Log: Log file open, 03/23/18 18:46:17 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: E:\Renegade X\Renegade X\Binaries\Win32\ [0000.73] Init: Computer: DESKTOP-D929C64 [0000.73] Init: User: Thom [0000.73] Init: CPU Page size=4096, Processors=4 [0000.73] Init: High frequency timer resolution =3.027341 MHz [0000.73] Init: Memory total: Physical=7.9GB (8GB approx) Pagefile=12.9GB Virtual=4.0GB [0000.73] Log: Steam Client API initialized 0 [0000.73] Log: Steam Game Server API initialized 0 [0000.76] Init: WinSock: I am DESKTOP-D929C64 (192.168.2.67:0) [0000.76] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes. [0000.76] Init: Object subsystem initialized [0000.83] Log: Found D3D11 adapter 0: NVIDIA GeForce GTX 1050 Ti [0000.83] Log: Adapter has 3072MB of dedicated video memory, 0MB of dedicated system memory, and 1023MB of shared system memory [0000.84] Log: Found D3D11 adapter 1: Microsoft Basic Render Driver [0000.84] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 4063MB of shared system memory [0000.88] Log: Shader platform (RHI): PC-D3D-SM3 [0000.88] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt [0001.11] Log: PhysX GPU Support: ENABLED [0001.33] Init: Initializing FaceFX... [0001.33] Init: FaceFX 1.7.4 initialized. [0001.50] Init: XAudio2 using 'Luidsprekers (Realtek High Definition Audio)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3) [0009.61] Init: Finished loading startup packages in 7.38 seconds [0009.62] Log: 80960 objects as part of root set at end of initial load. [0009.62] Log: 0 out of 0 bytes used by permanent object pool. [0027.89] Log: Initializing Engine... [0027.98] Init: UEngine initialized [0028.04] Init: XAudio2Device initialized. [0028.06] Init: Client initialized [0029.49] Log: Steam Client API is unavailable [0029.98] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0029.98] Warning: Warning, Failed to find object 'Class None.' [0029.98] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0029.98] Warning: Warning, Failed to find object 'Class None.' [0029.98] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0029.98] Warning: Warning, Failed to find object 'Class None.' [0029.98] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0029.98] Warning: Warning, Failed to find object 'Class None.' [0030.18] Log: LoadMap: RenX-FrontEndMap?Name=TK0104?Team=0 [0030.32] Log: Game class is 'Rx_Game_MainMenu' [0030.34] Log: Primary PhysX scene will be in software. [0030.34] Log: Creating Primary PhysX Scene. [0030.35] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2018.03.23-18.46.47 [0030.36] ScriptLog: INITIAL: -1 -1 [0030.37] ScriptLog: Game profile Index was NONE [0030.38] ScriptLog: Gameplay events will not be recorded. [0030.38] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0030.38] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0030.38] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0030.38] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0030.38] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0030.38] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0030.38] ScriptLog: GDI:0.0000 [0030.38] ScriptLog: Nod:0.0000 [0030.38] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' [0030.46] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.333 [0030.48] Rx: MAPLoaded;RenX-FrontEndMap [0030.48] Log: Bringing up level for play took: 0.150654 [0030.48] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_0 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0134 [0030.48] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_0 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0168 [0030.48] Rx: PLAYEREnter;GDI,256,TK0104fromhwidnosteam [0030.48] Rx: PLAYERTeamJoin;GDI,256,TK0104joinedGDI [0030.48] Log: Current scalability system settings: [0030.48] Log: StaticDecals = TRUE (Whether to allow static decals.) [0030.48] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0030.48] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0030.48] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0030.48] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0030.48] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0030.48] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0030.48] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0030.48] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0030.48] Log: Bloom = TRUE (Whether to allow bloom.) [0030.48] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0030.48] Log: Distortion = TRUE (Whether to allow distortion.) [0030.48] Log: DropParticleDistortion = TRUE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0030.48] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0030.48] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0030.48] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0030.48] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0030.48] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0030.48] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0030.48] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0030.48] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0030.48] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0030.48] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0030.48] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0030.48] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0030.48] Log: bAllowD3D9MSAA = TRUE (UKNOWN) [0030.48] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0030.48] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0030.48] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0030.48] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0030.48] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0030.48] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0030.48] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0030.48] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0030.48] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0030.48] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0030.48] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0030.48] Log: Current preference system settings: [0030.48] Log: UseVsync = TRUE (Whether to use VSync or not.) [0030.48] Log: Fullscreen = TRUE (Fullscreen.) [0030.48] Log: ResX = 1920 (Screen X resolution.) [0030.48] Log: ResY = 1080 (Screen Y resolution.) [0030.48] Log: Current debug system settings: [0030.48] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0030.48] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0030.48] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0030.48] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0030.48] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0030.48] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0030.48] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0030.48] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0030.48] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0030.48] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0030.48] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0030.48] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0030.48] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0030.48] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0030.48] Log: bAllowTemporalAA = FALSE (UKNOWN) [0030.48] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0030.48] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0030.48] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0030.48] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0030.48] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0030.48] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0030.48] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0030.48] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0030.48] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0030.48] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0030.48] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0030.48] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0030.48] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0030.48] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0030.48] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0030.48] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0030.48] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0030.48] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0030.48] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0030.48] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0030.48] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0030.48] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0030.48] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0030.48] Log: Current unknown system settings: [0030.48] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0030.48] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0030.48] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0030.48] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0030.48] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0030.48] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0030.48] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0030.48] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0030.48] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0030.48] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0030.48] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0030.48] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0030.48] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0030.48] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0030.48] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0030.48] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0030.48] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0030.48] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0030.48] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0030.48] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0030.48] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0030.48] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0030.48] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0030.48] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0030.48] 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.) [0030.48] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0030.48] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0030.48] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0030.48] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0030.48] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0030.48] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0030.48] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0030.48] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0030.48] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0030.48] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0030.48] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0030.48] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0030.48] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0030.48] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0030.48] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0030.48] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0030.48] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0030.48] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0030.48] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0030.48] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0030.48] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0030.48] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0030.48] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0030.48] 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).) [0030.48] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0030.48] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0030.48] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0030.48] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0030.48] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0030.48] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0030.48] 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) [0030.48] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0030.48] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0030.48] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0030.48] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0030.48] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0030.48] 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).) [0030.48] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0030.48] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0030.48] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0030.48] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0030.48] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0030.48] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0030.48] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0030.48] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0030.48] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0030.48] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0030.48] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0030.48] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0030.48] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0030.48] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0030.48] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0030.48] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0030.49] Log: Listing all sound classes. [0030.49] Log: Class 'Item' has 25 resident sounds taking 2601.49 kb, and 1 real time sounds taking 8.89 kb [0030.49] Log: Class 'Vehicle' has 103 resident sounds taking 28800.91 kb, and 8 real time sounds taking 504.49 kb [0030.49] Log: Class 'Weapon' has 255 resident sounds taking 70338.77 kb, and 5 real time sounds taking 383.05 kb [0030.49] Log: Class 'SFX' has 35 resident sounds taking 7308.36 kb, and 11 real time sounds taking 563.45 kb [0030.49] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0030.49] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0030.49] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0030.49] Log: Class 'Announcer_UI' has 21 resident sounds taking 2925.05 kb [0030.49] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0030.49] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0030.49] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0030.49] Log: Class 'WeaponBulletEffects' has 24 resident sounds taking 731.49 kb, and 1 real time sounds taking 150.46 kb [0030.49] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0030.49] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb [0030.49] Log: Class 'Ambient' has 3 resident sounds taking 840.42 kb [0030.49] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0030.49] Log: Class 'UnGrouped' has 514 resident sounds taking 65378.72 kb, and 107 real time sounds taking 2389.50 kb [0030.49] Log: 1428 total sounds in 17 classes [0031.07] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0031.07] ScriptLog: Rx_HUD::Jukebox AutoPlay music disabled by map. [0031.10] Warning: Warning, Failed to load 'SwfMovie udkfrontend.udk_ime': Failed to find object 'SwfMovie udkfrontend.udk_ime' [0031.10] Log: GFx attempted to load missing object [UDKFrontEnd.udk_ime] [0031.15] Warning: Warning, Failed to load 'SwfMovie udkfrontend.udk_ime': Failed to find object 'SwfMovie udkfrontend.udk_ime' [0031.15] Log: GFx attempted to load missing object [UDKFrontEnd.udk_ime] [0031.16] Rx: PLAYERHWID;playerGDI,256,TK0104hwidBFE432F800002D82 [0031.16] ScriptWarning: Accessed None 'RenXHud' Rx_HUD_CTextComponent Transient.Rx_HUD_CTextComponent_0 Function RenX_Game.Rx_HUD_CTextComponent:SetFlashText:00F5 [0031.16] ScriptWarning: Accessed None Rx_HUD_CTextComponent Transient.Rx_HUD_CTextComponent_0 Function RenX_Game.Rx_HUD_CTextComponent:SetFlashText:0109 [0031.16] ScriptWarning: Accessed None 'RenXHud' Rx_HUD_CTextComponent Transient.Rx_HUD_CTextComponent_0 Function RenX_Game.Rx_HUD_CTextComponent:SetFlashText:00F5 [0031.16] ScriptWarning: Accessed None Rx_HUD_CTextComponent Transient.Rx_HUD_CTextComponent_0 Function RenX_Game.Rx_HUD_CTextComponent:SetFlashText:0109 [0031.16] Log: ########### Finished loading level: 0.976505 seconds [0031.16] Log: Flushing async loaders. [0036.90] Log: Flushed async loaders. [0036.90] Init: Game engine initialized [0036.90] Log: Initializing Engine Completed [0049.11] Log: >>>>>>>>>>>>>> Initial startup: 49.11s <<<<<<<<<<<<<<< [0049.13] Log: Current scalability system settings: [0049.13] Log: StaticDecals = TRUE (Whether to allow static decals.) [0049.13] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0049.13] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0049.13] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0049.13] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0049.13] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0049.13] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0049.13] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0049.13] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0049.13] Log: Bloom = TRUE (Whether to allow bloom.) [0049.13] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0049.13] Log: Distortion = TRUE (Whether to allow distortion.) [0049.13] Log: DropParticleDistortion = TRUE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0049.13] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0049.13] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0049.13] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0049.13] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0049.13] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0049.13] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0049.13] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0049.13] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0049.13] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0049.13] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0049.13] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0049.13] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0049.13] Log: bAllowD3D9MSAA = TRUE (UKNOWN) [0049.13] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0049.13] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0049.13] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0049.13] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0049.13] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0049.13] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0049.13] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0049.13] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0049.13] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0049.13] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0049.13] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0049.13] Log: Current preference system settings: [0049.13] Log: UseVsync = TRUE (Whether to use VSync or not.) [0049.13] Log: Fullscreen = TRUE (Fullscreen.) [0049.13] Log: ResX = 1920 (Screen X resolution.) [0049.13] Log: ResY = 1080 (Screen Y resolution.) [0049.13] Log: Current debug system settings: [0049.13] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0049.13] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0049.13] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0049.13] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0049.13] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0049.13] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0049.13] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0049.13] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0049.13] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0049.13] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0049.13] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0049.13] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0049.13] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0049.13] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0049.13] Log: bAllowTemporalAA = FALSE (UKNOWN) [0049.13] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0049.13] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0049.13] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0049.13] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0049.13] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0049.13] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0049.13] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0049.13] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0049.13] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0049.13] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0049.13] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0049.13] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0049.13] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0049.13] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0049.13] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0049.13] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0049.13] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0049.13] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0049.13] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0049.13] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0049.13] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0049.13] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0049.13] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0049.13] Log: Current unknown system settings: [0049.13] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0049.13] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0049.13] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0049.13] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0049.13] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0049.13] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0049.13] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0049.13] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0049.13] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0049.13] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0049.13] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0049.13] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0049.13] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0049.13] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0049.13] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0049.13] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0049.13] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0049.13] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0049.13] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0049.13] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0049.13] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0049.13] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0049.13] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0049.13] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0049.13] 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.) [0049.13] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0049.13] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0049.13] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0049.13] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0049.13] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0049.13] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0049.13] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0049.13] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0049.13] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0049.13] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0049.13] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0049.13] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0049.13] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0049.13] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0049.13] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0049.13] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0049.13] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0049.13] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0049.13] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0049.13] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0049.13] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0049.13] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0049.13] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0049.13] 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).) [0049.13] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0049.13] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0049.13] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0049.13] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0049.13] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0049.13] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0049.13] 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) [0049.13] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0049.13] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0049.13] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0049.13] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0049.13] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0049.13] 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).) [0049.13] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0049.13] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0049.13] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0049.13] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0049.13] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0049.13] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0049.13] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0049.13] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0049.13] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0049.13] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0049.13] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0049.13] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0049.13] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0049.13] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0049.13] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0049.13] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0049.15] Log: Listing all sound classes. [0049.15] Log: Class 'Item' has 25 resident sounds taking 2601.49 kb, and 1 real time sounds taking 8.89 kb [0049.15] Log: Class 'Vehicle' has 103 resident sounds taking 28800.91 kb, and 8 real time sounds taking 504.49 kb [0049.15] Log: Class 'Weapon' has 255 resident sounds taking 70338.77 kb, and 5 real time sounds taking 383.05 kb [0049.15] Log: Class 'SFX' has 35 resident sounds taking 7308.36 kb, and 11 real time sounds taking 563.45 kb [0049.15] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0049.15] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0049.15] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0049.15] Log: Class 'Announcer_UI' has 21 resident sounds taking 2925.05 kb [0049.15] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0049.15] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0049.15] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0049.15] Log: Class 'WeaponBulletEffects' has 24 resident sounds taking 731.49 kb, and 1 real time sounds taking 150.46 kb [0049.15] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0049.15] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb [0049.15] Log: Class 'Ambient' has 3 resident sounds taking 840.42 kb [0049.15] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0049.15] Log: Class 'UnGrouped' has 553 resident sounds taking 76931.72 kb, and 109 real time sounds taking 2570.08 kb [0049.15] Log: 1469 total sounds in 17 classes [0049.15] Log: Bool AmbientOcclusion set to 1 [0049.25] Log: BloomThreshold = 0 [0049.27] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0049.28] GFxUI: Rx_GFxFrontEnd::Loading SkirmishView [0049.32] ScriptLog: Name - Arctic Stronghold [0049.32] ScriptLog: Name - Canyon [0049.32] ScriptLog: Name - Cliff Side [0049.32] ScriptLog: Name - Complex [0049.32] ScriptLog: Name - Crash Site [0049.32] ScriptLog: Name - Eyes [0049.32] ScriptLog: Name - Field [0049.32] ScriptLog: Name - Field X [0049.32] ScriptLog: Name - Fort [0049.32] ScriptLog: Name - Gobi [0049.32] ScriptLog: Name - Goldrush [0049.32] ScriptLog: Name - Islands [0049.32] ScriptLog: Name - Lakeside [0049.32] ScriptLog: Name - Mesa [0049.32] ScriptLog: Name - Outposts [0049.32] ScriptLog: Name - Reservoir [0049.32] ScriptLog: Name - Snow [0049.32] ScriptLog: Name - Sunrise [0049.32] ScriptLog: Name - Tomb [0049.32] ScriptLog: Name - Toxicity [0049.32] ScriptLog: Name - Tunnels [0049.32] ScriptLog: Name - Twilight [0049.32] ScriptLog: Name - Under [0049.32] ScriptLog: Name - Volcano [0049.32] ScriptLog: Name - Walls (Flying) [0049.32] ScriptLog: Name - Whiteout [0049.32] ScriptLog: Name - Xmountain [0049.33] GFxUI: Rx_GFxFrontEnd::Loading MultiplayerView [0049.41] GFxUI: Rx_GFxFrontEnd::Loading SettingsView [0049.41] Log: DumpAvailableResolutions [0049.41] Log: 640x480 [0049.41] Log: 640x480 [0049.41] Log: 720x480 [0049.41] Log: 720x480 [0049.41] Log: 720x576 [0049.41] Log: 720x576 [0049.41] Log: 800x600 [0049.41] Log: 800x600 [0049.41] Log: 1024x768 [0049.41] Log: 1024x768 [0049.41] Log: 1152x864 [0049.41] Log: 1280x720 [0049.41] Log: 1280x720 [0049.41] Log: 1280x768 [0049.41] Log: 1280x768 [0049.41] Log: 1280x800 [0049.41] Log: 1280x800 [0049.41] Log: 1280x960 [0049.41] Log: 1280x960 [0049.41] Log: 1280x1024 [0049.41] Log: 1280x1024 [0049.41] Log: 1360x768 [0049.41] Log: 1366x768 [0049.41] Log: 1600x900 [0049.41] Log: 1600x1024 [0049.41] Log: 1680x1050 [0049.41] Log: 1920x1080 [0049.41] Log: 1440x480 [0049.44] GFxUI: Rx_GFxFrontEnd::Loading ExtrasView [0049.44] Warning: Warning, Failed to load 'SwfMovie udkfrontend.udk_ime': Failed to find object 'SwfMovie udkfrontend.udk_ime' [0049.44] Log: GFx attempted to load missing object [UDKFrontEnd.udk_ime] [0049.45] ScriptLog: Name - Arctic Stronghold [0049.45] ScriptLog: Name - Canyon [0049.45] ScriptLog: Name - Cliff Side [0049.45] ScriptLog: Name - Complex [0049.45] ScriptLog: Name - Crash Site [0049.45] ScriptLog: Name - Eyes [0049.45] ScriptLog: Name - Field [0049.45] ScriptLog: Name - Field X [0049.45] ScriptLog: Name - Fort [0049.45] ScriptLog: Name - Gobi [0049.45] ScriptLog: Name - Goldrush [0049.45] ScriptLog: Name - Islands [0049.45] ScriptLog: Name - Lakeside [0049.45] ScriptLog: Name - Mesa [0049.45] ScriptLog: Name - Outposts [0049.45] ScriptLog: Name - Reservoir [0049.45] ScriptLog: Name - Snow [0049.45] ScriptLog: Name - Sunrise [0049.45] ScriptLog: Name - Tomb [0049.45] ScriptLog: Name - Toxicity [0049.45] ScriptLog: Name - Tunnels [0049.45] ScriptLog: Name - Twilight [0049.45] ScriptLog: Name - Under [0049.45] ScriptLog: Name - Volcano [0049.45] ScriptLog: Name - Walls (Flying) [0049.45] ScriptLog: Name - Whiteout [0049.45] ScriptLog: Name - Xmountain [0049.63] Log: XAudio2: Audio pool size mismatch by 96000000 bytes. Please update CommonAudioPoolSize ini setting to 0 to avoid waste! [0062.44] ScriptLog: OutURL is: NC-Twilight?Team=0?Numplay=16?GDIBotCount=7?NODBotCount=8?GDIDifficulty=3?NODDifficulty=3?GDIAttackingStrengh=75?NodAttackingStrengh=75?StartingCredits=150?TimeLimit=35?MineLimit=30?VehicleLimit=7?IsFriendlyfire=False?CanRepairBuildings=False?HasBaseDestruction=False?HasEndGamePedistal=False?HasTimeLimitExpiry=False False [0062.44] ScriptLog: Command: ->> open CNC-Twilight?Team=0?Numplay=16?GDIBotCount=7?NODBotCount=8?GDIDifficulty=3?NODDifficulty=3?GDIAttackingStrengh=75?NodAttackingStrengh=75?StartingCredits=150?TimeLimit=35?MineLimit=30?VehicleLimit=7?IsFriendlyfire=False?CanRepairBuildings=False?HasBaseDestruction=False?HasEndGamePedistal=False?HasTimeLimitExpiry=False [0062.49] Log: LoadMap: CNC-Twilight?Name=TK0104?Team=0?Numplay=16?GDIBotCount=7?NODBotCount=8?GDIDifficulty=3?NODDifficulty=3?GDIAttackingStrengh=75?NodAttackingStrengh=75?StartingCredits=150?TimeLimit=35?MineLimit=30?VehicleLimit=7?IsFriendlyfire=False?CanRepairBuildings=False?HasBaseDestruction=False?HasEndGamePedistal=False?HasTimeLimitExpiry=False [0062.49] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_4 | SoundCue? SC_MainMenu [0062.52] Log: --- LOADING MOVIE START --- [0062.91] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0062.91] ScriptLog: ======================= Rx_HUD ========================= [0062.91] ScriptLog: DamageSystemMovie.bMovieIsOpen? False [0062.91] ScriptLog: HudMovie.bMovieIsOpen? False [0062.92] Rx: GAMESpawn;botNod,b257,Belgian Chocolate [0062.92] Rx: PLAYERExit;GDI,256,TK0104 [0069.18] Log: Game class is 'Rx_Game' [0069.30] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Twilight.TheWorld:PersistentLevel.SkeletalMeshActor_6.SkeletalMeshComponent_4 RX_BU_Barracks.Mesh.SK_BU_GDI_BAR 1 0 1 0 [0069.30] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Twilight.TheWorld:PersistentLevel.SkeletalMeshActor_10.SkeletalMeshComponent_4 RX_BU_Barracks.Mesh.SK_BU_GDI_BAR 1 0 1 0 [0069.31] Warning: Warning, Material RX_Weapon_PickUps.Materials.MMat_GeneralHolographic missing bUsedWithSkeletalMesh=True! [0069.31] Warning: Warning, Material RX_Weapon_PickUps.Materials.MMat_GeneralHolographic missing bUsedWithSkeletalMesh=True! [0069.31] Warning: Warning, Material RX_Weapon_PickUps.Materials.MMat_GeneralHolographic missing bUsedWithSkeletalMesh=True! [0069.31] Warning: Warning, Material RX_Weapon_PickUps.Materials.MMat_GeneralHolographic missing bUsedWithSkeletalMesh=True! [0069.31] Warning: Warning, Material RX_Weapon_PickUps.Materials.MMat_GeneralHolographic missing bUsedWithSkeletalMesh=True! [0069.31] Warning: Warning, Material RX_Weapon_PickUps.Materials.MMat_GeneralHolographic missing bUsedWithSkeletalMesh=True! [0069.31] Log: MIC::SetVectorParameterValue : Modifying 'FogVolumeMMaterial_RedLight' during gameplay. ParamName: EmissiveColor [0069.31] Log: MIC::SetVectorParameterValue : Modifying 'FogVolumeMMaterial_RedLight' during gameplay. ParamName: EmissiveColor [0069.31] Log: MIC::SetVectorParameterValue : Modifying 'FogVolumeMMaterial_RedLight' during gameplay. ParamName: EmissiveColor [0069.31] Log: MIC::SetVectorParameterValue : Modifying 'FogVolumeMMaterial_RedLight' during gameplay. ParamName: EmissiveColor [0069.31] Log: MIC::SetVectorParameterValue : Modifying 'FogVolumeMMaterial_White_OrangeLight' during gameplay. ParamName: EmissiveColor [0069.31] Log: MIC::SetVectorParameterValue : Modifying 'FogVolumeMMaterial_BlueWhite' during gameplay. ParamName: EmissiveColor [0069.32] Log: Primary PhysX scene will be in software. [0069.32] Log: Creating Primary PhysX Scene. [0069.50] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_4, SkeletalMesh: SK_BU_GDI_BAR [0069.50] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_4, SkeletalMesh: SK_BU_GDI_BAR [0069.51] Log: Bringing World CNC-Twilight.TheWorld up for play (0) at 2018.03.23-18.47.26 [0069.53] ScriptLog: INITIAL: -1 -1 [0069.55] ScriptLog: Game profile Index was NONE [0069.56] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0069.56] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0069.56] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0069.56] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0069.56] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0069.56] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0069.56] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0069.56] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0069.56] ScriptLog: Gameplay events will not be recorded. [0069.56] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0069.56] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0069.56] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0069.56] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0069.56] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0069.56] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0069.56] ScriptLog: GDI:0.7500 [0069.56] ScriptLog: Nod:0.7500 [0069.56] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' [0069.59] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Twilight.TheWorld:PersistentLevel.Rx_Building_Barracks_Internals_0.SkeletalMeshComponent_0 RX_BU_Barracks.Mesh.SK_BU_GDI_BAR 1 0 1 0 [0069.59] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_0, SkeletalMesh: SK_BU_GDI_BAR [0069.60] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -7319.30,5223.73,534.59 With a Rotation of 0,16384,0 [0069.60] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -7525.09,5104.91,534.59 With a Rotation of 0,27307,0 [0069.60] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -7113.50,5104.91,534.59 With a Rotation of 0,5461,0 [0069.60] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -7113.50,4867.28,534.59 With a Rotation of 0,-5461,0 [0069.60] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -7319.30,4748.46,534.59 With a Rotation of 0,-16384,0 [0069.60] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -7525.09,4867.28,534.59 With a Rotation of 0,-27307,0 [0069.62] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.333 [0069.64] Rx: MAPLoaded;CNC-Twilight [0069.64] Log: Bringing up level for play took: 0.455676 [0069.64] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_1 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0134 [0069.64] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_1 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0168 [0069.64] Rx: PLAYEREnter;GDI,258,TK0104fromhwidnosteam [0069.64] Rx: PLAYERTeamJoin;GDI,258,TK0104joinedGDI [0069.64] Rx: MAPStart;CNC-Twilight [0069.65] Rx: GAMESpawn;playerGDI,258,TK0104characterRx_FamilyInfo_GDI_Soldier [0069.66] Error: Can't start an online game that hasn't been created [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionMultiplier [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionContrast [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalSecondaryParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalSecondaryParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalSecondaryParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalSecondaryParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalSecondaryParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalSecondaryParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalSecondaryParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalSecondaryParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalSecondaryParticleValue [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: AddTranslucent_Bias [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: AddTranslucent_Bias [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Effect_Multiplier [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Effect_Multiplier [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Visibility_Multiplier [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Visibility_Multiplier [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_CH_GDI' during gameplay. ParamName: GlobalCharacterBrightness [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_CH_Nod' during gameplay. ParamName: GlobalCharacterBrightness [0069.66] Log: MIC::SetVectorParameterValue : Modifying 'MI_CH_All' during gameplay. ParamName: Reflection_Colour [0069.66] Log: MIC::SetTextureParameterValue : Modifying 'MI_CH_All' during gameplay. ParamName: CubeMap_Exterior [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_GDI' during gameplay. ParamName: GlobalVehicleBrightness [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: GlobalVehicleBrightness [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_Nod' during gameplay. ParamName: GlobalVehicleBrightness [0069.66] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: GlobalVehicleBrightness [0069.66] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_All' during gameplay. ParamName: Reflection_Colour [0069.66] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_All_Adaptive' during gameplay. ParamName: Reflection_Colour [0069.66] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_All' during gameplay. ParamName: CubeMap_Exterior [0069.66] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_All_Adaptive' during gameplay. ParamName: CubeMap_Exterior [0069.66] Rx: GAMESpawn;playerGDI,b259,I DESLIKE YOU.characterRx_FamilyInfo_GDI_Soldier [0069.66] Rx: GAMESpawn;botGDI,b259,I DESLIKE YOU. [0069.66] ScriptLog: added red bot [0069.66] Rx: GAMESpawn;playerGDI,b260,SlaviccharacterRx_FamilyInfo_GDI_Soldier [0069.66] Rx: GAMESpawn;botGDI,b260,Slavic [0069.66] ScriptLog: added red bot [0069.67] Rx: GAMESpawn;playerGDI,b261,Jos VermeulencharacterRx_FamilyInfo_GDI_Soldier [0069.67] Rx: GAMESpawn;botGDI,b261,Jos Vermeulen [0069.67] ScriptLog: added red bot [0069.67] Rx: GAMESpawn;playerGDI,b262,2v2funwarcharacterRx_FamilyInfo_GDI_Soldier [0069.67] Rx: GAMESpawn;botGDI,b262,2v2funwar [0069.67] ScriptLog: added red bot [0069.68] Rx: GAMESpawn;playerGDI,b263,Ryan WongwaicharacterRx_FamilyInfo_GDI_Soldier [0069.68] Rx: GAMESpawn;botGDI,b263,Ryan Wongwai [0069.68] ScriptLog: added red bot [0069.68] Rx: GAMESpawn;playerGDI,b264,RoofgnomecharacterRx_FamilyInfo_GDI_Soldier [0069.68] Rx: GAMESpawn;botGDI,b264,Roofgnome [0069.68] ScriptLog: added red bot [0069.69] Rx: GAMESpawn;playerGDI,b265,Kia HuntzingercharacterRx_FamilyInfo_GDI_Soldier [0069.69] Rx: GAMESpawn;botGDI,b265,Kia Huntzinger [0069.69] ScriptLog: added red bot [0069.69] ScriptLog: GDIDifficulty6 [0069.69] Rx: GAMESpawn;playerNod,b266,Nathan ElliottcharacterRx_FamilyInfo_Nod_Soldier [0069.69] Rx: GAMESpawn;botNod,b266,Nathan Elliott [0069.69] ScriptLog: added blue bot [0069.69] Rx: GAMESpawn;playerNod,b267,RAAAAAABB!characterRx_FamilyInfo_Nod_Soldier [0069.70] Rx: GAMESpawn;botNod,b267,RAAAAAABB! [0069.70] ScriptLog: added blue bot [0069.70] Rx: GAMESpawn;playerNod,b268,HassancharacterRx_FamilyInfo_Nod_Soldier [0069.70] Rx: GAMESpawn;botNod,b268,Hassan [0069.70] ScriptLog: added blue bot [0069.70] Rx: GAMESpawn;playerNod,b269,Project ReGenesischaracterRx_FamilyInfo_Nod_Soldier [0069.70] Rx: GAMESpawn;botNod,b269,Project ReGenesis [0069.70] ScriptLog: added blue bot [0069.71] Rx: GAMESpawn;playerNod,b270,Maarten BondercharacterRx_FamilyInfo_Nod_Soldier [0069.71] Rx: GAMESpawn;botNod,b270,Maarten Bonder [0069.71] ScriptLog: added blue bot [0069.71] Rx: GAMESpawn;playerNod,b271,Louis CastlecharacterRx_FamilyInfo_Nod_Soldier [0069.71] Rx: GAMESpawn;botNod,b271,Louis Castle [0069.71] ScriptLog: added blue bot [0069.72] Rx: GAMESpawn;playerNod,b272,No, cowcharacterRx_FamilyInfo_Nod_Soldier [0069.72] Rx: GAMESpawn;botNod,b272,No, cow [0069.72] ScriptLog: added blue bot [0069.72] Rx: GAMESpawn;playerNod,b273,SinbadcharacterRx_FamilyInfo_Nod_Soldier [0069.72] Rx: GAMESpawn;botNod,b273,Sinbad [0069.72] ScriptLog: added blue bot [0069.72] ScriptLog: NODDifficulty6 [0069.72] ScriptLog: START MATCH [0069.73] Log: Current scalability system settings: [0069.73] Log: StaticDecals = TRUE (Whether to allow static decals.) [0069.73] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0069.73] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0069.73] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0069.73] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0069.73] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0069.73] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0069.73] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0069.73] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0069.73] Log: Bloom = TRUE (Whether to allow bloom.) [0069.73] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0069.73] Log: Distortion = TRUE (Whether to allow distortion.) [0069.73] Log: DropParticleDistortion = TRUE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0069.73] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0069.73] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0069.73] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0069.73] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0069.73] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0069.73] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0069.73] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0069.73] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0069.73] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0069.73] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0069.73] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0069.73] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0069.73] Log: bAllowD3D9MSAA = TRUE (UKNOWN) [0069.73] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0069.73] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0069.73] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0069.73] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0069.73] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0069.73] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0069.73] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0069.73] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0069.73] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0069.73] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0069.73] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0069.73] Log: Current preference system settings: [0069.73] Log: UseVsync = TRUE (Whether to use VSync or not.) [0069.73] Log: Fullscreen = TRUE (Fullscreen.) [0069.73] Log: ResX = 1920 (Screen X resolution.) [0069.73] Log: ResY = 1080 (Screen Y resolution.) [0069.73] Log: Current debug system settings: [0069.73] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0069.73] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0069.73] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0069.73] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0069.73] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0069.73] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0069.73] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0069.73] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0069.73] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0069.73] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0069.73] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0069.73] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0069.73] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0069.73] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0069.73] Log: bAllowTemporalAA = FALSE (UKNOWN) [0069.73] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0069.73] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0069.73] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0069.73] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0069.73] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0069.73] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0069.73] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0069.73] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0069.73] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0069.73] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0069.73] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0069.73] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0069.73] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0069.73] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0069.73] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0069.73] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0069.73] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0069.73] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0069.73] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0069.73] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0069.73] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0069.73] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0069.73] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0069.73] Log: Current unknown system settings: [0069.73] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0069.73] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0069.73] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0069.73] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0069.73] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0069.73] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0069.73] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0069.73] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0069.73] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0069.73] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0069.73] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0069.73] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0069.73] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0069.73] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0069.73] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0069.73] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0069.73] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0069.73] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0069.73] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0069.73] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0069.73] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0069.73] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0069.73] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0069.73] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0069.73] 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.) [0069.73] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0069.73] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0069.73] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0069.73] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0069.73] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0069.73] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0069.73] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0069.73] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0069.73] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0069.73] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0069.73] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0069.73] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0069.73] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0069.73] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0069.73] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0069.73] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0069.73] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0069.73] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0069.73] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0069.73] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0069.73] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0069.73] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0069.73] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0069.73] 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).) [0069.73] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0069.73] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0069.73] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0069.73] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0069.73] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0069.73] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0069.73] 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) [0069.73] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0069.73] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0069.73] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0069.73] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0069.73] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0069.73] 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).) [0069.73] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0069.73] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0069.73] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0069.73] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0069.73] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0069.73] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0069.73] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0069.73] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0069.73] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0069.73] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0069.73] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0069.73] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0069.73] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0069.73] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0069.73] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0069.73] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0069.74] Log: Listing all sound classes. [0069.74] Log: Class 'Item' has 25 resident sounds taking 2601.49 kb, and 1 real time sounds taking 8.89 kb [0069.74] Log: Class 'Vehicle' has 103 resident sounds taking 28800.91 kb, and 8 real time sounds taking 504.49 kb [0069.74] Log: Class 'Weapon' has 255 resident sounds taking 70338.77 kb, and 5 real time sounds taking 383.05 kb [0069.74] Log: Class 'SFX' has 35 resident sounds taking 7308.36 kb, and 11 real time sounds taking 563.45 kb [0069.74] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0069.74] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0069.74] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0069.74] Log: Class 'Announcer_UI' has 21 resident sounds taking 2925.05 kb [0069.74] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 23 real time sounds taking 47214.76 kb [0069.74] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0069.74] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0069.74] Log: Class 'WeaponBulletEffects' has 24 resident sounds taking 731.49 kb, and 1 real time sounds taking 150.46 kb [0069.74] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0069.74] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb [0069.74] Log: Class 'Ambient' has 32 resident sounds taking 14683.14 kb, and 22 real time sounds taking 2865.60 kb [0069.74] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0069.74] Log: Class 'UnGrouped' has 547 resident sounds taking 81136.41 kb, and 113 real time sounds taking 2810.04 kb [0069.74] Log: 1517 total sounds in 17 classes [0069.76] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0069.76] ScriptLog: Rx_HUD::Jukebox SystemSettingsHandler.bAutostartMusic:'True' [0069.76] Warning: Warning, Failed to load 'SwfMovie udkfrontend.udk_ime': Failed to find object 'SwfMovie udkfrontend.udk_ime' [0069.76] Log: GFx attempted to load missing object [UDKFrontEnd.udk_ime] [0069.80] Warning: Warning, Failed to load 'SwfMovie udkfrontend.udk_ime': Failed to find object 'SwfMovie udkfrontend.udk_ime' [0069.80] Log: GFx attempted to load missing object [UDKFrontEnd.udk_ime] [0069.81] Rx: PLAYERHWID;playerGDI,258,TK0104hwidBFE432F800002D82 [0069.81] ScriptWarning: Accessed None 'RenXHud' Rx_HUD_CTextComponent Transient.Rx_HUD_CTextComponent_1 Function RenX_Game.Rx_HUD_CTextComponent:SetFlashText:00F5 [0069.81] ScriptWarning: Accessed None Rx_HUD_CTextComponent Transient.Rx_HUD_CTextComponent_1 Function RenX_Game.Rx_HUD_CTextComponent:SetFlashText:0109 [0069.81] ScriptWarning: Accessed None 'RenXHud' Rx_HUD_CTextComponent Transient.Rx_HUD_CTextComponent_1 Function RenX_Game.Rx_HUD_CTextComponent:SetFlashText:00F5 [0069.81] ScriptWarning: Accessed None Rx_HUD_CTextComponent Transient.Rx_HUD_CTextComponent_1 Function RenX_Game.Rx_HUD_CTextComponent:SetFlashText:0109 [0069.81] Log: ########### Finished loading level: 7.325069 seconds [0069.84] Warning: Warning, Material RX_Weapon_PickUps.Materials.MMat_GeneralHolographic missing bUsedWithSkeletalMesh=True! [0069.84] Warning: Warning, Material RX_Weapon_PickUps.Materials.MMat_GeneralHolographic missing bUsedWithSkeletalMesh=True! [0070.84] Log: --- LOADING MOVIE TIME: 8.31 sec --- [0073.62] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_6 [0074.90] Rx: GAMESpawn;vehicleGDI,Rx_Vehicle_Harvester_GDI [0074.90] Rx: GAMESpawn;vehicleNod,Rx_Vehicle_Harvester_Nod [0095.12] Log: Assembled 570 auto-complete commands, manual: 92, exec: 449, kismet: 0 [0096.59] Rx: GAMEDeath;playerNod,b273,Sinbadsuicide byDmgType_Suicided [0096.60] Rx: PLAYERExit;Nod,b273,Sinbad [0096.60] Rx: GAMEDeath;playerNod,b272,No, cowsuicide byDmgType_Suicided [0096.60] Rx: PLAYERExit;Nod,b272,No, cow [0096.60] Rx: GAMEDeath;playerNod,b271,Louis Castlesuicide byDmgType_Suicided [0096.60] Log: WARNING: Cooking Convex For Actor: CNC-Twilight.TheWorld:PersistentLevel.Rx_Pickup_Ammo_0 Component: StaticMeshComponent_139 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. [0096.60] Rx: PLAYERExit;Nod,b271,Louis Castle [0096.60] Rx: GAMEDeath;playerNod,b270,Maarten Bondersuicide byDmgType_Suicided [0096.60] Rx: PLAYERExit;Nod,b270,Maarten Bonder [0096.60] Rx: GAMEDeath;playerNod,b269,Project ReGenesissuicide byDmgType_Suicided [0096.60] Rx: PLAYERExit;Nod,b269,Project ReGenesis [0096.60] Rx: GAMEDeath;playerNod,b268,Hassansuicide byDmgType_Suicided [0096.60] Rx: PLAYERExit;Nod,b268,Hassan [0096.60] Rx: GAMEDeath;playerNod,b267,RAAAAAABB!suicide byDmgType_Suicided [0096.60] Rx: PLAYERExit;Nod,b267,RAAAAAABB! [0096.60] Rx: GAMEDeath;playerNod,b266,Nathan Elliottsuicide byDmgType_Suicided [0096.60] Rx: PLAYERExit;Nod,b266,Nathan Elliott [0096.60] Rx: GAMEDeath;playerGDI,b265,Kia Huntzingersuicide byDmgType_Suicided [0096.60] Rx: PLAYERExit;GDI,b265,Kia Huntzinger [0096.60] Rx: GAMEDeath;playerGDI,b264,Roofgnomesuicide byDmgType_Suicided [0096.61] Rx: PLAYERExit;GDI,b264,Roofgnome [0096.61] Rx: GAMEDeath;playerGDI,b263,Ryan Wongwaisuicide byDmgType_Suicided [0096.61] Rx: PLAYERExit;GDI,b263,Ryan Wongwai [0096.61] Rx: GAMEDeath;playerGDI,b262,2v2funwarsuicide byDmgType_Suicided [0096.61] Rx: PLAYERExit;GDI,b262,2v2funwar [0096.61] Rx: GAMEDeath;playerGDI,b261,Jos Vermeulensuicide byDmgType_Suicided [0096.61] Rx: PLAYERExit;GDI,b261,Jos Vermeulen [0096.61] Rx: GAMEDeath;playerGDI,b260,Slavicsuicide byDmgType_Suicided [0096.61] Rx: PLAYERExit;GDI,b260,Slavic [0096.61] Rx: GAMEDeath;playerGDI,b259,I DESLIKE YOU.suicide byDmgType_Suicided [0096.61] Rx: PLAYERExit;GDI,b259,I DESLIKE YOU. [0116.49] ScriptLog: ------------------ [ Setting up ] ------------------ [0116.51] Warning: Warning, Failed to load 'SwfMovie udkfrontend.udk_ime': Failed to find object 'SwfMovie udkfrontend.udk_ime' [0116.51] Log: GFx attempted to load missing object [UDKFrontEnd.udk_ime] [0116.52] ScriptLog: rxPC.bJustBaughtEngineer= False [0116.52] ScriptLog: rxPC.bJustBaughtHavocSakura= False [0116.52] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Soldier [0116.52] ScriptLog: [0116.52] ScriptLog: OwnedSidearm= Rx_Weapon_Pistol_UnSILENCED [0116.52] ScriptLog: OwnedExplosive= Rx_Weapon_TimedC4 [0116.52] ScriptLog: OwnedItem= None [0116.52] ScriptLog: [0116.52] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol_UnSILENCED [0116.52] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4 [0116.53] ScriptLog: ====================== [0116.53] ScriptLog: Norm explosiveData[0]= Timed C4 [0116.53] ScriptLog: Norm explosiveData[1]= Grenades [0116.53] ScriptLog: Norm explosiveData[2]= Smoke Grenade [0116.53] ScriptLog: Norm explosiveData[3]= EMP Grenade [0116.53] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [0117.49] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0117.49] ScriptLog: Button Pressed? LeftMouseButton [0117.56] ScriptLog: --------------- 5 --------------- [0118.00] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0118.00] ScriptLog: Button Pressed? LeftMouseButton [0118.09] ScriptLog: ------------------ SelectPurchase() ------------------ [0118.12] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_EngineerbyGDI,258,TK0104 [0118.12] ScriptLog: XXX: Rx_InventoryManager_GDI_Engineer [0118.12] ScriptLog: XXX2: Rx_Weapon_Pistol [0118.12] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [0118.12] ScriptLog: GFx EquipmentSidearmData[0]? [0118.12] ScriptLog: GFx EquipExplosivesList[0]? Timed C4 [0118.12] ScriptLog: GetRxFamilyInfo()? Rx_FamilyInfo_GDI_Engineer [0118.12] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_GDI_Engineer [0118.12] ScriptLog: rxPC.Pawn? Rx_Pawn_0 [0118.12] ScriptLog: bJustBaughtEngineer? False [0118.12] ScriptLog: bJustBaughtHavocSakura? False [0118.12] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_TimedC4 [0118.12] ScriptLog: OwnedExplosive? Rx_Weapon_TimedC4 [0118.12] ScriptLog: selected explosive data? None [0118.12] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [0118.13] Warning: Warning, Failed to load 'SwfMovie udkfrontend.udk_ime': Failed to find object 'SwfMovie udkfrontend.udk_ime' [0118.13] Log: GFx attempted to load missing object [UDKFrontEnd.udk_ime] [0194.74] Warning: Warning, Failed to load 'SwfMovie udkfrontend.udk_ime': Failed to find object 'SwfMovie udkfrontend.udk_ime' [0194.74] Log: GFx attempted to load missing object [UDKFrontEnd.udk_ime] [0194.79] Warning: Warning, Failed to load 'SwfMovie udkfrontend.udk_ime': Failed to find object 'SwfMovie udkfrontend.udk_ime' [0194.79] Log: GFx attempted to load missing object [UDKFrontEnd.udk_ime] [0194.80] Log: Bool AmbientOcclusion set to 1 [0196.14] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Click [0196.84] ScriptLog: UTPlayerController::QuitToMainMenu() - Online cleanup failed, finishing quit. [0196.84] ScriptLog: ------ QUIT TO MAIN MENU -------- [0196.84] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: submit [0196.84] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Click [0196.84] Log: Failed; returning to Entry [0196.86] Log: LoadMap: RenX-FrontEndMap?closed?Name=TK0104?Team=0 [0196.86] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_212 | SoundCue? Industrial [0196.86] Log: --- LOADING MOVIE START --- [0196.94] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0196.95] ScriptWarning: Accessed None Rx_GFxHud Transient.Rx_GFxHud_1 Function RenX_Game.Rx_GFxHud:setRespawnCounter:022A [0196.95] ScriptWarning: Accessed None Rx_GFxHud Transient.Rx_GFxHud_1 Function RenX_Game.Rx_GFxHud:setRespawnCounter:0278 [0196.95] ScriptWarning: Accessed None Rx_GFxHud Transient.Rx_GFxHud_1 Function RenX_Game.Rx_GFxHud:setRespawnCounter:02C9 [0196.95] ScriptWarning: Accessed None Rx_GFxHud Transient.Rx_GFxHud_1 Function RenX_Game.Rx_GFxHud:setRespawnCounter:030E [0196.95] ScriptWarning: Accessed None Rx_GFxHud Transient.Rx_GFxHud_1 Function RenX_Game.Rx_GFxHud:setRespawnCounter:0354 [0196.95] ScriptWarning: Accessed None Rx_GFxHud Transient.Rx_GFxHud_1 Function RenX_Game.Rx_GFxHud:setRespawnCounter:038F [0196.95] ScriptWarning: Accessed None 'Request' Rx_ServerListQueryHandler CNC-Twilight.TheWorld:PersistentLevel.Rx_Game_0.Rx_ServerListQueryHandler_1 Function RenX_Game.Rx_ServerListQueryHandler:ClearDelegates:000B [0196.95] ScriptLog: ======================= Rx_HUD ========================= [0196.95] ScriptLog: PTMovie.bMovieIsOpen? False [0196.95] ScriptLog: DamageSystemMovie.bMovieIsOpen? False [0196.95] ScriptLog: HudMovie.bMovieIsOpen? False [0196.95] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_212 | SoundCue? Command_and_Conquer [0196.96] Log: UPhysicsAssetInstance::InitInstance : No RBPhysScene: Rx_Pawn_16 [0196.96] Rx: GAMESpawn;playerNod,b274,Mike GeigcharacterRx_FamilyInfo_Nod_Soldier [0196.96] Rx: GAMESpawn;botNod,b274,Mike Geig [0196.96] Rx: PLAYERExit;GDI,258,TK0104 [0197.11] Log: Game class is 'Rx_Game_MainMenu' [0197.12] Log: Primary PhysX scene will be in software. [0197.12] Log: Creating Primary PhysX Scene. [0197.12] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2018.03.23-18.49.34 [0197.14] ScriptLog: INITIAL: -1 -1 [0197.15] ScriptLog: Game profile Index was NONE [0197.16] ScriptLog: Gameplay events will not be recorded. [0197.16] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0197.16] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0197.16] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0197.16] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0197.16] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0197.16] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0197.16] ScriptLog: GDI:0.0000 [0197.16] ScriptLog: Nod:0.0000 [0197.16] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' [0197.17] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.333 [0197.19] Rx: MAPLoaded;RenX-FrontEndMap [0197.19] Log: Bringing up level for play took: 0.072027 [0197.19] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_2 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0134 [0197.19] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_2 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0168 [0197.19] Rx: PLAYEREnter;GDI,275,TK0104fromhwidnosteam [0197.19] Rx: PLAYERTeamJoin;GDI,275,TK0104joinedGDI [0197.19] Log: Current scalability system settings: [0197.19] Log: StaticDecals = TRUE (Whether to allow static decals.) [0197.19] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0197.19] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0197.19] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0197.19] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0197.19] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0197.19] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0197.19] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0197.19] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0197.19] Log: Bloom = TRUE (Whether to allow bloom.) [0197.19] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0197.19] Log: Distortion = TRUE (Whether to allow distortion.) [0197.19] Log: DropParticleDistortion = TRUE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0197.19] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0197.19] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0197.19] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0197.19] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0197.19] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0197.19] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0197.19] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0197.19] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0197.19] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0197.19] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0197.19] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0197.19] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0197.19] Log: bAllowD3D9MSAA = TRUE (UKNOWN) [0197.19] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0197.19] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0197.19] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0197.19] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0197.19] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0197.19] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0197.19] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0197.19] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0197.19] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0197.19] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0197.19] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0197.19] Log: Current preference system settings: [0197.19] Log: UseVsync = TRUE (Whether to use VSync or not.) [0197.19] Log: Fullscreen = TRUE (Fullscreen.) [0197.19] Log: ResX = 1920 (Screen X resolution.) [0197.19] Log: ResY = 1080 (Screen Y resolution.) [0197.19] Log: Current debug system settings: [0197.19] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0197.19] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0197.19] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0197.19] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0197.19] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0197.19] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0197.19] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0197.19] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0197.19] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0197.19] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0197.19] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0197.19] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0197.19] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0197.19] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0197.19] Log: bAllowTemporalAA = FALSE (UKNOWN) [0197.19] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0197.19] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0197.19] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0197.19] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0197.19] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0197.19] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0197.19] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0197.19] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0197.19] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0197.19] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0197.19] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0197.19] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0197.19] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0197.19] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0197.19] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0197.19] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0197.19] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0197.19] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0197.19] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0197.19] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0197.19] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0197.19] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0197.19] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0197.19] Log: Current unknown system settings: [0197.19] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0197.19] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0197.19] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0197.19] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0197.19] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0197.19] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0197.19] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0197.19] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0197.19] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0197.19] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0197.19] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0197.19] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0197.19] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0197.19] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0197.19] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0197.19] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0197.19] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0197.19] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0197.19] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0197.19] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0197.19] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0197.19] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0197.19] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0197.19] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0197.19] 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.) [0197.19] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0197.19] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0197.19] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0197.19] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0197.19] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0197.19] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0197.19] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0197.19] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0197.19] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0197.19] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0197.19] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0197.19] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0197.19] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0197.19] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0197.19] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0197.19] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0197.19] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0197.19] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0197.19] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0197.19] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0197.19] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0197.19] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0197.19] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0197.19] 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).) [0197.19] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0197.19] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0197.19] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0197.19] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0197.19] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0197.19] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0197.19] 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) [0197.19] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0197.19] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0197.19] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0197.19] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0197.19] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0197.19] 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).) [0197.19] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0197.19] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0197.19] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0197.19] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0197.19] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0197.19] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0197.19] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0197.19] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0197.19] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0197.19] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0197.19] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0197.19] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0197.19] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0197.19] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0197.19] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0197.19] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0197.20] Log: Listing all sound classes. [0197.20] Log: Class 'Item' has 25 resident sounds taking 2601.49 kb, and 1 real time sounds taking 8.89 kb [0197.20] Log: Class 'Vehicle' has 103 resident sounds taking 28800.91 kb, and 8 real time sounds taking 504.49 kb [0197.20] Log: Class 'Weapon' has 255 resident sounds taking 70338.77 kb, and 5 real time sounds taking 383.05 kb [0197.20] Log: Class 'SFX' has 35 resident sounds taking 7308.36 kb, and 11 real time sounds taking 563.45 kb [0197.20] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0197.20] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0197.20] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0197.20] Log: Class 'Announcer_UI' has 21 resident sounds taking 2925.05 kb [0197.20] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0197.20] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0197.20] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0197.20] Log: Class 'WeaponBulletEffects' has 24 resident sounds taking 731.49 kb, and 1 real time sounds taking 150.46 kb [0197.20] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0197.20] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb [0197.20] Log: Class 'Ambient' has 3 resident sounds taking 840.42 kb [0197.20] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0197.20] Log: Class 'UnGrouped' has 514 resident sounds taking 65378.72 kb, and 107 real time sounds taking 2389.50 kb [0197.20] Log: 1428 total sounds in 17 classes [0197.24] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0197.24] ScriptLog: Rx_HUD::Jukebox AutoPlay music disabled by map. [0197.24] Warning: Warning, Failed to load 'SwfMovie udkfrontend.udk_ime': Failed to find object 'SwfMovie udkfrontend.udk_ime' [0197.24] Log: GFx attempted to load missing object [UDKFrontEnd.udk_ime] [0197.29] Warning: Warning, Failed to load 'SwfMovie udkfrontend.udk_ime': Failed to find object 'SwfMovie udkfrontend.udk_ime' [0197.29] Log: GFx attempted to load missing object [UDKFrontEnd.udk_ime] [0197.29] Rx: PLAYERHWID;playerGDI,275,TK0104hwidBFE432F800002D82 [0197.29] ScriptWarning: Accessed None 'RenXHud' Rx_HUD_CTextComponent Transient.Rx_HUD_CTextComponent_2 Function RenX_Game.Rx_HUD_CTextComponent:SetFlashText:00F5 [0197.29] ScriptWarning: Accessed None Rx_HUD_CTextComponent Transient.Rx_HUD_CTextComponent_2 Function RenX_Game.Rx_HUD_CTextComponent:SetFlashText:0109 [0197.29] ScriptWarning: Accessed None 'RenXHud' Rx_HUD_CTextComponent Transient.Rx_HUD_CTextComponent_2 Function RenX_Game.Rx_HUD_CTextComponent:SetFlashText:00F5 [0197.29] ScriptWarning: Accessed None Rx_HUD_CTextComponent Transient.Rx_HUD_CTextComponent_2 Function RenX_Game.Rx_HUD_CTextComponent:SetFlashText:0109 [0197.29] Log: ########### Finished loading level: 0.438601 seconds [0197.29] Log: Flushing async loaders. [0200.08] Log: Flushed async loaders. [0200.14] Log: Current scalability system settings: [0200.14] Log: StaticDecals = TRUE (Whether to allow static decals.) [0200.14] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0200.14] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0200.14] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0200.14] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0200.14] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0200.14] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0200.14] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0200.14] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0200.14] Log: Bloom = TRUE (Whether to allow bloom.) [0200.14] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0200.14] Log: Distortion = TRUE (Whether to allow distortion.) [0200.14] Log: DropParticleDistortion = TRUE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0200.14] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0200.14] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0200.14] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0200.14] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0200.14] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0200.14] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0200.14] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0200.14] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0200.14] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0200.14] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0200.14] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0200.14] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0200.14] Log: bAllowD3D9MSAA = TRUE (UKNOWN) [0200.14] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0200.14] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0200.14] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0200.14] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0200.14] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0200.14] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0200.14] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0200.14] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0200.14] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0200.14] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0200.14] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0200.14] Log: Current preference system settings: [0200.14] Log: UseVsync = TRUE (Whether to use VSync or not.) [0200.14] Log: Fullscreen = TRUE (Fullscreen.) [0200.14] Log: ResX = 1920 (Screen X resolution.) [0200.14] Log: ResY = 1080 (Screen Y resolution.) [0200.14] Log: Current debug system settings: [0200.14] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0200.14] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0200.14] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0200.14] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0200.14] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0200.14] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0200.14] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0200.14] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0200.14] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0200.14] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0200.14] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0200.14] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0200.14] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0200.14] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0200.14] Log: bAllowTemporalAA = FALSE (UKNOWN) [0200.14] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0200.14] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0200.14] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0200.14] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0200.14] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0200.14] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0200.14] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0200.14] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0200.14] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0200.14] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0200.14] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0200.14] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0200.14] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0200.14] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0200.14] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0200.14] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0200.14] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0200.14] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0200.14] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0200.14] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0200.14] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0200.14] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0200.14] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0200.14] Log: Current unknown system settings: [0200.14] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0200.14] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0200.14] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0200.14] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0200.14] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0200.14] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0200.14] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0200.14] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0200.14] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0200.14] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0200.14] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0200.14] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0200.14] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0200.14] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0200.14] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0200.14] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0200.14] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0200.14] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0200.14] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0200.14] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0200.14] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0200.14] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0200.14] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0200.14] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0200.14] Log: CSMMinimumFOV = 40 (Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming.) [0200.14] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0200.14] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0200.14] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0200.14] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0200.14] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0200.14] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0200.14] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0200.14] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0200.14] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0200.14] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0200.14] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0200.14] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0200.14] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0200.14] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0200.14] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0200.14] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0200.14] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0200.14] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0200.14] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0200.14] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0200.14] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0200.14] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0200.14] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0200.14] Log: MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).) [0200.14] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0200.14] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0200.14] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0200.14] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0200.14] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0200.14] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0200.14] Log: MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled) [0200.14] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0200.14] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0200.14] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0200.14] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0200.14] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0200.14] Log: ApexDestructionMaxFracturesProcessedPerFrame = -1 (Lets the user throttle the number of fractures processed per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).) [0200.14] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0200.14] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0200.14] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0200.14] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0200.14] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0200.14] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0200.14] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0200.14] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0200.14] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0200.14] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0200.14] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0200.14] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0200.14] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0200.14] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0200.14] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0200.14] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0200.15] Log: Listing all sound classes. [0200.15] Log: Class 'Item' has 25 resident sounds taking 2601.49 kb, and 1 real time sounds taking 8.89 kb [0200.15] Log: Class 'Vehicle' has 103 resident sounds taking 28800.91 kb, and 8 real time sounds taking 504.49 kb [0200.15] Log: Class 'Weapon' has 255 resident sounds taking 70338.77 kb, and 5 real time sounds taking 383.05 kb [0200.15] Log: Class 'SFX' has 35 resident sounds taking 7308.36 kb, and 11 real time sounds taking 563.45 kb [0200.15] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0200.15] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0200.15] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0200.15] Log: Class 'Announcer_UI' has 21 resident sounds taking 2925.05 kb [0200.15] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0200.15] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0200.15] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0200.15] Log: Class 'WeaponBulletEffects' has 24 resident sounds taking 731.49 kb, and 1 real time sounds taking 150.46 kb [0200.15] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0200.15] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb [0200.15] Log: Class 'Ambient' has 3 resident sounds taking 840.42 kb [0200.15] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0200.15] Log: Class 'UnGrouped' has 514 resident sounds taking 65378.72 kb, and 107 real time sounds taking 2389.50 kb [0200.15] Log: 1428 total sounds in 17 classes [0200.16] Log: Bool AmbientOcclusion set to 1 [0200.22] Log: BloomThreshold = 0 [0200.24] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0200.26] GFxUI: Rx_GFxFrontEnd::Loading SkirmishView [0200.27] ScriptLog: Name - Arctic Stronghold [0200.27] ScriptLog: Name - Canyon [0200.27] ScriptLog: Name - Cliff Side [0200.27] ScriptLog: Name - Complex [0200.27] ScriptLog: Name - Crash Site [0200.27] ScriptLog: Name - Eyes [0200.27] ScriptLog: Name - Field [0200.27] ScriptLog: Name - Field X [0200.27] ScriptLog: Name - Fort [0200.27] ScriptLog: Name - Gobi [0200.27] ScriptLog: Name - Goldrush [0200.27] ScriptLog: Name - Islands [0200.27] ScriptLog: Name - Lakeside [0200.27] ScriptLog: Name - Mesa [0200.27] ScriptLog: Name - Outposts [0200.27] ScriptLog: Name - Reservoir [0200.27] ScriptLog: Name - Snow [0200.27] ScriptLog: Name - Sunrise [0200.27] ScriptLog: Name - Tomb [0200.27] ScriptLog: Name - Toxicity [0200.27] ScriptLog: Name - Tunnels [0200.27] ScriptLog: Name - Twilight [0200.27] ScriptLog: Name - Under [0200.27] ScriptLog: Name - Volcano [0200.27] ScriptLog: Name - Walls (Flying) [0200.27] ScriptLog: Name - Whiteout [0200.27] ScriptLog: Name - Xmountain [0200.28] GFxUI: Rx_GFxFrontEnd::Loading MultiplayerView [0200.29] GFxUI: Rx_GFxFrontEnd::Loading SettingsView [0200.29] Log: DumpAvailableResolutions [0200.29] Log: 640x480 [0200.29] Log: 640x480 [0200.29] Log: 720x480 [0200.29] Log: 720x480 [0200.29] Log: 720x576 [0200.29] Log: 720x576 [0200.29] Log: 800x600 [0200.29] Log: 800x600 [0200.29] Log: 1024x768 [0200.29] Log: 1024x768 [0200.29] Log: 1152x864 [0200.29] Log: 1280x720 [0200.29] Log: 1280x720 [0200.29] Log: 1280x768 [0200.29] Log: 1280x768 [0200.29] Log: 1280x800 [0200.29] Log: 1280x800 [0200.29] Log: 1280x960 [0200.29] Log: 1280x960 [0200.29] Log: 1280x1024 [0200.29] Log: 1280x1024 [0200.29] Log: 1360x768 [0200.29] Log: 1366x768 [0200.29] Log: 1600x900 [0200.29] Log: 1600x1024 [0200.29] Log: 1680x1050 [0200.29] Log: 1920x1080 [0200.29] Log: 1440x480 [0200.31] GFxUI: Rx_GFxFrontEnd::Loading ExtrasView [0200.32] Warning: Warning, Failed to load 'SwfMovie udkfrontend.udk_ime': Failed to find object 'SwfMovie udkfrontend.udk_ime' [0200.32] Log: GFx attempted to load missing object [UDKFrontEnd.udk_ime] [0200.32] ScriptLog: Name - Arctic Stronghold [0200.32] ScriptLog: Name - Canyon [0200.32] ScriptLog: Name - Cliff Side [0200.32] ScriptLog: Name - Complex [0200.32] ScriptLog: Name - Crash Site [0200.32] ScriptLog: Name - Eyes [0200.32] ScriptLog: Name - Field [0200.32] ScriptLog: Name - Field X [0200.32] ScriptLog: Name - Fort [0200.32] ScriptLog: Name - Gobi [0200.32] ScriptLog: Name - Goldrush [0200.32] ScriptLog: Name - Islands [0200.32] ScriptLog: Name - Lakeside [0200.32] ScriptLog: Name - Mesa [0200.32] ScriptLog: Name - Outposts [0200.32] ScriptLog: Name - Reservoir [0200.32] ScriptLog: Name - Snow [0200.32] ScriptLog: Name - Sunrise [0200.32] ScriptLog: Name - Tomb [0200.32] ScriptLog: Name - Toxicity [0200.32] ScriptLog: Name - Tunnels [0200.32] ScriptLog: Name - Twilight [0200.32] ScriptLog: Name - Under [0200.32] ScriptLog: Name - Volcano [0200.32] ScriptLog: Name - Walls (Flying) [0200.32] ScriptLog: Name - Whiteout [0200.32] ScriptLog: Name - Xmountain [0200.44] Log: --- LOADING MOVIE TIME: 3.57 sec --- [0202.21] Log: Closing by request [0202.21] Log: appRequestExit(0) [0202.21] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Hide [0202.24] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_466 | SoundCue? SC_MainMenu [0202.31] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0202.31] Exit: Preparing to exit. [0202.80] Exit: Game engine shut down [0202.92] Exit: Windows client shut down [0202.93] Exit: XAudio2 Device shut down. [0203.20] Exit: Object subsystem successfully closed. [0203.30] Log: Shutting down FaceFX... [0203.34] Log: FaceFX shutdown. [0203.47] Exit: Exiting. [0203.47] Log: Log file closed, 03/23/18 18:49:40