Log: Log file open, 05/12/15 18:18:08 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\ [0001.08] Init: Computer: JAMESSEEGERT-HP [0001.08] Init: User: JamesSeegert [0001.08] Init: CPU Page size=4096, Processors=8 [0001.08] Init: High frequency timer resolution =2.241044 MHz [0001.08] Init: Memory total: Physical=7.9GB (7GB approx) Pagefile=15.8GB Virtual=4.0GB [0001.08] Log: Steam Client API initialized 0 [0001.08] Log: Steam Game Server API initialized 0 [0001.13] Init: WinSock: I am JamesSeegert-HP (192.168.1.6:0) [0001.13] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes. [0001.13] Init: Object subsystem initialized [0001.44] Log: Found D3D11 adapter 0: NVIDIA GeForce GT 650M [0001.44] Log: Adapter has 2010MB of dedicated video memory, 0MB of dedicated system memory, and 2047MB of shared system memory [0001.47] Log: Shader platform (RHI): PC-D3D-SM3 [0001.47] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt [0001.69] Log: PhysX GPU Support: DISABLED [0001.94] Init: Initializing FaceFX... [0001.94] Init: FaceFX 1.7.4 initialized. [0001.94] Init: XAudio2 using 'Speakers and Headphones (IDT High Definition Audio CODEC)' : 2 channels at 48 kHz using 16 bits per sample (channel mask 0x3) [0008.69] Init: Finished loading startup packages in 5.24 seconds [0008.69] Log: 75633 objects as part of root set at end of initial load. [0008.69] Log: 0 out of 0 bytes used by permanent object pool. [0008.69] Log: Initializing Engine... [0008.75] Init: UEngine initialized [0008.99] Init: XAudio2Device initialized. [0009.00] Init: Client initialized [0009.81] Log: Steam Client API is unavailable [0009.86] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0009.86] Warning: Warning, Failed to find object 'Class None.' [0009.86] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0009.86] Warning: Warning, Failed to find object 'Class None.' [0009.86] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0009.86] Warning: Warning, Failed to find object 'Class None.' [0009.86] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0009.86] Warning: Warning, Failed to find object 'Class None.' [0009.91] Log: LoadMap: RenX-FrontEndMap?Name=DethRider-66?Team=255 [0014.10] 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 [0014.54] 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 [0016.41] Log: Missing cached shader map for material Mat_GlowSphere, quality 0, compiling. [0016.41] Warning: Warning, Failed to compile Material RX_IonCannonStrike.Materials.Mat_GlowSphere for platform PC-D3D-SM3, Default Material will be used in game. [0017.48] Log: Game class is 'Rx_Game' [0017.51] Log: Primary PhysX scene will be in software. [0017.51] Log: Creating Primary PhysX Scene. [0017.51] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2015.05.12-18.18.24 [0017.52] 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 [0017.52] 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 [0017.52] ScriptLog: GDI:0.0000 [0017.52] ScriptLog: Nod:0.0000 [0017.54] Log: Bringing up level for play took: 0.050326 [0017.54] ScriptWarning: PlayerStart_0 is not a team playerstart! Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function UTGame.UTTeamGame:RatePlayerStart:0051 [0017.54] ScriptLog: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating [0017.55] ScriptWarning: Accessed None 'Pawn' Rx_Controller RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Controller_0 Function Renx_Game.Rx_Controller:SetOurCameraMode:0018 [0017.55] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_0 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0134 [0017.55] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_0 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0168 [0017.55] Rx: PLAYER Enter; GDI,256,DethRider-66 from  nosteam [0017.55] Rx: PLAYER TeamJoin; GDI,256,DethRider-66 joined GDI [0017.55] Log: Current scalability system settings: [0017.55] Log: StaticDecals = FALSE (Whether to allow static decals.) [0017.55] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0017.55] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0017.55] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0017.55] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0017.55] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0017.55] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0017.55] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0017.55] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0017.55] Log: Bloom = TRUE (Whether to allow bloom.) [0017.55] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0017.55] Log: Distortion = TRUE (Whether to allow distortion.) [0017.55] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0017.55] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0017.55] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0017.55] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0017.55] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0017.55] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0017.55] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0017.55] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0017.55] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0017.55] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0017.55] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0017.55] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0017.55] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0017.55] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0017.55] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0017.55] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0017.55] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0017.55] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0017.55] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0017.55] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0017.55] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0017.55] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0017.55] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0017.55] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0017.55] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0017.55] Log: Current preference system settings: [0017.55] Log: UseVsync = TRUE (Whether to use VSync or not.) [0017.55] Log: Fullscreen = FALSE (Fullscreen.) [0017.55] Log: ResX = 1024 (Screen X resolution.) [0017.55] Log: ResY = 768 (Screen Y resolution.) [0017.55] Log: Current debug system settings: [0017.55] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0017.55] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0017.55] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0017.55] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0017.55] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0017.55] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0017.55] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0017.55] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0017.55] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0017.55] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0017.55] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0017.55] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0017.55] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0017.55] Log: MaxMultiSamples = 8 (The maximum number of MSAA samples to use.) [0017.55] Log: bAllowTemporalAA = FALSE (UKNOWN) [0017.55] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0017.55] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0017.55] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0017.55] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0017.55] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0017.55] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0017.55] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0017.55] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0017.55] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0017.55] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0017.55] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0017.55] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0017.55] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0017.55] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0017.55] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0017.55] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0017.55] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0017.55] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0017.55] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0017.55] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0017.55] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0017.55] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0017.55] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0017.55] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found. [0017.55] Log: Current unknown system settings: [0017.55] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0017.55] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0017.55] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0017.55] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0017.55] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0017.55] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0017.55] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0017.55] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0017.55] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0017.55] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0017.55] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0017.55] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0017.55] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0017.55] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0017.55] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0017.55] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0017.55] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0017.55] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0017.55] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0017.55] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0017.55] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0017.55] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0017.55] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0017.55] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0017.55] 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.) [0017.55] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0017.55] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0017.55] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0017.55] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0017.55] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0017.55] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0017.55] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0017.55] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0017.55] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0017.55] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0017.55] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0017.55] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0017.55] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0017.55] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0017.55] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0017.55] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0017.55] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0017.55] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0017.55] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0017.55] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0017.55] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0017.55] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0017.55] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0017.55] 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).) [0017.55] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0017.55] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0017.55] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0017.55] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0017.55] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0017.55] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0017.55] 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) [0017.55] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0017.55] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0017.55] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0017.55] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0017.55] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0017.55] 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).) [0017.55] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0017.55] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0017.55] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0017.55] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0017.55] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0017.55] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0017.55] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0017.55] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0017.55] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0017.55] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0017.55] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0017.55] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0017.55] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0017.55] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0017.55] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0017.55] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0017.55] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found. [0017.55] Warning: Warning, The System Setting PerObjectShadowTransition could not be found. [0017.55] Warning: Warning, The System Setting PerSceneShadowTransition could not be found. [0017.55] Warning: Warning, The System Setting CSMMinimumFOV could not be found. [0017.55] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found. [0017.56] Log: Listing all sound classes. [0017.56] Log: Class 'Item' has 20 resident sounds taking 2328.19 kb, and 1 real time sounds taking 8.89 kb [0017.56] Log: Class 'Vehicle' has 70 resident sounds taking 18270.62 kb, and 3 real time sounds taking 104.22 kb [0017.56] Log: Class 'Weapon' has 230 resident sounds taking 61594.45 kb, and 5 real time sounds taking 383.05 kb [0017.56] Log: Class 'SFX' has 32 resident sounds taking 4798.46 kb, and 13 real time sounds taking 705.45 kb [0017.56] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0017.56] Log: Class 'UI' has 24 resident sounds taking 1421.67 kb [0017.56] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0017.56] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb [0017.56] Log: Class 'Cinematic' has 5 resident sounds taking 1292.72 kb, and 4 real time sounds taking 541.62 kb [0017.56] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0017.56] Log: Class 'WeaponBulletEffects' has 23 resident sounds taking 673.11 kb, and 1 real time sounds taking 150.46 kb [0017.56] Log: Class 'Ambient' has 2 resident sounds taking 652.92 kb [0017.56] Log: Class 'MovieEffects' has 0 resident sounds taking 0.00 kb, and 2 real time sounds taking 336.30 kb [0017.56] Log: Class 'UnGrouped' has 162 resident sounds taking 53396.41 kb, and 79 real time sounds taking 1622.41 kb [0017.56] Log: 940 total sounds in 14 classes [0017.56] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0017.59] Log: ########### Finished loading level: 7.676452 seconds [0017.59] Log: Flushing async loaders. [0018.43] Log: Flushed async loaders. [0018.43] Init: Game engine initialized [0018.43] Log: Initializing Engine Completed [0025.65] Log: >>>>>>>>>>>>>> Initial startup: 25.65s <<<<<<<<<<<<<<< [0025.67] ScriptLog: SWITCHEROO THE HUD Rx_Game [0025.67] ScriptLog: ======================= Rx_HUD ========================= [0025.67] ScriptLog: Script call stack: Function Renx_Game.Rx_HUD:Destroyed Function Renx_Game.Rx_HUD:RemoveMovies [0025.67] ScriptLog: DamageSystemMovie.bMovieIsOpen? True [0025.67] ScriptLog: HudMovie.bMovieIsOpen? True [0025.69] Log: Current scalability system settings: [0025.69] Log: StaticDecals = FALSE (Whether to allow static decals.) [0025.69] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0025.69] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0025.69] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0025.69] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0025.69] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0025.69] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0025.69] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0025.69] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0025.69] Log: Bloom = TRUE (Whether to allow bloom.) [0025.69] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0025.69] Log: Distortion = TRUE (Whether to allow distortion.) [0025.69] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0025.69] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0025.69] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0025.69] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0025.69] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0025.69] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0025.69] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0025.69] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0025.69] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0025.69] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0025.69] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0025.69] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0025.69] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0025.69] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0025.69] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0025.69] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0025.69] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0025.69] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0025.69] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0025.69] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0025.69] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0025.69] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0025.69] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0025.69] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0025.69] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0025.69] Log: Current preference system settings: [0025.69] Log: UseVsync = TRUE (Whether to use VSync or not.) [0025.69] Log: Fullscreen = FALSE (Fullscreen.) [0025.69] Log: ResX = 1024 (Screen X resolution.) [0025.69] Log: ResY = 768 (Screen Y resolution.) [0025.69] Log: Current debug system settings: [0025.69] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0025.69] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0025.69] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0025.69] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0025.69] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0025.69] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0025.69] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0025.69] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0025.69] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0025.69] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0025.69] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0025.69] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0025.69] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0025.69] Log: MaxMultiSamples = 8 (The maximum number of MSAA samples to use.) [0025.69] Log: bAllowTemporalAA = FALSE (UKNOWN) [0025.69] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0025.69] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0025.69] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0025.69] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0025.69] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0025.69] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0025.69] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0025.69] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0025.69] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0025.69] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0025.69] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0025.69] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0025.69] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0025.69] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0025.69] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0025.69] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0025.69] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0025.69] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0025.69] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0025.69] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0025.69] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0025.69] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0025.69] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0025.69] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found. [0025.69] Log: Current unknown system settings: [0025.69] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0025.69] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0025.69] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0025.69] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0025.69] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0025.69] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0025.69] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0025.69] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0025.69] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0025.69] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0025.69] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0025.69] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0025.69] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0025.69] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0025.69] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0025.69] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0025.69] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0025.69] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0025.69] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0025.69] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0025.69] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0025.69] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0025.69] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0025.69] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0025.69] 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.) [0025.69] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0025.69] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0025.69] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0025.69] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0025.69] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0025.69] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0025.69] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0025.69] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0025.69] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0025.69] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0025.69] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0025.69] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0025.69] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0025.69] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0025.69] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0025.69] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0025.69] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0025.69] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0025.69] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0025.69] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0025.69] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0025.69] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0025.69] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0025.69] 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).) [0025.69] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0025.69] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0025.69] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0025.69] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0025.69] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0025.69] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0025.69] 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) [0025.69] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0025.69] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0025.69] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0025.69] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0025.69] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0025.69] 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).) [0025.69] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0025.69] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0025.69] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0025.69] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0025.69] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0025.69] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0025.69] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0025.69] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0025.69] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0025.69] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0025.69] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0025.69] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0025.69] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0025.69] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0025.69] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0025.69] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0025.69] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found. [0025.69] Warning: Warning, The System Setting PerObjectShadowTransition could not be found. [0025.69] Warning: Warning, The System Setting PerSceneShadowTransition could not be found. [0025.69] Warning: Warning, The System Setting CSMMinimumFOV could not be found. [0025.69] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found. [0025.70] Log: Listing all sound classes. [0025.70] Log: Class 'Item' has 20 resident sounds taking 2328.19 kb, and 1 real time sounds taking 8.89 kb [0025.70] Log: Class 'Vehicle' has 70 resident sounds taking 18270.62 kb, and 3 real time sounds taking 104.22 kb [0025.70] Log: Class 'Weapon' has 230 resident sounds taking 61594.45 kb, and 5 real time sounds taking 383.05 kb [0025.70] Log: Class 'SFX' has 32 resident sounds taking 4798.46 kb, and 13 real time sounds taking 705.45 kb [0025.70] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0025.70] Log: Class 'UI' has 24 resident sounds taking 1421.67 kb [0025.70] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0025.70] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb [0025.70] Log: Class 'Cinematic' has 5 resident sounds taking 1292.72 kb, and 4 real time sounds taking 541.62 kb [0025.70] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0025.70] Log: Class 'WeaponBulletEffects' has 23 resident sounds taking 673.11 kb, and 1 real time sounds taking 150.46 kb [0025.70] Log: Class 'Ambient' has 2 resident sounds taking 652.92 kb [0025.70] Log: Class 'MovieEffects' has 0 resident sounds taking 0.00 kb, and 2 real time sounds taking 336.30 kb [0025.70] Log: Class 'UnGrouped' has 162 resident sounds taking 53396.41 kb, and 79 real time sounds taking 1622.41 kb [0025.70] Log: 940 total sounds in 14 classes [0025.70] Log: Bool AmbientOcclusion set to 1 [0025.73] Log: BloomThreshold = 1 [0025.73] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0028.01] ScriptLog: [GeminiOnlineService] Getting Data [0028.01] ScriptLog: [GeminiLinkClient] Resolving: renegadexgs.appspot.com [0028.07] ScriptLog: [GeminiLinkClient] renegadexgs.appspot.com resolved to 74.125.21.141:0 [0028.07] ScriptLog: [GeminiLinkClient] Bound to port: 50226 [0028.07] Log: CheckConnectionAttempt: Connection attempt has not yet completed. [0028.09] Log: CheckConnectionAttempt: Connection attempt has not yet completed. [0028.11] ScriptLog: [GeminiLinkClient] TCP connection opened [0028.11] ScriptLog: [GeminiLinkClient] End TCP connection [0028.30] ScriptLog: [GeminiLinkClient] TCP connection closed [0030.83] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Close [0032.92] Log: DumpAvailableResolutions [0032.92] Log: 640x480 [0032.92] Log: 800x600 [0032.92] Log: 1024x768 [0032.92] Log: 1280x1024 [0032.92] Log: 1920x1080 [0032.93] ScriptLog: Unknown Widget: instance506 [0032.93] ScriptLog: Unknown Widget: instance512 [0032.93] ScriptLog: Unknown Widget: Track [0032.93] ScriptLog: Unknown Widget: thumb [0032.93] ScriptLog: Unknown Widget: AdvanceBackButton [0032.93] ScriptLog: Unknown Widget: AdvanceNextButton [0032.94] ScriptLog: Unknown Widget: AdvancedPageNum [0032.94] ScriptLog: Unknown Widget: clip0 [0032.94] ScriptLog: Unknown Widget: clip1 [0036.47] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0036.47] ScriptLog: Unknown Widget: popup40 [0036.47] ScriptLog: Unknown Widget: _scrollBar [0036.47] ScriptLog: Unknown Widget: Track [0036.47] ScriptLog: Unknown Widget: downArrow [0036.47] ScriptLog: Unknown Widget: upArrow [0036.47] ScriptLog: Unknown Widget: thumb [0037.99] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress [0038.08] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0039.26] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0039.27] ScriptLog: Unknown Widget: popup41 [0041.14] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress [0041.24] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0045.02] Log: Bool bAllowPostprocessMLAA set to 0 [0045.05] Log: Int MaxMultiSamples set to 0 [0045.12] Log: Bool UseVsync set to 1 [0045.14] Log: Bool MotionBlur set to 1 [0045.16] Log: Bool DynamicLights set to 1 [0045.19] Log: Bool DynamicShadows set to 1 [0045.23] Log: Int DetailMode set to 3 [0045.26] Log: Int SkeletalMeshLODBias set to 0 [0045.29] Log: Int ParticleLODBias set to 0 [0045.31] Log: Int ShadowFilterQualityBias set to 0 [0045.37] Log: Bool LightEnvironmentShadows set to 1 [0045.39] Log: Bool CompositeDynamicLights set to 1 [0045.41] Log: Bool DirectionalLightmaps set to 1 [0045.43] Log: Bool Bloom set to 1 [0045.45] Log: Bool DepthOfField set to 1 [0045.46] Log: Bool AmbientOcclusion set to 1 [0045.48] Log: Bool LensFlares set to 1 [0045.50] Log: BloomThreshold = 1 [0045.50] Log: Bool Distortion set to 1 [0045.52] Log: Bool DropParticleDistortion set to 0 [0045.54] Log: Bool StaticDecals set to 0 [0045.56] Log: Bool DynamicDecals set to 1 [0045.59] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: submit [0048.58] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Close [0050.05] ScriptLog: [GeminiOnlineService] Getting Data [0050.05] ScriptLog: [GeminiLinkClient] Resolving: renegadexgs.appspot.com [0050.10] ScriptLog: [GeminiLinkClient] renegadexgs.appspot.com resolved to 74.125.21.141:0 [0050.10] ScriptLog: [GeminiLinkClient] Bound to port: 50228 [0050.10] Log: CheckConnectionAttempt: Connection attempt has not yet completed. [0050.12] Log: CheckConnectionAttempt: Connection attempt has not yet completed. [0050.16] ScriptLog: [GeminiLinkClient] TCP connection opened [0050.16] ScriptLog: [GeminiLinkClient] End TCP connection [0050.42] ScriptLog: [GeminiLinkClient] TCP connection closed [0052.79] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Close [0056.95] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress [0057.14] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0059.39] ScriptLog: mapName [0059.39] ScriptLog: mapFileName img://RenXFrontEnd.MapImage.___map-pic-missing-cameo [0059.39] ScriptLog: serverName [0059.39] ScriptLog: isFavourites False [0059.39] ScriptLog: isLocked False [0059.39] ScriptLog: serverLocation [0059.39] ScriptLog: serverGameType Command & Conquer (Open Beta 4.02) [0059.39] ScriptLog: playerCount 2 [0059.39] ScriptLog: botCount 0 [0059.39] ScriptLog: maxPlayers 40 [0059.39] ScriptLog: ping -2147483648 [0059.39] ScriptLog: serverPort 7777 [0059.39] ScriptLog: serverAddress 62.210.91.79 [0059.39] ScriptLog: [Rx_GFxFrontEnd_Multiplayer] : open 62.210.91.79:7777 [0059.39] ScriptLog: ------------------------------Game Ending Event Called [0059.39] ScriptLog: <> [0059.39] Init: WinSock: Socket queue 32768 / 32768 [0259.40] NetComeGo: Close TcpNetDriver_0 TcpipConnection_0 62.210.91.79:7777 05/12/15 18:22:26 [0259.44] Log: Pending connect to '62.210.91.79/RenX-FrontEndMap?Name=DethRider-66?Team=255' failed; Your connection to the host has been lost. [0259.44] ScriptLog: (Rx_GameViewportClient_0) UTGameViewportClient::None:NotifyConnectionError Message:'Your connection to the host has been lost.' Title:'Connection Lost' [0259.44] ScriptLog: UTPlayerController::QuitToMainMenu() - Online cleanup failed, finishing quit. [0259.44] ScriptLog: ------ QUIT TO MAIN MENU -------- [0259.47] ScriptLog: ------------------------------Game Ending Event Called [0259.47] ScriptLog: <> [0259.47] Log: Failed; returning to Entry [0259.51] Log: LoadMap: RenX-FrontEndMap?closed?Name=DethRider-66?Team=255 [0259.51] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_4 | SoundCue? SC_MainMenu [0259.51] Log: --- LOADING MOVIE START --- [0259.59] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0259.60] Rx: GAME Spawn; bot Nod,b257,SkippyScooterKid [0259.60] Rx: PLAYER Exit; GDI,256,DethRider-66 [0259.70] Exit: TcpNetDriver_0 shut down [0263.47] 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 [0263.89] 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 [0265.12] Log: Missing cached shader map for material Mat_GlowSphere, quality 0, compiling. [0265.12] Warning: Warning, Failed to compile Material RX_IonCannonStrike.Materials.Mat_GlowSphere for platform PC-D3D-SM3, Default Material will be used in game. [0266.17] Log: Game class is 'Rx_Game' [0266.18] Log: Primary PhysX scene will be in software. [0266.18] Log: Creating Primary PhysX Scene. [0266.18] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2015.05.12-18.22.33 [0266.20] 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 [0266.20] 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 [0266.20] ScriptLog: GDI:0.0000 [0266.20] ScriptLog: Nod:0.0000 [0266.21] Log: Bringing up level for play took: 0.042883 [0266.21] ScriptWarning: PlayerStart_0 is not a team playerstart! Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function UTGame.UTTeamGame:RatePlayerStart:0051 [0266.21] ScriptLog: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating [0266.22] ScriptWarning: Accessed None 'Pawn' Rx_Controller RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Controller_0 Function Renx_Game.Rx_Controller:SetOurCameraMode:0018 [0266.22] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_1 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0134 [0266.22] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_1 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0168 [0266.22] Rx: PLAYER Enter; GDI,258,DethRider-66 from  nosteam [0266.22] Rx: PLAYER TeamJoin; GDI,258,DethRider-66 joined GDI [0266.22] Log: Current scalability system settings: [0266.22] Log: StaticDecals = FALSE (Whether to allow static decals.) [0266.22] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0266.22] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0266.22] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0266.22] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0266.22] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0266.22] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0266.22] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0266.22] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0266.22] Log: Bloom = TRUE (Whether to allow bloom.) [0266.22] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0266.22] Log: Distortion = TRUE (Whether to allow distortion.) [0266.22] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0266.22] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0266.22] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0266.22] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0266.22] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0266.22] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0266.22] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0266.22] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0266.22] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0266.22] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0266.22] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0266.22] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0266.22] Log: MaxAnisotropy = 8 (Maximum level of anisotropy used.) [0266.22] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0266.22] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0266.22] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0266.22] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0266.22] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0266.22] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0266.22] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0266.22] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0266.22] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0266.22] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0266.22] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0266.22] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0266.22] Log: Current preference system settings: [0266.22] Log: UseVsync = TRUE (Whether to use VSync or not.) [0266.22] Log: Fullscreen = TRUE (Fullscreen.) [0266.22] Log: ResX = 1920 (Screen X resolution.) [0266.22] Log: ResY = 1080 (Screen Y resolution.) [0266.22] Log: Current debug system settings: [0266.22] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0266.22] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0266.22] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0266.22] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0266.22] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0266.22] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0266.22] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0266.22] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0266.22] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0266.22] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0266.22] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0266.22] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0266.22] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0266.22] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0266.22] Log: bAllowTemporalAA = FALSE (UKNOWN) [0266.22] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0266.22] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0266.22] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0266.22] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0266.22] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0266.22] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0266.22] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0266.22] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0266.22] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0266.22] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0266.22] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0266.22] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0266.22] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0266.22] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0266.22] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0266.22] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0266.22] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0266.22] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0266.22] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0266.22] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0266.22] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0266.22] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0266.22] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0266.22] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found. [0266.22] Log: Current unknown system settings: [0266.22] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0266.22] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0266.22] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0266.22] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0266.22] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0266.22] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0266.22] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0266.22] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0266.22] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0266.22] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0266.22] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0266.22] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0266.22] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0266.22] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0266.22] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0266.22] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0266.22] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0266.22] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0266.22] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0266.22] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0266.22] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0266.22] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0266.22] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0266.22] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0266.22] 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.) [0266.22] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0266.22] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0266.22] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0266.22] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0266.22] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0266.22] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0266.22] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0266.22] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0266.22] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0266.22] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0266.22] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0266.22] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0266.22] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0266.22] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0266.22] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0266.22] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0266.22] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0266.22] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0266.22] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0266.22] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0266.22] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0266.22] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0266.22] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0266.22] 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).) [0266.22] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0266.22] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0266.22] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0266.22] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0266.22] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0266.22] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0266.22] 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) [0266.22] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0266.22] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0266.22] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0266.22] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0266.22] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0266.22] 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).) [0266.22] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0266.22] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0266.22] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0266.22] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0266.22] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0266.22] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0266.22] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0266.22] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0266.22] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0266.22] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0266.22] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0266.22] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0266.22] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0266.22] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0266.22] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0266.22] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0266.22] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found. [0266.22] Warning: Warning, The System Setting PerObjectShadowTransition could not be found. [0266.22] Warning: Warning, The System Setting PerSceneShadowTransition could not be found. [0266.22] Warning: Warning, The System Setting CSMMinimumFOV could not be found. [0266.22] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found. [0266.23] Log: Listing all sound classes. [0266.23] Log: Class 'Item' has 22 resident sounds taking 2473.21 kb, and 1 real time sounds taking 8.89 kb [0266.23] Log: Class 'Vehicle' has 78 resident sounds taking 18920.24 kb, and 11 real time sounds taking 530.35 kb [0266.23] Log: Class 'Weapon' has 183 resident sounds taking 59031.92 kb, and 3 real time sounds taking 283.44 kb [0266.23] Log: Class 'SFX' has 32 resident sounds taking 4798.46 kb, and 9 real time sounds taking 421.61 kb [0266.23] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0266.23] Log: Class 'UI' has 22 resident sounds taking 1276.65 kb [0266.23] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb [0266.23] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb [0266.23] Log: Class 'MovieEffects' has 0 resident sounds taking 0.00 kb, and 2 real time sounds taking 336.30 kb [0266.23] Log: Class 'WeaponBulletEffects' has 63 resident sounds taking 2799.74 kb, and 1 real time sounds taking 150.46 kb [0266.23] Log: Class 'Ambient' has 2 resident sounds taking 652.92 kb [0266.23] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0266.23] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0266.23] Log: Class 'UnGrouped' has 162 resident sounds taking 53396.41 kb, and 79 real time sounds taking 1622.41 kb [0266.23] Log: 940 total sounds in 14 classes [0266.23] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0266.26] Log: ########### Finished loading level: 6.751935 seconds [0266.26] Log: Flushing async loaders. [0267.09] Log: Flushed async loaders. [0267.12] ScriptLog: SWITCHEROO THE HUD Rx_Game [0267.12] ScriptLog: ======================= Rx_HUD ========================= [0267.12] ScriptLog: Script call stack: Function Renx_Game.Rx_HUD:Destroyed Function Renx_Game.Rx_HUD:RemoveMovies [0267.12] ScriptLog: DamageSystemMovie.bMovieIsOpen? True [0267.12] ScriptLog: HudMovie.bMovieIsOpen? True [0267.14] Log: Current scalability system settings: [0267.14] Log: StaticDecals = FALSE (Whether to allow static decals.) [0267.14] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0267.14] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0267.14] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0267.14] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0267.14] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0267.14] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0267.14] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0267.14] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0267.14] Log: Bloom = TRUE (Whether to allow bloom.) [0267.14] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0267.14] Log: Distortion = TRUE (Whether to allow distortion.) [0267.14] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0267.14] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0267.14] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0267.14] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0267.14] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0267.14] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0267.14] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0267.14] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0267.14] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0267.14] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0267.14] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0267.14] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0267.14] Log: MaxAnisotropy = 8 (Maximum level of anisotropy used.) [0267.14] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0267.14] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0267.14] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0267.14] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0267.14] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0267.14] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0267.14] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0267.14] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0267.14] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0267.14] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0267.14] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0267.14] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0267.14] Log: Current preference system settings: [0267.14] Log: UseVsync = TRUE (Whether to use VSync or not.) [0267.14] Log: Fullscreen = TRUE (Fullscreen.) [0267.14] Log: ResX = 1920 (Screen X resolution.) [0267.14] Log: ResY = 1080 (Screen Y resolution.) [0267.14] Log: Current debug system settings: [0267.14] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0267.14] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0267.14] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0267.14] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0267.14] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0267.14] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0267.14] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0267.14] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0267.14] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0267.14] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0267.14] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0267.14] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0267.14] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0267.14] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0267.14] Log: bAllowTemporalAA = FALSE (UKNOWN) [0267.14] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0267.14] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0267.14] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0267.14] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0267.14] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0267.14] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0267.14] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0267.14] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0267.14] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0267.14] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0267.14] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0267.14] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0267.14] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0267.14] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0267.14] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0267.14] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0267.14] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0267.14] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0267.14] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0267.14] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0267.14] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0267.14] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0267.14] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0267.14] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found. [0267.14] Log: Current unknown system settings: [0267.14] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0267.14] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0267.14] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0267.14] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0267.14] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0267.14] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0267.14] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0267.14] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0267.14] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0267.14] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0267.14] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0267.14] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0267.14] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0267.14] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0267.14] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0267.14] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0267.14] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0267.14] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0267.14] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0267.14] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0267.14] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0267.14] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0267.14] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0267.14] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0267.14] 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.) [0267.14] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0267.14] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0267.14] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0267.14] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0267.14] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0267.14] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0267.14] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0267.14] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0267.14] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0267.14] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0267.14] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0267.14] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0267.14] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0267.14] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0267.14] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0267.14] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0267.14] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0267.14] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0267.14] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0267.14] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0267.14] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0267.14] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0267.14] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0267.14] 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).) [0267.14] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0267.14] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0267.14] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0267.14] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0267.14] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0267.14] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0267.14] 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) [0267.14] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0267.14] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0267.14] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0267.14] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0267.14] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0267.14] 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).) [0267.14] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0267.14] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0267.14] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0267.14] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0267.14] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0267.14] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0267.14] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0267.14] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0267.14] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0267.14] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0267.14] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0267.14] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0267.14] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0267.14] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0267.14] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0267.14] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0267.14] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found. [0267.14] Warning: Warning, The System Setting PerObjectShadowTransition could not be found. [0267.14] Warning: Warning, The System Setting PerSceneShadowTransition could not be found. [0267.14] Warning: Warning, The System Setting CSMMinimumFOV could not be found. [0267.14] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found. [0267.15] Log: Listing all sound classes. [0267.15] Log: Class 'Item' has 22 resident sounds taking 2473.21 kb, and 1 real time sounds taking 8.89 kb [0267.15] Log: Class 'Vehicle' has 78 resident sounds taking 18920.24 kb, and 11 real time sounds taking 530.35 kb [0267.15] Log: Class 'Weapon' has 183 resident sounds taking 59031.92 kb, and 3 real time sounds taking 283.44 kb [0267.15] Log: Class 'SFX' has 32 resident sounds taking 4798.46 kb, and 9 real time sounds taking 421.61 kb [0267.15] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0267.15] Log: Class 'UI' has 22 resident sounds taking 1276.65 kb [0267.15] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb [0267.15] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb [0267.15] Log: Class 'MovieEffects' has 0 resident sounds taking 0.00 kb, and 2 real time sounds taking 336.30 kb [0267.15] Log: Class 'WeaponBulletEffects' has 63 resident sounds taking 2799.74 kb, and 1 real time sounds taking 150.46 kb [0267.15] Log: Class 'Ambient' has 2 resident sounds taking 652.92 kb [0267.15] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0267.15] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0267.15] Log: Class 'UnGrouped' has 125 resident sounds taking 45343.71 kb, and 76 real time sounds taking 1306.09 kb [0267.15] Log: 900 total sounds in 14 classes [0267.17] Log: Bool AmbientOcclusion set to 1 [0267.25] Log: BloomThreshold = 1 [0267.25] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0267.50] Log: --- LOADING MOVIE TIME: 7.98 sec --- [0277.69] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Close [0282.73] ScriptLog: ------------------------------Game Ending Event Called [0282.73] ScriptLog: <> [0282.73] Log: Closing by request [0282.73] Log: appRequestExit(0) [0282.73] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: submit [0282.84] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0282.84] Exit: Preparing to exit. [0283.07] Exit: Game engine shut down [0283.26] Exit: Windows client shut down [0283.26] Exit: XAudio2 Device shut down. [0283.37] Exit: Object subsystem successfully closed. [0283.37] Log: Shutting down FaceFX... [0283.37] Log: FaceFX shutdown. [0283.43] Exit: Exiting. [0283.43] Log: Log file closed, 05/12/15 18:22:50