Log: Log file open, 05/11/15 03:51:12 Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467 DevConfig: GConfig::Find has loaded file: ..\..\Engine\Config\ConsoleVariables.ini Init: Version: 12791 Init: Epic Internal: 0 Init: Compiled (32-bit): Jan 29 2015 19:31:11 Init: Changelist: 2424394 Init: Command line: Init: Base directory: C:\Program Files (x86)\Renegade X\Binaries\Win32\ [0000.50] Init: Computer: JAMESSEEGERT-HP [0000.50] Init: User: JamesSeegert [0000.50] Init: CPU Page size=4096, Processors=8 [0000.50] Init: High frequency timer resolution =2.241074 MHz [0000.50] Init: Memory total: Physical=7.9GB (7GB approx) Pagefile=15.8GB Virtual=4.0GB [0000.50] Log: Steam Client API initialized 0 [0000.51] Log: Steam Game Server API initialized 0 [0000.54] Init: WinSock: I am JamesSeegert-HP (192.168.1.6:0) [0000.54] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes. [0000.54] Init: Object subsystem initialized [0000.59] Log: Found D3D11 adapter 0: NVIDIA GeForce GT 650M [0000.59] Log: Adapter has 2010MB of dedicated video memory, 0MB of dedicated system memory, and 2047MB of shared system memory [0000.61] Log: Shader platform (RHI): PC-D3D-SM3 [0000.62] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt [0000.64] Log: PhysX GPU Support: DISABLED [0000.64] Init: Initializing FaceFX... [0000.64] Init: FaceFX 1.7.4 initialized. [0000.65] Init: XAudio2 using 'Speakers and Headphones (IDT High Definition Audio CODEC)' : 2 channels at 48 kHz using 16 bits per sample (channel mask 0x3) [0004.94] Init: Finished loading startup packages in 4.12 seconds [0004.94] Log: 75633 objects as part of root set at end of initial load. [0004.94] Log: 0 out of 0 bytes used by permanent object pool. [0004.94] Log: Initializing Engine... [0005.00] Init: UEngine initialized [0005.05] Init: XAudio2Device initialized. [0005.08] Init: Client initialized [0006.13] Log: Steam Client API is unavailable [0006.17] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0006.17] Warning: Warning, Failed to find object 'Class None.' [0006.17] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0006.17] Warning: Warning, Failed to find object 'Class None.' [0006.17] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0006.17] Warning: Warning, Failed to find object 'Class None.' [0006.17] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0006.17] Warning: Warning, Failed to find object 'Class None.' [0006.24] Log: LoadMap: RenX-FrontEndMap?Name=DethRider-66?Team=0 [0010.36] Warning: Warning, Class Renx_Game.Rx_GraphicAdapterCheck can't bind to DLL C:\Program Files (x86)\Renegade X\Binaries\Win32\UserCode\Rx_GraphicAdapterCheck_Lib.DLL [0010.76] Warning: Warning, Class Renx_Game.Rx_VersionCheck can't bind to DLL C:\Program Files (x86)\Renegade X\Binaries\Win32\UserCode\Rx_VersionCheck_Lib.DLL [0011.94] Log: Missing cached shader map for material Mat_GlowSphere, quality 0, compiling. [0011.94] Warning: Warning, Failed to compile Material RX_IonCannonStrike.Materials.Mat_GlowSphere for platform PC-D3D-SM3, Default Material will be used in game. [0012.92] Log: Game class is 'Rx_Game' [0012.94] Log: Primary PhysX scene will be in software. [0012.94] Log: Creating Primary PhysX Scene. [0012.94] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2015.05.11-03.51.24 [0012.96] ScriptWarning: Accessed array 'Rx_Game_0.MapSpecificMineAndVehLimit' out of bounds (-1/12) Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function Renx_Game.Rx_Game:InitGame:02AD [0012.96] ScriptWarning: Accessed array 'Rx_Game_0.MapSpecificMineAndVehLimit' out of bounds (-1/12) Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function Renx_Game.Rx_Game:InitGame:02F2 [0012.96] ScriptLog: GDI:0.0000 [0012.96] ScriptLog: Nod:0.0000 [0012.97] Log: Bringing up level for play took: 0.043721 [0012.97] ScriptWarning: PlayerStart_0 is not a team playerstart! Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function UTGame.UTTeamGame:RatePlayerStart:0051 [0012.97] ScriptLog: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating [0012.98] ScriptWarning: Accessed None 'Pawn' Rx_Controller RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Controller_0 Function Renx_Game.Rx_Controller:SetOurCameraMode:0018 [0012.98] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_0 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0134 [0012.98] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_0 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0168 [0012.98] Rx: PLAYER Enter; GDI,256,DethRider-66 from  nosteam [0012.98] Rx: PLAYER TeamJoin; GDI,256,DethRider-66 joined GDI [0012.98] Log: Current scalability system settings: [0012.98] Log: StaticDecals = FALSE (Whether to allow static decals.) [0012.98] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0012.98] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0012.98] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0012.98] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0012.98] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0012.98] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0012.98] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0012.98] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0012.98] Log: Bloom = TRUE (Whether to allow bloom.) [0012.98] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0012.98] Log: Distortion = TRUE (Whether to allow distortion.) [0012.98] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0012.98] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0012.98] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0012.98] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0012.98] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0012.98] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0012.98] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0012.98] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0012.98] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0012.98] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0012.98] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0012.98] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0012.98] Log: MaxAnisotropy = 8 (Maximum level of anisotropy used.) [0012.98] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0012.98] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0012.98] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0012.98] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0012.98] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0012.98] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0012.98] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0012.98] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0012.98] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0012.98] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0012.98] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0012.98] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0012.98] Log: Current preference system settings: [0012.98] Log: UseVsync = TRUE (Whether to use VSync or not.) [0012.98] Log: Fullscreen = TRUE (Fullscreen.) [0012.98] Log: ResX = 1920 (Screen X resolution.) [0012.98] Log: ResY = 1080 (Screen Y resolution.) [0012.98] Log: Current debug system settings: [0012.98] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0012.98] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0012.98] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0012.98] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0012.98] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0012.98] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0012.98] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0012.98] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0012.98] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0012.98] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0012.98] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0012.98] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0012.98] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0012.98] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0012.98] Log: bAllowTemporalAA = FALSE (UKNOWN) [0012.98] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0012.98] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0012.98] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0012.98] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0012.98] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0012.98] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0012.98] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0012.98] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0012.98] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0012.98] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0012.98] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0012.98] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0012.98] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0012.98] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0012.98] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0012.98] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0012.98] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0012.98] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0012.98] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0012.98] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0012.98] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0012.98] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0012.98] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0012.98] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found. [0012.98] Log: Current unknown system settings: [0012.98] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0012.98] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0012.98] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0012.98] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0012.98] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0012.98] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0012.98] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0012.98] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0012.98] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0012.98] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0012.98] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0012.98] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0012.98] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0012.98] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0012.98] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0012.98] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0012.98] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0012.98] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0012.98] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0012.98] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0012.98] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0012.98] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0012.98] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0012.98] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0012.98] 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.) [0012.98] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0012.98] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0012.98] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0012.98] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0012.98] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0012.98] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0012.98] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0012.98] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0012.98] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0012.98] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0012.98] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0012.98] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0012.98] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0012.98] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0012.98] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0012.98] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0012.98] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0012.98] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0012.98] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0012.98] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0012.98] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0012.98] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0012.98] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0012.98] 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).) [0012.98] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0012.98] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0012.98] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0012.98] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0012.98] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0012.98] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0012.98] 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) [0012.98] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0012.98] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0012.98] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0012.98] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0012.98] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0012.98] 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).) [0012.98] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0012.98] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0012.98] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0012.98] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0012.98] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0012.98] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0012.98] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0012.98] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0012.98] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0012.98] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0012.98] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0012.98] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0012.98] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0012.98] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0012.98] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0012.98] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0012.98] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found. [0012.98] Warning: Warning, The System Setting PerObjectShadowTransition could not be found. [0012.98] Warning: Warning, The System Setting PerSceneShadowTransition could not be found. [0012.98] Warning: Warning, The System Setting CSMMinimumFOV could not be found. [0012.98] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found. [0012.99] Log: Listing all sound classes. [0012.99] Log: Class 'Item' has 20 resident sounds taking 2328.19 kb, and 1 real time sounds taking 8.89 kb [0012.99] Log: Class 'Vehicle' has 70 resident sounds taking 18270.62 kb, and 3 real time sounds taking 104.22 kb [0012.99] Log: Class 'Weapon' has 230 resident sounds taking 61594.45 kb, and 5 real time sounds taking 383.05 kb [0012.99] Log: Class 'SFX' has 32 resident sounds taking 4798.46 kb, and 13 real time sounds taking 705.45 kb [0012.99] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0012.99] Log: Class 'UI' has 24 resident sounds taking 1421.67 kb [0012.99] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0012.99] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb [0012.99] Log: Class 'Cinematic' has 5 resident sounds taking 1292.72 kb, and 4 real time sounds taking 541.62 kb [0012.99] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0012.99] Log: Class 'WeaponBulletEffects' has 23 resident sounds taking 673.11 kb, and 1 real time sounds taking 150.46 kb [0012.99] Log: Class 'Ambient' has 2 resident sounds taking 652.92 kb [0012.99] Log: Class 'MovieEffects' has 0 resident sounds taking 0.00 kb, and 2 real time sounds taking 336.30 kb [0012.99] Log: Class 'UnGrouped' has 162 resident sounds taking 53396.41 kb, and 79 real time sounds taking 1622.41 kb [0012.99] Log: 940 total sounds in 14 classes [0012.99] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0013.03] Log: ########### Finished loading level: 6.794420 seconds [0013.03] Log: Flushing async loaders. [0013.81] Log: Flushed async loaders. [0013.81] Init: Game engine initialized [0013.81] Log: Initializing Engine Completed [0021.90] Log: >>>>>>>>>>>>>> Initial startup: 21.90s <<<<<<<<<<<<<<< [0021.91] ScriptLog: SWITCHEROO THE HUD Rx_Game [0021.91] ScriptLog: ======================= Rx_HUD ========================= [0021.91] ScriptLog: Script call stack: Function Renx_Game.Rx_HUD:Destroyed Function Renx_Game.Rx_HUD:RemoveMovies [0021.91] ScriptLog: DamageSystemMovie.bMovieIsOpen? True [0021.91] ScriptLog: HudMovie.bMovieIsOpen? True [0021.93] Log: Current scalability system settings: [0021.93] Log: StaticDecals = FALSE (Whether to allow static decals.) [0021.93] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0021.93] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0021.93] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0021.93] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0021.93] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0021.93] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0021.93] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0021.93] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0021.93] Log: Bloom = TRUE (Whether to allow bloom.) [0021.93] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0021.93] Log: Distortion = TRUE (Whether to allow distortion.) [0021.93] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0021.93] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0021.93] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0021.93] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0021.93] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0021.93] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0021.93] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0021.93] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0021.93] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0021.93] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0021.93] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0021.93] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0021.93] Log: MaxAnisotropy = 8 (Maximum level of anisotropy used.) [0021.93] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0021.93] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0021.93] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0021.93] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0021.93] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0021.93] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0021.93] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0021.93] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0021.93] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0021.93] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0021.93] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0021.93] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0021.93] Log: Current preference system settings: [0021.93] Log: UseVsync = TRUE (Whether to use VSync or not.) [0021.93] Log: Fullscreen = TRUE (Fullscreen.) [0021.93] Log: ResX = 1920 (Screen X resolution.) [0021.93] Log: ResY = 1080 (Screen Y resolution.) [0021.93] Log: Current debug system settings: [0021.93] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0021.93] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0021.93] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0021.93] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0021.93] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0021.93] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0021.93] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0021.93] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0021.93] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0021.93] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0021.93] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0021.93] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0021.93] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0021.93] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0021.93] Log: bAllowTemporalAA = FALSE (UKNOWN) [0021.93] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0021.93] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0021.93] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0021.93] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0021.93] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0021.93] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0021.93] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0021.93] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0021.93] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0021.93] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0021.93] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0021.93] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0021.93] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0021.93] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0021.93] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0021.93] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0021.93] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0021.93] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0021.93] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0021.93] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0021.93] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0021.93] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0021.93] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0021.93] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found. [0021.93] Log: Current unknown system settings: [0021.93] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0021.93] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0021.93] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0021.93] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0021.93] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0021.93] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0021.93] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0021.93] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0021.93] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0021.93] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0021.93] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0021.93] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0021.93] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0021.93] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0021.93] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0021.93] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0021.93] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0021.93] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0021.93] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0021.93] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0021.93] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0021.93] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0021.93] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0021.93] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0021.93] 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.) [0021.93] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0021.93] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0021.93] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0021.93] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0021.93] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0021.93] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0021.93] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0021.93] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0021.93] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0021.93] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0021.93] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0021.93] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0021.93] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0021.93] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0021.93] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0021.93] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0021.93] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0021.93] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0021.93] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0021.93] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0021.93] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0021.93] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0021.93] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0021.93] 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).) [0021.93] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0021.93] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0021.93] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0021.93] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0021.93] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0021.93] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0021.93] 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) [0021.93] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0021.93] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0021.93] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0021.93] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0021.93] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0021.93] 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).) [0021.93] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0021.93] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0021.93] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0021.93] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0021.93] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0021.93] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0021.93] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0021.93] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0021.93] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0021.93] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0021.93] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0021.93] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0021.93] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0021.93] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0021.93] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0021.93] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0021.93] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found. [0021.93] Warning: Warning, The System Setting PerObjectShadowTransition could not be found. [0021.93] Warning: Warning, The System Setting PerSceneShadowTransition could not be found. [0021.93] Warning: Warning, The System Setting CSMMinimumFOV could not be found. [0021.93] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found. [0021.94] Log: Listing all sound classes. [0021.94] Log: Class 'Item' has 20 resident sounds taking 2328.19 kb, and 1 real time sounds taking 8.89 kb [0021.94] Log: Class 'Vehicle' has 70 resident sounds taking 18270.62 kb, and 3 real time sounds taking 104.22 kb [0021.94] Log: Class 'Weapon' has 230 resident sounds taking 61594.45 kb, and 5 real time sounds taking 383.05 kb [0021.94] Log: Class 'SFX' has 32 resident sounds taking 4798.46 kb, and 13 real time sounds taking 705.45 kb [0021.94] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0021.94] Log: Class 'UI' has 24 resident sounds taking 1421.67 kb [0021.94] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0021.94] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb [0021.94] Log: Class 'Cinematic' has 5 resident sounds taking 1292.72 kb, and 4 real time sounds taking 541.62 kb [0021.94] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0021.94] Log: Class 'WeaponBulletEffects' has 23 resident sounds taking 673.11 kb, and 1 real time sounds taking 150.46 kb [0021.94] Log: Class 'Ambient' has 2 resident sounds taking 652.92 kb [0021.94] Log: Class 'MovieEffects' has 0 resident sounds taking 0.00 kb, and 2 real time sounds taking 336.30 kb [0021.94] Log: Class 'UnGrouped' has 162 resident sounds taking 53396.41 kb, and 79 real time sounds taking 1622.41 kb [0021.94] Log: 940 total sounds in 14 classes [0021.95] Log: Bool AmbientOcclusion set to 1 [0021.97] Log: BloomThreshold = 1 [0021.97] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0024.79] ScriptLog: [GeminiOnlineService] Getting Data [0024.79] ScriptLog: [GeminiLinkClient] Resolving: renegadexgs.appspot.com [0024.81] ScriptLog: [GeminiLinkClient] renegadexgs.appspot.com resolved to 74.125.21.141:0 [0024.82] ScriptLog: [GeminiLinkClient] Bound to port: 49366 [0024.82] Log: CheckConnectionAttempt: Connection attempt has not yet completed. [0024.85] ScriptLog: [GeminiLinkClient] TCP connection opened [0024.85] ScriptLog: [GeminiLinkClient] End TCP connection [0025.11] ScriptLog: [GeminiLinkClient] TCP connection closed [0027.09] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Close [0029.50] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress [0029.64] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0031.50] ScriptLog: mapName [0031.50] ScriptLog: mapFileName img://RenXFrontEnd.MapImage.___map-pic-missing-cameo [0031.50] ScriptLog: serverName [0031.50] ScriptLog: isFavourites False [0031.50] ScriptLog: isLocked False [0031.50] ScriptLog: serverLocation [0031.50] ScriptLog: serverGameType Command & Conquer (Open Beta 4.02) [0031.50] ScriptLog: playerCount 5 [0031.50] ScriptLog: botCount 0 [0031.50] ScriptLog: maxPlayers 40 [0031.50] ScriptLog: ping -2147483648 [0031.50] ScriptLog: serverPort 7777 [0031.50] ScriptLog: serverAddress 62.210.91.79 [0031.50] ScriptLog: [Rx_GFxFrontEnd_Multiplayer] : open 62.210.91.79:7777 [0031.50] ScriptLog: ------------------------------Game Ending Event Called [0031.50] ScriptLog: <> [0031.50] Init: WinSock: Socket queue 32768 / 32768 [0032.95] ScriptLog: mapName [0032.95] ScriptLog: mapFileName img://RenXFrontEnd.MapImage.___map-pic-missing-cameo [0032.95] ScriptLog: serverName [0032.95] ScriptLog: isFavourites False [0032.95] ScriptLog: isLocked False [0032.95] ScriptLog: serverLocation [0032.95] ScriptLog: serverGameType Command & Conquer (Open Beta 4.02) [0032.95] ScriptLog: playerCount 5 [0032.95] ScriptLog: botCount 0 [0032.95] ScriptLog: maxPlayers 40 [0032.95] ScriptLog: ping -2147483648 [0032.95] ScriptLog: serverPort 7777 [0032.95] ScriptLog: serverAddress 62.210.91.79 [0032.95] ScriptLog: [Rx_GFxFrontEnd_Multiplayer] : open 62.210.91.79:7777 [0032.95] ScriptLog: ------------------------------Game Ending Event Called [0032.95] ScriptLog: <> [0032.95] Init: WinSock: Socket queue 32768 / 32768 [0034.46] ScriptLog: mapName [0034.46] ScriptLog: mapFileName img://RenXFrontEnd.MapImage.___map-pic-missing-cameo [0034.46] ScriptLog: serverName [0034.46] ScriptLog: isFavourites False [0034.46] ScriptLog: isLocked False [0034.46] ScriptLog: serverLocation [0034.46] ScriptLog: serverGameType Command & Conquer (Open Beta 4.02) [0034.46] ScriptLog: playerCount 5 [0034.46] ScriptLog: botCount 0 [0034.46] ScriptLog: maxPlayers 40 [0034.46] ScriptLog: ping -2147483648 [0034.46] ScriptLog: serverPort 7777 [0034.46] ScriptLog: serverAddress 62.210.91.79 [0034.46] ScriptLog: [Rx_GFxFrontEnd_Multiplayer] : open 62.210.91.79:7777 [0034.46] ScriptLog: ------------------------------Game Ending Event Called [0034.46] ScriptLog: <> [0034.46] Init: WinSock: Socket queue 32768 / 32768 [0034.90] ScriptLog: mapName [0034.90] ScriptLog: mapFileName img://RenXFrontEnd.MapImage.___map-pic-missing-cameo [0034.90] ScriptLog: serverName [0034.90] ScriptLog: isFavourites False [0034.90] ScriptLog: isLocked False [0034.90] ScriptLog: serverLocation [0034.90] ScriptLog: serverGameType Command & Conquer (Open Beta 4.02) [0034.90] ScriptLog: playerCount 5 [0034.90] ScriptLog: botCount 0 [0034.90] ScriptLog: maxPlayers 40 [0034.90] ScriptLog: ping -2147483648 [0034.90] ScriptLog: serverPort 7777 [0034.90] ScriptLog: serverAddress 62.210.91.79 [0034.90] ScriptLog: [Rx_GFxFrontEnd_Multiplayer] : open 62.210.91.79:7777 [0034.90] ScriptLog: ------------------------------Game Ending Event Called [0034.90] ScriptLog: <> [0034.90] Init: WinSock: Socket queue 32768 / 32768 [0035.41] ScriptLog: mapName [0035.41] ScriptLog: mapFileName img://RenXFrontEnd.MapImage.___map-pic-missing-cameo [0035.41] ScriptLog: serverName [0035.41] ScriptLog: isFavourites False [0035.41] ScriptLog: isLocked False [0035.41] ScriptLog: serverLocation [0035.41] ScriptLog: serverGameType Command & Conquer (Open Beta 4.02) [0035.41] ScriptLog: playerCount 5 [0035.41] ScriptLog: botCount 0 [0035.41] ScriptLog: maxPlayers 40 [0035.41] ScriptLog: ping -2147483648 [0035.41] ScriptLog: serverPort 7777 [0035.41] ScriptLog: serverAddress 62.210.91.79 [0035.41] ScriptLog: [Rx_GFxFrontEnd_Multiplayer] : open 62.210.91.79:7777 [0035.41] ScriptLog: ------------------------------Game Ending Event Called [0035.41] ScriptLog: <> [0035.41] Init: WinSock: Socket queue 32768 / 32768 [0036.22] ScriptLog: mapName [0036.22] ScriptLog: mapFileName img://RenXFrontEnd.MapImage.___map-pic-missing-cameo [0036.22] ScriptLog: serverName [0036.22] ScriptLog: isFavourites False [0036.22] ScriptLog: isLocked False [0036.22] ScriptLog: serverLocation [0036.22] ScriptLog: serverGameType Command & Conquer (Open Beta 4.02) [0036.22] ScriptLog: playerCount 5 [0036.22] ScriptLog: botCount 0 [0036.22] ScriptLog: maxPlayers 40 [0036.22] ScriptLog: ping -2147483648 [0036.22] ScriptLog: serverPort 7777 [0036.22] ScriptLog: serverAddress 62.210.91.79 [0036.22] ScriptLog: [Rx_GFxFrontEnd_Multiplayer] : open 62.210.91.79:7777 [0036.22] ScriptLog: ------------------------------Game Ending Event Called [0036.22] ScriptLog: <> [0036.22] Init: WinSock: Socket queue 32768 / 32768 [0040.51] ScriptLog: ------------------------------Game Ending Event Called [0040.51] ScriptLog: <> [0040.51] Log: Closing by request [0040.51] Log: appRequestExit(0) [0040.51] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: submit [0040.60] NetComeGo: Close TcpNetDriver_0 TcpipConnection_0 62.210.91.79:7777 05/11/15 03:51:52 [0040.60] Exit: TcpNetDriver_0 shut down [0040.60] NetComeGo: Close TcpNetDriver_1 TcpipConnection_1 62.210.91.79:7777 05/11/15 03:51:52 [0040.60] Exit: TcpNetDriver_1 shut down [0040.60] NetComeGo: Close TcpNetDriver_2 TcpipConnection_2 62.210.91.79:7777 05/11/15 03:51:52 [0040.60] Exit: TcpNetDriver_2 shut down [0040.60] NetComeGo: Close TcpNetDriver_3 TcpipConnection_3 62.210.91.79:7777 05/11/15 03:51:52 [0040.60] Exit: TcpNetDriver_3 shut down [0040.60] NetComeGo: Close TcpNetDriver_4 TcpipConnection_4 62.210.91.79:7777 05/11/15 03:51:52 [0040.60] Exit: TcpNetDriver_4 shut down [0040.61] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0040.62] Exit: Preparing to exit. [0040.88] Exit: Game engine shut down [0041.06] Exit: Windows client shut down [0041.07] Exit: XAudio2 Device shut down. [0041.09] NetComeGo: Close TcpNetDriver_5 TcpipConnection_5 62.210.91.79:7777 05/11/15 03:51:53 [0041.09] Exit: TcpNetDriver_5 shut down [0041.18] Exit: Object subsystem successfully closed. [0041.18] Log: Shutting down FaceFX... [0041.18] Log: FaceFX shutdown. [0041.24] Exit: Exiting. [0041.24] Log: Log file closed, 05/11/15 03:51:53