Log: Log file open, 05/11/20 21:06:44 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 (64-bit): Jan 29 2015 19:35:41 Init: Changelist: 2424394 Init: Command line: Init: Base directory: D:\Games\Renegade X\Binaries\Win64\ [0000.25] Log: Deleting old log file Launch-backup-2020.05.06-18.50.23.log [0000.25] Log: Deleting old log file Launch-backup-2020.05.07-15.48.07.log [0000.25] Log: Deleting old log file Launch-backup-2020.05.07-16.02.04.log [0000.25] Log: Deleting old log file Launch-backup-2020.05.07-20.29.19.log [0000.25] Log: Deleting old log file Launch-backup-2020.05.07-21.00.09.log [0000.25] Log: Deleting old log file Launch-backup-2020.05.08-15.35.25.log [0000.25] Log: Deleting old log file Launch-backup-2020.05.08-15.38.39.log [0000.25] Log: Deleting old log file Launch-backup-2020.05.08-15.40.36.log [0000.25] Log: Deleting old log file Launch-backup-2020.05.08-15.42.10.log [0000.25] Log: Deleting old log file Launch-backup-2020.05.08-15.42.45.log [0000.25] Log: Deleting old log file Launch-backup-2020.05.08-15.46.14.log [0000.25] Log: Deleting old log file Launch-backup-2020.05.08-15.50.43.log [0000.25] Log: Deleting old log file Launch-backup-2020.05.11-21.06.44.log [0000.25] Init: Computer: SPENCER-PC [0000.25] Init: User: Blast [0000.25] Init: CPU Page size=4096, Processors=8 [0000.25] Init: High frequency timer resolution =10.000000 MHz [0000.25] Init: Memory total: Physical=15.9GB (16GB approx) Pagefile=31.9GB Virtual=131072.0GB [0000.35] Log: Steam Client API initialized 1 [0000.45] Log: Steam Game Server API initialized 1 [0000.58] Init: WinSock: I am Spencer-PC (192.168.0.2:0) [0000.58] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes. [0000.59] Init: Object subsystem initialized [0000.59] Log: Last hardware survey: Ver=12791, Date=20200508. Uploading again. [0002.33] Log: Found D3D11 adapter 0: AMD Radeon R9 200 Series [0002.33] Log: Adapter has 4072MB of dedicated video memory, 0MB of dedicated system memory, and 8164MB of shared system memory [0002.34] Log: Found D3D11 adapter 1: Microsoft Basic Render Driver [0002.34] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 8164MB of shared system memory [0002.37] Log: Shader platform (RHI): PC-D3D-SM3 [0002.39] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt [0002.93] Log: PhysX GPU Support: DISABLED [0003.02] Init: Initializing FaceFX... [0003.05] Init: FaceFX 1.7.4 initialized. [0003.15] Init: XAudio2 using 'Speakers (Creative SB X-Fi)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3) [0004.54] Init: Waited 0.010 sec for async package '..\..\UDKGame\CookedPC\Core.u' to complete caching. [0010.36] Init: Finished loading startup packages in 5.84 seconds [0010.36] Log: 80990 objects as part of root set at end of initial load. [0010.36] Log: 0 out of 0 bytes used by permanent object pool. [0039.11] Log: Failed to upload UDK hardware survey to http://et.epicgames.com/PostUDKSurveyHandler.ashx in 12.18 seconds. [0040.01] Warning: Warning, Class RenX_Game.Rx_VersionCheck can't bind to DLL D:\Games\Renegade X\Binaries\Win64\UserCode\Rx_VersionCheck_Lib.DLL [0042.09] Log: Initializing Engine... [0042.35] Init: UEngine initialized [0042.39] Init: XAudio2Device initialized. [0042.80] Init: Client initialized [0044.11] Log: Initializing Steamworks [0044.12] Log: Logged in as 'Blastburn94' [0044.62] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0044.63] Warning: Warning, Failed to find object 'Class None.' [0044.63] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0044.63] Warning: Warning, Failed to find object 'Class None.' [0044.63] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0044.63] Warning: Warning, Failed to find object 'Class None.' [0044.63] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0044.63] Warning: Warning, Failed to find object 'Class None.' [0044.64] Log: LoadMap: RenX-FrontEndMap?Name=Blastburn94?Team=255 [0044.87] Log: Game class is 'Rx_Game_MainMenu' [0044.89] Log: Primary PhysX scene will be in software. [0044.89] Log: Creating Primary PhysX Scene. [0045.00] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2020.05.11-21.07.29 [0045.01] ScriptLog: INITIAL: -1 -1 [0045.02] ScriptLog: Game profile Index was NONE [0045.03] ScriptLog: Gameplay events will not be recorded. [0045.03] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0045.03] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0045.03] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0045.03] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0045.03] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0045.03] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0045.03] ScriptLog: Failed to get GDI PT [0045.03] ScriptLog: Failed to get Nod PT [0045.03] ScriptLog: GDI:0.0000 [0045.03] ScriptLog: Failed to get GDI PT [0045.03] ScriptLog: Failed to get Nod PT [0045.03] ScriptLog: Nod:0.0000 [0045.03] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' True [0045.14] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.45 [0045.16] Rx: MAPLoaded;RenX-FrontEndMap [0045.16] Log: Bringing up level for play took: 0.277792 [0045.19] Rx: PLAYERHWID;playerGDI,256,Blastburn94hwidm4C7E3DD40000B784 [0045.19] Rx: PLAYEREnter;GDI,256,Blastburn94fromhwidm4C7E3DD40000B784steamid0x0110000101C12203 [0045.19] Rx: PLAYERTeamJoin;GDI,256,Blastburn94joinedGDIscore0last round score0.0000time0.0000 [0045.19] Log: Current scalability system settings: [0045.19] Log: StaticDecals = TRUE (Whether to allow static decals.) [0045.19] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0045.19] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0045.19] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0045.19] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0045.19] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0045.19] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0045.19] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0045.19] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0045.19] Log: Bloom = TRUE (Whether to allow bloom.) [0045.19] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0045.19] Log: Distortion = TRUE (Whether to allow distortion.) [0045.19] Log: DropParticleDistortion = TRUE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0045.19] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0045.19] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0045.19] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0045.19] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0045.19] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0045.19] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0045.19] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0045.19] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0045.19] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0045.19] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0045.19] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0045.19] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0045.19] Log: bAllowD3D9MSAA = TRUE (UKNOWN) [0045.19] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0045.19] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0045.19] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0045.19] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0045.19] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0045.19] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0045.19] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0045.19] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0045.19] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0045.19] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0045.19] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0045.19] Log: Current preference system settings: [0045.19] Log: UseVsync = FALSE (Whether to use VSync or not.) [0045.19] Log: Fullscreen = TRUE (Fullscreen.) [0045.19] Log: ResX = 1920 (Screen X resolution.) [0045.19] Log: ResY = 1080 (Screen Y resolution.) [0045.19] Log: Current debug system settings: [0045.19] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0045.19] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0045.19] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0045.19] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0045.19] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0045.19] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0045.19] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0045.19] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0045.19] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0045.19] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0045.19] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0045.19] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0045.19] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0045.19] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0045.19] Log: bAllowTemporalAA = FALSE (UKNOWN) [0045.19] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0045.19] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0045.19] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0045.19] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0045.19] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0045.19] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0045.19] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0045.19] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0045.19] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0045.19] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0045.19] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0045.19] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0045.19] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0045.19] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0045.19] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0045.19] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0045.19] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0045.19] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0045.19] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0045.19] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0045.19] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0045.19] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0045.19] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0045.19] Log: Current unknown system settings: [0045.19] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0045.19] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0045.19] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0045.19] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0045.19] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0045.19] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0045.19] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0045.19] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0045.19] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0045.19] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0045.19] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0045.19] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0045.19] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0045.19] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0045.19] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0045.19] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0045.19] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0045.19] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0045.19] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0045.19] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0045.19] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0045.19] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0045.19] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0045.19] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0045.19] Log: CSMMinimumFOV = 40 (Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming.) [0045.19] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0045.19] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0045.19] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0045.19] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0045.19] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0045.19] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0045.19] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0045.19] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0045.19] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0045.19] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0045.19] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0045.19] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0045.19] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0045.19] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0045.19] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0045.19] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0045.19] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0045.19] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0045.19] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0045.19] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0045.19] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0045.19] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0045.19] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0045.19] Log: MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).) [0045.19] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0045.19] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0045.19] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0045.19] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0045.19] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0045.19] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0045.19] Log: MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled) [0045.19] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0045.19] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0045.19] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0045.19] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0045.19] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0045.19] Log: ApexDestructionMaxFracturesProcessedPerFrame = -1 (Lets the user throttle the number of fractures processed per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).) [0045.19] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0045.19] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0045.19] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0045.19] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0045.19] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0045.19] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0045.19] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0045.19] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0045.19] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0045.19] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0045.19] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0045.19] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0045.19] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0045.19] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0045.19] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0045.19] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0045.20] Log: Listing all sound classes. [0045.20] Log: Class 'Item' has 29 resident sounds taking 2787.16 kb, and 1 real time sounds taking 8.89 kb [0045.20] Log: Class 'Vehicle' has 41 resident sounds taking 14891.49 kb, and 1 real time sounds taking 48.00 kb [0045.20] Log: Class 'Weapon' has 268 resident sounds taking 68755.68 kb, and 7 real time sounds taking 487.58 kb [0045.20] Log: Class 'Character' has 182 resident sounds taking 8698.73 kb [0045.20] Log: Class 'SFX' has 84 resident sounds taking 26261.49 kb, and 10 real time sounds taking 711.13 kb [0045.20] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0045.20] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0045.20] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb [0045.20] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0045.20] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb [0045.20] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0045.20] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0045.20] Log: Class 'Master' has 1 resident sounds taking 311.84 kb [0045.20] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0045.20] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0045.20] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0045.20] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0045.20] Log: Class 'UnGrouped' has 574 resident sounds taking 73386.85 kb, and 108 real time sounds taking 2419.38 kb [0045.20] Log: 1510 total sounds in 18 classes [0045.21] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0045.21] ScriptLog: Rx_HUD::Jukebox AutoPlay music disabled by map. [0045.21] Rx: Game has reached minimum limit for Beacon, 1 Players and 0 Bots out of 0 [0045.21] Log: ########### Finished loading level: 0.564631 seconds [0045.21] Log: Flushing async loaders. [0050.47] Log: Flushed async loaders. [0050.47] Init: Game engine initialized [0050.47] Log: Initializing Engine Completed [0063.58] Log: >>>>>>>>>>>>>> Initial startup: 63.58s <<<<<<<<<<<<<<< [0063.61] Log: Current scalability system settings: [0063.61] Log: StaticDecals = TRUE (Whether to allow static decals.) [0063.61] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0063.61] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0063.61] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0063.61] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0063.61] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0063.61] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0063.61] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0063.61] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0063.61] Log: Bloom = TRUE (Whether to allow bloom.) [0063.61] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0063.61] Log: Distortion = TRUE (Whether to allow distortion.) [0063.61] Log: DropParticleDistortion = TRUE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0063.61] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0063.61] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0063.61] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0063.61] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0063.61] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0063.61] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0063.61] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0063.61] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0063.61] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0063.61] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0063.61] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0063.61] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0063.61] Log: bAllowD3D9MSAA = TRUE (UKNOWN) [0063.61] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0063.61] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0063.61] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0063.61] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0063.61] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0063.61] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0063.61] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0063.61] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0063.61] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0063.61] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0063.61] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0063.61] Log: Current preference system settings: [0063.61] Log: UseVsync = FALSE (Whether to use VSync or not.) [0063.61] Log: Fullscreen = TRUE (Fullscreen.) [0063.61] Log: ResX = 1920 (Screen X resolution.) [0063.61] Log: ResY = 1080 (Screen Y resolution.) [0063.61] Log: Current debug system settings: [0063.61] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0063.61] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0063.61] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0063.61] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0063.61] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0063.61] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0063.61] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0063.61] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0063.61] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0063.61] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0063.61] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0063.61] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0063.61] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0063.61] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0063.61] Log: bAllowTemporalAA = FALSE (UKNOWN) [0063.61] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0063.61] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0063.61] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0063.61] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0063.61] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0063.61] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0063.61] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0063.61] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0063.61] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0063.61] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0063.61] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0063.61] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0063.61] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0063.61] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0063.61] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0063.61] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0063.61] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0063.61] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0063.61] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0063.61] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0063.61] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0063.61] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0063.61] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0063.61] Log: Current unknown system settings: [0063.61] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0063.61] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0063.61] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0063.61] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0063.61] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0063.61] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0063.61] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0063.61] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0063.61] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0063.61] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0063.61] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0063.61] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0063.61] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0063.61] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0063.61] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0063.61] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0063.61] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0063.61] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0063.61] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0063.61] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0063.61] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0063.61] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0063.61] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0063.61] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0063.61] 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.) [0063.61] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0063.61] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0063.61] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0063.61] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0063.61] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0063.61] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0063.61] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0063.61] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0063.61] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0063.61] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0063.61] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0063.61] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0063.61] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0063.61] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0063.61] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0063.61] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0063.61] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0063.61] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0063.61] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0063.61] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0063.61] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0063.61] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0063.61] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0063.61] 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).) [0063.61] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0063.61] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0063.61] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0063.61] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0063.61] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0063.61] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0063.61] 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) [0063.61] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0063.61] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0063.61] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0063.61] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0063.61] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0063.61] 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).) [0063.61] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0063.61] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0063.61] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0063.61] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0063.61] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0063.61] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0063.61] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0063.61] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0063.61] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0063.61] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0063.61] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0063.61] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0063.61] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0063.61] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0063.61] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0063.61] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0063.62] Log: Listing all sound classes. [0063.62] Log: Class 'Item' has 29 resident sounds taking 2787.16 kb, and 1 real time sounds taking 8.89 kb [0063.62] Log: Class 'Vehicle' has 41 resident sounds taking 14891.49 kb, and 1 real time sounds taking 48.00 kb [0063.62] Log: Class 'Weapon' has 268 resident sounds taking 68755.68 kb, and 7 real time sounds taking 487.58 kb [0063.62] Log: Class 'Character' has 182 resident sounds taking 8698.73 kb [0063.62] Log: Class 'SFX' has 84 resident sounds taking 26261.49 kb, and 10 real time sounds taking 711.13 kb [0063.62] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0063.62] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0063.62] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb [0063.62] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0063.62] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb [0063.62] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0063.62] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0063.62] Log: Class 'Master' has 1 resident sounds taking 311.84 kb [0063.62] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0063.62] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0063.62] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0063.62] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0063.62] Log: Class 'UnGrouped' has 610 resident sounds taking 83884.04 kb, and 110 real time sounds taking 2599.97 kb [0063.62] Log: 1548 total sounds in 18 classes [0063.65] Log: Bool AmbientOcclusion set to 1 [0063.67] Log: BloomThreshold = 0 [0063.67] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0063.86] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0063.86] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0067.50] GFxUI: Rx_GFxFrontEnd::Loading MultiplayerView [0073.26] ScriptLog: mapName Volcano [0073.26] ScriptLog: mapFileName RenXFrontEnd.MapImage.___map-pic-cnc-volcano [0073.26] ScriptLog: serverName [0073.26] ScriptLog: isFavourites False [0073.26] ScriptLog: isLocked False [0073.26] ScriptLog: isRanked True [0073.26] ScriptLog: serverLocation [0073.26] ScriptLog: serverGameType Command & Conquer (Open Beta 5.45) [0073.26] ScriptLog: playerCount 5 [0073.26] ScriptLog: botCount 0 [0073.26] ScriptLog: maxPlayers 64 [0073.26] ScriptLog: ping -1 [0073.26] ScriptLog: serverPort 7994 [0073.26] ScriptLog: serverAddress 95.217.118.172 [0073.26] ScriptLog: [Rx_GFxFrontEnd_Multiplayer] : open 95.217.118.172:7994 [0073.26] Init: WinSock: Socket queue 32768 / 32768 [0073.92] Log: LoadMap: 95.217.118.172:7994/CNC-Volcano?Name=Blastburn94?Team=255?game=RenX_Game.Rx_Game [0073.95] Log: --- LOADING MOVIE START --- [0074.31] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0074.31] ScriptLog: ======================= Rx_HUD ========================= [0074.31] Rx: PLAYERExit;GDI,256,Blastburn94 [0079.66] Warning: Warning, Failed to compile Material Instance CNC-Volcano.LandscapeMaterialInstanceConstant_0 with Base Volcano_landscape_01 for platform PC-D3D-SM3, Default Material will be used in game. [0082.28] Log: Primary PhysX scene will be in software. [0082.28] Log: Creating Primary PhysX Scene. [0082.42] Log: Bringing World CNC-Volcano.TheWorld up for play (1429) at 2020.05.11-21.08.06 [0082.53] Log: Bringing up level for play took: 0.462583 [0082.53] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0082.53] Warning: Warning, Failed to find object 'Class None.' [0082.53] Log: PlayerController class for the pending level is PlayerController [0082.53] Log: ########### Finished loading level: 8.611235 seconds [0086.31] Log: Save=3762.361000 [0086.31] Log: Compressing '..\..\UDKGame\CookedPC\LocalShaderCache-PC-D3D-SM3_save.tmp' to '..\..\UDKGame\CookedPC\LocalShaderCache-PC-D3D-SM3.upk' [0086.95] ScriptWarning: Accessed None 'PlayerReplicationInfo' Rx_Controller CNC-Volcano.TheWorld:PersistentLevel.Rx_Controller_1 Function RenX_Game.Rx_Controller:PostBeginPlay:01EC [0086.97] Log: Current scalability system settings: [0086.97] Log: StaticDecals = TRUE (Whether to allow static decals.) [0086.97] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0086.97] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0086.97] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0086.97] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0086.97] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0086.97] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0086.97] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0086.97] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0086.97] Log: Bloom = TRUE (Whether to allow bloom.) [0086.97] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0086.97] Log: Distortion = TRUE (Whether to allow distortion.) [0086.97] Log: DropParticleDistortion = TRUE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0086.97] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0086.97] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0086.97] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0086.97] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0086.97] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0086.97] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0086.97] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0086.97] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0086.97] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0086.97] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0086.97] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0086.97] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0086.97] Log: bAllowD3D9MSAA = TRUE (UKNOWN) [0086.97] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0086.97] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0086.97] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0086.97] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0086.97] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0086.97] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0086.97] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0086.97] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0086.97] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0086.97] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0086.97] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0086.98] Log: Current preference system settings: [0086.98] Log: UseVsync = FALSE (Whether to use VSync or not.) [0086.98] Log: Fullscreen = TRUE (Fullscreen.) [0086.98] Log: ResX = 1920 (Screen X resolution.) [0086.98] Log: ResY = 1080 (Screen Y resolution.) [0086.98] Log: Current debug system settings: [0086.98] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0086.98] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0086.98] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0086.98] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0086.98] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0086.98] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0086.98] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0086.98] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0086.98] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0086.98] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0086.98] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0086.98] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0086.98] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0086.98] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0086.98] Log: bAllowTemporalAA = FALSE (UKNOWN) [0086.98] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0086.98] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0086.98] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0086.98] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0086.98] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0086.98] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0086.98] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0086.98] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0086.98] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0086.98] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0086.98] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0086.98] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0086.98] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0086.98] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0086.98] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0086.98] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0086.98] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0086.98] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0086.98] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0086.98] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0086.98] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0086.98] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0086.98] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0086.98] Log: Current unknown system settings: [0086.98] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0086.98] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0086.98] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0086.98] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0086.98] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0086.98] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0086.98] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0086.98] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0086.98] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0086.98] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0086.98] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0086.98] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0086.98] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0086.98] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0086.98] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0086.98] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0086.98] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0086.98] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0086.98] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0086.98] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0086.98] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0086.98] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0086.98] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0086.98] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0086.98] Log: CSMMinimumFOV = 40 (Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming.) [0086.98] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0086.98] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0086.98] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0086.98] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0086.98] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0086.98] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0086.98] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0086.98] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0086.98] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0086.98] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0086.98] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0086.98] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0086.98] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0086.98] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0086.98] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0086.98] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0086.98] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0086.98] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0086.98] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0086.98] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0086.98] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0086.98] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0086.98] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0086.98] Log: MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).) [0086.98] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0086.98] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0086.98] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0086.98] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0086.98] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0086.98] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0086.98] Log: MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled) [0086.98] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0086.98] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0086.98] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0086.98] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0086.98] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0086.98] Log: ApexDestructionMaxFracturesProcessedPerFrame = -1 (Lets the user throttle the number of fractures processed per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).) [0086.98] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0086.98] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0086.98] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0086.98] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0086.98] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0086.98] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0086.98] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0086.98] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0086.98] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0086.98] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0086.98] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0086.98] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0086.98] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0086.98] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0086.98] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0086.98] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0086.99] Log: Listing all sound classes. [0086.99] Log: Class 'Item' has 29 resident sounds taking 2787.16 kb, and 1 real time sounds taking 8.89 kb [0086.99] Log: Class 'Vehicle' has 41 resident sounds taking 14891.49 kb, and 1 real time sounds taking 48.00 kb [0086.99] Log: Class 'Weapon' has 268 resident sounds taking 68755.68 kb, and 7 real time sounds taking 487.58 kb [0086.99] Log: Class 'Character' has 182 resident sounds taking 8698.73 kb [0086.99] Log: Class 'SFX' has 84 resident sounds taking 26261.49 kb, and 10 real time sounds taking 711.13 kb [0086.99] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0086.99] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0086.99] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb [0086.99] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 23 real time sounds taking 47214.76 kb [0086.99] Log: Class 'Ambient' has 34 resident sounds taking 14966.69 kb, and 23 real time sounds taking 2969.96 kb [0086.99] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0086.99] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0086.99] Log: Class 'Master' has 1 resident sounds taking 311.84 kb [0086.99] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0086.99] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0086.99] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0086.99] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0086.99] Log: Class 'UnGrouped' has 604 resident sounds taking 88309.98 kb, and 111 real time sounds taking 3359.85 kb [0086.99] Log: 1593 total sounds in 18 classes [0086.99] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0086.99] ScriptLog: Rx_HUD::Jukebox SystemSettingsHandler.bAutostartMusic:'True' [0087.03] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0087.03] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0087.03] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0087.03] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0087.05] Warning: Warning, Failed to load 'Font None.Arial': Failed to find object 'Font None.Arial' [0087.05] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0087.05] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0087.06] Error: StopLocalVoiceProcessing: Ignoring stop request for non-owning user [0087.06] ScriptLog: PositionModX : 0.0000 [0087.06] ScriptLog: PositionModY : 52.5000 [0087.06] ScriptLog: PositionModX : 0.0000 [0087.06] ScriptLog: PositionModY : 52.5000 [0087.10] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_65 [0087.10] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_64 [0087.10] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_62 [0087.10] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found! [0087.10] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Volcano.TheWorld:PersistentLevel.Rx_Building_Barracks_Internals_0.SkeletalMeshComponent_65 RX_BU_Barracks.Mesh.SK_BU_GDI_BAR 1 0 1 0 [0087.15] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found! [0087.15] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0087.15] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0087.15] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0087.15] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0087.15] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0087.15] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0087.16] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found! [0087.16] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0087.16] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0087.16] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0087.16] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0087.16] ScriptWarning: Accessed array 'Default__Rx_FamilyInfo_GDI_Hotwire.Materials' out of bounds (1/1) Rx_FamilyInfo_GDI_Hotwire RenX_Game.Default__Rx_FamilyInfo_GDI_Hotwire Function UTGame.UTFamilyInfo:GetTeamMaterials:00AE [0087.17] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0087.17] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0087.17] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0087.17] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0087.18] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0087.18] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0087.24] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0087.24] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0087.24] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0087.24] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0087.24] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0087.24] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0087.24] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0087.24] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0087.24] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0087.24] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionMultiplier [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionContrast [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalSecondaryParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalSecondaryParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalSecondaryParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalSecondaryParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalSecondaryParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalSecondaryParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalSecondaryParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalSecondaryParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalSecondaryParticleValue [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: AddTranslucent_Bias [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: AddTranslucent_Bias [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Effect_Multiplier [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Effect_Multiplier [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Visibility_Multiplier [0088.72] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Visibility_Multiplier [0089.16] Log: --- LOADING MOVIE TIME: 15.2 sec --- [0089.45] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_63 [0089.45] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_66 [0092.61] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0092.61] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0092.61] ScriptLog: Map cannot find tech buildings, aborting [0093.81] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0093.81] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0093.92] ScriptLog: Sending server auth retry request [0094.42] ScriptWarning: Accessed None 'Canvas' Rx_HUD CNC-Volcano.TheWorld:PersistentLevel.Rx_HUD_1 Function RenX_Game.Rx_HUD:HandleSetShowScores:0089 [0094.42] ScriptWarning: Accessed None 'Canvas' Rx_HUD CNC-Volcano.TheWorld:PersistentLevel.Rx_HUD_1 Function RenX_Game.Rx_HUD:HandleSetShowScores:00A9 [0094.46] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0094.46] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0098.49] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0098.49] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0099.27] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0099.27] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0099.29] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0099.29] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0099.30] Log: Bool AmbientOcclusion set to 1 [0100.97] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Click [0102.06] ScriptLog: UTPlayerController::QuitToMainMenu() - Online cleanup failed, finishing quit. [0102.06] ScriptLog: ------ QUIT TO MAIN MENU -------- [0102.06] Log: Failed; returning to Entry [0102.07] Log: LoadMap: RenX-FrontEndMap?closed?Name=Blastburn94?Team=255 [0102.07] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_34 | SoundCue? Valiant [0102.07] Log: --- LOADING MOVIE START --- [0102.43] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0102.44] ScriptWarning: Accessed None Rx_GFxHud Transient.Rx_GFxHud_0 Function RenX_Game.Rx_GFxHud:setRespawnCounter:022A [0102.44] ScriptWarning: Accessed None Rx_GFxHud Transient.Rx_GFxHud_0 Function RenX_Game.Rx_GFxHud:setRespawnCounter:0278 [0102.44] ScriptWarning: Accessed None Rx_GFxHud Transient.Rx_GFxHud_0 Function RenX_Game.Rx_GFxHud:setRespawnCounter:02C9 [0102.44] ScriptWarning: Accessed None Rx_GFxHud Transient.Rx_GFxHud_0 Function RenX_Game.Rx_GFxHud:setRespawnCounter:030E [0102.44] ScriptWarning: Accessed None Rx_GFxHud Transient.Rx_GFxHud_0 Function RenX_Game.Rx_GFxHud:setRespawnCounter:0354 [0102.44] ScriptWarning: Accessed None Rx_GFxHud Transient.Rx_GFxHud_0 Function RenX_Game.Rx_GFxHud:setRespawnCounter:038F [0102.44] ScriptWarning: Accessed None 'Game' Rx_Controller CNC-Volcano.TheWorld:PersistentLevel.Rx_Controller_1 Function RenX_Game.Rx_Controller:ClearOnlineDelegates:003F [0102.44] ScriptWarning: Accessed None Rx_Controller CNC-Volcano.TheWorld:PersistentLevel.Rx_Controller_1 Function RenX_Game.Rx_Controller:ClearOnlineDelegates:0053 [0102.44] ScriptWarning: Accessed None 'Game' Rx_Controller CNC-Volcano.TheWorld:PersistentLevel.Rx_Controller_1 Function RenX_Game.Rx_Controller:ClearOnlineDelegates:00A7 [0102.44] ScriptWarning: Accessed None Rx_Controller CNC-Volcano.TheWorld:PersistentLevel.Rx_Controller_1 Function RenX_Game.Rx_Controller:ClearOnlineDelegates:00BB [0102.44] ScriptLog: ======================= Rx_HUD ========================= [0102.44] ScriptLog: Scoreboard.bMovieIsOpen? False [0102.44] ScriptLog: DamageSystemMovie.bMovieIsOpen? False [0102.44] ScriptLog: HudMovie.bMovieIsOpen? False [0102.44] ScriptLog: GIHudMovie.bMovieIsOpen? False [0102.44] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_34 | SoundCue? Command_and_Conquer [0102.50] NetComeGo: Close TcpNetDriver_0 TcpipConnection_0 95.217.118.172:7994 05/11/20 21:08:26 [0102.50] ScriptLog: LocalPlayer::StaticOnServerConnectionClose: Couldn't find local client auth session [0102.50] ScriptLog: LocalPlayer::StaticOnServerConnectionClose: Couldn't find server auth session [0102.50] Exit: TcpNetDriver_0 shut down [0102.60] Log: Game class is 'Rx_Game_MainMenu' [0102.61] Log: Primary PhysX scene will be in software. [0102.61] Log: Creating Primary PhysX Scene. [0102.61] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2020.05.11-21.08.27 [0102.62] ScriptLog: INITIAL: -1 -1 [0102.63] ScriptLog: Game profile Index was NONE [0102.64] ScriptLog: Gameplay events will not be recorded. [0102.64] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0102.64] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0102.64] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0102.64] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0102.64] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0102.64] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0102.64] ScriptLog: Failed to get GDI PT [0102.64] ScriptLog: Failed to get Nod PT [0102.64] ScriptLog: GDI:0.0000 [0102.64] ScriptLog: Failed to get GDI PT [0102.64] ScriptLog: Failed to get Nod PT [0102.64] ScriptLog: Nod:0.0000 [0102.64] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' True [0102.68] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.45 [0102.69] Rx: MAPLoaded;RenX-FrontEndMap [0102.69] Log: Bringing up level for play took: 0.081874 [0102.70] Rx: PLAYERHWID;playerGDI,257,Blastburn94hwidm4C7E3DD40000B784 [0102.70] Rx: PLAYEREnter;GDI,257,Blastburn94fromhwidm4C7E3DD40000B784steamid0x0110000101C12203 [0102.70] Rx: PLAYERTeamJoin;GDI,257,Blastburn94joinedGDIscore0last round score0.0000time0.0000 [0102.70] Log: Current scalability system settings: [0102.70] Log: StaticDecals = TRUE (Whether to allow static decals.) [0102.70] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0102.70] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0102.70] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0102.70] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0102.70] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0102.70] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0102.70] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0102.70] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0102.70] Log: Bloom = TRUE (Whether to allow bloom.) [0102.70] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0102.70] Log: Distortion = TRUE (Whether to allow distortion.) [0102.70] Log: DropParticleDistortion = TRUE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0102.70] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0102.70] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0102.70] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0102.70] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0102.70] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0102.70] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0102.70] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0102.70] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0102.70] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0102.70] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0102.70] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0102.70] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0102.70] Log: bAllowD3D9MSAA = TRUE (UKNOWN) [0102.70] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0102.70] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0102.70] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0102.70] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0102.70] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0102.70] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0102.70] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0102.70] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0102.70] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0102.70] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0102.70] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0102.70] Log: Current preference system settings: [0102.70] Log: UseVsync = FALSE (Whether to use VSync or not.) [0102.70] Log: Fullscreen = TRUE (Fullscreen.) [0102.70] Log: ResX = 1920 (Screen X resolution.) [0102.70] Log: ResY = 1080 (Screen Y resolution.) [0102.70] Log: Current debug system settings: [0102.70] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0102.70] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0102.70] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0102.70] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0102.70] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0102.70] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0102.70] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0102.70] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0102.70] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0102.70] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0102.70] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0102.70] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0102.70] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0102.70] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0102.70] Log: bAllowTemporalAA = FALSE (UKNOWN) [0102.70] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0102.70] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0102.70] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0102.70] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0102.70] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0102.70] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0102.70] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0102.70] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0102.70] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0102.70] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0102.70] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0102.70] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0102.70] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0102.70] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0102.70] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0102.70] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0102.70] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0102.70] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0102.70] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0102.70] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0102.70] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0102.70] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0102.70] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0102.70] Log: Current unknown system settings: [0102.70] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0102.70] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0102.70] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0102.70] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0102.70] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0102.70] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0102.70] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0102.70] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0102.70] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0102.70] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0102.70] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0102.70] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0102.70] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0102.70] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0102.70] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0102.70] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0102.70] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0102.70] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0102.70] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0102.70] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0102.70] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0102.70] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0102.70] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0102.70] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0102.70] 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.) [0102.70] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0102.70] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0102.70] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0102.70] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0102.70] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0102.70] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0102.70] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0102.70] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0102.70] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0102.70] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0102.70] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0102.70] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0102.70] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0102.70] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0102.70] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0102.70] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0102.70] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0102.70] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0102.70] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0102.70] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0102.70] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0102.70] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0102.70] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0102.70] 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).) [0102.70] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0102.70] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0102.70] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0102.70] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0102.70] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0102.70] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0102.70] 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) [0102.70] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0102.70] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0102.70] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0102.70] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0102.70] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0102.70] 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).) [0102.70] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0102.70] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0102.70] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0102.70] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0102.70] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0102.70] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0102.70] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0102.70] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0102.70] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0102.70] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0102.70] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0102.70] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0102.70] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0102.70] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0102.70] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0102.70] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0102.71] Log: Listing all sound classes. [0102.71] Log: Class 'Item' has 29 resident sounds taking 2787.16 kb, and 1 real time sounds taking 8.89 kb [0102.71] Log: Class 'Vehicle' has 41 resident sounds taking 14891.49 kb, and 1 real time sounds taking 48.00 kb [0102.71] Log: Class 'Weapon' has 268 resident sounds taking 68755.68 kb, and 7 real time sounds taking 487.58 kb [0102.71] Log: Class 'Character' has 182 resident sounds taking 8698.73 kb [0102.71] Log: Class 'SFX' has 84 resident sounds taking 26261.49 kb, and 10 real time sounds taking 711.13 kb [0102.71] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0102.71] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0102.71] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb [0102.71] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0102.71] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb [0102.71] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0102.71] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0102.71] Log: Class 'Master' has 1 resident sounds taking 311.84 kb [0102.71] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0102.71] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0102.71] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0102.71] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0102.71] Log: Class 'UnGrouped' has 574 resident sounds taking 73386.85 kb, and 108 real time sounds taking 2419.38 kb [0102.71] Log: 1510 total sounds in 18 classes [0102.71] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0102.71] ScriptLog: Rx_HUD::Jukebox AutoPlay music disabled by map. [0102.72] Rx: Game has reached minimum limit for Beacon, 1 Players and 0 Bots out of 0 [0102.72] Log: ########### Finished loading level: 0.646409 seconds [0102.72] Log: Flushing async loaders. [0105.16] Log: Flushed async loaders. [0105.21] Log: Current scalability system settings: [0105.21] Log: StaticDecals = TRUE (Whether to allow static decals.) [0105.21] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0105.21] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0105.21] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0105.21] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0105.21] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0105.21] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0105.21] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0105.21] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0105.21] Log: Bloom = TRUE (Whether to allow bloom.) [0105.21] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0105.21] Log: Distortion = TRUE (Whether to allow distortion.) [0105.21] Log: DropParticleDistortion = TRUE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0105.21] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0105.21] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0105.21] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0105.21] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0105.21] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0105.21] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0105.21] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0105.21] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0105.21] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0105.21] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0105.21] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0105.21] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0105.21] Log: bAllowD3D9MSAA = TRUE (UKNOWN) [0105.21] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0105.21] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0105.21] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0105.21] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0105.21] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0105.21] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0105.21] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0105.21] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0105.21] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0105.21] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0105.21] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0105.21] Log: Current preference system settings: [0105.21] Log: UseVsync = FALSE (Whether to use VSync or not.) [0105.21] Log: Fullscreen = TRUE (Fullscreen.) [0105.21] Log: ResX = 1920 (Screen X resolution.) [0105.21] Log: ResY = 1080 (Screen Y resolution.) [0105.21] Log: Current debug system settings: [0105.21] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0105.21] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0105.21] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0105.21] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0105.21] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0105.21] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0105.21] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0105.21] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0105.21] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0105.21] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0105.21] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0105.21] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0105.21] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0105.21] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0105.21] Log: bAllowTemporalAA = FALSE (UKNOWN) [0105.21] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0105.21] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0105.21] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0105.21] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0105.21] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0105.21] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0105.21] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0105.21] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0105.21] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0105.21] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0105.21] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0105.21] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0105.21] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0105.21] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0105.21] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0105.21] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0105.21] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0105.21] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0105.21] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0105.21] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0105.21] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0105.21] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0105.21] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0105.21] Log: Current unknown system settings: [0105.21] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0105.21] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0105.21] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0105.21] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0105.21] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0105.21] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0105.21] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0105.21] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0105.21] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0105.21] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0105.21] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0105.21] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0105.21] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0105.21] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0105.21] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0105.21] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0105.21] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0105.21] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0105.21] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0105.21] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0105.21] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0105.21] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0105.21] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0105.21] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0105.21] 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.) [0105.21] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0105.21] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0105.21] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0105.21] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0105.21] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0105.21] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0105.21] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0105.21] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0105.21] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0105.21] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0105.21] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0105.21] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0105.21] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0105.21] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0105.21] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0105.21] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0105.21] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0105.21] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0105.21] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0105.21] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0105.21] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0105.21] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0105.21] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0105.21] 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).) [0105.21] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0105.21] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0105.21] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0105.21] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0105.21] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0105.21] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0105.21] 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) [0105.21] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0105.21] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0105.21] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0105.21] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0105.21] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0105.21] 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).) [0105.21] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0105.21] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0105.21] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0105.21] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0105.21] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0105.21] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0105.21] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0105.21] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0105.21] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0105.21] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0105.21] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0105.21] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0105.21] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0105.21] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0105.21] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0105.21] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0105.22] Log: Listing all sound classes. [0105.22] Log: Class 'Item' has 29 resident sounds taking 2787.16 kb, and 1 real time sounds taking 8.89 kb [0105.22] Log: Class 'Vehicle' has 41 resident sounds taking 14891.49 kb, and 1 real time sounds taking 48.00 kb [0105.22] Log: Class 'Weapon' has 268 resident sounds taking 68755.68 kb, and 7 real time sounds taking 487.58 kb [0105.22] Log: Class 'Character' has 182 resident sounds taking 8698.73 kb [0105.22] Log: Class 'SFX' has 84 resident sounds taking 26261.49 kb, and 10 real time sounds taking 711.13 kb [0105.22] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0105.22] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0105.22] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb [0105.22] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0105.22] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb [0105.22] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0105.22] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0105.22] Log: Class 'Master' has 1 resident sounds taking 311.84 kb [0105.22] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0105.22] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0105.22] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0105.22] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0105.22] Log: Class 'UnGrouped' has 574 resident sounds taking 73386.85 kb, and 108 real time sounds taking 2419.38 kb [0105.22] Log: 1510 total sounds in 18 classes [0105.23] Log: Bool AmbientOcclusion set to 1 [0105.26] Log: BloomThreshold = 0 [0105.26] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0105.27] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0105.27] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0105.29] Log: --- LOADING MOVIE TIME: 3.21 sec --- [0111.59] Log: Closing by request [0111.59] Log: appRequestExit(0) [0111.59] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Hide [0111.65] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0111.66] Exit: Preparing to exit. [0112.13] Exit: Game engine shut down [0112.35] Exit: Windows client shut down [0112.35] Exit: XAudio2 Device shut down. [0112.47] Exit: Object subsystem successfully closed. [0112.60] Log: Shutting down FaceFX... [0112.60] Log: FaceFX shutdown. [0112.67] Exit: Exiting. [0112.68] Log: Log file closed, 05/11/20 21:08:37