0057.38] ScriptLog: key: ShadowTexelsPerPixel | value: 1.3 [0057.38] ScriptLog: ShadowTexelsPerPixel? 1.3000 [0057.38] ScriptLog: key: bEnableBranchingPCFShadows | value: False [0057.38] ScriptLog: bEnableBranchingPCFShadowsFalse [0057.38] ScriptLog: key: bAllowWholeSceneDominantShadows | value: True [0057.38] ScriptLog: bAllowWholeSceneDominantShadowsTrue [0057.38] ScriptLog: key: bUseConservativeShadowBounds | value: False [0057.38] ScriptLog: bUseConservativeShadowBoundsFalse [0057.38] ScriptLog: key: bAllowFracturedDamage | value: True [0057.38] ScriptLog: bAllowFracturedDamageTrue [0057.38] ScriptLog: key: FractureCullDistanceScale | value: 1 [0057.38] ScriptLog: FractureCullDistanceScale? 1.0000 [0057.38] ScriptLog: key: bApexClothingAsyncFetchResults | value: False [0057.38] ScriptLog: bApexClothingAsyncFetchResultsFalse [0057.38] Log: Current preference system settings: [0057.38] Log: UseVsync = FALSE (Whether to use VSync or not.) [0057.38] Log: Fullscreen = FALSE (Fullscreen.) [0057.38] Log: ResX = 1280 (Screen X resolution.) [0057.38] Log: ResY = 720 (Screen Y resolution.) [0057.38] ScriptLog: key: UseVsync | value: False [0057.38] ScriptLog: UseVsyncFalse [0057.38] ScriptLog: key: Fullscreen | value: False [0057.38] ScriptLog: FullscreenFalse [0057.38] ScriptLog: key: ResX | value: 1280 [0057.38] ScriptLog: ResX? 1280 [0057.38] ScriptLog: key: ResY | value: 720 [0057.38] ScriptLog: ResY? 720 [0057.38] Log: Current debug system settings: [0057.38] Log: DynamicLights = FALSE (Whether to allow dynamic lights.) [0057.38] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0057.38] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0057.38] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0057.38] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0057.38] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0057.38] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0057.38] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0057.38] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0057.38] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0057.38] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0057.38] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0057.38] Log: ParticleLODBias = 2 (LOD bias for particle systems.) [0057.38] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0057.38] Log: bAllowTemporalAA = FALSE (UKNOWN) [0057.38] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0057.38] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0057.38] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0057.38] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0057.38] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0057.38] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0057.38] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0057.38] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0057.38] Log: MobileSceneDepthResolveForShadows = FALSE (UNKNOWN.) [0057.38] Log: MobileUsePreprocessedShaders = FALSE (Whether to use preprocessed shaders on mobile.) [0057.38] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0057.38] Log: MobileWarmUpPreprocessedShaders = FALSE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0057.38] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0057.38] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0057.38] Log: MobileUseCPreprocessorOnShaders = FALSE (Whether to run the C preprocessor on shaders.) [0057.38] Log: MobileLoadCPreprocessedShaders = FALSE ( Whether to load the C preprocessed source.) [0057.38] Log: MobileSharePixelShaders = FALSE (Whether to share pixel shaders across multiple unreal shaders.) [0057.38] Log: MobileShareVertexShaders = FALSE (Whether to share vertex shaders across multiple unreal shaders.) [0057.38] Log: MobileShareShaderPrograms = FALSE (Whether to share shaders program across multiple unreal shaders.) [0057.38] Log: MobileMaxMemory = 0 (Value (in MB) to declare for maximum mobile memory on this device.) [0057.38] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0057.38] Log: MobileBoneCount = 0 (The maximum number of bones supported for skinning.) [0057.38] Log: MobileBoneWeightCount = 0 (The maximum number of bones influences per vertex supported for skinning.) [0057.38] ScriptLog: key: DynamicLights | value: False [0057.38] ScriptLog: DynamicLightsFalse [0057.39] ScriptLog: key: CompositeDynamicLights | value: True [0057.39] ScriptLog: CompositeDynamicLightsTrue [0057.39] ScriptLog: key: DirectionalLightmaps | value: True [0057.39] ScriptLog: DirectionalLightmapsTrue [0057.39] ScriptLog: key: SpeedTreeLeaves | value: False [0057.39] ScriptLog: SpeedTreeLeavesFalse [0057.39] ScriptLog: key: SpeedTreeFronds | value: False [0057.39] ScriptLog: SpeedTreeFrondsFalse [0057.39] ScriptLog: key: OnlyStreamInTextures | value: False [0057.39] ScriptLog: OnlyStreamInTexturesFalse [0057.39] ScriptLog: key: OneFrameThreadLag | value: True [0057.39] ScriptLog: OneFrameThreadLagTrue [0057.39] ScriptLog: key: UpscaleScreenPercentage | value: True [0057.39] ScriptLog: UpscaleScreenPercentageTrue [0057.39] ScriptLog: key: AllowOpenGL | value: False [0057.39] ScriptLog: AllowOpenGLFalse [0057.39] ScriptLog: key: AllowSubsurfaceScattering | value: True [0057.39] ScriptLog: AllowSubsurfaceScatteringTrue [0057.39] ScriptLog: key: AllowImageReflections | value: True [0057.39] ScriptLog: AllowImageReflectionsTrue [0057.39] ScriptLog: key: AllowImageReflectionShadowing | value: True [0057.39] ScriptLog: AllowImageReflectionShadowingTrue [0057.39] ScriptLog: key: ParticleLODBias | value: 2 [0057.39] ScriptLog: ParticleLODBias? 2 [0057.39] ScriptLog: key: MaxMultiSamples | value: 0 [0057.39] ScriptLog: MaxMultiSamples? 0 [0057.39] ScriptLog: key: bAllowTemporalAA | value: False [0057.39] ScriptLog: bAllowTemporalAAFalse [0057.39] ScriptLog: key: TemporalAA_MinDepth | value: 500 [0057.39] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found. [0057.39] ScriptLog: TemporalAA_MinDepth? -1 [0057.39] ScriptLog: key: TemporalAA_StartDepthVelocityScale | value: 100 [0057.39] ScriptLog: TemporalAA_StartDepthVelocityScale? 100.0000 [0057.39] ScriptLog: key: ScreenPercentage | value: 100 [0057.39] ScriptLog: ScreenPercentage? 100.0000 [0057.39] Log: Current unknown system settings: [0057.39] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0057.39] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0057.39] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0057.39] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0057.39] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0057.39] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0057.39] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0057.39] Log: ShadowFilterQualityBias = 2 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0057.39] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0057.39] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0057.39] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0057.39] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0057.39] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0057.39] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0057.39] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0057.39] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0057.39] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0057.39] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0057.39] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0057.39] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0057.39] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0057.39] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0057.39] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0057.39] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0057.39] 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.) [0057.39] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0057.39] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0057.39] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0057.39] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0057.39] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0057.39] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0057.39] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0057.39] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0057.39] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0057.39] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0057.39] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0057.39] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0057.39] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0057.39] Log: MobileVertexScratchBufferSize = 0 (The size of the scratch buffer for vertices (in kB).) [0057.39] Log: MobileIndexScratchBufferSize = 0 (The size of the scratch buffer for indices (in kB).) [0057.39] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0057.39] Log: MobileTiltShiftPosition = 0 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0057.39] Log: MobileTiltShiftFocusWidth = 0 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0057.39] Log: MobileTiltShiftTransitionWidth = 0 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).) [0057.39] Log: MobileLightShaftScale = 0 (UNKNOWN.) [0057.39] Log: MobileLightShaftFirstPass = 0 (UNKNOWN.) [0057.39] Log: MobileLightShaftSecondPass = 0 (UNKNOWN.) [0057.39] Log: MobileMaxShadowRange = 0 (UNKNOWN.) [0057.39] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0057.39] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0057.39] 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) [0057.39] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0057.39] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0057.39] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0057.39] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0057.39] 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).) [0057.39] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0057.39] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0057.39] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0057.39] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0057.39] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0057.39] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0057.39] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0057.39] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0057.39] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0057.39] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0057.39] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0057.39] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0057.39] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0057.39] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0057.39] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0057.39] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0057.39] ScriptLog: key: SHSecondaryLighting | value: True [0057.39] ScriptLog: SHSecondaryLightingTrue [0057.39] ScriptLog: key: MotionBlurPause | value: True [0057.39] ScriptLog: MotionBlurPauseTrue [0057.39] ScriptLog: key: MotionBlurSkinning | value: 1 [0057.39] ScriptLog: MotionBlurSkinning? 1 [0057.39] ScriptLog: key: FilteredDistortion | value: True [0057.39] ScriptLog: FilteredDistortionTrue [0057.39] ScriptLog: key: bAllowDownsampledTranslucency | value: False [0057.39] ScriptLog: bAllowDownsampledTranslucencyFalse [0057.39] ScriptLog: key: FogVolumes | value: True [0057.39] ScriptLog: FogVolumesTrue [0057.39] ScriptLog: key: FloatingPointRenderTargets | value: True [0057.39] ScriptLog: FloatingPointRenderTargetsTrue [0057.39] ScriptLog: key: ShadowFilterQualityBias | value: 2 [0057.39] ScriptLog: ShadowFilterQualityBias? 2 [0057.39] ScriptLog: key: ShadowFadeResolution | value: 128 [0057.39] ScriptLog: ShadowFadeResolution? 128 [0057.39] ScriptLog: key: PreShadowFadeResolution | value: 16 [0057.39] ScriptLog: PreShadowFadeResolution? 16 [0057.39] ScriptLog: key: ShadowFadeExponent | value: 0.25 [0057.39] ScriptLog: ShadowFadeExponent? 0.2500 [0057.39] ScriptLog: key: SceneCaptureStreamingMultiplier | value: 1 [0057.39] ScriptLog: SceneCaptureStreamingMultiplier? 1.0000 [0057.39] ScriptLog: key: PreShadowResolutionFactor | value: 0.5 [0057.39] ScriptLog: PreShadowResolutionFactor? 0.5000 [0057.39] ScriptLog: key: bAllowHardwareShadowFiltering | value: False [0057.39] ScriptLog: bAllowHardwareShadowFilteringFalse [0057.39] ScriptLog: key: TessellationAdaptivePixelsPerTriangle | value: 48 [0057.39] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found. [0057.39] ScriptLog: TessellationAdaptivePixelsPerTriangle? -1 [0057.39] ScriptLog: key: bEnableForegroundShadowsOnWorld | value: False [0057.39] ScriptLog: bEnableForegroundShadowsOnWorldFalse [0057.39] ScriptLog: key: bEnableForegroundSelfShadowing | value: False [0057.39] ScriptLog: bEnableForegroundSelfShadowingFalse [0057.39] ScriptLog: key: ShadowFilterRadius | value: 2 [0057.39] ScriptLog: ShadowFilterRadius? 2.0000 [0057.39] ScriptLog: key: ShadowDepthBias | value: 0.012 [0057.39] ScriptLog: ShadowDepthBias? 0.0120 [0057.39] ScriptLog: key: PerObjectShadowTransition | value: 60 [0057.39] Warning: Warning, The System Setting PerObjectShadowTransition could not be found. [0057.39] ScriptLog: PerObjectShadowTransition? -1 [0057.39] ScriptLog: key: PerSceneShadowTransition | value: 600 [0057.39] Warning: Warning, The System Setting PerSceneShadowTransition could not be found. [0057.39] ScriptLog: PerSceneShadowTransition? -1 [0057.39] ScriptLog: key: CSMSplitPenumbraScale | value: 0.5 [0057.39] ScriptLog: CSMSplitPenumbraScale? 0.5000 [0057.39] ScriptLog: key: CSMSplitSoftTransitionDistanceScale | value: 4 [0057.39] ScriptLog: CSMSplitSoftTransitionDistanceScale? 4.0000 [0057.39] ScriptLog: key: CSMSplitDepthBiasScale | value: 0.5 [0057.39] ScriptLog: CSMSplitDepthBiasScale? 0.5000 [0057.39] ScriptLog: key: CSMMinimumFOV | value: 40 [0057.39] Warning: Warning, The System Setting CSMMinimumFOV could not be found. [0057.39] ScriptLog: CSMMinimumFOV? -1 [0057.39] ScriptLog: key: CSMFOVRoundFactor | value: 4 [0057.39] ScriptLog: CSMFOVRoundFactor? 4.0000 [0057.39] ScriptLog: key: UnbuiltWholeSceneDynamicShadowRadius | value: 20000 [0057.39] ScriptLog: UnbuiltWholeSceneDynamicShadowRadius? 20000.0000 [0057.39] ScriptLog: key: UnbuiltNumWholeSceneDynamicShadowCascades | value: 3 [0057.39] ScriptLog: UnbuiltNumWholeSceneDynamicShadowCascades? 3 [0057.39] ScriptLog: key: WholeSceneShadowUnbuiltInteractionThreshold | value: 50 [0057.39] ScriptLog: WholeSceneShadowUnbuiltInteractionThreshold? 50 [0057.39] ScriptLog: key: NumFracturedPartsScale | value: 1 [0057.39] ScriptLog: NumFracturedPartsScale? 1.0000 [0057.39] ScriptLog: key: FractureDirectSpawnChanceScale | value: 1 [0057.39] ScriptLog: FractureDirectSpawnChanceScale? 1.0000 [0057.39] ScriptLog: key: FractureRadialSpawnChanceScale | value: 1 [0057.39] ScriptLog: FractureRadialSpawnChanceScale? 1.0000 [0057.39] ScriptLog: key: bForceCPUAccessToGPUSkinVerts | value: False [0057.39] ScriptLog: bForceCPUAccessToGPUSkinVertsFalse [0057.39] ScriptLog: key: bDisableSkeletalInstanceWeights | value: False [0057.39] ScriptLog: bDisableSkeletalInstanceWeightsFalse [0057.39] ScriptLog: key: HighPrecisionGBuffers | value: False [0057.39] ScriptLog: HighPrecisionGBuffersFalse [0057.39] ScriptLog: key: AllowSecondaryDisplays | value: False [0057.39] ScriptLog: AllowSecondaryDisplaysFalse [0057.39] ScriptLog: key: SecondaryDisplayMaximumWidth | value: 1280 [0057.39] ScriptLog: SecondaryDisplayMaximumWidth? 1280 [0057.39] ScriptLog: key: SecondaryDisplayMaximumHeight | value: 720 [0057.39] ScriptLog: SecondaryDisplayMaximumHeight? 720 [0057.39] ScriptLog: key: ApexLODResourceBudget | value: 1e+021 [0057.39] ScriptLog: ApexLODResourceBudget? 1000000020040877300000.0000 [0057.39] ScriptLog: key: ApexDestructionMaxChunkIslandCount | value: 2500 [0057.39] ScriptLog: ApexDestructionMaxChunkIslandCount? 2500 [0057.39] ScriptLog: key: ApexDestructionMaxShapeCount | value: 0 [0057.39] ScriptLog: ApexDestructionMaxShapeCount? 0 [0057.39] ScriptLog: key: ApexDestructionMaxChunkSeparationLOD | value: 1 [0057.39] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found. [0057.39] ScriptLog: ApexDestructionMaxChunkSeparationLOD? -1 [0057.39] ScriptLog: key: ApexDestructionMaxFracturesProcessedPerFrame | value: -1 [0057.39] ScriptLog: ApexDestructionMaxFracturesProcessedPerFrame? -1 [0057.39] ScriptLog: key: ApexClothingAvgSimFrequencyWindow | value: 8.40779e-044 [0057.39] ScriptLog: ApexClothingAvgSimFrequencyWindow? 0.0000 [0057.39] ScriptLog: key: ApexDestructionSortByBenefit | value: True [0057.39] ScriptLog: ApexDestructionSortByBenefitTrue [0057.39] ScriptLog: key: ApexGRBEnable | value: False [0057.39] ScriptLog: ApexGRBEnableFalse [0057.39] ScriptLog: key: ApexGRBGPUMemSceneSize | value: 128 [0057.39] ScriptLog: ApexGRBGPUMemSceneSize? 128 [0057.39] ScriptLog: key: ApexGRBGPUMemTempDataSize | value: 128 [0057.39] ScriptLog: ApexGRBGPUMemTempDataSize? 128 [0057.39] ScriptLog: key: ApexGRBMeshCellSize | value: 7.5 [0057.39] ScriptLog: ApexGRBMeshCellSize? 7.5000 [0057.39] ScriptLog: key: ApexGRBNonPenSolverPosIterCount | value: 9 [0057.39] ScriptLog: ApexGRBNonPenSolverPosIterCount? 9 [0057.39] ScriptLog: key: ApexGRBFrictionSolverPosIterCount | value: 3 [0057.39] ScriptLog: ApexGRBFrictionSolverPosIterCount? 3 [0057.39] ScriptLog: key: ApexGRBFrictionSolverVelIterCount | value: 3 [0057.39] ScriptLog: ApexGRBFrictionSolverVelIterCount? 3 [0057.39] ScriptLog: key: ApexGRBSkinWidth | value: 0.025 [0057.39] ScriptLog: ApexGRBSkinWidth? 0.0250 [0057.39] ScriptLog: key: ApexGRBMaxLinearAcceleration | value: 1e+006 [0057.39] ScriptLog: ApexGRBMaxLinearAcceleration? 1000000.0000 [0057.39] ScriptLog: key: bEnableParallelApexClothingFetch | value: True [0057.39] ScriptLog: bEnableParallelApexClothingFetchTrue [0057.39] ScriptLog: key: ApexClothingAvgSimFrequencyWindow | value: 60 [0057.39] ScriptLog: ApexClothingAvgSimFrequencyWindow? 0.0000 [0057.39] ScriptLog: key: ApexClothingAllowAsyncCooking | value: True [0057.39] ScriptLog: ApexClothingAllowAsyncCookingTrue [0057.39] ScriptLog: key: ApexClothingAllowApexWorkBetweenSubsteps | value: False [0057.39] ScriptLog: ApexClothingAllowApexWorkBetweenSubstepsFalse [0057.39] ScriptLog: key: ApexDestructionMaxActorCreatesPerFrame | value: -1 [0057.39] ScriptLog: ApexDestructionMaxActorCreatesPerFrame? -1 [0057.51] Log: Listing all sound classes. [0057.51] Log: Class 'None' has 18 resident sounds taking 1274.73 kb [0057.51] Log: Class 'Vehicle' has 77 resident sounds taking 19170.17 kb, and 7 real time sounds taking 443.18 kb [0057.51] Log: Class 'SFX' has 28 resident sounds taking 4093.81 kb, and 10 real time sounds taking 619.87 kb [0057.51] Log: Class 'Ambient' has 31 resident sounds taking 14495.64 kb, and 22 real time sounds taking 3490.74 kb [0057.51] Log: Class 'Weapon' has 243 resident sounds taking 65726.30 kb, and 4 real time sounds taking 418.22 kb [0057.51] Log: Class 'Cinematic' has 5 resident sounds taking 1292.72 kb, and 5 real time sounds taking 596.60 kb [0057.51] Log: Class 'Item' has 21 resident sounds taking 1885.64 kb, and 1 real time sounds taking 8.89 kb [0057.51] Log: Class 'Character' has 180 resident sounds taking 8576.90 kb [0057.51] Log: Class 'WeaponBulletEffects' has 23 resident sounds taking 673.11 kb, and 1 real time sounds taking 150.46 kb [0057.51] Log: Class 'Announcer' has 173 resident sounds taking 73580.28 kb [0057.51] Log: Class 'Master' has 2 resident sounds taking 111.17 kb [0057.51] Log: Class 'MovieEffects' has 0 resident sounds taking 0.00 kb, and 4 real time sounds taking 769.60 kb [0057.51] Log: Class 'UI' has 22 resident sounds taking 1276.65 kb [0057.51] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0057.51] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 1 real time sounds taking 1787.79 kb [0057.51] Log: Class 'UnGrouped' has 188 resident sounds taking 37386.71 kb, and 94 real time sounds taking 2222.50 kb [0057.51] Log: 1161 total sounds in 16 classes [0057.53] Log: Bool AmbientOcclusion set to 0 [0058.58] ScriptLog: NO VALID MINIMAP INFO IN MAPINFO!!! [0086.79] ScriptLog: dialogInstance Type? GFxClikWidget_6 [0089.70] ScriptLog: <> [0089.70] Log: Closing by request [0089.70] Log: appRequestExit(0) [0089.70] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: submit [0090.13] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0090.15] Exit: Preparing to exit. [0090.74] Exit: Game engine shut down [0090.90] Exit: Windows client shut down [0090.91] Exit: XAudio2 Device shut down. [0091.26] Exit: Object subsystem successfully closed. [0091.47] Log: Shutting down FaceFX... [0091.48] Log: FaceFX shutdown. [0091.56] Exit: Exiting. [0091.57] Log: Log file closed, 02/26/14 10:51:07