Log: Log file open, 08/21/20 17:44:38 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: C:\Program Files (x86)\Renegade X\Binaries\Win64\ [0000.56] Init: Computer: MONOLITH [0000.56] Init: User: Adam [0000.56] Init: CPU Page size=4096, Processors=16 [0000.56] Init: High frequency timer resolution =10.000000 MHz [0000.56] Init: Memory total: Physical=31.9GB (32GB approx) Pagefile=36.7GB Virtual=131072.0GB [0000.79] Log: Steam Client API initialized 1 [0001.71] Log: Steam Game Server API initialized 1 [0001.74] Init: WinSock: I am MONOLITH (192.168.1.189:0) [0001.74] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes. [0001.74] Init: Object subsystem initialized [0001.95] Log: Found D3D11 adapter 0: NVIDIA GeForce GTX 1080 [0001.95] Log: Adapter has 7988MB of dedicated video memory, 0MB of dedicated system memory, and 16337MB of shared system memory [0002.00] Log: Found D3D11 adapter 1: Microsoft Basic Render Driver [0002.00] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 16337MB of shared system memory [0002.05] Log: Shader platform (RHI): PC-D3D-SM3 [0002.06] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt [0002.09] Log: PhysX GPU Support: DISABLED [0002.10] Init: Initializing FaceFX... [0002.10] Init: FaceFX 1.7.4 initialized. [0002.15] Init: XAudio2 using 'Trust Speakers (High Definition Audio Device)' : 2 channels at 48 kHz using 16 bits per sample (channel mask 0x3) [0002.31] Init: Waited 0.001 sec for async package '..\..\UDKGame\CookedPC\Engine.u' to complete caching. [0006.04] Init: Finished loading startup packages in 3.74 seconds [0006.04] Log: 80990 objects as part of root set at end of initial load. [0006.04] Log: 0 out of 0 bytes used by permanent object pool. [0013.60] Log: Initializing Engine... [0013.67] Init: UEngine initialized [0013.69] Init: XAudio2Device initialized. [0013.84] Init: Client initialized [0021.27] Log: Initializing Steamworks [0021.29] Log: Logged in as 'KCRITON' [0021.37] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0021.37] Warning: Warning, Failed to find object 'Class None.' [0021.37] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0021.37] Warning: Warning, Failed to find object 'Class None.' [0021.37] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0021.37] Warning: Warning, Failed to find object 'Class None.' [0021.37] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0021.37] Warning: Warning, Failed to find object 'Class None.' [0021.39] Log: LoadMap: RenX-FrontEndMap?Name=KCRITON?Team=255 [0021.47] Log: Game class is 'Rx_Game_MainMenu' [0021.49] Log: Primary PhysX scene will be in software. [0021.49] Log: Creating Primary PhysX Scene. [0021.51] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2020.08.21-17.44.59 [0021.52] ScriptLog: INITIAL: -1 -1 [0021.53] ScriptLog: Game profile Index was NONE [0021.54] ScriptLog: Gameplay events will not be recorded. [0021.54] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0021.54] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0021.54] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0021.54] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0021.54] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0021.54] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0021.54] ScriptLog: Failed to get GDI PT [0021.54] ScriptLog: Failed to get Nod PT [0021.54] ScriptLog: GDI:0.0000 [0021.54] ScriptLog: Failed to get GDI PT [0021.54] ScriptLog: Failed to get Nod PT [0021.54] ScriptLog: Nod:0.0000 [0021.54] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' True [0021.59] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.464 [0021.61] Rx: MAPLoaded;RenX-FrontEndMap [0021.61] Log: Bringing up level for play took: 0.121857 [0021.61] Rx: PLAYERHWID;playerGDI,256,KCRITONhwidm39DC562C0000D981 [0021.61] Rx: PLAYEREnter;GDI,256,KCRITONfromhwidm39DC562C0000D981steamid0x0110000100B75566 [0021.62] Rx: PLAYERTeamJoin;GDI,256,KCRITONjoinedGDIscore0last round score0.0000time0.0000 [0021.62] Log: Current scalability system settings: [0021.62] Log: StaticDecals = FALSE (Whether to allow static decals.) [0021.62] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0021.62] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0021.62] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0021.62] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0021.62] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0021.62] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0021.62] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0021.62] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0021.62] Log: Bloom = TRUE (Whether to allow bloom.) [0021.62] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0021.62] Log: Distortion = TRUE (Whether to allow distortion.) [0021.62] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0021.62] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0021.62] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0021.62] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0021.62] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0021.62] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0021.62] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0021.62] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0021.62] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0021.62] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0021.62] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0021.62] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0021.62] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0021.62] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0021.62] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0021.62] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0021.62] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0021.62] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0021.62] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0021.62] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0021.62] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0021.62] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0021.62] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0021.62] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0021.62] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0021.62] Log: Current preference system settings: [0021.62] Log: UseVsync = FALSE (Whether to use VSync or not.) [0021.62] Log: Fullscreen = TRUE (Fullscreen.) [0021.62] Log: ResX = 3440 (Screen X resolution.) [0021.62] Log: ResY = 1440 (Screen Y resolution.) [0021.62] Log: Current debug system settings: [0021.62] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0021.62] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0021.62] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0021.62] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0021.62] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0021.62] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0021.62] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0021.62] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0021.62] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0021.62] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0021.62] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0021.62] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0021.62] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0021.62] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0021.62] Log: bAllowTemporalAA = FALSE (UKNOWN) [0021.62] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0021.62] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0021.62] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0021.62] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0021.62] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0021.62] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0021.62] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0021.62] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0021.62] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0021.62] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0021.62] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0021.62] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0021.62] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0021.62] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0021.62] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0021.62] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0021.62] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0021.62] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0021.62] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0021.62] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0021.62] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0021.62] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0021.62] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0021.62] Log: Current unknown system settings: [0021.62] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0021.62] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0021.62] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0021.62] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0021.62] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0021.62] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0021.62] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0021.62] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0021.62] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0021.62] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0021.62] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0021.62] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0021.62] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0021.62] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0021.62] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0021.62] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0021.62] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0021.62] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0021.62] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0021.62] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0021.62] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0021.62] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0021.62] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0021.62] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0021.62] Log: CSMMinimumFOV = 40 (Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming.) [0021.62] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0021.62] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0021.62] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0021.62] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0021.62] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0021.62] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0021.62] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0021.62] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0021.62] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0021.62] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0021.62] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0021.62] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0021.62] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0021.62] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0021.62] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0021.62] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0021.62] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0021.62] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0021.62] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0021.62] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0021.62] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0021.62] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0021.62] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0021.62] Log: MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).) [0021.62] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0021.62] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0021.62] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0021.62] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0021.62] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0021.62] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0021.62] Log: MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled) [0021.62] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0021.62] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0021.62] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0021.62] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0021.62] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0021.62] Log: ApexDestructionMaxFracturesProcessedPerFrame = -1 (Lets the user throttle the number of fractures processed per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).) [0021.62] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0021.62] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0021.62] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0021.62] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0021.62] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0021.62] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0021.62] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0021.62] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0021.62] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0021.62] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0021.62] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0021.62] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0021.62] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0021.62] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0021.62] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0021.62] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0021.63] Log: Listing all sound classes. [0021.63] Log: Class 'Item' has 32 resident sounds taking 3745.09 kb, and 1 real time sounds taking 8.89 kb [0021.63] Log: Class 'Vehicle' has 41 resident sounds taking 14891.49 kb, and 1 real time sounds taking 48.00 kb [0021.63] Log: Class 'Weapon' has 270 resident sounds taking 70453.30 kb, and 7 real time sounds taking 487.58 kb [0021.63] Log: Class 'Character' has 182 resident sounds taking 8698.73 kb [0021.63] Log: Class 'SFX' has 83 resident sounds taking 25892.06 kb, and 10 real time sounds taking 711.13 kb [0021.63] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0021.63] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0021.63] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb [0021.63] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0021.63] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb [0021.63] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0021.63] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0021.63] Log: Class 'Master' has 1 resident sounds taking 311.84 kb [0021.63] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0021.63] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0021.63] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0021.63] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0021.63] Log: Class 'UnGrouped' has 575 resident sounds taking 73756.85 kb, and 108 real time sounds taking 2419.38 kb [0021.63] Log: 1515 total sounds in 18 classes [0021.63] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0021.63] ScriptLog: Rx_HUD::Jukebox AutoPlay music disabled by map. [0021.63] Rx: Game has reached minimum limit for Beacon, 1 Players and 0 Bots out of 0 [0021.63] Log: ########### Finished loading level: 0.238080 seconds [0021.63] Log: Flushing async loaders. [0024.61] Log: Flushed async loaders. [0024.61] Init: Game engine initialized [0024.61] Log: Initializing Engine Completed [0040.36] Log: >>>>>>>>>>>>>> Initial startup: 40.36s <<<<<<<<<<<<<<< [0040.38] Log: Current scalability system settings: [0040.38] Log: StaticDecals = FALSE (Whether to allow static decals.) [0040.38] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0040.38] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0040.38] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0040.38] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0040.38] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0040.38] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0040.38] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0040.38] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0040.38] Log: Bloom = TRUE (Whether to allow bloom.) [0040.38] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0040.38] Log: Distortion = TRUE (Whether to allow distortion.) [0040.38] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0040.38] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0040.38] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0040.38] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0040.38] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0040.38] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0040.38] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0040.38] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0040.38] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0040.38] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0040.38] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0040.38] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0040.38] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0040.38] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0040.38] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0040.38] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0040.38] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0040.38] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0040.38] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0040.38] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0040.38] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0040.38] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0040.38] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0040.38] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0040.38] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0040.38] Log: Current preference system settings: [0040.38] Log: UseVsync = FALSE (Whether to use VSync or not.) [0040.38] Log: Fullscreen = TRUE (Fullscreen.) [0040.38] Log: ResX = 3440 (Screen X resolution.) [0040.38] Log: ResY = 1440 (Screen Y resolution.) [0040.38] Log: Current debug system settings: [0040.38] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0040.38] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0040.38] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0040.38] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0040.38] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0040.38] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0040.38] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0040.38] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0040.38] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0040.38] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0040.38] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0040.38] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0040.38] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0040.38] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0040.38] Log: bAllowTemporalAA = FALSE (UKNOWN) [0040.38] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0040.38] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0040.38] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0040.38] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0040.38] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0040.38] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0040.38] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0040.38] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0040.38] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0040.38] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0040.38] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0040.38] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0040.38] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0040.38] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0040.38] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0040.38] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0040.38] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0040.38] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0040.38] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0040.38] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0040.38] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0040.38] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0040.38] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0040.38] Log: Current unknown system settings: [0040.38] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0040.38] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0040.38] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0040.38] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0040.38] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0040.38] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0040.38] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0040.38] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0040.38] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0040.38] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0040.38] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0040.38] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0040.38] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0040.38] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0040.38] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0040.38] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0040.38] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0040.38] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0040.38] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0040.38] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0040.38] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0040.38] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0040.38] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0040.38] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0040.38] 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.) [0040.38] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0040.38] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0040.38] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0040.38] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0040.38] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0040.38] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0040.38] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0040.38] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0040.38] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0040.38] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0040.38] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0040.38] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0040.38] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0040.38] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0040.38] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0040.38] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0040.38] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0040.38] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0040.38] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0040.38] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0040.38] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0040.38] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0040.38] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0040.38] 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).) [0040.38] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0040.38] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0040.38] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0040.38] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0040.38] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0040.38] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0040.38] 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) [0040.38] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0040.38] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0040.38] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0040.38] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0040.38] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0040.38] 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).) [0040.38] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0040.38] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0040.38] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0040.38] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0040.38] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0040.38] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0040.38] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0040.38] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0040.38] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0040.38] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0040.38] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0040.38] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0040.38] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0040.38] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0040.38] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0040.38] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0040.39] Log: Listing all sound classes. [0040.39] Log: Class 'Item' has 32 resident sounds taking 3745.09 kb, and 1 real time sounds taking 8.89 kb [0040.39] Log: Class 'Vehicle' has 41 resident sounds taking 14891.49 kb, and 1 real time sounds taking 48.00 kb [0040.39] Log: Class 'Weapon' has 270 resident sounds taking 70453.30 kb, and 7 real time sounds taking 487.58 kb [0040.39] Log: Class 'Character' has 182 resident sounds taking 8698.73 kb [0040.39] Log: Class 'SFX' has 83 resident sounds taking 25892.06 kb, and 10 real time sounds taking 711.13 kb [0040.39] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0040.39] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0040.39] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb [0040.39] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0040.39] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb [0040.39] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0040.39] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0040.39] Log: Class 'Master' has 1 resident sounds taking 311.84 kb [0040.39] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0040.39] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0040.39] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0040.39] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0040.39] Log: Class 'UnGrouped' has 611 resident sounds taking 84254.04 kb, and 110 real time sounds taking 2599.97 kb [0040.39] Log: 1553 total sounds in 18 classes [0040.39] Log: Bool AmbientOcclusion set to 1 [0040.42] Log: BloomThreshold = 0.8 [0040.42] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0040.52] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0040.52] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0040.56] Warning: Failed to find function RecoverVignette for timer in actor Rx_HUD_0 [0040.56] Warning: Failed to find function AttamptCacheBuildings for timer in actor Rx_HUD_0 [0043.45] GFxUI: Rx_GFxFrontEnd::Loading MultiplayerView [0047.20] ScriptLog: mapName Lake Side NvN [0047.20] ScriptLog: mapFileName RenXFrontEnd.MapImage.___map-pic-bh-lakeside [0047.20] ScriptLog: serverName [0047.20] ScriptLog: isFavourites False [0047.20] ScriptLog: isLocked False [0047.20] ScriptLog: isRanked True [0047.20] ScriptLog: serverLocation [0047.20] ScriptLog: serverGameType Command & Conquer (Open Beta 5.464) [0047.20] ScriptLog: playerCount 6 [0047.20] ScriptLog: botCount 0 [0047.20] ScriptLog: maxPlayers 64 [0047.20] ScriptLog: ping -2 [0047.20] ScriptLog: serverPort 7500 [0047.20] ScriptLog: serverAddress 51.195.140.84 [0047.20] ScriptLog: [Rx_GFxFrontEnd_Multiplayer] : open 51.195.140.84:7500 [0047.20] Init: WinSock: Socket queue 32768 / 32768 [0047.34] Log: LoadMap: 51.195.140.84:7500/BH-LakeSide?Name=KCRITON?Team=255?game=RenX_GameX.S_Game [0047.34] Log: --- LOADING MOVIE START --- [0047.43] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0047.44] ScriptLog: ======================= Rx_HUD ========================= [0047.44] Rx: PLAYERExit;GDI,256,KCRITON [0047.44] ScriptWarning: Accessed None 'Pawn' Rx_Game_MainMenu RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_MainMenu_0 Function RenX_Game.Rx_Game:AddInactivePRI:0131 [0047.44] ScriptWarning: Accessed None 'Pawn' Rx_Game_MainMenu RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_MainMenu_0 Function RenX_Game.Rx_Game:AddInactivePRI:0169 [0055.78] Log: Primary PhysX scene will be in software. [0055.78] Log: Creating Primary PhysX Scene. [0055.88] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: BH-LakeSide.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_2 Component: StaticMeshComponent_328 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0055.88] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: BH-LakeSide.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_2 Component: StaticMeshComponent_328 StaticMesh: EngineMeshes.Sphere [0055.88] Log: No Cached Brush Physics Data Found Or Out Of Date (Model_6) (Owner: Rx_VehicleBlockingVolume_0) - Cooking Now. [0055.89] Log: Total Polygon Area invalid: 0.000000 [0055.89] Log: Bringing World BH-LakeSide.TheWorld up for play (1429) at 2020.08.21-17.45.33 [0055.92] Log: Bringing up level for play took: 0.373117 [0055.92] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0055.92] Warning: Warning, Failed to find object 'Class None.' [0055.92] Log: PlayerController class for the pending level is PlayerController [0055.92] Log: ########### Finished loading level: 8.581654 seconds [0056.32] ScriptWarning: Accessed None 'myHUD' PlayerController BH-LakeSide.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0056.32] ScriptWarning: Accessed None 'myHUD' PlayerController BH-LakeSide.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0056.33] ScriptWarning: Accessed None 'PlayerReplicationInfo' S_Controller BH-LakeSide.TheWorld:PersistentLevel.S_Controller_0 Function RenX_Game.Rx_Controller:PostBeginPlay:0212 [0056.34] Error: (Function UTGame.UTHUDBase:PostBeginPlay:00C3) Cannot use AllNavigationPoints() here - NavigationPointList not set up yet [0056.34] Log: Current scalability system settings: [0056.34] Log: StaticDecals = FALSE (Whether to allow static decals.) [0056.34] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0056.34] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0056.34] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0056.34] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0056.34] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0056.34] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0056.34] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0056.34] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0056.34] Log: Bloom = TRUE (Whether to allow bloom.) [0056.34] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0056.34] Log: Distortion = TRUE (Whether to allow distortion.) [0056.34] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0056.34] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0056.34] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0056.34] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0056.34] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0056.34] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0056.34] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0056.34] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0056.34] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0056.34] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0056.34] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0056.34] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0056.34] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0056.34] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0056.34] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0056.34] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0056.34] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0056.34] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0056.34] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0056.34] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0056.34] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0056.34] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0056.34] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0056.34] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0056.34] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0056.34] Log: Current preference system settings: [0056.34] Log: UseVsync = FALSE (Whether to use VSync or not.) [0056.34] Log: Fullscreen = TRUE (Fullscreen.) [0056.34] Log: ResX = 3440 (Screen X resolution.) [0056.34] Log: ResY = 1440 (Screen Y resolution.) [0056.34] Log: Current debug system settings: [0056.34] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0056.34] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0056.34] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0056.34] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0056.34] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0056.34] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0056.34] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0056.34] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0056.34] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0056.34] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0056.34] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0056.34] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0056.34] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0056.34] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0056.34] Log: bAllowTemporalAA = FALSE (UKNOWN) [0056.34] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0056.34] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0056.34] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0056.34] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0056.34] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0056.34] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0056.34] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0056.34] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0056.34] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0056.34] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0056.34] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0056.34] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0056.34] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0056.34] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0056.34] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0056.34] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0056.34] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0056.34] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0056.34] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0056.34] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0056.34] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0056.34] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0056.34] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0056.34] Log: Current unknown system settings: [0056.34] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0056.34] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0056.34] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0056.34] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0056.34] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0056.34] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0056.34] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0056.34] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0056.34] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0056.34] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0056.34] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0056.34] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0056.34] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0056.34] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0056.34] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0056.34] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0056.34] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0056.34] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0056.34] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0056.34] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0056.34] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0056.34] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0056.34] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0056.34] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0056.34] 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.) [0056.34] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0056.34] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0056.34] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0056.34] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0056.34] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0056.34] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0056.34] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0056.34] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0056.34] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0056.34] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0056.34] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0056.34] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0056.34] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0056.34] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0056.34] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0056.34] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0056.34] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0056.34] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0056.34] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0056.34] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0056.34] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0056.34] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0056.34] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0056.34] 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).) [0056.34] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0056.34] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0056.34] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0056.34] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0056.34] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0056.34] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0056.34] 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) [0056.34] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0056.34] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0056.34] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0056.34] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0056.34] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0056.34] 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).) [0056.34] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0056.34] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0056.34] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0056.34] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0056.34] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0056.34] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0056.34] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0056.34] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0056.34] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0056.34] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0056.34] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0056.34] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0056.34] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0056.34] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0056.34] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0056.34] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0056.36] Log: Listing all sound classes. [0056.36] Log: Class 'Item' has 32 resident sounds taking 3745.09 kb, and 1 real time sounds taking 8.89 kb [0056.36] Log: Class 'Vehicle' has 42 resident sounds taking 15437.88 kb, and 1 real time sounds taking 48.00 kb [0056.36] Log: Class 'Weapon' has 271 resident sounds taking 70818.25 kb, and 7 real time sounds taking 487.58 kb [0056.36] Log: Class 'Character' has 182 resident sounds taking 8698.73 kb [0056.36] Log: Class 'SFX' has 81 resident sounds taking 25629.31 kb, and 10 real time sounds taking 711.13 kb [0056.36] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0056.36] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0056.36] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb [0056.36] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 23 real time sounds taking 47214.76 kb [0056.36] Log: Class 'Ambient' has 21 resident sounds taking 7733.03 kb, and 19 real time sounds taking 2188.00 kb [0056.36] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0056.36] Log: Class 'Announcer' has 62 resident sounds taking 20363.18 kb [0056.36] Log: Class 'Master' has 1 resident sounds taking 311.84 kb [0056.36] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0056.36] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0056.36] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0056.36] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0056.36] Log: Class 'UnGrouped' has 624 resident sounds taking 98338.18 kb, and 110 real time sounds taking 2566.46 kb [0056.36] Log: 1601 total sounds in 18 classes [0056.36] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0056.36] ScriptLog: Rx_HUD::Jukebox SystemSettingsHandler.bAutostartMusic:'True' [0056.36] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0056.36] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0056.37] Warning: Warning, Failed to load 'Font None.Arial': Failed to find object 'Font None.Arial' [0056.37] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0056.37] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0056.38] Error: StopLocalVoiceProcessing: Ignoring stop request for non-owning user [0056.38] ScriptLog: PositionModX : 0.0000 [0056.38] ScriptLog: PositionModY : 173.3721 [0056.38] ScriptLog: PositionModX : 0.0000 [0056.38] ScriptLog: PositionModY : 173.3721 [0056.39] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0056.39] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0056.39] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0056.39] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0056.39] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0056.39] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0056.39] ScriptWarning: Failed to find Morph node named MorphNodeW_Front in SK_VH_ReconBike S_Vehicle_ReconBike BH-LakeSide.TheWorld:PersistentLevel.S_Vehicle_ReconBike_0 Function UTGame.UTVehicle:InitializeMorphs:016D [0056.39] ScriptWarning: Failed to find Morph node named MorphNodeW_Left in SK_VH_ReconBike S_Vehicle_ReconBike BH-LakeSide.TheWorld:PersistentLevel.S_Vehicle_ReconBike_0 Function UTGame.UTVehicle:InitializeMorphs:016D [0056.39] ScriptWarning: Failed to find Morph node named MorphNodeW_Right in SK_VH_ReconBike S_Vehicle_ReconBike BH-LakeSide.TheWorld:PersistentLevel.S_Vehicle_ReconBike_0 Function UTGame.UTVehicle:InitializeMorphs:016D [0056.39] ScriptWarning: Failed to find Morph node named MorphNodeW_Rear in SK_VH_ReconBike S_Vehicle_ReconBike BH-LakeSide.TheWorld:PersistentLevel.S_Vehicle_ReconBike_0 Function UTGame.UTVehicle:InitializeMorphs:016D [0056.40] ScriptWarning: Accessed None 'BuildingInternals' Rx_SentinelWeapon_Obelisk BH-LakeSide.TheWorld:PersistentLevel.Rx_SentinelWeapon_Obelisk_0 Function RenX_Game.Rx_SentinelWeapon_Obelisk:ClientInitializeFor:005C [0056.40] ScriptWarning: Accessed None Rx_SentinelWeapon_Obelisk BH-LakeSide.TheWorld:PersistentLevel.Rx_SentinelWeapon_Obelisk_0 Function RenX_Game.Rx_SentinelWeapon_Obelisk:ClientInitializeFor:0070 [0056.40] ScriptWarning: Accessed None 'BuildingInternals' Rx_SentinelWeapon_Obelisk BH-LakeSide.TheWorld:PersistentLevel.Rx_SentinelWeapon_Obelisk_0 Function RenX_Game.Rx_SentinelWeapon_Obelisk:ClientInitializeFor:00AE [0056.40] ScriptWarning: Accessed None 'NewBase' Rx_SentinelWeaponComponent_MuzzleFlash BH-LakeSide.TheWorld:PersistentLevel.Rx_SentinelWeapon_Obelisk_0.Rx_SentinelWeaponComponent_MuzzleFlash_0 Function RenX_Game.Rx_SentinelWeaponComponent_MuzzleFlash:Initialize:000A [0056.40] ScriptWarning: Accessed None 'NewBase' Rx_SentinelWeaponComponent_MuzzleFlash BH-LakeSide.TheWorld:PersistentLevel.Rx_SentinelWeapon_Obelisk_0.Rx_SentinelWeaponComponent_MuzzleFlash_1 Function RenX_Game.Rx_SentinelWeaponComponent_MuzzleFlash:Initialize:000A [0056.41] ScriptWarning: Accessed None 'BuildingInternals' S_SentinelWeapon_Obelisk BH-LakeSide.TheWorld:PersistentLevel.S_SentinelWeapon_Obelisk_0 Function RenX_Game.Rx_SentinelWeapon_Obelisk:ClientInitializeFor:005C [0056.41] ScriptWarning: Accessed None S_SentinelWeapon_Obelisk BH-LakeSide.TheWorld:PersistentLevel.S_SentinelWeapon_Obelisk_0 Function RenX_Game.Rx_SentinelWeapon_Obelisk:ClientInitializeFor:0070 [0056.41] ScriptWarning: Accessed None 'BuildingInternals' S_SentinelWeapon_Obelisk BH-LakeSide.TheWorld:PersistentLevel.S_SentinelWeapon_Obelisk_0 Function RenX_Game.Rx_SentinelWeapon_Obelisk:ClientInitializeFor:00AE [0056.41] ScriptWarning: Accessed None 'NewBase' Rx_SentinelWeaponComponent_MuzzleFlash BH-LakeSide.TheWorld:PersistentLevel.S_SentinelWeapon_Obelisk_0.Rx_SentinelWeaponComponent_MuzzleFlash_2 Function RenX_Game.Rx_SentinelWeaponComponent_MuzzleFlash:Initialize:000A [0056.41] ScriptWarning: Accessed None 'NewBase' Rx_SentinelWeaponComponent_MuzzleFlash BH-LakeSide.TheWorld:PersistentLevel.S_SentinelWeapon_Obelisk_0.Rx_SentinelWeaponComponent_MuzzleFlash_3 Function RenX_Game.Rx_SentinelWeaponComponent_MuzzleFlash:Initialize:000A [0056.41] ScriptWarning: Accessed None 'BuildingInternals' S_SentinelWeapon_Obelisk BH-LakeSide.TheWorld:PersistentLevel.S_SentinelWeapon_Obelisk_0 Function RenX_GameX.S_SentinelWeapon_Obelisk:ClientInitializeFor:005C [0056.41] ScriptWarning: Accessed None S_SentinelWeapon_Obelisk BH-LakeSide.TheWorld:PersistentLevel.S_SentinelWeapon_Obelisk_0 Function RenX_GameX.S_SentinelWeapon_Obelisk:ClientInitializeFor:0070 [0056.41] ScriptWarning: Accessed None 'BuildingInternals' S_SentinelWeapon_Obelisk BH-LakeSide.TheWorld:PersistentLevel.S_SentinelWeapon_Obelisk_0 Function RenX_GameX.S_SentinelWeapon_Obelisk:ClientInitializeFor:00AE [0056.41] ScriptWarning: Accessed None 'NewBase' Rx_SentinelWeaponComponent_MuzzleFlash BH-LakeSide.TheWorld:PersistentLevel.S_SentinelWeapon_Obelisk_0.Rx_SentinelWeaponComponent_MuzzleFlash_2 Function RenX_Game.Rx_SentinelWeaponComponent_MuzzleFlash:Initialize:000A [0056.41] ScriptWarning: Accessed None 'NewBase' Rx_SentinelWeaponComponent_MuzzleFlash BH-LakeSide.TheWorld:PersistentLevel.S_SentinelWeapon_Obelisk_0.Rx_SentinelWeaponComponent_MuzzleFlash_3 Function RenX_Game.Rx_SentinelWeaponComponent_MuzzleFlash:Initialize:000A [0056.41] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0056.41] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0056.42] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned BH-LakeSide.TheWorld:PersistentLevel.S_Building_Silo_Internals_0.SkeletalMeshComponent_84 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0 [0056.42] ScriptLog: BUILDING ERROR: No Trace2d_X sockets exist in S_Building_Silo_Internals_0 [0056.42] Log: WARNING: Cooking Convex For Actor: BH-LakeSide.TheWorld:PersistentLevel.Rx_BuildingAttachment_AirElevator_0 Component: StaticMeshComponent_124 StaticMesh: RX_BU_AirStrip.Mesh.SM_BU_AirTower_Elevator (Scale: 1.000000 1.000000 1.000000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects. [0056.43] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned BH-LakeSide.TheWorld:PersistentLevel.S_Building_Silo_Internals_1.SkeletalMeshComponent_104 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0 [0056.43] ScriptLog: BUILDING ERROR: No Trace2d_X sockets exist in S_Building_Silo_Internals_1 [0056.43] ScriptWarning: Accessed array 'Default__S_FamilyInfo_BlackHand_Engineer.Materials' out of bounds (1/1) S_FamilyInfo_BlackHand_Engineer RenX_GameX.Default__S_FamilyInfo_BlackHand_Engineer Function UTGame.UTFamilyInfo:GetTeamMaterials:00AE [0056.45] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found! [0056.45] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0056.45] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0056.46] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0056.46] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0056.46] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0056.46] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0056.47] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0056.47] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0056.47] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0056.47] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0056.47] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0056.47] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0056.47] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0056.47] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0056.48] Warning: Failed to find function RecoverVignette for timer in actor S_HUD_0 [0056.48] Warning: Failed to find function AttamptCacheBuildings for timer in actor S_HUD_0 [0056.54] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned BH-LakeSide.TheWorld:PersistentLevel.S_Building_Silo_Internals_0.SkeletalMeshComponent_84 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0 [0056.54] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned BH-LakeSide.TheWorld:PersistentLevel.S_Building_Silo_Internals_1.SkeletalMeshComponent_104 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0 [0056.56] ScriptWarning: Accessed array 'S_GFxHUD_0.LoadingBarWidget' out of bounds (255/2) S_GFxHUD Transient.S_GFxHUD_0 Function RenX_Game.Rx_GFxHud:HideLoadingBar:008C [0056.56] ScriptWarning: Accessed array 'S_GFxHUD_0.LoadingBarWidget' out of bounds (255/2) S_GFxHUD Transient.S_GFxHUD_0 Function RenX_Game.Rx_GFxHud:HideLoadingBar:00A4 [0056.56] ScriptWarning: Accessed array 'S_GFxHUD_0.LoadingText' out of bounds (255/2) S_GFxHUD Transient.S_GFxHUD_0 Function RenX_Game.Rx_GFxHud:HideLoadingBar:00DA [0056.56] ScriptWarning: Accessed array 'S_GFxHUD_0.LoadingText' out of bounds (255/2) S_GFxHUD Transient.S_GFxHUD_0 Function RenX_Game.Rx_GFxHud:HideLoadingBar:00F2 [0056.56] ScriptWarning: Accessed array 'S_GFxHUD_0.LoadingMeterMC' out of bounds (255/2) S_GFxHUD Transient.S_GFxHUD_0 Function RenX_Game.Rx_GFxHud:HideLoadingBar:0123 [0056.56] ScriptWarning: Accessed array 'S_GFxHUD_0.LoadingMeterMC' out of bounds (255/2) S_GFxHUD Transient.S_GFxHUD_0 Function RenX_Game.Rx_GFxHud:HideLoadingBar:013B [0056.56] ScriptWarning: Accessed array 'S_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) S_Hud_PlayerNames Transient.S_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0056.56] ScriptWarning: Accessed array 'S_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) S_Hud_PlayerNames Transient.S_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0056.56] ScriptWarning: Accessed array 'S_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) S_Hud_PlayerNames Transient.S_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0056.56] ScriptWarning: Accessed array 'S_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) S_Hud_PlayerNames Transient.S_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0056.56] ScriptWarning: Accessed array 'S_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) S_Hud_PlayerNames Transient.S_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0056.56] ScriptWarning: Accessed array 'S_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) S_Hud_PlayerNames Transient.S_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0056.56] ScriptWarning: Accessed array 'S_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) S_Hud_PlayerNames Transient.S_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0056.86] Log: --- LOADING MOVIE TIME: 9.51 sec --- [0056.86] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0056.86] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0056.87] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0056.87] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0056.87] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0056.87] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0056.87] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0056.87] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0056.87] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0056.87] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0056.87] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0056.87] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0056.88] ScriptWarning: Accessed array 'S_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) S_Hud_PlayerNames Transient.S_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0056.88] ScriptWarning: Accessed array 'S_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) S_Hud_PlayerNames Transient.S_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0056.88] ScriptWarning: Accessed array 'S_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) S_Hud_PlayerNames Transient.S_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0056.88] ScriptWarning: Accessed array 'S_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) S_Hud_PlayerNames Transient.S_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0056.88] ScriptWarning: Accessed array 'S_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) S_Hud_PlayerNames Transient.S_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0056.88] ScriptWarning: Accessed array 'S_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) S_Hud_PlayerNames Transient.S_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0056.88] ScriptWarning: Accessed array 'S_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) S_Hud_PlayerNames Transient.S_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0056.88] ScriptWarning: Accessed array 'S_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) S_Hud_PlayerNames Transient.S_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0056.88] ScriptWarning: Accessed array 'S_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) S_Hud_PlayerNames Transient.S_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0056.88] ScriptWarning: Accessed array 'S_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) S_Hud_PlayerNames Transient.S_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0056.89] ScriptWarning: Accessed array 'S_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) S_Hud_PlayerNames Transient.S_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0056.89] ScriptWarning: Accessed array 'S_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) S_Hud_PlayerNames Transient.S_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0056.89] ScriptWarning: Accessed array 'S_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) S_Hud_PlayerNames Transient.S_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0056.89] ScriptWarning: Accessed array 'S_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) S_Hud_PlayerNames Transient.S_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0056.89] ScriptWarning: Accessed array 'S_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) S_Hud_PlayerNames Transient.S_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0056.89] ScriptWarning: Accessed array 'S_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) S_Hud_PlayerNames Transient.S_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0056.89] ScriptWarning: Accessed array 'S_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) S_Hud_PlayerNames Transient.S_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0056.89] ScriptWarning: Accessed array 'S_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) S_Hud_PlayerNames Transient.S_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0056.89] ScriptWarning: Accessed array 'S_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) S_Hud_PlayerNames Transient.S_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0056.89] ScriptWarning: Accessed array 'S_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) S_Hud_PlayerNames Transient.S_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0057.00] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0057.00] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0057.00] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0057.00] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionMultiplier [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionContrast [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalSecondaryParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalSecondaryParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalSecondaryParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalSecondaryParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalSecondaryParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalSecondaryParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalSecondaryParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalSecondaryParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalSecondaryParticleValue [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: AddTranslucent_Bias [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: AddTranslucent_Bias [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Effect_Multiplier [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Effect_Multiplier [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Visibility_Multiplier [0057.08] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Visibility_Multiplier [0059.69] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0059.69] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0059.69] ScriptLog: Map cannot find tech buildings, aborting [0060.72] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0060.72] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0061.02] ScriptWarning: Accessed None 'Canvas' S_HUD BH-LakeSide.TheWorld:PersistentLevel.S_HUD_0 Function RenX_Game.Rx_HUD:HandleSetShowScores:0089 [0061.02] ScriptWarning: Accessed None 'Canvas' S_HUD BH-LakeSide.TheWorld:PersistentLevel.S_HUD_0 Function RenX_Game.Rx_HUD:HandleSetShowScores:00A9 [0061.05] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0061.05] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0061.85] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_3 [0061.87] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_84 [0061.87] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_83 [0064.09] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0064.09] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0064.25] ScriptLog: Sending server auth retry request [0074.27] ScriptLog: Sending server auth retry request [0075.00] Log: 'TeamSay': Bad or missing property 'msg' [0077.12] ScriptLog: ------------------ [ Setting up ] ------------------ [0077.14] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0077.14] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0077.14] ScriptLog: rxPC.bJustBaughtEngineer= False [0077.14] ScriptLog: rxPC.bJustBaughtHavocSakura= False [0077.14] ScriptLog: OwnedFamilyInfo= S_FamilyInfo_BlackHand_Soldier [0077.14] ScriptLog: [0077.14] ScriptLog: OwnedSidearm= Rx_Weapon_Pistol_UnSILENCED [0077.14] ScriptLog: OwnedExplosive= Rx_Weapon_TimedC4 [0077.14] ScriptLog: OwnedItem= None [0077.14] ScriptLog: [0077.14] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol_UnSILENCED [0077.14] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4 [0077.15] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_0 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:000A [0077.15] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_0 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:004D [0077.15] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_0 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:0094 [0077.15] ScriptWarning: Accessed None S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_0 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:00B0 [0077.15] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_0 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:0124 [0077.15] ScriptWarning: Accessed None 'Widget' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_0 Function RenX_Game.Rx_GFxPurchaseMenu:LoadTexture:000A [0077.15] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_0 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:014B [0077.15] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_0 Function RenX_Game.Rx_GFxPurchaseMenu:AssignEquipmentData:028F [0077.15] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_0 Function RenX_Game.Rx_GFxPurchaseMenu:AssignEquipmentData:02B7 [0077.15] ScriptWarning: Accessed None 'EquipSideArmButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_0 Function RenX_Game.Rx_GFxPurchaseMenu:Initialize:1B13 [0077.15] ScriptLog: ====================== [0077.15] ScriptLog: Norm explosiveData[0]= Timed C4 [0077.15] ScriptLog: Norm explosiveData[1]= Grenades [0077.15] ScriptLog: Norm explosiveData[2]= Smoke Grenade [0077.15] ScriptLog: Norm explosiveData[3]= EMP Grenade [0077.15] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [0077.15] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_0 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:000A [0077.15] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_0 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:004D [0077.15] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_0 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:0094 [0077.15] ScriptWarning: Accessed None S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_0 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:00B0 [0077.15] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_0 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:0124 [0077.15] ScriptWarning: Accessed None 'Widget' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_0 Function RenX_Game.Rx_GFxPurchaseMenu:LoadTexture:000A [0077.15] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_0 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:014B [0077.15] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_0 Function RenX_Game.Rx_GFxPurchaseMenu:AssignEquipmentData:028F [0077.15] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_0 Function RenX_Game.Rx_GFxPurchaseMenu:AssignEquipmentData:02B7 [0077.15] ScriptWarning: Accessed None 'EquipExplosivesButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_0 Function RenX_Game.Rx_GFxPurchaseMenu:Initialize:2548 [0077.15] ScriptWarning: Accessed None 'EquipSideArmButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_0 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0351 [0077.15] ScriptWarning: Accessed None 'EquipSideArmButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_0 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0382 [0077.15] ScriptWarning: Accessed None 'EquipExplosivesButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_0 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0407 [0077.15] ScriptWarning: Accessed None 'EquipExplosivesButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_0 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0438 [0077.15] ScriptWarning: Accessed None 'EquipSideArmButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_0 Function RenX_Game.Rx_GFxPurchaseMenu:AddWidgetEvents:0316 [0077.15] ScriptWarning: Accessed None 'EquipExplosivesButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_0 Function RenX_Game.Rx_GFxPurchaseMenu:AddWidgetEvents:038E [0078.06] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0078.06] ScriptLog: Button Pressed? LeftMouseButton [0078.12] ScriptLog: --------------- 8 --------------- [0078.65] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0078.65] ScriptLog: Button Pressed? LeftMouseButton [0078.70] ScriptLog: --------------- 3 --------------- [0078.77] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0078.77] ScriptLog: Button Pressed? LeftMouseButton [0078.82] ScriptLog: ------------------ SelectPurchase() ------------------ [0078.82] ScriptLog: XXX: Rx_InventoryManager_Nod_ChemicalTrooper [0078.82] ScriptLog: XXX2: Rx_Weapon_Pistol_UnSILENCED [0078.82] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [0078.82] ScriptLog: GFx EquipmentSidearmData[0]? [0078.82] ScriptLog: GFx EquipExplosivesList[0]? Timed C4 [0078.82] ScriptLog: GetRxFamilyInfo()? S_FamilyInfo_BlackHand_Soldier [0078.82] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? S_FamilyInfo_BlackHand_Soldier [0078.82] ScriptLog: rxPC.Pawn? Rx_Pawn_0 [0078.82] ScriptLog: bJustBaughtEngineer? False [0078.82] ScriptLog: bJustBaughtHavocSakura? False [0078.82] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_TimedC4 [0078.82] ScriptLog: OwnedExplosive? Rx_Weapon_TimedC4 [0078.82] ScriptLog: selected explosive data? None [0078.82] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [0078.82] ScriptWarning: Accessed None 'EquipSideArmButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_0 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0351 [0078.82] ScriptWarning: Accessed None 'EquipSideArmButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_0 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0382 [0078.82] ScriptWarning: Accessed None 'EquipExplosivesButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_0 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0407 [0078.82] ScriptWarning: Accessed None 'EquipExplosivesButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_0 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0438 [0078.84] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0078.84] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0084.28] ScriptLog: Sending server auth retry request [0094.30] ScriptLog: Server authentication failed after 3 tries [0111.23] Warning: Failed to find function GotoIdle for timer in actor Rx_SentinelWeapon_Obelisk_0 [0128.09] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0128.09] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0128.09] ScriptLog: Map cannot find tech buildings, aborting [0131.56] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0131.56] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0132.46] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0132.46] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0132.46] ScriptLog: Map cannot find tech buildings, aborting [0132.98] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0132.98] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0137.55] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_0 [0143.84] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0143.84] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0143.84] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_2 [0148.15] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [0148.17] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_0 -> Rx_Building_HandOfNod_Ramps_0 [0152.88] Warning: Failed to find function setRespawnUiCounter for timer in actor S_Controller_0 [0153.36] Warning: Failed to find function GotoIdle for timer in actor Rx_SentinelWeapon_Obelisk_0 [0159.49] Log: MorphTargetSet (MT_VH_M2Bradley) is added to the mesh (SK_Antenna) that's not compatible. BaseSkelMesh has to be (SK_VH_M2Bradley) [0161.73] Log: Assembled 604 auto-complete commands, manual: 92, exec: 483, kismet: 0 [0163.08] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0163.08] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0163.09] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0163.09] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0163.10] Log: Bool AmbientOcclusion set to 1 [0163.69] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0163.69] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0165.70] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0165.70] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0165.71] Log: Bool AmbientOcclusion set to 1 [0167.02] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0167.02] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0179.77] ScriptLog: ------------------ [ Setting up ] ------------------ [0179.79] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0179.79] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0179.79] ScriptLog: rxPC.bJustBaughtEngineer= False [0179.79] ScriptLog: rxPC.bJustBaughtHavocSakura= False [0179.79] ScriptLog: OwnedFamilyInfo= S_FamilyInfo_BlackHand_Soldier [0179.79] ScriptLog: [0179.79] ScriptLog: OwnedSidearm= Rx_Weapon_Pistol_UnSILENCED [0179.79] ScriptLog: OwnedExplosive= Rx_Weapon_TimedC4 [0179.79] ScriptLog: OwnedItem= None [0179.79] ScriptLog: [0179.79] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol_UnSILENCED [0179.79] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4 [0179.80] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_1 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:000A [0179.80] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_1 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:004D [0179.80] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_1 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:0094 [0179.80] ScriptWarning: Accessed None S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_1 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:00B0 [0179.80] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_1 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:0124 [0179.80] ScriptWarning: Accessed None 'Widget' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_1 Function RenX_Game.Rx_GFxPurchaseMenu:LoadTexture:000A [0179.80] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_1 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:014B [0179.80] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_1 Function RenX_Game.Rx_GFxPurchaseMenu:AssignEquipmentData:028F [0179.80] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_1 Function RenX_Game.Rx_GFxPurchaseMenu:AssignEquipmentData:02B7 [0179.81] ScriptWarning: Accessed None 'EquipSideArmButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_1 Function RenX_Game.Rx_GFxPurchaseMenu:Initialize:1B13 [0179.81] ScriptLog: ====================== [0179.81] ScriptLog: Norm explosiveData[0]= Timed C4 [0179.81] ScriptLog: Norm explosiveData[1]= Grenades [0179.81] ScriptLog: Norm explosiveData[2]= Smoke Grenade [0179.81] ScriptLog: Norm explosiveData[3]= EMP Grenade [0179.81] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [0179.81] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_1 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:000A [0179.81] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_1 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:004D [0179.81] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_1 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:0094 [0179.81] ScriptWarning: Accessed None S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_1 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:00B0 [0179.81] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_1 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:0124 [0179.81] ScriptWarning: Accessed None 'Widget' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_1 Function RenX_Game.Rx_GFxPurchaseMenu:LoadTexture:000A [0179.81] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_1 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:014B [0179.81] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_1 Function RenX_Game.Rx_GFxPurchaseMenu:AssignEquipmentData:028F [0179.81] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_1 Function RenX_Game.Rx_GFxPurchaseMenu:AssignEquipmentData:02B7 [0179.81] ScriptWarning: Accessed None 'EquipExplosivesButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_1 Function RenX_Game.Rx_GFxPurchaseMenu:Initialize:2548 [0179.81] ScriptWarning: Accessed None 'EquipSideArmButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_1 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0351 [0179.81] ScriptWarning: Accessed None 'EquipSideArmButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_1 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0382 [0179.81] ScriptWarning: Accessed None 'EquipExplosivesButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_1 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0407 [0179.81] ScriptWarning: Accessed None 'EquipExplosivesButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_1 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0438 [0179.81] ScriptWarning: Accessed None 'EquipSideArmButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_1 Function RenX_Game.Rx_GFxPurchaseMenu:AddWidgetEvents:0316 [0179.81] ScriptWarning: Accessed None 'EquipExplosivesButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_1 Function RenX_Game.Rx_GFxPurchaseMenu:AddWidgetEvents:038E [0180.55] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0180.55] ScriptLog: Button Pressed? LeftMouseButton [0180.62] ScriptLog: --------------- 9 --------------- [0181.44] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0181.44] ScriptLog: Button Pressed? LeftMouseButton [0181.49] ScriptLog: --------------- 3 --------------- [0181.49] Log: MIC::SetTextureParameterValue : Modifying 'MI_PTVH_Artillery' during gameplay. ParamName: Camo [0181.56] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0181.56] ScriptLog: Button Pressed? LeftMouseButton [0181.62] ScriptLog: ------------------ SelectPurchase() ------------------ [0181.62] ScriptLog: GFxClikWidget_154 True [0181.62] ScriptLog: Purchase Information :: [0181.62] ScriptLog: Character: S_Vehicle_Artillery [0181.62] ScriptLog: Price: 450 [0181.62] ScriptLog: PlayerCredits: 799.0463 [0181.62] ScriptWarning: Accessed None 'EquipSideArmButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_1 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0351 [0181.62] ScriptWarning: Accessed None 'EquipSideArmButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_1 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0382 [0181.62] ScriptWarning: Accessed None 'EquipExplosivesButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_1 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0407 [0181.62] ScriptWarning: Accessed None 'EquipExplosivesButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_1 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0438 [0181.64] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0181.64] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0181.76] ScriptLog: ------------------ [ Setting up ] ------------------ [0181.77] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0181.77] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0181.78] ScriptLog: rxPC.bJustBaughtEngineer= False [0181.78] ScriptLog: rxPC.bJustBaughtHavocSakura= False [0181.78] ScriptLog: OwnedFamilyInfo= S_FamilyInfo_BlackHand_Soldier [0181.78] ScriptLog: [0181.78] ScriptLog: OwnedSidearm= Rx_Weapon_Pistol_UnSILENCED [0181.78] ScriptLog: OwnedExplosive= Rx_Weapon_TimedC4 [0181.78] ScriptLog: OwnedItem= None [0181.78] ScriptLog: [0181.78] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol_UnSILENCED [0181.78] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4 [0181.79] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_2 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:000A [0181.79] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_2 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:004D [0181.79] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_2 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:0094 [0181.79] ScriptWarning: Accessed None S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_2 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:00B0 [0181.79] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_2 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:0124 [0181.79] ScriptWarning: Accessed None 'Widget' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_2 Function RenX_Game.Rx_GFxPurchaseMenu:LoadTexture:000A [0181.79] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_2 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:014B [0181.79] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_2 Function RenX_Game.Rx_GFxPurchaseMenu:AssignEquipmentData:028F [0181.79] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_2 Function RenX_Game.Rx_GFxPurchaseMenu:AssignEquipmentData:02B7 [0181.79] ScriptWarning: Accessed None 'EquipSideArmButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_2 Function RenX_Game.Rx_GFxPurchaseMenu:Initialize:1B13 [0181.79] ScriptLog: ====================== [0181.79] ScriptLog: Norm explosiveData[0]= Timed C4 [0181.79] ScriptLog: Norm explosiveData[1]= Grenades [0181.79] ScriptLog: Norm explosiveData[2]= Smoke Grenade [0181.79] ScriptLog: Norm explosiveData[3]= EMP Grenade [0181.79] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [0181.79] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_2 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:000A [0181.79] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_2 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:004D [0181.79] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_2 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:0094 [0181.79] ScriptWarning: Accessed None S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_2 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:00B0 [0181.79] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_2 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:0124 [0181.79] ScriptWarning: Accessed None 'Widget' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_2 Function RenX_Game.Rx_GFxPurchaseMenu:LoadTexture:000A [0181.79] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_2 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:014B [0181.79] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_2 Function RenX_Game.Rx_GFxPurchaseMenu:AssignEquipmentData:028F [0181.79] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_2 Function RenX_Game.Rx_GFxPurchaseMenu:AssignEquipmentData:02B7 [0181.79] ScriptWarning: Accessed None 'EquipExplosivesButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_2 Function RenX_Game.Rx_GFxPurchaseMenu:Initialize:2548 [0181.79] ScriptWarning: Accessed None 'EquipSideArmButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_2 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0351 [0181.79] ScriptWarning: Accessed None 'EquipSideArmButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_2 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0382 [0181.79] ScriptWarning: Accessed None 'EquipExplosivesButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_2 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0407 [0181.79] ScriptWarning: Accessed None 'EquipExplosivesButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_2 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0438 [0181.79] ScriptWarning: Accessed None 'EquipSideArmButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_2 Function RenX_Game.Rx_GFxPurchaseMenu:AddWidgetEvents:0316 [0181.79] ScriptWarning: Accessed None 'EquipExplosivesButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_2 Function RenX_Game.Rx_GFxPurchaseMenu:AddWidgetEvents:038E [0182.41] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0182.41] ScriptLog: Button Pressed? LeftMouseButton [0182.46] ScriptLog: --------------- 5 --------------- [0182.52] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0182.52] ScriptLog: Button Pressed? LeftMouseButton [0182.57] ScriptLog: ------------------ SelectPurchase() ------------------ [0182.57] ScriptLog: XXX: Rx_InventoryManager_Nod_Engineer [0182.57] ScriptLog: XXX2: Rx_Weapon_Pistol [0182.57] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [0182.57] ScriptLog: GFx EquipmentSidearmData[0]? [0182.57] ScriptLog: GFx EquipExplosivesList[0]? Timed C4 [0182.57] ScriptLog: GetRxFamilyInfo()? S_FamilyInfo_BlackHand_Soldier [0182.57] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? S_FamilyInfo_BlackHand_Soldier [0182.57] ScriptLog: rxPC.Pawn? Rx_Pawn_8 [0182.57] ScriptLog: bJustBaughtEngineer? False [0182.57] ScriptLog: bJustBaughtHavocSakura? False [0182.57] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_TimedC4 [0182.57] ScriptLog: OwnedExplosive? Rx_Weapon_TimedC4 [0182.57] ScriptLog: selected explosive data? None [0182.57] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [0182.57] ScriptWarning: Accessed None 'EquipSideArmButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_2 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0351 [0182.57] ScriptWarning: Accessed None 'EquipSideArmButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_2 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0382 [0182.57] ScriptWarning: Accessed None 'EquipExplosivesButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_2 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0407 [0182.57] ScriptWarning: Accessed None 'EquipExplosivesButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_2 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0438 [0182.59] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0182.59] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0190.79] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_40 | SoundCue? Serenity [0192.27] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_6 [0197.82] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0197.82] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0197.82] ScriptLog: Map cannot find tech buildings, aborting [0199.45] Warning: Failed to find function GotoIdle for timer in actor Rx_SentinelWeapon_Obelisk_0 [0200.62] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0200.62] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0203.95] ScriptWarning: Accessed None 'P_PRI' Rx_VoteMenuChoice_Commander BH-LakeSide.TheWorld:PersistentLevel.S_Controller_0.Rx_VoteMenuHandler_2.Rx_VoteMenuChoice_Commander_1 Function RenX_Game.Rx_VoteMenuChoice_Commander:InputFromConsole:0080 [0205.30] ScriptWarning: Failed to find Morph node named MorphNodeW_Front in SK_VH_ReconBike S_Vehicle_ReconBike_Nod BH-LakeSide.TheWorld:PersistentLevel.S_Vehicle_ReconBike_Nod_0 Function UTGame.UTVehicle:InitializeMorphs:016D [0205.30] ScriptWarning: Failed to find Morph node named MorphNodeW_Left in SK_VH_ReconBike S_Vehicle_ReconBike_Nod BH-LakeSide.TheWorld:PersistentLevel.S_Vehicle_ReconBike_Nod_0 Function UTGame.UTVehicle:InitializeMorphs:016D [0205.30] ScriptWarning: Failed to find Morph node named MorphNodeW_Right in SK_VH_ReconBike S_Vehicle_ReconBike_Nod BH-LakeSide.TheWorld:PersistentLevel.S_Vehicle_ReconBike_Nod_0 Function UTGame.UTVehicle:InitializeMorphs:016D [0205.30] ScriptWarning: Failed to find Morph node named MorphNodeW_Rear in SK_VH_ReconBike S_Vehicle_ReconBike_Nod BH-LakeSide.TheWorld:PersistentLevel.S_Vehicle_ReconBike_Nod_0 Function UTGame.UTVehicle:InitializeMorphs:016D [0206.92] ScriptWarning: Accessed None 'P_PRI' Rx_VoteMenuChoice_Commander BH-LakeSide.TheWorld:PersistentLevel.S_Controller_0.Rx_VoteMenuHandler_3.Rx_VoteMenuChoice_Commander_2 Function RenX_Game.Rx_VoteMenuChoice_Commander:InputFromConsole:0080 [0211.61] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0211.61] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0211.61] ScriptLog: Map cannot find tech buildings, aborting [0212.05] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0212.05] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0216.03] Log: WARNING: Cooking Convex For Actor: BH-LakeSide.TheWorld:PersistentLevel.Rx_Pickup_Ammo_0 Component: StaticMeshComponent_316 StaticMesh: Rx_Pickups.Ammo.SM_Ammo_Medium (Scale: 1.000000 1.000000 1.000000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects. [0243.13] Log: Large/Invalid MotorTorque! -1255.833252 (in S_Vehicle_ReconBike_Nod_0) [0267.10] ScriptWarning: Accessed None 'CommanderTargetingReticule' S_CommandMenuChoice_SupportPowers BH-LakeSide.TheWorld:PersistentLevel.S_Controller_0.S_CommanderMenuHandler_0.S_CommandMenuChoice_SupportPowers_0 Function RenX_Game.Rx_CommandMenuChoice_SupportPowers:DoStuff:0099 [0285.94] Warning: Failed to find function TargetingTimer for timer in actor S_HUD_0 [0311.00] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_40 | SoundCue? Death_Awaits [0318.76] ScriptWarning: Failed to find Morph node named MorphNodeW_Front in SK_VH_ReconBike S_Vehicle_ReconBike_Nod BH-LakeSide.TheWorld:PersistentLevel.S_Vehicle_ReconBike_Nod_1 Function UTGame.UTVehicle:InitializeMorphs:016D [0318.76] ScriptWarning: Failed to find Morph node named MorphNodeW_Left in SK_VH_ReconBike S_Vehicle_ReconBike_Nod BH-LakeSide.TheWorld:PersistentLevel.S_Vehicle_ReconBike_Nod_1 Function UTGame.UTVehicle:InitializeMorphs:016D [0318.76] ScriptWarning: Failed to find Morph node named MorphNodeW_Right in SK_VH_ReconBike S_Vehicle_ReconBike_Nod BH-LakeSide.TheWorld:PersistentLevel.S_Vehicle_ReconBike_Nod_1 Function UTGame.UTVehicle:InitializeMorphs:016D [0318.76] ScriptWarning: Failed to find Morph node named MorphNodeW_Rear in SK_VH_ReconBike S_Vehicle_ReconBike_Nod BH-LakeSide.TheWorld:PersistentLevel.S_Vehicle_ReconBike_Nod_1 Function UTGame.UTVehicle:InitializeMorphs:016D [0350.85] Log: Large/Invalid MotorTorque! -1333.501221 (in S_Vehicle_ReconBike_Nod_0) [0350.85] Log: Large/Invalid MotorTorque! -1049.492798 (in S_Vehicle_ReconBike_Nod_0) [0350.85] Log: Large/Invalid MotorTorque! 1259.691040 (in S_Vehicle_ReconBike_Nod_0) [0350.85] Log: Large/Invalid MotorTorque! 1254.058594 (in S_Vehicle_ReconBike_Nod_0) [0350.85] Log: Large/Invalid MotorTorque! -1048.570068 (in S_Vehicle_ReconBike_Nod_0) [0350.85] Log: Large/Invalid MotorTorque! 1256.875122 (in S_Vehicle_ReconBike_Nod_0) [0375.49] Warning: Failed to find function TargetingTimer for timer in actor S_HUD_0 [0380.97] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_1 [0382.33] Warning: Failed to find function TargetingTimer for timer in actor S_HUD_0 [0392.49] Warning: Failed to find function TargetingTimer for timer in actor S_HUD_0 [0406.10] ScriptWarning: Accessed None 'CommanderTargetingReticule' S_CommandMenuChoice_SupportPowers BH-LakeSide.TheWorld:PersistentLevel.S_Controller_0.S_CommanderMenuHandler_1.S_CommandMenuChoice_SupportPowers_1 Function RenX_Game.Rx_CommandMenuChoice_SupportPowers:DoStuff:0099 [0406.98] Log: AActor::SetBase : Bone (VH_Death) not found on Rx_Defence_Turret_3 for UTEmitter_115! [0407.89] ScriptLog: Turret destroyed [0422.18] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found! [0433.28] Log: AActor::SetBase : Bone (VH_Death) not found on Rx_Defence_Turret_1 for UTEmitter_192! [0434.21] ScriptLog: Turret destroyed [0438.00] Warning: Failed to find function TargetingTimer for timer in actor S_HUD_0 [0439.75] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_40 | SoundCue? Just_do_it_up [0447.79] ScriptWarning: Accessed None 'CommanderTargetingReticule' S_CommandMenuChoice_SupportPowers BH-LakeSide.TheWorld:PersistentLevel.S_Controller_0.S_CommanderMenuHandler_2.S_CommandMenuChoice_SupportPowers_2 Function RenX_Game.Rx_CommandMenuChoice_SupportPowers:DoStuff:0099 [0451.61] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [0451.77] ScriptWarning: Accessed None 'Controller' Rx_Vehicle_Artillery_Weapon BH-LakeSide.TheWorld:PersistentLevel.Rx_Vehicle_Artillery_Weapon_1 Function RenX_Game.Rx_Vehicle_Weapon:IsInsideGracePeriod:009A [0453.89] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [0454.98] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0454.98] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0454.99] Log: Bool AmbientOcclusion set to 1 [0455.19] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0455.19] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0464.11] Log: AActor::SetBase : Bone (VH_Death) not found on Rx_Defence_SAMSite_3 for UTEmitter_194! [0465.04] ScriptLog: Turret destroyed [0472.88] Log: WARNING: Cooking Convex For Actor: BH-LakeSide.TheWorld:PersistentLevel.Rx_Gib_HumanHead_0 Component: UTGibStaticMeshComponent_84 StaticMesh: RX_CH_Gore.S_CH_Head_Chunk11 (Scale: 0.700000 0.700000 0.700000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects. [0472.89] Log: URB_BodyInstance::InitBody - Error, rigid body description invalid, Actor: BH-LakeSide.TheWorld:PersistentLevel.Rx_Gib_HumanArm_0 Component: UTGibStaticMeshComponent_85 StaticMesh: RX_CH_Gibs.Mesh.S_CH_Gibs_Arm01 [0472.89] Log: URB_BodyInstance::InitBody - Error, rigid body description invalid, Actor: BH-LakeSide.TheWorld:PersistentLevel.Rx_Gib_HumanArm_1 Component: UTGibStaticMeshComponent_86 StaticMesh: RX_CH_Gibs.Mesh.S_CH_Gibs_Arm01 [0472.89] Log: URB_BodyInstance::InitBody - Error, rigid body description invalid, Actor: BH-LakeSide.TheWorld:PersistentLevel.Rx_Gib_HumanChunk_2 Component: UTGibStaticMeshComponent_89 StaticMesh: RX_CH_Gibs.Mesh.S_CH_Gibs_Slab04 [0472.89] Log: URB_BodyInstance::InitBody - Error, rigid body description invalid, Actor: BH-LakeSide.TheWorld:PersistentLevel.Rx_Gib_HumanChunk_3 Component: UTGibStaticMeshComponent_91 StaticMesh: RX_CH_Gibs.Mesh.S_CH_Gibs_Slab05 [0472.91] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [0478.59] Warning: Failed to find function setRespawnUiCounter for timer in actor S_Controller_0 [0479.08] ScriptLog: Turret destroyed [0482.14] ScriptLog: ------------------ [ Setting up ] ------------------ [0482.16] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0482.16] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0482.16] ScriptLog: rxPC.bJustBaughtEngineer= False [0482.16] ScriptLog: rxPC.bJustBaughtHavocSakura= False [0482.16] ScriptLog: OwnedFamilyInfo= S_FamilyInfo_BlackHand_Soldier [0482.16] ScriptLog: [0482.16] ScriptLog: OwnedSidearm= Rx_Weapon_Pistol_UnSILENCED [0482.16] ScriptLog: OwnedExplosive= Rx_Weapon_TimedC4 [0482.16] ScriptLog: OwnedItem= None [0482.16] ScriptLog: [0482.16] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol_UnSILENCED [0482.16] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4 [0482.17] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_3 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:000A [0482.17] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_3 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:004D [0482.17] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_3 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:0094 [0482.17] ScriptWarning: Accessed None S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_3 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:00B0 [0482.17] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_3 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:0124 [0482.17] ScriptWarning: Accessed None 'Widget' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_3 Function RenX_Game.Rx_GFxPurchaseMenu:LoadTexture:000A [0482.17] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_3 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:014B [0482.17] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_3 Function RenX_Game.Rx_GFxPurchaseMenu:AssignEquipmentData:028F [0482.17] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_3 Function RenX_Game.Rx_GFxPurchaseMenu:AssignEquipmentData:02B7 [0482.17] ScriptWarning: Accessed None 'EquipSideArmButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_3 Function RenX_Game.Rx_GFxPurchaseMenu:Initialize:1B13 [0482.17] ScriptLog: ====================== [0482.17] ScriptLog: Norm explosiveData[0]= Timed C4 [0482.17] ScriptLog: Norm explosiveData[1]= Grenades [0482.17] ScriptLog: Norm explosiveData[2]= Smoke Grenade [0482.17] ScriptLog: Norm explosiveData[3]= EMP Grenade [0482.17] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [0482.17] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_3 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:000A [0482.17] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_3 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:004D [0482.17] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_3 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:0094 [0482.17] ScriptWarning: Accessed None S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_3 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:00B0 [0482.17] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_3 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:0124 [0482.17] ScriptWarning: Accessed None 'Widget' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_3 Function RenX_Game.Rx_GFxPurchaseMenu:LoadTexture:000A [0482.17] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_3 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:014B [0482.17] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_3 Function RenX_Game.Rx_GFxPurchaseMenu:AssignEquipmentData:028F [0482.17] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_3 Function RenX_Game.Rx_GFxPurchaseMenu:AssignEquipmentData:02B7 [0482.17] ScriptWarning: Accessed None 'EquipExplosivesButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_3 Function RenX_Game.Rx_GFxPurchaseMenu:Initialize:2548 [0482.17] ScriptWarning: Accessed None 'EquipSideArmButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_3 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0351 [0482.17] ScriptWarning: Accessed None 'EquipSideArmButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_3 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0382 [0482.17] ScriptWarning: Accessed None 'EquipExplosivesButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_3 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0407 [0482.17] ScriptWarning: Accessed None 'EquipExplosivesButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_3 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0438 [0482.17] ScriptWarning: Accessed None 'EquipSideArmButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_3 Function RenX_Game.Rx_GFxPurchaseMenu:AddWidgetEvents:0316 [0482.17] ScriptWarning: Accessed None 'EquipExplosivesButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_3 Function RenX_Game.Rx_GFxPurchaseMenu:AddWidgetEvents:038E [0482.84] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0482.84] ScriptLog: Button Pressed? LeftMouseButton [0482.90] ScriptLog: --------------- 8 --------------- [0483.77] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0483.77] ScriptLog: Button Pressed? LeftMouseButton [0483.82] ScriptLog: --------------- 0 --------------- [0483.88] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0483.88] ScriptLog: Button Pressed? LeftMouseButton [0483.94] ScriptLog: ------------------ SelectPurchase() ------------------ [0483.94] ScriptLog: XXX: Rx_InventoryManager_Nod_Technician [0483.94] ScriptLog: XXX2: Rx_Weapon_Pistol [0483.94] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [0483.94] ScriptLog: GFx EquipmentSidearmData[0]? [0483.94] ScriptLog: GFx EquipExplosivesList[0]? Timed C4 [0483.94] ScriptLog: GetRxFamilyInfo()? S_FamilyInfo_BlackHand_Soldier [0483.94] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? S_FamilyInfo_BlackHand_Soldier [0483.94] ScriptLog: rxPC.Pawn? Rx_Pawn_16 [0483.94] ScriptLog: bJustBaughtEngineer? False [0483.94] ScriptLog: bJustBaughtHavocSakura? False [0483.94] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_ProxyC4 [0483.94] ScriptLog: OwnedExplosive? Rx_Weapon_TimedC4 [0483.94] ScriptLog: selected explosive data? None [0483.94] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [0483.94] ScriptWarning: Accessed None 'EquipSideArmButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_3 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0351 [0483.94] ScriptWarning: Accessed None 'EquipSideArmButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_3 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0382 [0483.94] ScriptWarning: Accessed None 'EquipExplosivesButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_3 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0407 [0483.94] ScriptWarning: Accessed None 'EquipExplosivesButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_3 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0438 [0483.95] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0483.95] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0485.33] ScriptLog: ------------------ [ Setting up ] ------------------ [0485.35] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0485.35] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0485.35] ScriptLog: rxPC.bJustBaughtEngineer= False [0485.35] ScriptLog: rxPC.bJustBaughtHavocSakura= False [0485.35] ScriptLog: OwnedFamilyInfo= S_FamilyInfo_BlackHand_Technician [0485.35] ScriptLog: [0485.35] ScriptLog: OwnedSidearm= Rx_Weapon_Pistol [0485.35] ScriptLog: OwnedExplosive= Rx_Weapon_ProxyC4 [0485.35] ScriptLog: OwnedItem= None [0485.35] ScriptLog: [0485.35] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol [0485.35] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_ProxyC4 [0485.36] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_4 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:000A [0485.36] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_4 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:004D [0485.36] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_4 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:0094 [0485.36] ScriptWarning: Accessed None S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_4 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:00B0 [0485.36] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_4 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:0124 [0485.36] ScriptWarning: Accessed None 'Widget' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_4 Function RenX_Game.Rx_GFxPurchaseMenu:LoadTexture:000A [0485.36] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_4 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:014B [0485.36] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_4 Function RenX_Game.Rx_GFxPurchaseMenu:AssignEquipmentData:028F [0485.36] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_4 Function RenX_Game.Rx_GFxPurchaseMenu:AssignEquipmentData:02B7 [0485.36] ScriptWarning: Accessed None 'EquipSideArmButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_4 Function RenX_Game.Rx_GFxPurchaseMenu:Initialize:1B13 [0485.36] ScriptLog: ====================== [0485.36] ScriptLog: Norm explosiveData[0]= Timed C4 [0485.36] ScriptLog: Norm explosiveData[1]= Grenades [0485.36] ScriptLog: Norm explosiveData[2]= Smoke Grenade [0485.36] ScriptLog: Norm explosiveData[3]= EMP Grenade [0485.36] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [0485.36] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_4 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:000A [0485.36] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_4 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:004D [0485.36] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_4 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:0094 [0485.36] ScriptWarning: Accessed None S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_4 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:00B0 [0485.36] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_4 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:0124 [0485.36] ScriptWarning: Accessed None 'Widget' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_4 Function RenX_Game.Rx_GFxPurchaseMenu:LoadTexture:000A [0485.36] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_4 Function RenX_Game.Rx_GFxPurchaseMenu:UpdateEquipmentButton:014B [0485.36] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_4 Function RenX_Game.Rx_GFxPurchaseMenu:AssignEquipmentData:028F [0485.36] ScriptWarning: Accessed None 'widgetButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_4 Function RenX_Game.Rx_GFxPurchaseMenu:AssignEquipmentData:02B7 [0485.36] ScriptWarning: Accessed None 'EquipExplosivesButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_4 Function RenX_Game.Rx_GFxPurchaseMenu:Initialize:2548 [0485.36] ScriptWarning: Accessed None 'EquipSideArmButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_4 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0351 [0485.36] ScriptWarning: Accessed None 'EquipSideArmButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_4 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0382 [0485.36] ScriptWarning: Accessed None 'EquipExplosivesButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_4 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0407 [0485.36] ScriptWarning: Accessed None 'EquipExplosivesButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_4 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0438 [0485.36] ScriptWarning: Accessed None 'EquipSideArmButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_4 Function RenX_Game.Rx_GFxPurchaseMenu:AddWidgetEvents:0316 [0485.36] ScriptWarning: Accessed None 'EquipExplosivesButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_4 Function RenX_Game.Rx_GFxPurchaseMenu:AddWidgetEvents:038E [0485.90] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0485.90] ScriptLog: Button Pressed? LeftMouseButton [0485.97] ScriptLog: --------------- 7 --------------- [0486.45] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0486.45] ScriptLog: Button Pressed? LeftMouseButton [0486.51] ScriptLog: --------------- 1 --------------- [0486.58] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0486.58] ScriptLog: Button Pressed? LeftMouseButton [0486.63] ScriptLog: ------------------ SelectPurchase() ------------------ [0486.63] ScriptLog: Purchase Information :: [0486.63] ScriptLog: Character: S_Weapon_NukeBeacon [0486.63] ScriptLog: Price: 1000 [0486.63] ScriptLog: PlayerCredits: 3331.9082 [0486.63] ScriptWarning: Accessed None 'EquipSideArmButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_4 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0351 [0486.63] ScriptWarning: Accessed None 'EquipSideArmButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_4 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0382 [0486.63] ScriptWarning: Accessed None 'EquipExplosivesButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_4 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0407 [0486.63] ScriptWarning: Accessed None 'EquipExplosivesButton' S_GFxPurchaseMenu Transient.S_GFxPurchaseMenu_4 Function RenX_Game.Rx_GFxPurchaseMenu:RemoveWidgetEvents:0438 [0486.65] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0486.65] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0489.90] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0489.90] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0489.90] ScriptLog: Map cannot find tech buildings, aborting [0491.14] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0491.14] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0497.72] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0497.72] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0497.72] ScriptLog: Map cannot find tech buildings, aborting [0499.32] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0499.32] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0526.18] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0526.18] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0526.18] ScriptLog: Map cannot find tech buildings, aborting [0528.24] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0528.24] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0536.88] ScriptWarning: Accessed None 'CommanderTargetingReticule' S_CommandMenuChoice_SupportPowers BH-LakeSide.TheWorld:PersistentLevel.S_Controller_0.S_CommanderMenuHandler_4.S_CommandMenuChoice_SupportPowers_4 Function RenX_Game.Rx_CommandMenuChoice_SupportPowers:DoStuff:0099 [0541.68] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0541.68] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0541.68] ScriptLog: Map cannot find tech buildings, aborting [0543.57] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0543.57] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0582.46] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0582.46] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0582.46] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_4 [0582.46] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0582.46] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0582.46] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_5 [0582.46] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found! [0598.36] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_9 [0598.36] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_10 [0598.36] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_8 [0598.36] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found! [0599.28] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0599.28] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0599.28] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? True | AC? AudioComponent_40 | SoundCue? Move_It [0599.30] ScriptWarning: Accessed None 'HudMovie' S_HUD BH-LakeSide.TheWorld:PersistentLevel.S_HUD_0 Function RenX_Game.Rx_HUD:DisplayRadioCommands:005E [0599.30] ScriptWarning: Accessed None 'HudMovie' S_HUD BH-LakeSide.TheWorld:PersistentLevel.S_HUD_0 Function RenX_Game.Rx_HUD:DisplayRadioCommands:0257 [0599.31] ScriptWarning: Accessed None 'HudMovie' S_HUD BH-LakeSide.TheWorld:PersistentLevel.S_HUD_0 Function RenX_Game.Rx_HUD:DisplayRadioCommands:005E [0599.31] ScriptWarning: Accessed None 'HudMovie' S_HUD BH-LakeSide.TheWorld:PersistentLevel.S_HUD_0 Function RenX_Game.Rx_HUD:DisplayRadioCommands:0257 [0608.80] ScriptLog: Scoreboard : Creating vote list... [0644.48] NetComeGo: Close TcpNetDriver_0 TcpipConnection_0 51.195.140.84:7500 08/21/20 17:55:22 [0644.48] ScriptLog: LocalPlayer::StaticOnServerConnectionClose: Couldn't find local client auth session [0644.48] ScriptLog: LocalPlayer::StaticOnServerConnectionClose: Couldn't find server auth session [0644.48] Exit: TcpNetDriver_0 shut down [0644.48] Init: WinSock: Socket queue 32768 / 32768 [0644.68] Log: Host name resolution completed [0650.97] Log: LoadMap: officialeu.tyrant.gg:7500/CNC-Tomb?Name=KCRITON?Team=255?game=RenX_Game.Rx_Game [0650.98] Log: --- LOADING MOVIE START --- [0651.15] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0651.18] ScriptWarning: Accessed None 'Game' S_Controller BH-LakeSide.TheWorld:PersistentLevel.S_Controller_0 Function RenX_Game.Rx_Controller:ClearOnlineDelegates:003F [0651.18] ScriptWarning: Accessed None S_Controller BH-LakeSide.TheWorld:PersistentLevel.S_Controller_0 Function RenX_Game.Rx_Controller:ClearOnlineDelegates:0053 [0651.18] ScriptWarning: Accessed None 'Game' S_Controller BH-LakeSide.TheWorld:PersistentLevel.S_Controller_0 Function RenX_Game.Rx_Controller:ClearOnlineDelegates:00A7 [0651.18] ScriptWarning: Accessed None S_Controller BH-LakeSide.TheWorld:PersistentLevel.S_Controller_0 Function RenX_Game.Rx_Controller:ClearOnlineDelegates:00BB [0651.18] ScriptLog: ======================= S_HUD ========================= [0651.18] ScriptLog: Scoreboard.bMovieIsOpen? False [0651.18] ScriptLog: GIHudMovie.bMovieIsOpen? False [0651.42] ScriptLog: LocalPlayer::StaticOnServerConnectionClose: Couldn't find local client auth session [0651.42] ScriptLog: LocalPlayer::StaticOnServerConnectionClose: Couldn't find server auth session [0655.17] Warning: Warning, Material RX_VH_A-10.Materials.M_A-10_Missile_Lit missing bUsedWithStaticLighting=True! [0655.17] Warning: Warning, Material RX_VH_A-10.Materials.M_A-10_Missile_Lit missing bUsedWithStaticLighting=True! [0655.17] Warning: Warning, Material RX_VH_A-10.Materials.M_A-10_Missile_Lit missing bUsedWithStaticLighting=True! [0655.17] Warning: Warning, Material RX_VH_A-10.Materials.M_A-10_Missile_Lit missing bUsedWithStaticLighting=True! [0655.27] Log: Primary PhysX scene will be in software. [0655.27] Log: Creating Primary PhysX Scene. [0655.31] Log: Bringing World CNC-Tomb.TheWorld up for play (1429) at 2020.08.21-17.55.33 [0655.33] Log: Bringing up level for play took: 0.187060 [0655.33] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0655.33] Warning: Warning, Failed to find object 'Class None.' [0655.33] Log: PlayerController class for the pending level is PlayerController [0655.33] Log: ########### Finished loading level: 4.354727 seconds [0655.53] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Tomb.TheWorld:PersistentLevel.PlayerController_1 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0655.53] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Tomb.TheWorld:PersistentLevel.PlayerController_1 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0655.53] ScriptWarning: Accessed None 'PlayerReplicationInfo' Rx_Controller CNC-Tomb.TheWorld:PersistentLevel.Rx_Controller_1 Function RenX_Game.Rx_Controller:PostBeginPlay:0212 [0655.54] Log: Current scalability system settings: [0655.54] Log: StaticDecals = FALSE (Whether to allow static decals.) [0655.54] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0655.54] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0655.54] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0655.54] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0655.54] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0655.54] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0655.54] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0655.54] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0655.54] Log: Bloom = TRUE (Whether to allow bloom.) [0655.54] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0655.54] Log: Distortion = TRUE (Whether to allow distortion.) [0655.54] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0655.54] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0655.54] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0655.54] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0655.54] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0655.54] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0655.54] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0655.54] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0655.54] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0655.54] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0655.54] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0655.54] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0655.54] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0655.54] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0655.54] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0655.54] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0655.54] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0655.54] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0655.54] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0655.54] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0655.54] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0655.54] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0655.54] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0655.54] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0655.54] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0655.55] Log: Current preference system settings: [0655.55] Log: UseVsync = FALSE (Whether to use VSync or not.) [0655.55] Log: Fullscreen = TRUE (Fullscreen.) [0655.55] Log: ResX = 3440 (Screen X resolution.) [0655.55] Log: ResY = 1440 (Screen Y resolution.) [0655.55] Log: Current debug system settings: [0655.55] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0655.55] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0655.55] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0655.55] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0655.55] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0655.55] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0655.55] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0655.55] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0655.55] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0655.55] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0655.55] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0655.55] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0655.55] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0655.55] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0655.55] Log: bAllowTemporalAA = FALSE (UKNOWN) [0655.55] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0655.55] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0655.55] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0655.55] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0655.55] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0655.55] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0655.55] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0655.55] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0655.55] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0655.55] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0655.55] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0655.55] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0655.55] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0655.55] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0655.55] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0655.55] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0655.55] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0655.55] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0655.55] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0655.55] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0655.55] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0655.55] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0655.55] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0655.55] Log: Current unknown system settings: [0655.55] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0655.55] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0655.55] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0655.55] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0655.55] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0655.55] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0655.55] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0655.55] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0655.55] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0655.55] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0655.55] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0655.55] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0655.55] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0655.55] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0655.55] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0655.55] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0655.55] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0655.55] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0655.55] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0655.55] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0655.55] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0655.55] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0655.55] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0655.55] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0655.55] Log: CSMMinimumFOV = 40 (Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming.) [0655.55] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0655.55] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0655.55] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0655.55] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0655.55] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0655.55] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0655.55] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0655.55] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0655.55] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0655.55] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0655.55] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0655.55] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0655.55] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0655.55] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0655.55] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0655.55] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0655.55] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0655.55] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0655.55] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0655.55] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0655.55] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0655.55] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0655.55] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0655.55] Log: MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).) [0655.55] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0655.55] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0655.55] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0655.55] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0655.55] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0655.55] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0655.55] Log: MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled) [0655.55] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0655.55] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0655.55] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0655.55] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0655.55] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0655.55] Log: ApexDestructionMaxFracturesProcessedPerFrame = -1 (Lets the user throttle the number of fractures processed per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).) [0655.55] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0655.55] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0655.55] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0655.55] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0655.55] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0655.55] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0655.55] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0655.55] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0655.55] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0655.55] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0655.55] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0655.55] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0655.55] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0655.55] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0655.55] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0655.55] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0655.56] Log: Listing all sound classes. [0655.56] Log: Class 'Item' has 32 resident sounds taking 3745.09 kb, and 1 real time sounds taking 8.89 kb [0655.56] Log: Class 'Vehicle' has 41 resident sounds taking 14891.49 kb, and 1 real time sounds taking 48.00 kb [0655.56] Log: Class 'Weapon' has 274 resident sounds taking 72178.20 kb, and 7 real time sounds taking 487.58 kb [0655.56] Log: Class 'Character' has 182 resident sounds taking 8698.73 kb [0655.56] Log: Class 'SFX' has 83 resident sounds taking 25892.06 kb, and 10 real time sounds taking 711.13 kb [0655.56] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0655.56] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0655.56] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb [0655.56] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 23 real time sounds taking 47214.76 kb [0655.56] Log: Class 'Ambient' has 34 resident sounds taking 14966.69 kb, and 23 real time sounds taking 2969.96 kb [0655.56] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0655.56] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0655.56] Log: Class 'Master' has 1 resident sounds taking 311.84 kb [0655.56] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0655.56] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0655.56] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0655.56] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0655.56] Log: Class 'UnGrouped' has 624 resident sounds taking 99074.54 kb, and 111 real time sounds taking 2648.88 kb [0655.56] Log: 1621 total sounds in 18 classes [0655.56] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0655.56] ScriptLog: Rx_HUD::Jukebox SystemSettingsHandler.bAutostartMusic:'True' [0655.56] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0655.56] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0655.57] Warning: Warning, Failed to load 'Font None.Arial': Failed to find object 'Font None.Arial' [0655.57] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0655.57] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0655.58] Error: StopLocalVoiceProcessing: Ignoring stop request for non-owning user [0655.58] ScriptLog: PositionModX : 0.0000 [0655.58] ScriptLog: PositionModY : 173.3721 [0655.58] ScriptLog: PositionModX : 0.0000 [0655.58] ScriptLog: PositionModY : 173.3721 [0655.58] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0655.58] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0655.58] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0655.58] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0655.58] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0655.58] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0655.58] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Tomb.TheWorld:PersistentLevel.Rx_Building_Barracks_Internals_0.SkeletalMeshComponent_617 RX_BU_Barracks.Mesh.SK_BU_GDI_BAR 1 0 1 0 [0655.58] Log: WARNING: Cooking Convex For Actor: CNC-Tomb.TheWorld:PersistentLevel.Rx_DestroyableObstaclePlus_Mesh_0 Component: StaticMeshComponent_582 StaticMesh: RX_Deco_Rock.Mesh.SM_BasaltMain01 (Scale: 1.000000 1.000000 1.000000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects. [0655.58] Log: WARNING: Cooking Convex For Actor: CNC-Tomb.TheWorld:PersistentLevel.Rx_DestroyableObstaclePlus_Mesh_0 Component: StaticMeshComponent_582 StaticMesh: RX_Deco_Containers.Meshes.SM_Barrel_01 (Scale: 1.000000 1.000000 1.000000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects. [0655.59] ScriptLog: BUILDING ERROR: No Trace2d_X sockets exist in Rx_Building_RepairFacility_Nod_Internals_0 [0655.59] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Tomb.TheWorld:PersistentLevel.Rx_Building_Silo_Internals_0.SkeletalMeshComponent_627 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0 [0655.59] ScriptLog: BUILDING ERROR: No Trace2d_X sockets exist in Rx_Building_Silo_Internals_0 [0655.59] ScriptLog: BUILDING ERROR: No Trace2d_X sockets exist in Rx_Building_RepairFacility_GDI_Internals_0 [0655.61] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0655.61] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0655.61] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0655.61] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0655.61] Warning: Failed to find function RecoverVignette for timer in actor Rx_HUD_1 [0655.61] Warning: Failed to find function AttamptCacheBuildings for timer in actor Rx_HUD_1 [0655.71] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Tomb.TheWorld:PersistentLevel.Rx_Building_Silo_Internals_0.SkeletalMeshComponent_627 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0 [0655.71] ScriptWarning: Accessed array 'Rx_GFxGameinfoHud_0.Teams' out of bounds (0/0) Rx_GFxGameinfoHud Transient.Rx_GFxGameinfoHud_0 Function RenX_Game.Rx_GFxGameinfoHud:UpdateScoreboardCommon:00B0 [0655.71] ScriptWarning: Accessed None 'Teams' Rx_GFxGameinfoHud Transient.Rx_GFxGameinfoHud_0 Function RenX_Game.Rx_GFxGameinfoHud:UpdateScoreboardCommon:00B0 [0655.71] ScriptWarning: Accessed array 'Rx_GFxGameinfoHud_0.Teams' out of bounds (1/0) Rx_GFxGameinfoHud Transient.Rx_GFxGameinfoHud_0 Function RenX_Game.Rx_GFxGameinfoHud:UpdateScoreboardCommon:00FB [0655.71] ScriptWarning: Accessed None 'Teams' Rx_GFxGameinfoHud Transient.Rx_GFxGameinfoHud_0 Function RenX_Game.Rx_GFxGameinfoHud:UpdateScoreboardCommon:00FB [0655.71] ScriptWarning: Accessed array 'Rx_GFxGameinfoHud_0.Teams' out of bounds (0/0) Rx_GFxGameinfoHud Transient.Rx_GFxGameinfoHud_0 Function RenX_Game.Rx_GFxGameinfoHud:UpdateScoreboardCommon:020A [0655.71] ScriptWarning: Accessed None 'Teams' Rx_GFxGameinfoHud Transient.Rx_GFxGameinfoHud_0 Function RenX_Game.Rx_GFxGameinfoHud:UpdateScoreboardCommon:020A [0655.71] ScriptWarning: Accessed array 'Rx_GFxGameinfoHud_0.Teams' out of bounds (1/0) Rx_GFxGameinfoHud Transient.Rx_GFxGameinfoHud_0 Function RenX_Game.Rx_GFxGameinfoHud:UpdateScoreboardCommon:0256 [0655.71] ScriptWarning: Accessed None 'Teams' Rx_GFxGameinfoHud Transient.Rx_GFxGameinfoHud_0 Function RenX_Game.Rx_GFxGameinfoHud:UpdateScoreboardCommon:0256 [0656.01] Log: --- LOADING MOVIE TIME: 5.02 sec --- [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0656.01] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0657.71] ScriptWarning: Accessed None 'Canvas' Rx_HUD CNC-Tomb.TheWorld:PersistentLevel.Rx_HUD_1 Function RenX_Game.Rx_HUD:HandleSetShowScores:0089 [0657.71] ScriptWarning: Accessed None 'Canvas' Rx_HUD CNC-Tomb.TheWorld:PersistentLevel.Rx_HUD_1 Function RenX_Game.Rx_HUD:HandleSetShowScores:00A9 [0657.74] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0657.74] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0663.31] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0663.31] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0668.19] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0668.19] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0670.12] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0670.12] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0676.26] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0676.26] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0676.87] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0676.87] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0680.94] Log: 'TeamSay': Bad or missing property 'msg' [0681.81] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0681.81] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0681.92] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0681.92] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0682.19] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0682.19] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0682.68] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0682.68] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0697.82] Log: 'TeamSay': Bad or missing property 'msg' [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionMultiplier [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionContrast [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalSecondaryParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalSecondaryParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalSecondaryParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalSecondaryParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalSecondaryParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalSecondaryParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalSecondaryParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalSecondaryParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalSecondaryParticleValue [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: AddTranslucent_Bias [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: AddTranslucent_Bias [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Effect_Multiplier [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Effect_Multiplier [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Visibility_Multiplier [0705.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Visibility_Multiplier [0710.14] Log: Assembled 603 auto-complete commands, manual: 92, exec: 482, kismet: 0 [0710.89] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_1 [0716.81] ScriptWarning: Accessed None 'Canvas' Rx_HUD CNC-Tomb.TheWorld:PersistentLevel.Rx_HUD_1 Function RenX_Game.Rx_HUD:HandleSetShowScores:0089 [0716.81] ScriptWarning: Accessed None 'Canvas' Rx_HUD CNC-Tomb.TheWorld:PersistentLevel.Rx_HUD_1 Function RenX_Game.Rx_HUD:HandleSetShowScores:00A9 [0716.84] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0716.84] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0716.93] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0716.93] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0717.17] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0717.17] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0717.26] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0717.26] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0747.02] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [0750.80] Warning: Failed to find function setRespawnUiCounter for timer in actor Rx_Controller_1 [0762.51] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_3 [0762.56] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_147 [0765.09] ScriptLog: was unable to find the Constraint!!! [0765.09] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.09] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_HeadShotBloodSpray_152! [0765.09] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_12! [0765.11] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.12] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.14] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.16] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.17] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.19] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.20] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.22] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.24] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.25] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.27] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.28] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.30] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.32] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.33] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.35] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.36] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.38] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.40] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.41] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.43] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.45] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.46] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.48] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.49] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.51] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.53] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.54] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.56] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.57] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.59] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.61] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.62] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0765.64] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_33: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_11! [0776.19] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_1567 | SoundCue? Death_Awaits [0782.46] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0782.47] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [0785.49] ScriptWarning: Accessed None 'OurWeapon' Rx_Pawn CNC-Tomb.TheWorld:PersistentLevel.Rx_Pawn_43 Function RenX_Game.Rx_Pawn:StartFire:0055 [0786.27] Warning: Failed to find function setRespawnUiCounter for timer in actor Rx_Controller_1 [0790.64] ScriptLog: ------------------ [ Setting up ] ------------------ [0790.65] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0790.65] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0790.66] ScriptLog: rxPC.bJustBaughtEngineer= False [0790.66] ScriptLog: rxPC.bJustBaughtHavocSakura= False [0790.66] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Soldier [0790.66] ScriptLog: [0790.66] ScriptLog: OwnedSidearm= Rx_Weapon_Pistol_UnSILENCED [0790.66] ScriptLog: OwnedExplosive= Rx_Weapon_TimedC4 [0790.66] ScriptLog: OwnedItem= None [0790.66] ScriptLog: [0790.66] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol_UnSILENCED [0790.66] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4 [0790.67] ScriptLog: ====================== [0790.67] ScriptLog: Norm explosiveData[0]= Timed C4 [0790.67] ScriptLog: Norm explosiveData[1]= Grenades [0790.67] ScriptLog: Norm explosiveData[2]= Smoke Grenade [0790.67] ScriptLog: Norm explosiveData[3]= EMP Grenade [0790.67] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [0791.41] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0791.41] ScriptLog: Button Pressed? LeftMouseButton [0791.48] ScriptLog: --------------- 8 --------------- [0791.82] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0791.82] ScriptLog: Button Pressed? LeftMouseButton [0791.87] ScriptLog: --------------- 0 --------------- [0791.93] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0791.93] ScriptLog: Button Pressed? LeftMouseButton [0792.00] ScriptLog: ------------------ SelectPurchase() ------------------ [0792.00] ScriptLog: XXX: Rx_InventoryManager_GDI_Hotwire [0792.00] ScriptLog: XXX2: Rx_Weapon_Pistol [0792.00] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [0792.00] ScriptLog: GFx EquipmentSidearmData[0]? [0792.00] ScriptLog: GFx EquipExplosivesList[0]? Timed C4 [0792.00] ScriptLog: GetRxFamilyInfo()? Rx_FamilyInfo_GDI_Soldier [0792.00] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_GDI_Soldier [0792.00] ScriptLog: rxPC.Pawn? Rx_Pawn_43 [0792.00] ScriptLog: bJustBaughtEngineer? False [0792.00] ScriptLog: bJustBaughtHavocSakura? False [0792.00] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_ProxyC4 [0792.00] ScriptLog: OwnedExplosive? Rx_Weapon_TimedC4 [0792.00] ScriptLog: selected explosive data? None [0792.00] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [0792.01] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0792.01] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0816.79] ScriptLog: ------------------ [ Setting up ] ------------------ [0816.80] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0816.80] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0816.81] ScriptLog: rxPC.bJustBaughtEngineer= False [0816.81] ScriptLog: rxPC.bJustBaughtHavocSakura= False [0816.81] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Hotwire [0816.81] ScriptLog: [0816.81] ScriptLog: OwnedSidearm= Rx_Weapon_Pistol [0816.81] ScriptLog: OwnedExplosive= Rx_Weapon_ProxyC4 [0816.81] ScriptLog: OwnedItem= None [0816.81] ScriptLog: [0816.81] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol [0816.81] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_ProxyC4 [0816.81] ScriptLog: ====================== [0816.81] ScriptLog: Engi explosiveData[0]= Grenades [0816.81] ScriptLog: Engi explosiveData[1]= Smoke Grenade [0816.81] ScriptLog: Engi explosiveData[2]= EMP Grenade [0816.81] ScriptLog: Engi explosiveData[3]= Anti-Tank Mine [0816.81] ScriptLog: Engi explosiveData[4]= Proximity C4 [0817.03] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0817.03] ScriptLog: Button Pressed? R [0817.03] ScriptLog: --------------- 6 --------------- [0817.03] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [0817.03] ScriptLog: GFx EquipmentSidearmData[0]? Silenced Pistol [0817.03] ScriptLog: rxPC.CurrentSidearmWeapon? Rx_Weapon_Pistol [0817.03] ScriptLog: OwnedSidearm? Rx_Weapon_Pistol [0817.03] ScriptLog: selected sidearm data? Rx_Weapon_Pistol [0817.03] ScriptLog: Sidearm Loadout is the same as current loadout. loadout not performed!!! [0817.03] ScriptLog: GFx EquipExplosivesList[0]? Proximity C4 [0817.03] ScriptLog: GetRxFamilyInfo()? Rx_FamilyInfo_GDI_Hotwire [0817.03] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_GDI_Hotwire [0817.03] ScriptLog: rxPC.Pawn? Rx_Pawn_43 [0817.03] ScriptLog: bJustBaughtEngineer? False [0817.03] ScriptLog: bJustBaughtHavocSakura? False [0817.03] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_ProxyC4 [0817.03] ScriptLog: OwnedExplosive? Rx_Weapon_ProxyC4 [0817.03] ScriptLog: selected explosive data? Rx_Weapon_ProxyC4 [0817.03] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [0817.04] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0817.04] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0817.51] ScriptLog: ------------------ [ Setting up ] ------------------ [0817.52] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0817.52] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0817.52] ScriptLog: rxPC.bJustBaughtEngineer= False [0817.52] ScriptLog: rxPC.bJustBaughtHavocSakura= False [0817.52] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Hotwire [0817.52] ScriptLog: [0817.52] ScriptLog: OwnedSidearm= Rx_Weapon_Pistol [0817.52] ScriptLog: OwnedExplosive= Rx_Weapon_ProxyC4 [0817.52] ScriptLog: OwnedItem= None [0817.52] ScriptLog: [0817.52] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol [0817.52] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_ProxyC4 [0817.53] ScriptLog: ====================== [0817.53] ScriptLog: Engi explosiveData[0]= Grenades [0817.53] ScriptLog: Engi explosiveData[1]= Smoke Grenade [0817.53] ScriptLog: Engi explosiveData[2]= EMP Grenade [0817.53] ScriptLog: Engi explosiveData[3]= Anti-Tank Mine [0817.53] ScriptLog: Engi explosiveData[4]= Proximity C4 [0818.25] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0818.25] ScriptLog: Button Pressed? LeftMouseButton [0818.31] ScriptLog: --------------- 9 --------------- [0823.15] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0823.15] ScriptLog: Button Pressed? LeftMouseButton [0823.20] ScriptLog: --------------- 1 --------------- [0823.31] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0823.31] ScriptLog: Button Pressed? LeftMouseButton [0823.35] ScriptLog: ------------------ SelectPurchase() ------------------ [0823.35] ScriptLog: GFxClikWidget_516 True [0823.35] ScriptLog: Purchase Information :: [0823.35] ScriptLog: Character: Rx_Vehicle_Humvee [0823.35] ScriptLog: Price: 350 [0823.35] ScriptLog: PlayerCredits: 376.5957 [0823.36] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0823.36] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0837.74] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0837.74] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0837.78] ScriptLog: Rx_Building_Silo_1 icon replaced on coordinate X:-10.0801Y282.5660 [0838.36] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0838.36] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0877.69] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_0 [0877.84] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_126 [0911.16] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [0912.11] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0912.13] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [0912.13] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [0914.07] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [0915.41] ScriptWarning: Accessed None 'OurWeapon' Rx_Pawn CNC-Tomb.TheWorld:PersistentLevel.Rx_Pawn_48 Function RenX_Game.Rx_Pawn:StartFire:0055 [0915.91] Warning: Failed to find function setRespawnUiCounter for timer in actor Rx_Controller_1 [0922.04] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0922.04] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0922.06] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0922.06] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0922.06] Log: Bool AmbientOcclusion set to 1 [0924.13] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Click [0924.14] Log: DumpAvailableResolutions [0924.14] Log: 640x480 [0924.14] Log: 640x480 [0924.14] Log: 720x480 [0924.14] Log: 720x480 [0924.14] Log: 720x576 [0924.14] Log: 720x576 [0924.14] Log: 800x600 [0924.14] Log: 800x600 [0924.14] Log: 1024x768 [0924.14] Log: 1024x768 [0924.14] Log: 1152x864 [0924.14] Log: 1152x864 [0924.14] Log: 1152x864 [0924.14] Log: 1152x864 [0924.14] Log: 1152x864 [0924.14] Log: 1152x864 [0924.14] Log: 1152x864 [0924.14] Log: 1280x720 [0924.14] Log: 1280x720 [0924.14] Log: 1280x720 [0924.14] Log: 1280x720 [0924.14] Log: 1280x720 [0924.14] Log: 1280x720 [0924.14] Log: 1280x720 [0924.14] Log: 1280x768 [0924.14] Log: 1280x768 [0924.14] Log: 1280x768 [0924.14] Log: 1280x768 [0924.14] Log: 1280x768 [0924.14] Log: 1280x768 [0924.14] Log: 1280x768 [0924.14] Log: 1280x800 [0924.14] Log: 1280x800 [0924.14] Log: 1280x800 [0924.14] Log: 1280x800 [0924.14] Log: 1280x800 [0924.14] Log: 1280x800 [0924.14] Log: 1280x800 [0924.14] Log: 1280x960 [0924.14] Log: 1280x960 [0924.14] Log: 1280x960 [0924.14] Log: 1280x960 [0924.14] Log: 1280x960 [0924.14] Log: 1280x960 [0924.14] Log: 1280x960 [0924.14] Log: 1280x1024 [0924.14] Log: 1280x1024 [0924.14] Log: 1280x1024 [0924.14] Log: 1280x1024 [0924.14] Log: 1280x1024 [0924.14] Log: 1280x1024 [0924.14] Log: 1280x1024 [0924.14] Log: 1360x768 [0924.14] Log: 1360x768 [0924.14] Log: 1360x768 [0924.14] Log: 1360x768 [0924.14] Log: 1360x768 [0924.14] Log: 1360x768 [0924.14] Log: 1360x768 [0924.14] Log: 1366x768 [0924.14] Log: 1366x768 [0924.14] Log: 1366x768 [0924.14] Log: 1366x768 [0924.14] Log: 1366x768 [0924.14] Log: 1366x768 [0924.14] Log: 1366x768 [0924.14] Log: 1600x900 [0924.14] Log: 1600x900 [0924.14] Log: 1600x900 [0924.14] Log: 1600x900 [0924.14] Log: 1600x900 [0924.14] Log: 1600x900 [0924.14] Log: 1600x900 [0924.14] Log: 1600x1024 [0924.14] Log: 1600x1024 [0924.14] Log: 1600x1024 [0924.14] Log: 1600x1024 [0924.14] Log: 1600x1024 [0924.14] Log: 1600x1024 [0924.14] Log: 1600x1024 [0924.14] Log: 1600x1200 [0924.14] Log: 1600x1200 [0924.14] Log: 1600x1200 [0924.14] Log: 1600x1200 [0924.14] Log: 1600x1200 [0924.14] Log: 1600x1200 [0924.14] Log: 1600x1200 [0924.14] Log: 1680x1050 [0924.14] Log: 1680x1050 [0924.14] Log: 1680x1050 [0924.14] Log: 1680x1050 [0924.14] Log: 1680x1050 [0924.14] Log: 1680x1050 [0924.14] Log: 1680x1050 [0924.14] Log: 1920x1080 [0924.14] Log: 1920x1080 [0924.14] Log: 1920x1080 [0924.14] Log: 1920x1080 [0924.14] Log: 1920x1080 [0924.14] Log: 1920x1080 [0924.14] Log: 1920x1080 [0924.14] Log: 1920x1200 [0924.14] Log: 1920x1200 [0924.14] Log: 1920x1200 [0924.14] Log: 1920x1200 [0924.14] Log: 1920x1200 [0924.14] Log: 1920x1200 [0924.14] Log: 1920x1200 [0924.14] Log: 1920x1440 [0924.14] Log: 1920x1440 [0924.14] Log: 1920x1440 [0924.14] Log: 1920x1440 [0924.14] Log: 1920x1440 [0924.14] Log: 1920x1440 [0924.14] Log: 1920x1440 [0924.14] Log: 2560x1440 [0924.14] Log: 2560x1440 [0924.14] Log: 2560x1440 [0924.14] Log: 2560x1440 [0924.14] Log: 2560x1440 [0924.14] Log: 2560x1440 [0924.14] Log: 2560x1440 [0924.14] Log: 3440x1440 [0924.14] Log: 3440x1440 [0924.14] Log: 3440x1440 [0924.14] Log: 3440x1440 [0924.14] Log: 3440x1440 [0924.14] Log: 3440x1440 [0924.14] Log: 3440x1440 [0924.14] ScriptLog: Unknown Widget: instance73 [0924.14] ScriptLog: Unknown Widget: instance79 [0924.14] ScriptLog: Unknown Widget: Track [0924.14] ScriptLog: Unknown Widget: thumb [0924.15] ScriptLog: Unknown Widget: AdvanceBackButton [0924.15] ScriptLog: Unknown Widget: AdvanceNextButton [0924.15] ScriptLog: Unknown Widget: AdvancedPageNum [0924.15] ScriptLog: Unknown Widget: clip0 [0924.15] ScriptLog: Unknown Widget: clip1 [0924.91] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Click [0924.91] ScriptLog: Unknown Widget: instance248 [0924.91] ScriptLog: Unknown Widget: Track [0924.91] ScriptLog: Unknown Widget: thumb [0924.91] ScriptLog: Unknown Widget: Track [0924.91] ScriptLog: Unknown Widget: thumb [0924.92] ScriptLog: Unknown Widget: Track [0924.92] ScriptLog: Unknown Widget: thumb [0924.92] ScriptLog: Unknown Widget: Track [0924.92] ScriptLog: Unknown Widget: thumb [0924.92] ScriptLog: Unknown Widget: Track [0924.92] ScriptLog: Unknown Widget: thumb [0924.92] ScriptLog: PlayButton found [0924.92] ScriptLog: StopButton found [0924.92] ScriptLog: ShuffleButton found [0924.92] ScriptLog: TrackNameLabel found [0924.92] ScriptLog: MusicTracklist found [0924.92] ScriptLog: Data.label :: JukeBox.JukeBoxList[0] : Full Stop [0924.92] ScriptLog: Data.label :: JukeBox.JukeBoxList[1] : Just do it up [0924.92] ScriptLog: Data.label :: JukeBox.JukeBoxList[2] : Rampage [0924.92] ScriptLog: Data.label :: JukeBox.JukeBoxList[3] : Serenity [0924.92] ScriptLog: Data.label :: JukeBox.JukeBoxList[4] : Stomp [0924.92] ScriptLog: Data.label :: JukeBox.JukeBoxList[5] : The Dead Six [0924.92] ScriptLog: Data.label :: JukeBox.JukeBoxList[6] : Valiant [0924.92] ScriptLog: Data.label :: JukeBox.JukeBoxList[7] : Got a Present For Ya [0924.92] ScriptLog: Data.label :: JukeBox.JukeBoxList[8] : In the Line of Fire [0924.92] ScriptLog: Data.label :: JukeBox.JukeBoxList[9] : Industrial [0924.92] ScriptLog: Data.label :: JukeBox.JukeBoxList[10] : March to Doom [0924.92] ScriptLog: Data.label :: JukeBox.JukeBoxList[11] : Move It [0924.92] ScriptLog: Data.label :: JukeBox.JukeBoxList[12] : No Mercy [0924.92] ScriptLog: Data.label :: JukeBox.JukeBoxList[13] : Act on Instinct [0924.92] ScriptLog: Data.label :: JukeBox.JukeBoxList[14] : Another Present For Ya [0924.92] ScriptLog: Data.label :: JukeBox.JukeBoxList[15] : Blinded [0924.92] ScriptLog: Data.label :: JukeBox.JukeBoxList[16] : On The Prowl [0924.92] ScriptLog: Data.label :: JukeBox.JukeBoxList[17] : Command and Conquer [0924.92] ScriptLog: Data.label :: JukeBox.JukeBoxList[18] : Death Awaits [0924.92] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0924.92] ScriptLog: MusicCheckBoxlist found [0924.92] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0924.92] ScriptLog: MusicTrackScrollBar found [0924.92] ScriptLog: Unknown Widget: Track [0924.92] ScriptLog: Unknown Widget: downArrow [0924.92] ScriptLog: Unknown Widget: upArrow [0924.92] ScriptLog: Unknown Widget: thumb [0924.92] ScriptLog: Unknown Widget: clip0 [0924.92] ScriptLog: Unknown Widget: clip1 [0928.02] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0928.12] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0928.13] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0928.29] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0928.31] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0928.63] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0928.65] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0928.68] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0928.74] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0929.18] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0929.21] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0929.24] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0929.28] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0929.31] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0929.70] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0929.87] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0930.23] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0930.26] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0931.08] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0931.10] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0931.45] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Click [0932.25] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Click [0932.81] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0932.81] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0938.84] ScriptLog: ------------------ [ Setting up ] ------------------ [0938.85] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0938.85] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0938.86] ScriptLog: rxPC.bJustBaughtEngineer= False [0938.86] ScriptLog: rxPC.bJustBaughtHavocSakura= False [0938.86] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Soldier [0938.86] ScriptLog: [0938.86] ScriptLog: OwnedSidearm= Rx_Weapon_Pistol_UnSILENCED [0938.86] ScriptLog: OwnedExplosive= Rx_Weapon_TimedC4 [0938.86] ScriptLog: OwnedItem= None [0938.86] ScriptLog: [0938.86] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol_UnSILENCED [0938.86] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4 [0938.87] ScriptLog: ====================== [0938.87] ScriptLog: Norm explosiveData[0]= Timed C4 [0938.87] ScriptLog: Norm explosiveData[1]= Grenades [0938.87] ScriptLog: Norm explosiveData[2]= Smoke Grenade [0938.87] ScriptLog: Norm explosiveData[3]= EMP Grenade [0938.87] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [0939.78] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0939.78] ScriptLog: Button Pressed? LeftMouseButton [0939.83] ScriptLog: --------------- 9 --------------- [0945.26] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0945.26] ScriptLog: Button Pressed? LeftMouseButton [0945.39] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0945.39] ScriptLog: Button Pressed? LeftMouseButton [0945.54] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0945.54] ScriptLog: Button Pressed? LeftMouseButton [0945.67] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0945.67] ScriptLog: Button Pressed? LeftMouseButton [0945.99] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0945.99] ScriptLog: Button Pressed? LeftMouseButton [0946.06] ScriptLog: --------------- 4 --------------- [0946.39] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0946.39] ScriptLog: Button Pressed? LeftMouseButton [0946.46] ScriptLog: ------------------ SelectPurchase() ------------------ [0946.46] ScriptLog: GFxClikWidget_629 True [0946.46] ScriptLog: Purchase Information :: [0946.46] ScriptLog: Character: Rx_Vehicle_MediumTank [0946.46] ScriptLog: Price: 800 [0946.46] ScriptLog: PlayerCredits: 801.7657 [0946.48] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0946.48] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0946.90] ScriptLog: ------------------ [ Setting up ] ------------------ [0946.91] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0946.91] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0946.92] ScriptLog: rxPC.bJustBaughtEngineer= False [0946.92] ScriptLog: rxPC.bJustBaughtHavocSakura= False [0946.92] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Soldier [0946.92] ScriptLog: [0946.92] ScriptLog: OwnedSidearm= Rx_Weapon_Pistol_UnSILENCED [0946.92] ScriptLog: OwnedExplosive= Rx_Weapon_TimedC4 [0946.92] ScriptLog: OwnedItem= None [0946.92] ScriptLog: [0946.92] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol_UnSILENCED [0946.92] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4 [0946.93] ScriptLog: ====================== [0946.93] ScriptLog: Norm explosiveData[0]= Timed C4 [0946.93] ScriptLog: Norm explosiveData[1]= Grenades [0946.93] ScriptLog: Norm explosiveData[2]= Smoke Grenade [0946.93] ScriptLog: Norm explosiveData[3]= EMP Grenade [0946.93] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [0947.58] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0947.58] ScriptLog: Button Pressed? LeftMouseButton [0947.74] ScriptLog: --------------- 5 --------------- [0947.84] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0947.84] ScriptLog: Button Pressed? LeftMouseButton [0947.90] ScriptLog: ------------------ SelectPurchase() ------------------ [0947.90] ScriptLog: XXX: Rx_InventoryManager_GDI_Engineer [0947.90] ScriptLog: XXX2: Rx_Weapon_Pistol [0947.90] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [0947.90] ScriptLog: GFx EquipmentSidearmData[0]? [0947.90] ScriptLog: GFx EquipExplosivesList[0]? Timed C4 [0947.90] ScriptLog: GetRxFamilyInfo()? Rx_FamilyInfo_GDI_Soldier [0947.90] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_GDI_Soldier [0947.90] ScriptLog: rxPC.Pawn? Rx_Pawn_48 [0947.90] ScriptLog: bJustBaughtEngineer? False [0947.90] ScriptLog: bJustBaughtHavocSakura? False [0947.90] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_TimedC4 [0947.90] ScriptLog: OwnedExplosive? Rx_Weapon_TimedC4 [0947.90] ScriptLog: selected explosive data? None [0947.90] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [0947.92] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0947.92] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0966.76] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_6 [0981.85] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_1567 | SoundCue? The_Dead_Six [0992.47] ScriptWarning: Accessed None 'CommanderTargetingReticule' Rx_CommandMenuChoice_SupportPowers CNC-Tomb.TheWorld:PersistentLevel.Rx_Controller_1.Rx_CommanderMenuHandler_0.Rx_CommandMenuChoice_SupportPowers_0 Function RenX_Game.Rx_CommandMenuChoice_SupportPowers:DoStuff:0099 [1008.14] Log: AActor::SetBase : Bone (VH_Death) not found on Rx_Defence_GuardTower_Nod_1 for UTEmitter_208! [1008.23] Log: AActor::SetBase : Bone (VH_Death) not found on Rx_Defence_GuardTower_Nod_1 for UTEmitter_209! [1009.07] ScriptLog: Turret destroyed [1072.70] Log: ZELC: Component 'RX_VH_Buggy.Mesh.SK_VH_Buggy' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_HUD_1 (Rx_HUD CNC-Tomb.TheWorld:PersistentLevel.Rx_HUD_1) [1081.34] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_50 -> Rx_Building_WeaponsFactory_0 [1081.36] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_50 -> Rx_Building_WeaponsFactory_0 [1081.37] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_50 -> Rx_Building_WeaponsFactory_0 [1081.39] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_50 -> Rx_Building_WeaponsFactory_0 [1081.41] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_50 -> Rx_Building_WeaponsFactory_0 [1091.53] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1091.53] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1094.46] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_2 [1094.46] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_132 [1094.48] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_146 [1120.06] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1120.06] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1131.83] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1131.83] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1143.38] ScriptWarning: Accessed None 'CommanderTargetingReticule' Rx_CommandMenuChoice_SupportPowers CNC-Tomb.TheWorld:PersistentLevel.Rx_Controller_1.Rx_CommanderMenuHandler_1.Rx_CommandMenuChoice_SupportPowers_1 Function RenX_Game.Rx_CommandMenuChoice_SupportPowers:DoStuff:0099 [1171.77] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found! [1185.85] ScriptLog: Turret destroyed [1211.88] ScriptWarning: Divide by zero Rx_Defence_GunEmplacement CNC-Tomb.TheWorld:PersistentLevel.Rx_Defence_GunEmplacement_3 Function UTGame.UTVehicle:DyingVehicle.PlayVehicleExplosionEffect:00F0 [1217.02] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [1218.59] ScriptLog: was unable to find the Constraint!!! [1218.60] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_3) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_0! [1218.60] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1218.60] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [1218.60] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [1218.61] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_3) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_0! [1218.61] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1218.62] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_3) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_0! [1218.62] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1218.64] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_3) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_0! [1218.64] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1218.66] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_3) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_0! [1218.66] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1218.67] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_3) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_0! [1218.67] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1218.69] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_3) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_0! [1218.69] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1218.70] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_3) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_0! [1218.70] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1218.72] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_3) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_0! [1218.72] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1218.74] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_3) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_0! [1218.74] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1218.75] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_3) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_0! [1218.75] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1218.77] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_3) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_0! [1218.77] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1218.79] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_3) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_0! [1218.79] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1218.80] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_3) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_0! [1218.80] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1218.82] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_3) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_0! [1218.82] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1218.83] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1218.85] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1218.87] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1218.88] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1218.90] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1218.91] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1218.93] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1218.95] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1218.96] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1218.98] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1218.99] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1219.01] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1219.03] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1219.04] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1219.06] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1219.08] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1219.09] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1219.11] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1219.12] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1219.14] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1219.16] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1219.17] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_48: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_Blue_2! [1219.27] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [1219.27] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [1219.62] ScriptWarning: Accessed None 'HipBodyInst' Rx_Pawn CNC-Tomb.TheWorld:PersistentLevel.Rx_Pawn_48 Function RenX_Game.Rx_Pawn:DoingDeathAnim:02DE [1219.95] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [1222.03] Log: 'TeamSay': Bad or missing property 'msg' [1223.33] Warning: Failed to find function setRespawnUiCounter for timer in actor Rx_Controller_1 [1228.41] ScriptLog: ------------------ [ Setting up ] ------------------ [1228.43] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1228.43] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1228.43] ScriptLog: rxPC.bJustBaughtEngineer= False [1228.43] ScriptLog: rxPC.bJustBaughtHavocSakura= False [1228.43] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Soldier [1228.43] ScriptLog: [1228.43] ScriptLog: OwnedSidearm= Rx_Weapon_Pistol_UnSILENCED [1228.43] ScriptLog: OwnedExplosive= Rx_Weapon_TimedC4 [1228.43] ScriptLog: OwnedItem= None [1228.43] ScriptLog: [1228.43] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol_UnSILENCED [1228.43] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4 [1228.44] ScriptLog: ====================== [1228.44] ScriptLog: Norm explosiveData[0]= Timed C4 [1228.44] ScriptLog: Norm explosiveData[1]= Grenades [1228.44] ScriptLog: Norm explosiveData[2]= Smoke Grenade [1228.44] ScriptLog: Norm explosiveData[3]= EMP Grenade [1228.44] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [1229.21] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [1229.21] ScriptLog: Button Pressed? LeftMouseButton [1229.28] ScriptLog: --------------- 8 --------------- [1229.81] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [1229.81] ScriptLog: Button Pressed? LeftMouseButton [1229.86] ScriptLog: --------------- 8 --------------- [1229.93] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [1229.93] ScriptLog: Button Pressed? LeftMouseButton [1229.99] ScriptLog: ------------------ SelectPurchase() ------------------ [1229.99] ScriptLog: XXX: Rx_InventoryManager_GDI_Sydney [1229.99] ScriptLog: XXX2: Rx_Weapon_TiberiumFlechetteRifle [1229.99] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [1229.99] ScriptLog: GFx EquipmentSidearmData[0]? [1229.99] ScriptLog: GFx EquipExplosivesList[0]? Timed C4 [1229.99] ScriptLog: GetRxFamilyInfo()? Rx_FamilyInfo_GDI_Soldier [1229.99] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_GDI_Soldier [1229.99] ScriptLog: rxPC.Pawn? Rx_Pawn_58 [1229.99] ScriptLog: bJustBaughtEngineer? False [1229.99] ScriptLog: bJustBaughtHavocSakura? False [1229.99] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_TimedC4 [1229.99] ScriptLog: OwnedExplosive? Rx_Weapon_TimedC4 [1229.99] ScriptLog: selected explosive data? None [1229.99] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [1230.00] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1230.00] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1242.12] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_1567 | SoundCue? March_to_Doom [1244.76] ScriptLog: was unable to find the Constraint!!! [1244.76] Log: USkeletalMeshComponent::GetNxActor() : Could not find bone: b_Spine_3 [1244.77] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_38! [1244.77] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_TiberiumDmg_39! [1244.77] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1244.77] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1244.77] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_3) not found for attached Actor Rx_Emit_HeadShotBloodSpray_342! [1244.77] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_3) not found for attached Actor Rx_Emit_TiberiumDmg_42! [1244.78] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_38! [1244.78] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_TiberiumDmg_39! [1244.78] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1244.78] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1244.80] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_38! [1244.80] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_TiberiumDmg_39! [1244.80] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1244.80] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1244.81] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_38! [1244.81] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1244.81] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1244.83] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_38! [1244.83] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1244.83] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1244.84] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_38! [1244.84] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1244.84] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1244.86] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_38! [1244.86] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1244.86] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1244.88] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_38! [1244.88] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1244.88] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1244.89] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_38! [1244.89] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1244.89] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1244.91] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_38! [1244.91] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1244.91] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1244.93] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_38! [1244.93] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1244.93] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1244.94] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_38! [1244.94] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1244.94] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1244.96] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_38! [1244.96] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1244.96] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1244.97] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_38! [1244.97] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1244.97] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1244.99] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_38! [1244.99] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1244.99] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.01] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_38! [1245.01] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1245.01] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.02] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_38! [1245.02] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1245.02] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.04] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1245.04] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.05] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1245.05] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.07] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1245.07] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.09] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1245.09] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.10] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1245.10] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.12] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1245.12] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.14] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1245.14] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.15] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1245.15] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.17] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1245.17] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.18] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1245.18] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.20] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1245.20] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.22] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1245.22] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.23] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1245.23] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.25] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1245.25] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.26] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1245.26] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.28] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1245.28] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.30] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1245.30] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.31] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1245.31] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.33] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1245.33] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.34] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1245.34] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.36] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1245.36] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.38] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1245.38] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.39] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1245.39] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.41] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1245.41] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.43] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1245.43] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.44] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_40! [1245.44] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.46] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.47] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.49] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.51] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.52] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.54] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.55] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.57] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.59] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1245.60] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_2) not found for attached Actor Rx_Emit_TiberiumDmg_41! [1276.99] ScriptLog: ------------------ [ Setting up ] ------------------ [1277.00] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1277.00] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1277.01] ScriptLog: rxPC.bJustBaughtEngineer= False [1277.01] ScriptLog: rxPC.bJustBaughtHavocSakura= False [1277.01] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Sydney [1277.01] ScriptLog: [1277.01] ScriptLog: OwnedSidearm= Rx_Weapon_TiberiumFlechetteRifle [1277.01] ScriptLog: OwnedExplosive= Rx_Weapon_TimedC4 [1277.01] ScriptLog: OwnedItem= None [1277.01] ScriptLog: [1277.01] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_TiberiumFlechetteRifle [1277.01] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4 [1277.02] ScriptLog: ====================== [1277.02] ScriptLog: Norm explosiveData[0]= Timed C4 [1277.02] ScriptLog: Norm explosiveData[1]= Grenades [1277.02] ScriptLog: Norm explosiveData[2]= Smoke Grenade [1277.02] ScriptLog: Norm explosiveData[3]= EMP Grenade [1277.02] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [1277.22] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [1277.22] ScriptLog: Button Pressed? R [1277.22] ScriptLog: --------------- 6 --------------- [1277.22] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [1277.22] ScriptLog: GFx EquipmentSidearmData[0]? Flechette Rifle [1277.22] ScriptLog: rxPC.CurrentSidearmWeapon? Rx_Weapon_TiberiumFlechetteRifle [1277.22] ScriptLog: OwnedSidearm? Rx_Weapon_TiberiumFlechetteRifle [1277.22] ScriptLog: selected sidearm data? Rx_Weapon_TiberiumFlechetteRifle [1277.22] ScriptLog: Sidearm Loadout is the same as current loadout. loadout not performed!!! [1277.22] ScriptLog: GFx EquipExplosivesList[0]? Timed C4 [1277.22] ScriptLog: GetRxFamilyInfo()? Rx_FamilyInfo_GDI_Sydney [1277.22] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_GDI_Sydney [1277.22] ScriptLog: rxPC.Pawn? Rx_Pawn_58 [1277.22] ScriptLog: bJustBaughtEngineer? False [1277.22] ScriptLog: bJustBaughtHavocSakura? False [1277.22] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_TimedC4 [1277.22] ScriptLog: OwnedExplosive? Rx_Weapon_TimedC4 [1277.22] ScriptLog: selected explosive data? Rx_Weapon_TimedC4 [1277.22] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [1277.23] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1277.23] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1288.72] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1288.72] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1291.20] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1291.20] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1317.49] ScriptLog: ------------------ [ Setting up ] ------------------ [1317.50] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1317.50] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1317.51] ScriptLog: rxPC.bJustBaughtEngineer= False [1317.51] ScriptLog: rxPC.bJustBaughtHavocSakura= False [1317.51] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Sydney [1317.51] ScriptLog: [1317.51] ScriptLog: OwnedSidearm= Rx_Weapon_TiberiumFlechetteRifle [1317.51] ScriptLog: OwnedExplosive= Rx_Weapon_TimedC4 [1317.51] ScriptLog: OwnedItem= None [1317.51] ScriptLog: [1317.51] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_TiberiumFlechetteRifle [1317.51] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4 [1317.52] ScriptLog: ====================== [1317.52] ScriptLog: Norm explosiveData[0]= Timed C4 [1317.52] ScriptLog: Norm explosiveData[1]= Grenades [1317.52] ScriptLog: Norm explosiveData[2]= Smoke Grenade [1317.52] ScriptLog: Norm explosiveData[3]= EMP Grenade [1317.52] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [1317.63] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [1317.63] ScriptLog: Button Pressed? R [1317.63] ScriptLog: --------------- 6 --------------- [1317.63] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [1317.63] ScriptLog: GFx EquipmentSidearmData[0]? Flechette Rifle [1317.63] ScriptLog: rxPC.CurrentSidearmWeapon? Rx_Weapon_TiberiumFlechetteRifle [1317.63] ScriptLog: OwnedSidearm? Rx_Weapon_TiberiumFlechetteRifle [1317.63] ScriptLog: selected sidearm data? Rx_Weapon_TiberiumFlechetteRifle [1317.63] ScriptLog: Sidearm Loadout is the same as current loadout. loadout not performed!!! [1317.63] ScriptLog: GFx EquipExplosivesList[0]? Timed C4 [1317.63] ScriptLog: GetRxFamilyInfo()? Rx_FamilyInfo_GDI_Sydney [1317.63] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_GDI_Sydney [1317.63] ScriptLog: rxPC.Pawn? Rx_Pawn_58 [1317.63] ScriptLog: bJustBaughtEngineer? False [1317.63] ScriptLog: bJustBaughtHavocSakura? False [1317.63] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_TimedC4 [1317.63] ScriptLog: OwnedExplosive? Rx_Weapon_TimedC4 [1317.63] ScriptLog: selected explosive data? Rx_Weapon_TimedC4 [1317.63] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [1317.63] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1317.63] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1329.24] Log: WARNING: Cooking Convex For Actor: CNC-Tomb.TheWorld:PersistentLevel.Rx_Pawn_61 Component: StaticMeshComponent_1769 StaticMesh: RX_CH_Gore.S_CH_Head_Chunk3 (Scale: 1.000000 1.000000 1.000000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects. [1332.35] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.37] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.39] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.40] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.42] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.43] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.45] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.47] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.48] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.50] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.51] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.53] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.55] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.56] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.58] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.60] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.61] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.63] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.64] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.66] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.68] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.69] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.71] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.72] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.74] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.76] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.77] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.79] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.87] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.89] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.90] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.92] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.93] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.95] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.97] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1332.98] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1333.00] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1333.01] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1333.03] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1333.05] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_61 -> StaticMeshActor_594 [1342.02] ScriptLog: ------------------ [ Setting up ] ------------------ [1342.03] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1342.03] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1342.03] ScriptLog: rxPC.bJustBaughtEngineer= False [1342.03] ScriptLog: rxPC.bJustBaughtHavocSakura= False [1342.03] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Sydney [1342.03] ScriptLog: [1342.03] ScriptLog: OwnedSidearm= Rx_Weapon_TiberiumFlechetteRifle [1342.03] ScriptLog: OwnedExplosive= Rx_Weapon_TimedC4 [1342.03] ScriptLog: OwnedItem= None [1342.03] ScriptLog: [1342.03] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_TiberiumFlechetteRifle [1342.03] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4 [1342.04] ScriptLog: ====================== [1342.04] ScriptLog: Norm explosiveData[0]= Timed C4 [1342.04] ScriptLog: Norm explosiveData[1]= Grenades [1342.04] ScriptLog: Norm explosiveData[2]= Smoke Grenade [1342.04] ScriptLog: Norm explosiveData[3]= EMP Grenade [1342.04] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [1342.19] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [1342.19] ScriptLog: Button Pressed? R [1342.19] ScriptLog: --------------- 6 --------------- [1342.19] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [1342.19] ScriptLog: GFx EquipmentSidearmData[0]? Flechette Rifle [1342.19] ScriptLog: rxPC.CurrentSidearmWeapon? Rx_Weapon_TiberiumFlechetteRifle [1342.19] ScriptLog: OwnedSidearm? Rx_Weapon_TiberiumFlechetteRifle [1342.19] ScriptLog: selected sidearm data? Rx_Weapon_TiberiumFlechetteRifle [1342.19] ScriptLog: Sidearm Loadout is the same as current loadout. loadout not performed!!! [1342.19] ScriptLog: GFx EquipExplosivesList[0]? Timed C4 [1342.19] ScriptLog: GetRxFamilyInfo()? Rx_FamilyInfo_GDI_Sydney [1342.19] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_GDI_Sydney [1342.19] ScriptLog: rxPC.Pawn? Rx_Pawn_58 [1342.19] ScriptLog: bJustBaughtEngineer? False [1342.19] ScriptLog: bJustBaughtHavocSakura? False [1342.19] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_TimedC4 [1342.19] ScriptLog: OwnedExplosive? Rx_Weapon_TimedC4 [1342.19] ScriptLog: selected explosive data? Rx_Weapon_TimedC4 [1342.19] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [1342.20] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1342.20] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1343.97] Log: ZELC: Component 'RX_DEF_GunEmplacement.Mesh.SK_DEF_GunEmplacement' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_HUD_1 (Rx_HUD CNC-Tomb.TheWorld:PersistentLevel.Rx_HUD_1) [1359.97] Warning: GetSocketWorldLocationAndRotation : Could not find socket 'ForeArmIK' in 'SK_WP_ATMine_3P' [1362.61] ScriptWarning: Accessed None 'RepairStartAC' Rx_Building_RepairFacility_Nod_Internals CNC-Tomb.TheWorld:PersistentLevel.Rx_Building_RepairFacility_Nod_Internals_0 Function RenX_Game.Rx_Building_RepairFacility_Internals:PlaySpinup1:00C6 [1368.50] ScriptWarning: Accessed None 'RepairStopAC' Rx_Building_RepairFacility_Nod_Internals CNC-Tomb.TheWorld:PersistentLevel.Rx_Building_RepairFacility_Nod_Internals_0 Function RenX_Game.Rx_Building_RepairFacility_Internals:PlaySpindown1:004A [1368.50] ScriptWarning: Accessed None 'RepairStartAC' Rx_Building_RepairFacility_Nod_Internals CNC-Tomb.TheWorld:PersistentLevel.Rx_Building_RepairFacility_Nod_Internals_0 Function RenX_Game.Rx_Building_RepairFacility_Internals:PlaySpindown1:0069 [1379.61] ScriptLog: ------------------ [ Setting up ] ------------------ [1379.62] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1379.62] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1379.62] ScriptLog: rxPC.bJustBaughtEngineer= False [1379.62] ScriptLog: rxPC.bJustBaughtHavocSakura= False [1379.62] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Sydney [1379.62] ScriptLog: [1379.62] ScriptLog: OwnedSidearm= Rx_Weapon_TiberiumFlechetteRifle [1379.62] ScriptLog: OwnedExplosive= Rx_Weapon_TimedC4 [1379.62] ScriptLog: OwnedItem= None [1379.62] ScriptLog: [1379.62] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_TiberiumFlechetteRifle [1379.62] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4 [1379.63] ScriptLog: ====================== [1379.63] ScriptLog: Norm explosiveData[0]= Timed C4 [1379.63] ScriptLog: Norm explosiveData[1]= Grenades [1379.63] ScriptLog: Norm explosiveData[2]= Smoke Grenade [1379.63] ScriptLog: Norm explosiveData[3]= EMP Grenade [1379.63] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [1379.79] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [1379.79] ScriptLog: Button Pressed? R [1379.79] ScriptLog: --------------- 6 --------------- [1379.79] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [1379.79] ScriptLog: GFx EquipmentSidearmData[0]? Flechette Rifle [1379.79] ScriptLog: rxPC.CurrentSidearmWeapon? Rx_Weapon_TiberiumFlechetteRifle [1379.79] ScriptLog: OwnedSidearm? Rx_Weapon_TiberiumFlechetteRifle [1379.79] ScriptLog: selected sidearm data? Rx_Weapon_TiberiumFlechetteRifle [1379.79] ScriptLog: Sidearm Loadout is the same as current loadout. loadout not performed!!! [1379.79] ScriptLog: GFx EquipExplosivesList[0]? Timed C4 [1379.79] ScriptLog: GetRxFamilyInfo()? Rx_FamilyInfo_GDI_Sydney [1379.79] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_GDI_Sydney [1379.79] ScriptLog: rxPC.Pawn? Rx_Pawn_58 [1379.79] ScriptLog: bJustBaughtEngineer? False [1379.79] ScriptLog: bJustBaughtHavocSakura? False [1379.79] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_TimedC4 [1379.79] ScriptLog: OwnedExplosive? Rx_Weapon_TimedC4 [1379.79] ScriptLog: selected explosive data? Rx_Weapon_TimedC4 [1379.79] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [1379.79] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1379.79] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1381.67] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [1406.71] ScriptLog: ------------------ [ Setting up ] ------------------ [1406.72] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1406.72] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1406.73] ScriptLog: rxPC.bJustBaughtEngineer= False [1406.73] ScriptLog: rxPC.bJustBaughtHavocSakura= False [1406.73] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Sydney [1406.73] ScriptLog: [1406.73] ScriptLog: OwnedSidearm= Rx_Weapon_TiberiumFlechetteRifle [1406.73] ScriptLog: OwnedExplosive= Rx_Weapon_TimedC4 [1406.73] ScriptLog: OwnedItem= None [1406.73] ScriptLog: [1406.73] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_TiberiumFlechetteRifle [1406.73] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4 [1406.74] ScriptLog: ====================== [1406.74] ScriptLog: Norm explosiveData[0]= Timed C4 [1406.74] ScriptLog: Norm explosiveData[1]= Grenades [1406.74] ScriptLog: Norm explosiveData[2]= Smoke Grenade [1406.74] ScriptLog: Norm explosiveData[3]= EMP Grenade [1406.74] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [1406.89] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [1406.89] ScriptLog: Button Pressed? R [1406.89] ScriptLog: --------------- 6 --------------- [1406.89] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [1406.89] ScriptLog: GFx EquipmentSidearmData[0]? Flechette Rifle [1406.89] ScriptLog: rxPC.CurrentSidearmWeapon? Rx_Weapon_TiberiumFlechetteRifle [1406.89] ScriptLog: OwnedSidearm? Rx_Weapon_TiberiumFlechetteRifle [1406.89] ScriptLog: selected sidearm data? Rx_Weapon_TiberiumFlechetteRifle [1406.89] ScriptLog: Sidearm Loadout is the same as current loadout. loadout not performed!!! [1406.89] ScriptLog: GFx EquipExplosivesList[0]? Timed C4 [1406.89] ScriptLog: GetRxFamilyInfo()? Rx_FamilyInfo_GDI_Sydney [1406.89] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_GDI_Sydney [1406.89] ScriptLog: rxPC.Pawn? Rx_Pawn_58 [1406.89] ScriptLog: bJustBaughtEngineer? False [1406.89] ScriptLog: bJustBaughtHavocSakura? False [1406.89] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_TimedC4 [1406.89] ScriptLog: OwnedExplosive? Rx_Weapon_TimedC4 [1406.89] ScriptLog: selected explosive data? Rx_Weapon_TimedC4 [1406.89] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [1406.89] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1406.89] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1407.31] ScriptLog: ------------------ [ Setting up ] ------------------ [1407.32] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1407.32] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1407.33] ScriptLog: rxPC.bJustBaughtEngineer= False [1407.33] ScriptLog: rxPC.bJustBaughtHavocSakura= False [1407.33] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Sydney [1407.33] ScriptLog: [1407.33] ScriptLog: OwnedSidearm= Rx_Weapon_TiberiumFlechetteRifle [1407.33] ScriptLog: OwnedExplosive= Rx_Weapon_TimedC4 [1407.33] ScriptLog: OwnedItem= None [1407.33] ScriptLog: [1407.33] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_TiberiumFlechetteRifle [1407.33] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4 [1407.34] ScriptLog: ====================== [1407.34] ScriptLog: Norm explosiveData[0]= Timed C4 [1407.34] ScriptLog: Norm explosiveData[1]= Grenades [1407.34] ScriptLog: Norm explosiveData[2]= Smoke Grenade [1407.34] ScriptLog: Norm explosiveData[3]= EMP Grenade [1407.34] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [1408.05] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [1408.05] ScriptLog: Button Pressed? LeftMouseButton [1408.13] ScriptLog: --------------- 7 --------------- [1408.76] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [1408.76] ScriptLog: Button Pressed? LeftMouseButton [1408.81] ScriptLog: --------------- 1 --------------- [1408.87] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [1408.87] ScriptLog: Button Pressed? LeftMouseButton [1408.92] ScriptLog: ------------------ SelectPurchase() ------------------ [1408.92] ScriptLog: Purchase Information :: [1408.92] ScriptLog: Character: Rx_Weapon_IonCannonBeacon [1408.92] ScriptLog: Price: 1000 [1408.92] ScriptLog: PlayerCredits: 1067.4247 [1408.94] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1408.94] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1431.62] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_1567 | SoundCue? Act_on_Instinct [1441.69] ScriptLog: ------------------ [ Setting up ] ------------------ [1441.70] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1441.70] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1441.71] ScriptLog: rxPC.bJustBaughtEngineer= False [1441.71] ScriptLog: rxPC.bJustBaughtHavocSakura= False [1441.71] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Sydney [1441.71] ScriptLog: [1441.71] ScriptLog: OwnedSidearm= Rx_Weapon_TiberiumFlechetteRifle [1441.71] ScriptLog: OwnedExplosive= Rx_Weapon_TimedC4 [1441.71] ScriptLog: OwnedItem= None [1441.71] ScriptLog: [1441.71] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_TiberiumFlechetteRifle [1441.71] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4 [1441.72] ScriptLog: ====================== [1441.72] ScriptLog: Norm explosiveData[0]= Timed C4 [1441.72] ScriptLog: Norm explosiveData[1]= Grenades [1441.72] ScriptLog: Norm explosiveData[2]= Smoke Grenade [1441.72] ScriptLog: Norm explosiveData[3]= EMP Grenade [1441.72] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [1441.84] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [1441.84] ScriptLog: Button Pressed? R [1441.84] ScriptLog: --------------- 6 --------------- [1441.84] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [1441.84] ScriptLog: GFx EquipmentSidearmData[0]? Flechette Rifle [1441.84] ScriptLog: rxPC.CurrentSidearmWeapon? Rx_Weapon_TiberiumFlechetteRifle [1441.84] ScriptLog: OwnedSidearm? Rx_Weapon_TiberiumFlechetteRifle [1441.84] ScriptLog: selected sidearm data? Rx_Weapon_TiberiumFlechetteRifle [1441.84] ScriptLog: Sidearm Loadout is the same as current loadout. loadout not performed!!! [1441.84] ScriptLog: GFx EquipExplosivesList[0]? Timed C4 [1441.84] ScriptLog: GetRxFamilyInfo()? Rx_FamilyInfo_GDI_Sydney [1441.84] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_GDI_Sydney [1441.84] ScriptLog: rxPC.Pawn? Rx_Pawn_58 [1441.84] ScriptLog: bJustBaughtEngineer? False [1441.84] ScriptLog: bJustBaughtHavocSakura? False [1441.84] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_TimedC4 [1441.84] ScriptLog: OwnedExplosive? Rx_Weapon_TimedC4 [1441.84] ScriptLog: selected explosive data? Rx_Weapon_TimedC4 [1441.84] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [1441.85] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1441.85] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1463.02] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1463.02] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1477.13] Warning: Failed to find function GotoStealthed for timer in actor Rx_Pawn_SBH_0 [1488.49] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found! [1515.24] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [1515.24] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [1515.24] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_5 [1515.24] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [1515.24] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [1515.24] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found! [1529.66] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found! [1535.22] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [1539.95] Warning: Failed to find function setRespawnUiCounter for timer in actor Rx_Controller_1 [1554.72] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1554.72] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1570.96] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [1575.69] Warning: Failed to find function setRespawnUiCounter for timer in actor Rx_Controller_1 [1575.83] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1575.83] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1581.39] ScriptWarning: Accessed None 'CommanderTargetingReticule' Rx_CommandMenuChoice_SupportPowers CNC-Tomb.TheWorld:PersistentLevel.Rx_Controller_1.Rx_CommanderMenuHandler_2.Rx_CommandMenuChoice_SupportPowers_2 Function RenX_Game.Rx_CommandMenuChoice_SupportPowers:DoStuff:0099 [1589.62] ScriptLog: ------------------ [ Setting up ] ------------------ [1589.63] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1589.63] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1589.64] ScriptLog: rxPC.bJustBaughtEngineer= False [1589.64] ScriptLog: rxPC.bJustBaughtHavocSakura= False [1589.64] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Soldier [1589.64] ScriptLog: [1589.64] ScriptLog: OwnedSidearm= Rx_Weapon_Pistol_UnSILENCED [1589.64] ScriptLog: OwnedExplosive= Rx_Weapon_TimedC4 [1589.64] ScriptLog: OwnedItem= None [1589.64] ScriptLog: [1589.64] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol_UnSILENCED [1589.64] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4 [1589.65] ScriptLog: ====================== [1589.65] ScriptLog: Norm explosiveData[0]= Timed C4 [1589.65] ScriptLog: Norm explosiveData[1]= Grenades [1589.65] ScriptLog: Norm explosiveData[2]= Smoke Grenade [1589.65] ScriptLog: Norm explosiveData[3]= EMP Grenade [1589.65] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [1590.36] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [1590.36] ScriptLog: Button Pressed? LeftMouseButton [1590.41] ScriptLog: --------------- 5 --------------- [1592.32] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [1592.32] ScriptLog: Button Pressed? LeftMouseButton [1592.38] ScriptLog: --------------- 8 --------------- [1594.28] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [1594.28] ScriptLog: Button Pressed? LeftMouseButton [1594.38] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [1594.38] ScriptLog: GFx EquipmentSidearmData[0]? [1594.38] ScriptLog: GFx EquipExplosivesList[0]? Timed C4 [1594.38] ScriptLog: GetRxFamilyInfo()? Rx_FamilyInfo_GDI_Soldier [1594.38] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_GDI_Soldier [1594.38] ScriptLog: rxPC.Pawn? Rx_Pawn_81 [1594.38] ScriptLog: bJustBaughtEngineer? False [1594.38] ScriptLog: bJustBaughtHavocSakura? False [1594.38] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_TimedC4 [1594.38] ScriptLog: OwnedExplosive? Rx_Weapon_TimedC4 [1594.38] ScriptLog: selected explosive data? Rx_Weapon_TimedC4 [1594.38] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [1594.40] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1594.40] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1596.50] ScriptLog: ------------------ [ Setting up ] ------------------ [1596.51] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1596.51] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1596.51] ScriptLog: rxPC.bJustBaughtEngineer= False [1596.51] ScriptLog: rxPC.bJustBaughtHavocSakura= False [1596.51] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Soldier [1596.51] ScriptLog: [1596.51] ScriptLog: OwnedSidearm= Rx_Weapon_Pistol_UnSILENCED [1596.51] ScriptLog: OwnedExplosive= Rx_Weapon_TimedC4 [1596.51] ScriptLog: OwnedItem= None [1596.51] ScriptLog: [1596.51] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol_UnSILENCED [1596.51] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4 [1596.52] ScriptLog: ====================== [1596.52] ScriptLog: Norm explosiveData[0]= Timed C4 [1596.52] ScriptLog: Norm explosiveData[1]= Grenades [1596.52] ScriptLog: Norm explosiveData[2]= Smoke Grenade [1596.52] ScriptLog: Norm explosiveData[3]= EMP Grenade [1596.52] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [1597.23] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [1597.23] ScriptLog: Button Pressed? LeftMouseButton [1597.28] ScriptLog: --------------- 8 --------------- [1598.14] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [1598.14] ScriptLog: Button Pressed? LeftMouseButton [1598.20] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [1598.20] ScriptLog: GFx EquipmentSidearmData[0]? [1598.20] ScriptLog: GFx EquipExplosivesList[0]? Timed C4 [1598.20] ScriptLog: GetRxFamilyInfo()? Rx_FamilyInfo_GDI_Soldier [1598.20] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_GDI_Soldier [1598.20] ScriptLog: rxPC.Pawn? Rx_Pawn_81 [1598.20] ScriptLog: bJustBaughtEngineer? False [1598.20] ScriptLog: bJustBaughtHavocSakura? False [1598.20] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_TimedC4 [1598.20] ScriptLog: OwnedExplosive? Rx_Weapon_TimedC4 [1598.20] ScriptLog: selected explosive data? Rx_Weapon_TimedC4 [1598.20] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [1598.25] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1598.25] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1598.94] ScriptLog: ------------------ [ Setting up ] ------------------ [1598.95] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1598.95] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1598.96] ScriptLog: rxPC.bJustBaughtEngineer= False [1598.96] ScriptLog: rxPC.bJustBaughtHavocSakura= False [1598.96] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Soldier [1598.96] ScriptLog: [1598.96] ScriptLog: OwnedSidearm= Rx_Weapon_Pistol_UnSILENCED [1598.96] ScriptLog: OwnedExplosive= Rx_Weapon_TimedC4 [1598.96] ScriptLog: OwnedItem= None [1598.96] ScriptLog: [1598.96] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol_UnSILENCED [1598.96] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4 [1598.97] ScriptLog: ====================== [1598.97] ScriptLog: Norm explosiveData[0]= Timed C4 [1598.97] ScriptLog: Norm explosiveData[1]= Grenades [1598.97] ScriptLog: Norm explosiveData[2]= Smoke Grenade [1598.97] ScriptLog: Norm explosiveData[3]= EMP Grenade [1598.97] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [1602.76] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [1602.76] ScriptLog: Button Pressed? LeftMouseButton [1602.82] ScriptLog: --------------- 6 --------------- [1602.82] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [1602.82] ScriptLog: GFx EquipmentSidearmData[0]? [1602.82] ScriptLog: GFx EquipExplosivesList[0]? Timed C4 [1602.82] ScriptLog: GetRxFamilyInfo()? Rx_FamilyInfo_GDI_Soldier [1602.82] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_GDI_Soldier [1602.82] ScriptLog: rxPC.Pawn? Rx_Pawn_81 [1602.82] ScriptLog: bJustBaughtEngineer? False [1602.82] ScriptLog: bJustBaughtHavocSakura? False [1602.82] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_TimedC4 [1602.82] ScriptLog: OwnedExplosive? Rx_Weapon_TimedC4 [1602.82] ScriptLog: selected explosive data? Rx_Weapon_TimedC4 [1602.82] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [1602.83] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1602.83] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1637.29] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_1567 | SoundCue? The_Dead_Six [1671.63] ScriptWarning: Divide by zero Rx_Defence_GunEmplacement CNC-Tomb.TheWorld:PersistentLevel.Rx_Defence_GunEmplacement_2 Function UTGame.UTVehicle:DyingVehicle.PlayVehicleExplosionEffect:00F0 [1680.42] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found! [1683.02] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found! [1683.94] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1683.94] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1683.94] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? True | AC? AudioComponent_1567 | SoundCue? Another_Present_For_Ya [1693.45] ScriptLog: Scoreboard : Creating vote list... [1693.46] ScriptWarning: WARN: Map not registered yet: Tomb Rx_GFxUIScoreboard Transient.Rx_GFxUIScoreboard_1 Function RenX_Game.Rx_GFxUIScoreboard:GetMapFriendlyName:01D9 [1729.48] NetComeGo: Close TcpNetDriver_1 TcpipConnection_1 51.195.140.84:7500 08/21/20 18:13:27 [1729.48] Exit: TcpNetDriver_1 shut down [1729.48] Init: WinSock: Socket queue 32768 / 32768 [1729.48] Log: Host name resolution completed [1736.26] Log: LoadMap: officialeu.tyrant.gg:7500/CNC-Walls?Name=KCRITON?Team=255?game=RenX_Game.Rx_Game [1736.27] Log: --- LOADING MOVIE START --- [1736.43] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [1736.45] ScriptWarning: Accessed None 'Game' Rx_Controller CNC-Tomb.TheWorld:PersistentLevel.Rx_Controller_1 Function RenX_Game.Rx_Controller:ClearOnlineDelegates:003F [1736.45] ScriptWarning: Accessed None Rx_Controller CNC-Tomb.TheWorld:PersistentLevel.Rx_Controller_1 Function RenX_Game.Rx_Controller:ClearOnlineDelegates:0053 [1736.45] ScriptWarning: Accessed None 'Game' Rx_Controller CNC-Tomb.TheWorld:PersistentLevel.Rx_Controller_1 Function RenX_Game.Rx_Controller:ClearOnlineDelegates:00A7 [1736.45] ScriptWarning: Accessed None Rx_Controller CNC-Tomb.TheWorld:PersistentLevel.Rx_Controller_1 Function RenX_Game.Rx_Controller:ClearOnlineDelegates:00BB [1736.45] ScriptLog: ======================= Rx_HUD ========================= [1736.45] ScriptLog: Scoreboard.bMovieIsOpen? False [1736.45] ScriptLog: GIHudMovie.bMovieIsOpen? False [1736.79] ScriptLog: LocalPlayer::StaticOnServerConnectionClose: Couldn't find local client auth session [1736.79] ScriptLog: LocalPlayer::StaticOnServerConnectionClose: Couldn't find server auth session [1738.06] Log: Missing cached shader map for material M_RockMaster_Sandblend2, quality 0, compiling. [1738.06] Warning: Warning, Failed to compile Material CNC-Walls.Materials.M_RockMaster_Sandblend2 for platform PC-D3D-SM3, Default Material will be used in game. [1740.13] Log: Primary PhysX scene will be in software. [1740.13] Log: Creating Primary PhysX Scene. [1740.23] Log: Bringing World CNC-Walls.TheWorld up for play (1429) at 2020.08.21-18.13.38 [1740.30] Log: Bringing up level for play took: 0.404792 [1740.30] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [1740.30] Warning: Warning, Failed to find object 'Class None.' [1740.30] Log: PlayerController class for the pending level is PlayerController [1740.30] Log: ########### Finished loading level: 4.032684 seconds [1740.65] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Walls.TheWorld:PersistentLevel.PlayerController_2 Function Engine.PlayerController:AdjustHUDRenderSize:000D [1740.65] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Walls.TheWorld:PersistentLevel.PlayerController_2 Function Engine.PlayerController:AdjustHUDRenderSize:006F [1740.65] ScriptWarning: Accessed None 'PlayerReplicationInfo' Rx_Controller CNC-Walls.TheWorld:PersistentLevel.Rx_Controller_2 Function RenX_Game.Rx_Controller:PostBeginPlay:0212 [1740.67] Log: Current scalability system settings: [1740.67] Log: StaticDecals = FALSE (Whether to allow static decals.) [1740.67] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [1740.67] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [1740.67] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [1740.67] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [1740.67] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [1740.67] Log: MotionBlur = TRUE (Whether to allow motion blur.) [1740.67] Log: DepthOfField = TRUE (Whether to allow depth of field.) [1740.67] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [1740.67] Log: Bloom = TRUE (Whether to allow bloom.) [1740.67] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [1740.67] Log: Distortion = TRUE (Whether to allow distortion.) [1740.67] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [1740.67] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [1740.67] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [1740.67] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [1740.67] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [1740.67] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [1740.67] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [1740.67] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [1740.67] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [1740.67] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [1740.67] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [1740.67] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [1740.67] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [1740.67] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [1740.67] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [1740.67] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [1740.67] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [1740.67] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [1740.67] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [1740.67] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [1740.67] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [1740.67] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [1740.67] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [1740.67] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [1740.67] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [1740.67] Log: Current preference system settings: [1740.67] Log: UseVsync = FALSE (Whether to use VSync or not.) [1740.67] Log: Fullscreen = TRUE (Fullscreen.) [1740.67] Log: ResX = 3440 (Screen X resolution.) [1740.67] Log: ResY = 1440 (Screen Y resolution.) [1740.67] Log: Current debug system settings: [1740.67] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [1740.67] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [1740.67] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [1740.67] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [1740.67] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [1740.67] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [1740.67] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [1740.67] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [1740.67] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [1740.67] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [1740.67] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [1740.67] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [1740.67] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [1740.67] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [1740.67] Log: bAllowTemporalAA = FALSE (UKNOWN) [1740.67] Log: TemporalAA_MinDepth = 500 (UKNOWN) [1740.67] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [1740.67] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [1740.67] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [1740.67] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [1740.67] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [1740.67] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [1740.67] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [1740.67] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [1740.67] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [1740.67] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [1740.67] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [1740.67] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [1740.67] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [1740.67] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [1740.67] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [1740.67] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [1740.67] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [1740.67] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [1740.67] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [1740.67] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [1740.67] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [1740.67] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [1740.67] Log: Current unknown system settings: [1740.67] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [1740.67] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [1740.67] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [1740.67] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [1740.67] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [1740.67] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [1740.67] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [1740.67] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [1740.67] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [1740.67] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [1740.67] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [1740.67] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [1740.67] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [1740.67] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [1740.67] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [1740.67] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [1740.67] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [1740.67] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [1740.67] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [1740.67] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [1740.67] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [1740.67] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [1740.67] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [1740.67] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [1740.67] 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.) [1740.67] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [1740.67] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [1740.67] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [1740.67] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [1740.67] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [1740.67] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [1740.67] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [1740.67] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [1740.67] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [1740.67] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [1740.67] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [1740.67] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [1740.67] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [1740.67] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [1740.67] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [1740.67] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [1740.67] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [1740.67] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [1740.67] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [1740.67] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [1740.67] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [1740.67] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [1740.67] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [1740.67] 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).) [1740.67] Log: MobileLightShaftScale = 1 (UNKNOWN.) [1740.67] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [1740.67] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [1740.67] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [1740.67] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [1740.67] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [1740.67] 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) [1740.67] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [1740.67] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [1740.67] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [1740.67] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [1740.67] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [1740.67] 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).) [1740.67] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [1740.67] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [1740.67] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [1740.67] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [1740.67] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [1740.67] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [1740.67] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [1740.67] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [1740.67] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [1740.67] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [1740.67] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [1740.67] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [1740.67] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [1740.67] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [1740.67] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [1740.67] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [1740.68] Log: Listing all sound classes. [1740.68] Log: Class 'Item' has 32 resident sounds taking 3745.09 kb, and 1 real time sounds taking 8.89 kb [1740.68] Log: Class 'Vehicle' has 41 resident sounds taking 14891.49 kb, and 1 real time sounds taking 48.00 kb [1740.68] Log: Class 'Weapon' has 270 resident sounds taking 70453.30 kb, and 7 real time sounds taking 487.58 kb [1740.68] Log: Class 'Character' has 182 resident sounds taking 8698.73 kb [1740.68] Log: Class 'SFX' has 81 resident sounds taking 25629.31 kb, and 10 real time sounds taking 711.13 kb [1740.68] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [1740.68] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [1740.68] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb [1740.68] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 23 real time sounds taking 47214.76 kb [1740.68] Log: Class 'Ambient' has 36 resident sounds taking 15229.44 kb, and 23 real time sounds taking 2969.96 kb [1740.68] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [1740.68] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [1740.68] Log: Class 'Master' has 1 resident sounds taking 311.84 kb [1740.68] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [1740.68] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [1740.68] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [1740.68] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [1740.68] Log: Class 'UnGrouped' has 605 resident sounds taking 88679.98 kb, and 109 real time sounds taking 2473.76 kb [1740.68] Log: 1596 total sounds in 18 classes [1740.68] ScriptLog: MusicComp.CurrentVolume? 0.0000 [1740.68] ScriptLog: Rx_HUD::Jukebox SystemSettingsHandler.bAutostartMusic:'True' [1740.68] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1740.68] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1740.69] Warning: Warning, Failed to load 'Font None.Arial': Failed to find object 'Font None.Arial' [1740.70] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1740.70] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1740.70] Error: StopLocalVoiceProcessing: Ignoring stop request for non-owning user [1740.70] ScriptLog: PositionModX : 0.0000 [1740.70] ScriptLog: PositionModY : 173.3721 [1740.70] ScriptLog: PositionModX : 0.0000 [1740.70] ScriptLog: PositionModY : 173.3721 [1740.71] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [1740.71] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [1740.71] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [1740.71] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [1740.71] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [1740.71] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [1740.71] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Walls.TheWorld:PersistentLevel.Rx_Building_Barracks_Internals_1.SkeletalMeshComponent_1961 RX_BU_Barracks.Mesh.SK_BU_GDI_BAR 1 0 1 0 [1740.72] Log: WARNING: Cooking Convex For Actor: CNC-Walls.TheWorld:PersistentLevel.Rx_BuildingAttachment_AirElevator_0 Component: StaticMeshComponent_2398 StaticMesh: RX_BU_AirStrip.Mesh.SM_BU_AirTower_Elevator (Scale: 1.000000 1.000000 1.000000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects. [1740.72] Warning: Failed to find function RecoverVignette for timer in actor Rx_HUD_2 [1740.72] Warning: Failed to find function AttamptCacheBuildings for timer in actor Rx_HUD_2 [1741.10] Log: --- LOADING MOVIE TIME: 4.82 sec --- [1741.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [1741.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [1741.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [1741.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [1741.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [1741.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [1741.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [1741.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [1741.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [1741.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [1741.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [1741.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [1741.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [1741.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [1741.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [1741.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [1741.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [1741.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [1741.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [1741.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [1741.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [1741.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [1741.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [1741.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [1741.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [1741.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [1741.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [1741.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [1742.04] ScriptWarning: Accessed None 'Canvas' Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_2 Function RenX_Game.Rx_HUD:HandleSetShowScores:0089 [1742.04] ScriptWarning: Accessed None 'Canvas' Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_2 Function RenX_Game.Rx_HUD:HandleSetShowScores:00A9 [1742.06] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1742.06] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1744.44] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1744.44] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1746.05] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1746.05] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1750.26] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1750.26] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1752.94] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1752.94] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1756.59] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1756.59] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1757.91] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1757.91] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1759.05] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1759.05] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1761.09] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1761.09] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1762.38] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1762.38] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionMultiplier [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionContrast [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalSecondaryParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalSecondaryParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalSecondaryParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalSecondaryParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalSecondaryParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalSecondaryParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalSecondaryParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalSecondaryParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalSecondaryParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalSecondaryParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalSecondaryParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalSecondaryParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalSecondaryParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalSecondaryParticleValue [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: AddTranslucent_Bias [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: AddTranslucent_Bias [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Effect_Multiplier [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Effect_Multiplier [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Visibility_Multiplier [1790.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Visibility_Multiplier [1790.99] Log: Assembled 603 auto-complete commands, manual: 92, exec: 482, kismet: 0 [1821.37] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [1825.16] Warning: Failed to find function setRespawnUiCounter for timer in actor Rx_Controller_2 [1869.65] ScriptWarning: Accessed None 'Canvas' Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_2 Function RenX_Game.Rx_HUD:HandleSetShowScores:0089 [1869.65] ScriptWarning: Accessed None 'Canvas' Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_2 Function RenX_Game.Rx_HUD:HandleSetShowScores:00A9 [1869.68] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1869.68] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1871.10] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1871.10] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1877.67] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_5 [1893.49] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [1897.26] Warning: Failed to find function setRespawnUiCounter for timer in actor Rx_Controller_2 [1900.96] Log: 'Say': Bad or missing property 'msg' [1905.35] Log: ZELC: Component 'RX_VH_Buggy.Mesh.SK_VH_Buggy' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_HUD_2 (Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_2) [1906.33] Log: ZELC: Component 'RX_VH_Buggy.Mesh.SK_VH_Buggy' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_HUD_2 (Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_2) [1907.59] Log: ZELC: Component 'RX_VH_Buggy.Mesh.SK_VH_Buggy' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_HUD_2 (Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_2) [1909.40] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_4381 | SoundCue? In_the_Line_of_Fire [1909.74] Log: ZELC: Component 'RX_VH_Buggy.Mesh.SK_VH_Buggy' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_HUD_2 (Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_2) [1909.75] Log: ZELC: Component 'RX_VH_Buggy.Mesh.SK_VH_Buggy' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_HUD_2 (Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_2) [1909.79] Log: ZELC: Component 'RX_VH_Buggy.Mesh.SK_VH_Buggy' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_HUD_2 (Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_2) [1909.87] Log: ZELC: Component 'RX_VH_Buggy.Mesh.SK_VH_Buggy' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_HUD_2 (Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_2) [1909.88] Log: ZELC: Component 'RX_VH_Buggy.Mesh.SK_VH_Buggy' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_HUD_2 (Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_2) [1909.90] Log: ZELC: Component 'RX_VH_Buggy.Mesh.SK_VH_Buggy' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_HUD_2 (Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_2) [1909.92] Log: ZELC: Component 'RX_VH_Buggy.Mesh.SK_VH_Buggy' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_HUD_2 (Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_2) [1909.93] Log: ZELC: Component 'RX_VH_Buggy.Mesh.SK_VH_Buggy' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_HUD_2 (Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_2) [1909.95] Log: ZELC: Component 'RX_VH_Buggy.Mesh.SK_VH_Buggy' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_HUD_2 (Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_2) [1910.00] Log: ZELC: Component 'RX_VH_Buggy.Mesh.SK_VH_Buggy' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_HUD_2 (Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_2) [1910.01] Log: ZELC: Component 'RX_VH_Buggy.Mesh.SK_VH_Buggy' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_HUD_2 (Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_2) [1910.03] Log: ZELC: Component 'RX_VH_Buggy.Mesh.SK_VH_Buggy' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_HUD_2 (Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_2) [1910.19] Log: ZELC: Component 'RX_VH_Buggy.Mesh.SK_VH_Buggy' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_HUD_2 (Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_2) [1910.21] Log: ZELC: Component 'RX_VH_Buggy.Mesh.SK_VH_Buggy' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_HUD_2 (Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_2) [1910.22] Log: ZELC: Component 'RX_VH_Buggy.Mesh.SK_VH_Buggy' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_HUD_2 (Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_2) [1910.24] Log: ZELC: Component 'RX_VH_Buggy.Mesh.SK_VH_Buggy' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_HUD_2 (Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_2) [1938.35] ScriptLog: ------------------ [ Setting up ] ------------------ [1938.36] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1938.36] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1938.37] ScriptLog: rxPC.bJustBaughtEngineer= False [1938.37] ScriptLog: rxPC.bJustBaughtHavocSakura= False [1938.37] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Soldier [1938.37] ScriptLog: [1938.37] ScriptLog: OwnedSidearm= Rx_Weapon_Pistol_UnSILENCED [1938.37] ScriptLog: OwnedExplosive= Rx_Weapon_TimedC4 [1938.37] ScriptLog: OwnedItem= None [1938.37] ScriptLog: [1938.37] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol_UnSILENCED [1938.37] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4 [1938.38] ScriptLog: ====================== [1938.38] ScriptLog: Norm explosiveData[0]= Timed C4 [1938.38] ScriptLog: Norm explosiveData[1]= Grenades [1938.38] ScriptLog: Norm explosiveData[2]= Smoke Grenade [1938.38] ScriptLog: Norm explosiveData[3]= EMP Grenade [1938.38] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [1939.24] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [1939.24] ScriptLog: Button Pressed? LeftMouseButton [1939.32] ScriptLog: --------------- 8 --------------- [1939.75] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [1939.75] ScriptLog: Button Pressed? LeftMouseButton [1939.82] ScriptLog: --------------- 0 --------------- [1939.88] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [1939.88] ScriptLog: Button Pressed? LeftMouseButton [1939.93] ScriptLog: ------------------ SelectPurchase() ------------------ [1939.93] ScriptLog: XXX: Rx_InventoryManager_GDI_Hotwire [1939.93] ScriptLog: XXX2: Rx_Weapon_Pistol [1939.93] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [1939.93] ScriptLog: GFx EquipmentSidearmData[0]? [1939.93] ScriptLog: GFx EquipExplosivesList[0]? Timed C4 [1939.93] ScriptLog: GetRxFamilyInfo()? Rx_FamilyInfo_GDI_Soldier [1939.93] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_GDI_Soldier [1939.93] ScriptLog: rxPC.Pawn? Rx_Pawn_101 [1939.93] ScriptLog: bJustBaughtEngineer? False [1939.93] ScriptLog: bJustBaughtHavocSakura? False [1939.93] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_ProxyC4 [1939.93] ScriptLog: OwnedExplosive? Rx_Weapon_TimedC4 [1939.93] ScriptLog: selected explosive data? None [1939.93] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [1939.95] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1939.95] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1950.74] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_8 [1950.74] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_192 [1950.78] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_178 [1953.14] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [1953.14] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [1953.14] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_10 [1953.14] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [1953.14] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [1953.14] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_11 [1953.14] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [1953.14] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [1953.14] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_12 [1953.14] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [1953.14] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [1953.14] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [1953.14] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [1953.14] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [1953.14] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [1953.14] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found! [1962.39] ScriptLog: ------------------ [ Setting up ] ------------------ [1962.40] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1962.40] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1962.41] ScriptLog: rxPC.bJustBaughtEngineer= False [1962.41] ScriptLog: rxPC.bJustBaughtHavocSakura= False [1962.41] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Hotwire [1962.41] ScriptLog: [1962.41] ScriptLog: OwnedSidearm= Rx_Weapon_Pistol [1962.41] ScriptLog: OwnedExplosive= Rx_Weapon_ProxyC4 [1962.41] ScriptLog: OwnedItem= None [1962.41] ScriptLog: [1962.41] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol [1962.41] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_ProxyC4 [1962.42] ScriptLog: ====================== [1962.42] ScriptLog: Engi explosiveData[0]= Grenades [1962.42] ScriptLog: Engi explosiveData[1]= Smoke Grenade [1962.42] ScriptLog: Engi explosiveData[2]= EMP Grenade [1962.42] ScriptLog: Engi explosiveData[3]= Anti-Tank Mine [1962.42] ScriptLog: Engi explosiveData[4]= Proximity C4 [1962.54] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [1962.54] ScriptLog: Button Pressed? R [1962.54] ScriptLog: --------------- 6 --------------- [1962.54] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [1962.54] ScriptLog: GFx EquipmentSidearmData[0]? Silenced Pistol [1962.54] ScriptLog: rxPC.CurrentSidearmWeapon? Rx_Weapon_Pistol [1962.54] ScriptLog: OwnedSidearm? Rx_Weapon_Pistol [1962.54] ScriptLog: selected sidearm data? Rx_Weapon_Pistol [1962.54] ScriptLog: Sidearm Loadout is the same as current loadout. loadout not performed!!! [1962.54] ScriptLog: GFx EquipExplosivesList[0]? Proximity C4 [1962.54] ScriptLog: GetRxFamilyInfo()? Rx_FamilyInfo_GDI_Hotwire [1962.54] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_GDI_Hotwire [1962.54] ScriptLog: rxPC.Pawn? Rx_Pawn_101 [1962.54] ScriptLog: bJustBaughtEngineer? False [1962.54] ScriptLog: bJustBaughtHavocSakura? False [1962.54] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_ProxyC4 [1962.54] ScriptLog: OwnedExplosive? Rx_Weapon_ProxyC4 [1962.54] ScriptLog: selected explosive data? Rx_Weapon_ProxyC4 [1962.54] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [1962.54] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1962.54] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1970.88] ScriptLog: ------------------ [ Setting up ] ------------------ [1970.90] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1970.90] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1970.90] ScriptLog: rxPC.bJustBaughtEngineer= False [1970.90] ScriptLog: rxPC.bJustBaughtHavocSakura= False [1970.90] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Hotwire [1970.90] ScriptLog: [1970.90] ScriptLog: OwnedSidearm= Rx_Weapon_Pistol [1970.90] ScriptLog: OwnedExplosive= Rx_Weapon_ProxyC4 [1970.90] ScriptLog: OwnedItem= None [1970.90] ScriptLog: [1970.90] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol [1970.90] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_ProxyC4 [1970.91] ScriptLog: ====================== [1970.91] ScriptLog: Engi explosiveData[0]= Grenades [1970.91] ScriptLog: Engi explosiveData[1]= Smoke Grenade [1970.91] ScriptLog: Engi explosiveData[2]= EMP Grenade [1970.91] ScriptLog: Engi explosiveData[3]= Anti-Tank Mine [1970.91] ScriptLog: Engi explosiveData[4]= Proximity C4 [1971.11] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [1971.11] ScriptLog: Button Pressed? R [1971.11] ScriptLog: --------------- 6 --------------- [1971.11] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [1971.11] ScriptLog: GFx EquipmentSidearmData[0]? Silenced Pistol [1971.11] ScriptLog: rxPC.CurrentSidearmWeapon? Rx_Weapon_Pistol [1971.11] ScriptLog: OwnedSidearm? Rx_Weapon_Pistol [1971.11] ScriptLog: selected sidearm data? Rx_Weapon_Pistol [1971.11] ScriptLog: Sidearm Loadout is the same as current loadout. loadout not performed!!! [1971.11] ScriptLog: GFx EquipExplosivesList[0]? Proximity C4 [1971.11] ScriptLog: GetRxFamilyInfo()? Rx_FamilyInfo_GDI_Hotwire [1971.11] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_GDI_Hotwire [1971.11] ScriptLog: rxPC.Pawn? Rx_Pawn_101 [1971.11] ScriptLog: bJustBaughtEngineer? False [1971.11] ScriptLog: bJustBaughtHavocSakura? False [1971.11] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_ProxyC4 [1971.11] ScriptLog: OwnedExplosive? Rx_Weapon_ProxyC4 [1971.11] ScriptLog: selected explosive data? Rx_Weapon_ProxyC4 [1971.11] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [1971.11] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1971.11] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1972.01] Warning: GetSocketWorldLocationAndRotation : Could not find socket 'ForeArmIK' in 'SK_WP_Proxy_3P' [1986.61] ScriptLog: ------------------ [ Setting up ] ------------------ [1986.63] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1986.63] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [1986.64] ScriptLog: rxPC.bJustBaughtEngineer= False [1986.64] ScriptLog: rxPC.bJustBaughtHavocSakura= False [1986.64] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Hotwire [1986.64] ScriptLog: [1986.64] ScriptLog: OwnedSidearm= Rx_Weapon_Pistol [1986.64] ScriptLog: OwnedExplosive= Rx_Weapon_ProxyC4 [1986.64] ScriptLog: OwnedItem= None [1986.64] ScriptLog: [1986.64] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol [1986.64] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_ProxyC4 [1986.65] ScriptLog: ====================== [1986.65] ScriptLog: Engi explosiveData[0]= Grenades [1986.65] ScriptLog: Engi explosiveData[1]= Smoke Grenade [1986.65] ScriptLog: Engi explosiveData[2]= EMP Grenade [1986.65] ScriptLog: Engi explosiveData[3]= Anti-Tank Mine [1986.65] ScriptLog: Engi explosiveData[4]= Proximity C4 [1986.79] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [1986.79] ScriptLog: Button Pressed? R [1986.79] ScriptLog: --------------- 6 --------------- [1986.79] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [1986.79] ScriptLog: GFx EquipmentSidearmData[0]? Silenced Pistol [1986.79] ScriptLog: rxPC.CurrentSidearmWeapon? Rx_Weapon_Pistol [1986.79] ScriptLog: OwnedSidearm? Rx_Weapon_Pistol [1986.79] ScriptLog: selected sidearm data? Rx_Weapon_Pistol [1986.79] ScriptLog: Sidearm Loadout is the same as current loadout. loadout not performed!!! [1986.79] ScriptLog: GFx EquipExplosivesList[0]? Proximity C4 [1986.79] ScriptLog: GetRxFamilyInfo()? Rx_FamilyInfo_GDI_Hotwire [1986.79] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_GDI_Hotwire [1986.79] ScriptLog: rxPC.Pawn? Rx_Pawn_101 [1986.79] ScriptLog: bJustBaughtEngineer? False [1986.79] ScriptLog: bJustBaughtHavocSakura? False [1986.79] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_ProxyC4 [1986.79] ScriptLog: OwnedExplosive? Rx_Weapon_ProxyC4 [1986.79] ScriptLog: selected explosive data? Rx_Weapon_ProxyC4 [1986.79] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [1986.80] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [1986.80] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2043.35] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_4381 | SoundCue? Serenity [2057.10] ScriptLog: ------------------ [ Setting up ] ------------------ [2057.11] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [2057.11] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2057.12] ScriptLog: rxPC.bJustBaughtEngineer= False [2057.12] ScriptLog: rxPC.bJustBaughtHavocSakura= False [2057.12] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Hotwire [2057.12] ScriptLog: [2057.12] ScriptLog: OwnedSidearm= Rx_Weapon_Pistol [2057.12] ScriptLog: OwnedExplosive= Rx_Weapon_ProxyC4 [2057.12] ScriptLog: OwnedItem= None [2057.12] ScriptLog: [2057.12] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol [2057.12] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_ProxyC4 [2057.13] ScriptLog: ====================== [2057.13] ScriptLog: Engi explosiveData[0]= Grenades [2057.13] ScriptLog: Engi explosiveData[1]= Smoke Grenade [2057.13] ScriptLog: Engi explosiveData[2]= EMP Grenade [2057.13] ScriptLog: Engi explosiveData[3]= Anti-Tank Mine [2057.13] ScriptLog: Engi explosiveData[4]= Proximity C4 [2058.12] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [2058.12] ScriptLog: Button Pressed? LeftMouseButton [2058.22] ScriptLog: --------------- 8 --------------- [2058.72] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [2058.72] ScriptLog: Button Pressed? LeftMouseButton [2058.78] ScriptLog: --------------- 8 --------------- [2058.88] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [2058.88] ScriptLog: Button Pressed? LeftMouseButton [2058.91] ScriptLog: ------------------ SelectPurchase() ------------------ [2058.91] ScriptLog: XXX: Rx_InventoryManager_GDI_Sydney [2058.91] ScriptLog: XXX2: Rx_Weapon_TiberiumFlechetteRifle [2058.91] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [2058.91] ScriptLog: GFx EquipmentSidearmData[0]? Silenced Pistol [2058.91] ScriptLog: rxPC.CurrentSidearmWeapon? Rx_Weapon_TiberiumFlechetteRifle [2058.91] ScriptLog: OwnedSidearm? Rx_Weapon_Pistol [2058.91] ScriptLog: selected sidearm data? None [2058.91] ScriptLog: Sidearm Loadout is the same as current loadout. loadout not performed!!! [2058.91] ScriptLog: GFx EquipExplosivesList[0]? Proximity C4 [2058.91] ScriptLog: GetRxFamilyInfo()? Rx_FamilyInfo_GDI_Hotwire [2058.91] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_GDI_Hotwire [2058.91] ScriptLog: rxPC.Pawn? Rx_Pawn_101 [2058.91] ScriptLog: bJustBaughtEngineer? False [2058.91] ScriptLog: bJustBaughtHavocSakura? False [2058.91] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_TimedC4 [2058.91] ScriptLog: OwnedExplosive? Rx_Weapon_ProxyC4 [2058.91] ScriptLog: selected explosive data? None [2058.91] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [2058.93] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [2058.93] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2063.94] ScriptLog: ------------------ [ Setting up ] ------------------ [2063.95] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [2063.95] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2063.96] ScriptLog: rxPC.bJustBaughtEngineer= False [2063.96] ScriptLog: rxPC.bJustBaughtHavocSakura= False [2063.96] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Sydney [2063.96] ScriptLog: [2063.96] ScriptLog: OwnedSidearm= Rx_Weapon_TiberiumFlechetteRifle [2063.96] ScriptLog: OwnedExplosive= Rx_Weapon_TimedC4 [2063.96] ScriptLog: OwnedItem= None [2063.96] ScriptLog: [2063.96] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_TiberiumFlechetteRifle [2063.96] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4 [2063.97] ScriptLog: ====================== [2063.97] ScriptLog: Norm explosiveData[0]= Timed C4 [2063.97] ScriptLog: Norm explosiveData[1]= Grenades [2063.97] ScriptLog: Norm explosiveData[2]= Smoke Grenade [2063.97] ScriptLog: Norm explosiveData[3]= EMP Grenade [2063.97] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [2064.10] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [2064.10] ScriptLog: Button Pressed? R [2064.10] ScriptLog: --------------- 6 --------------- [2064.10] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [2064.10] ScriptLog: GFx EquipmentSidearmData[0]? Flechette Rifle [2064.10] ScriptLog: rxPC.CurrentSidearmWeapon? Rx_Weapon_TiberiumFlechetteRifle [2064.10] ScriptLog: OwnedSidearm? Rx_Weapon_TiberiumFlechetteRifle [2064.10] ScriptLog: selected sidearm data? Rx_Weapon_TiberiumFlechetteRifle [2064.10] ScriptLog: Sidearm Loadout is the same as current loadout. loadout not performed!!! [2064.10] ScriptLog: GFx EquipExplosivesList[0]? Timed C4 [2064.10] ScriptLog: GetRxFamilyInfo()? Rx_FamilyInfo_GDI_Sydney [2064.10] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_GDI_Sydney [2064.10] ScriptLog: rxPC.Pawn? Rx_Pawn_101 [2064.10] ScriptLog: bJustBaughtEngineer? False [2064.10] ScriptLog: bJustBaughtHavocSakura? False [2064.10] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_TimedC4 [2064.10] ScriptLog: OwnedExplosive? Rx_Weapon_TimedC4 [2064.10] ScriptLog: selected explosive data? Rx_Weapon_TimedC4 [2064.10] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [2064.10] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [2064.10] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2076.05] Log: URB_BodyInstance::InitBody - Error, rigid body description invalid, Actor: CNC-Walls.TheWorld:PersistentLevel.Rx_Gib_HumanArm_2 Component: UTGibStaticMeshComponent_118 StaticMesh: RX_CH_Gibs.Mesh.S_CH_Gibs_Arm01 [2076.05] Log: URB_BodyInstance::InitBody - Error, rigid body description invalid, Actor: CNC-Walls.TheWorld:PersistentLevel.Rx_Gib_HumanArm_3 Component: UTGibStaticMeshComponent_119 StaticMesh: RX_CH_Gibs.Mesh.S_CH_Gibs_Arm01 [2076.05] Log: URB_BodyInstance::InitBody - Error, rigid body description invalid, Actor: CNC-Walls.TheWorld:PersistentLevel.Rx_Gib_HumanChunk_6 Component: UTGibStaticMeshComponent_121 StaticMesh: RX_CH_Gibs.Mesh.S_CH_Gibs_Slab04 [2076.05] Log: URB_BodyInstance::InitBody - Error, rigid body description invalid, Actor: CNC-Walls.TheWorld:PersistentLevel.Rx_Gib_HumanChunk_7 Component: UTGibStaticMeshComponent_122 StaticMesh: RX_CH_Gibs.Mesh.S_CH_Gibs_Slab04 [2076.05] Log: URB_BodyInstance::InitBody - Error, rigid body description invalid, Actor: CNC-Walls.TheWorld:PersistentLevel.Rx_Gib_HumanChunk_8 Component: UTGibStaticMeshComponent_124 StaticMesh: RX_CH_Gibs.Mesh.S_CH_Gibs_Slab04 [2076.49] ScriptLog: ------------------ [ Setting up ] ------------------ [2076.51] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [2076.51] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2076.52] ScriptLog: rxPC.bJustBaughtEngineer= False [2076.52] ScriptLog: rxPC.bJustBaughtHavocSakura= False [2076.52] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Sydney [2076.52] ScriptLog: [2076.52] ScriptLog: OwnedSidearm= Rx_Weapon_TiberiumFlechetteRifle [2076.52] ScriptLog: OwnedExplosive= Rx_Weapon_TimedC4 [2076.52] ScriptLog: OwnedItem= None [2076.52] ScriptLog: [2076.52] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_TiberiumFlechetteRifle [2076.52] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4 [2076.53] ScriptLog: ====================== [2076.53] ScriptLog: Norm explosiveData[0]= Timed C4 [2076.53] ScriptLog: Norm explosiveData[1]= Grenades [2076.53] ScriptLog: Norm explosiveData[2]= Smoke Grenade [2076.53] ScriptLog: Norm explosiveData[3]= EMP Grenade [2076.53] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [2076.66] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [2076.66] ScriptLog: Button Pressed? R [2076.66] ScriptLog: --------------- 6 --------------- [2076.66] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [2076.66] ScriptLog: GFx EquipmentSidearmData[0]? Flechette Rifle [2076.66] ScriptLog: rxPC.CurrentSidearmWeapon? Rx_Weapon_TiberiumFlechetteRifle [2076.66] ScriptLog: OwnedSidearm? Rx_Weapon_TiberiumFlechetteRifle [2076.66] ScriptLog: selected sidearm data? Rx_Weapon_TiberiumFlechetteRifle [2076.66] ScriptLog: Sidearm Loadout is the same as current loadout. loadout not performed!!! [2076.66] ScriptLog: GFx EquipExplosivesList[0]? Timed C4 [2076.66] ScriptLog: GetRxFamilyInfo()? Rx_FamilyInfo_GDI_Sydney [2076.66] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_GDI_Sydney [2076.66] ScriptLog: rxPC.Pawn? Rx_Pawn_101 [2076.66] ScriptLog: bJustBaughtEngineer? False [2076.66] ScriptLog: bJustBaughtHavocSakura? False [2076.66] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_TimedC4 [2076.66] ScriptLog: OwnedExplosive? Rx_Weapon_TimedC4 [2076.66] ScriptLog: selected explosive data? Rx_Weapon_TimedC4 [2076.66] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [2076.66] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [2076.66] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2077.73] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found! [2089.68] ScriptLog: ------------------ [ Setting up ] ------------------ [2089.70] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [2089.70] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2089.70] ScriptLog: rxPC.bJustBaughtEngineer= False [2089.70] ScriptLog: rxPC.bJustBaughtHavocSakura= False [2089.70] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Sydney [2089.70] ScriptLog: [2089.70] ScriptLog: OwnedSidearm= Rx_Weapon_TiberiumFlechetteRifle [2089.70] ScriptLog: OwnedExplosive= Rx_Weapon_TimedC4 [2089.70] ScriptLog: OwnedItem= None [2089.70] ScriptLog: [2089.70] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_TiberiumFlechetteRifle [2089.70] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4 [2089.71] ScriptLog: ====================== [2089.71] ScriptLog: Norm explosiveData[0]= Timed C4 [2089.71] ScriptLog: Norm explosiveData[1]= Grenades [2089.71] ScriptLog: Norm explosiveData[2]= Smoke Grenade [2089.71] ScriptLog: Norm explosiveData[3]= EMP Grenade [2089.71] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [2090.25] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [2090.25] ScriptLog: Button Pressed? LeftMouseButton [2090.33] ScriptLog: --------------- 8 --------------- [2090.67] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [2090.67] ScriptLog: Button Pressed? LeftMouseButton [2090.73] ScriptLog: --------------- 0 --------------- [2090.80] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [2090.80] ScriptLog: Button Pressed? LeftMouseButton [2090.85] ScriptLog: ------------------ SelectPurchase() ------------------ [2090.85] ScriptLog: XXX: Rx_InventoryManager_GDI_Hotwire [2090.85] ScriptLog: XXX2: Rx_Weapon_Pistol [2090.85] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [2090.85] ScriptLog: GFx EquipmentSidearmData[0]? Flechette Rifle [2090.85] ScriptLog: rxPC.CurrentSidearmWeapon? Rx_Weapon_Pistol [2090.85] ScriptLog: OwnedSidearm? Rx_Weapon_TiberiumFlechetteRifle [2090.85] ScriptLog: selected sidearm data? None [2090.85] ScriptLog: Sidearm Loadout is the same as current loadout. loadout not performed!!! [2090.85] ScriptLog: GFx EquipExplosivesList[0]? Timed C4 [2090.85] ScriptLog: GetRxFamilyInfo()? Rx_FamilyInfo_GDI_Sydney [2090.85] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_GDI_Sydney [2090.85] ScriptLog: rxPC.Pawn? Rx_Pawn_101 [2090.85] ScriptLog: bJustBaughtEngineer? False [2090.85] ScriptLog: bJustBaughtHavocSakura? False [2090.85] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_ProxyC4 [2090.85] ScriptLog: OwnedExplosive? Rx_Weapon_TimedC4 [2090.85] ScriptLog: selected explosive data? None [2090.85] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [2090.86] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [2090.86] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2099.77] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [2099.77] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2099.77] ScriptLog: Map cannot find tech buildings, aborting [2100.83] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [2100.83] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2112.95] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_0 [2112.95] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_2 [2112.95] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found! [2134.55] ScriptWarning: Failed to find skeletal controller named MissileRotate (Seat 0) for Rx_Vehicle_Orca_0 in AnimTree AT_VH_Orca Rx_Vehicle_Orca CNC-Walls.TheWorld:PersistentLevel.Rx_Vehicle_Orca_0 Function UTGame.UTVehicle:InitializeTurrets:0246 [2135.45] ScriptLog: ------------------ [ Setting up ] ------------------ [2135.46] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [2135.46] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2135.47] ScriptLog: rxPC.bJustBaughtEngineer= False [2135.47] ScriptLog: rxPC.bJustBaughtHavocSakura= False [2135.47] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Hotwire [2135.47] ScriptLog: [2135.47] ScriptLog: OwnedSidearm= Rx_Weapon_Pistol [2135.47] ScriptLog: OwnedExplosive= Rx_Weapon_ProxyC4 [2135.47] ScriptLog: OwnedItem= None [2135.47] ScriptLog: [2135.47] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol [2135.47] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_ProxyC4 [2135.48] ScriptLog: ====================== [2135.48] ScriptLog: Engi explosiveData[0]= Grenades [2135.48] ScriptLog: Engi explosiveData[1]= Smoke Grenade [2135.48] ScriptLog: Engi explosiveData[2]= EMP Grenade [2135.48] ScriptLog: Engi explosiveData[3]= Anti-Tank Mine [2135.48] ScriptLog: Engi explosiveData[4]= Proximity C4 [2135.67] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [2135.67] ScriptLog: Button Pressed? R [2135.67] ScriptLog: --------------- 6 --------------- [2135.67] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [2135.67] ScriptLog: GFx EquipmentSidearmData[0]? Silenced Pistol [2135.67] ScriptLog: rxPC.CurrentSidearmWeapon? Rx_Weapon_Pistol [2135.67] ScriptLog: OwnedSidearm? Rx_Weapon_Pistol [2135.67] ScriptLog: selected sidearm data? Rx_Weapon_Pistol [2135.67] ScriptLog: Sidearm Loadout is the same as current loadout. loadout not performed!!! [2135.67] ScriptLog: GFx EquipExplosivesList[0]? Proximity C4 [2135.67] ScriptLog: GetRxFamilyInfo()? Rx_FamilyInfo_GDI_Hotwire [2135.67] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_GDI_Hotwire [2135.67] ScriptLog: rxPC.Pawn? Rx_Pawn_101 [2135.67] ScriptLog: bJustBaughtEngineer? False [2135.67] ScriptLog: bJustBaughtHavocSakura? False [2135.67] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_ProxyC4 [2135.67] ScriptLog: OwnedExplosive? Rx_Weapon_ProxyC4 [2135.67] ScriptLog: selected explosive data? Rx_Weapon_ProxyC4 [2135.67] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [2135.67] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [2135.67] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2136.09] ScriptLog: ------------------ [ Setting up ] ------------------ [2136.10] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [2136.10] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2136.11] ScriptLog: rxPC.bJustBaughtEngineer= False [2136.11] ScriptLog: rxPC.bJustBaughtHavocSakura= False [2136.11] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Hotwire [2136.11] ScriptLog: [2136.11] ScriptLog: OwnedSidearm= Rx_Weapon_Pistol [2136.11] ScriptLog: OwnedExplosive= Rx_Weapon_ProxyC4 [2136.11] ScriptLog: OwnedItem= None [2136.11] ScriptLog: [2136.11] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol [2136.11] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_ProxyC4 [2136.12] ScriptLog: ====================== [2136.12] ScriptLog: Engi explosiveData[0]= Grenades [2136.12] ScriptLog: Engi explosiveData[1]= Smoke Grenade [2136.12] ScriptLog: Engi explosiveData[2]= EMP Grenade [2136.12] ScriptLog: Engi explosiveData[3]= Anti-Tank Mine [2136.12] ScriptLog: Engi explosiveData[4]= Proximity C4 [2136.80] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [2136.80] ScriptLog: Button Pressed? LeftMouseButton [2136.88] ScriptLog: --------------- 9 --------------- [2137.51] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [2137.51] ScriptLog: Button Pressed? LeftMouseButton [2137.58] ScriptLog: --------------- 1 --------------- [2137.62] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [2137.62] ScriptLog: Button Pressed? LeftMouseButton [2137.67] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [2137.67] ScriptLog: Button Pressed? A [2137.69] ScriptLog: ------------------ SelectPurchase() ------------------ [2137.69] ScriptLog: GFxClikWidget_1866 True [2137.69] ScriptLog: Purchase Information :: [2137.69] ScriptLog: Character: Rx_Vehicle_Humvee [2137.69] ScriptLog: Price: 350 [2137.69] ScriptLog: PlayerCredits: 414.2169 [2137.70] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [2137.70] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2166.76] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found! [2195.86] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [2195.86] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2199.48] Log: ZELC: Component 'RX_VH_Humvee.Mesh.SK_VH_Humvee' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_HUD_2 (Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_2) [2207.09] ScriptLog: ------------------ [ Setting up ] ------------------ [2207.10] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [2207.10] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2207.11] ScriptLog: rxPC.bJustBaughtEngineer= False [2207.11] ScriptLog: rxPC.bJustBaughtHavocSakura= False [2207.11] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Hotwire [2207.11] ScriptLog: [2207.11] ScriptLog: OwnedSidearm= Rx_Weapon_Pistol [2207.11] ScriptLog: OwnedExplosive= Rx_Weapon_ProxyC4 [2207.11] ScriptLog: OwnedItem= None [2207.11] ScriptLog: [2207.11] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol [2207.11] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_ProxyC4 [2207.12] ScriptLog: ====================== [2207.12] ScriptLog: Engi explosiveData[0]= Grenades [2207.12] ScriptLog: Engi explosiveData[1]= Smoke Grenade [2207.12] ScriptLog: Engi explosiveData[2]= EMP Grenade [2207.12] ScriptLog: Engi explosiveData[3]= Anti-Tank Mine [2207.12] ScriptLog: Engi explosiveData[4]= Proximity C4 [2207.35] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [2207.35] ScriptLog: Button Pressed? R [2207.35] ScriptLog: --------------- 6 --------------- [2207.35] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [2207.35] ScriptLog: GFx EquipmentSidearmData[0]? Silenced Pistol [2207.35] ScriptLog: rxPC.CurrentSidearmWeapon? Rx_Weapon_Pistol [2207.35] ScriptLog: OwnedSidearm? Rx_Weapon_Pistol [2207.35] ScriptLog: selected sidearm data? Rx_Weapon_Pistol [2207.35] ScriptLog: Sidearm Loadout is the same as current loadout. loadout not performed!!! [2207.35] ScriptLog: GFx EquipExplosivesList[0]? Proximity C4 [2207.35] ScriptLog: GetRxFamilyInfo()? Rx_FamilyInfo_GDI_Hotwire [2207.35] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_GDI_Hotwire [2207.35] ScriptLog: rxPC.Pawn? Rx_Pawn_101 [2207.35] ScriptLog: bJustBaughtEngineer? False [2207.35] ScriptLog: bJustBaughtHavocSakura? False [2207.35] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_ProxyC4 [2207.35] ScriptLog: OwnedExplosive? Rx_Weapon_ProxyC4 [2207.35] ScriptLog: selected explosive data? Rx_Weapon_ProxyC4 [2207.35] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [2207.36] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [2207.36] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2213.40] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [2213.40] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2217.43] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_4381 | SoundCue? Another_Present_For_Ya [2229.18] ScriptLog: ------------------ [ Setting up ] ------------------ [2229.19] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [2229.19] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2229.19] ScriptLog: rxPC.bJustBaughtEngineer= False [2229.19] ScriptLog: rxPC.bJustBaughtHavocSakura= False [2229.19] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Hotwire [2229.19] ScriptLog: [2229.19] ScriptLog: OwnedSidearm= Rx_Weapon_Pistol [2229.19] ScriptLog: OwnedExplosive= Rx_Weapon_ProxyC4 [2229.19] ScriptLog: OwnedItem= None [2229.19] ScriptLog: [2229.19] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol [2229.19] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_ProxyC4 [2229.20] ScriptLog: ====================== [2229.20] ScriptLog: Engi explosiveData[0]= Grenades [2229.20] ScriptLog: Engi explosiveData[1]= Smoke Grenade [2229.20] ScriptLog: Engi explosiveData[2]= EMP Grenade [2229.20] ScriptLog: Engi explosiveData[3]= Anti-Tank Mine [2229.20] ScriptLog: Engi explosiveData[4]= Proximity C4 [2229.53] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [2229.53] ScriptLog: Button Pressed? R [2229.53] ScriptLog: --------------- 6 --------------- [2229.53] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [2229.53] ScriptLog: GFx EquipmentSidearmData[0]? Silenced Pistol [2229.53] ScriptLog: rxPC.CurrentSidearmWeapon? Rx_Weapon_Pistol [2229.53] ScriptLog: OwnedSidearm? Rx_Weapon_Pistol [2229.53] ScriptLog: selected sidearm data? Rx_Weapon_Pistol [2229.53] ScriptLog: Sidearm Loadout is the same as current loadout. loadout not performed!!! [2229.53] ScriptLog: GFx EquipExplosivesList[0]? Proximity C4 [2229.53] ScriptLog: GetRxFamilyInfo()? Rx_FamilyInfo_GDI_Hotwire [2229.53] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_GDI_Hotwire [2229.53] ScriptLog: rxPC.Pawn? Rx_Pawn_101 [2229.53] ScriptLog: bJustBaughtEngineer? False [2229.53] ScriptLog: bJustBaughtHavocSakura? False [2229.53] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_ProxyC4 [2229.53] ScriptLog: OwnedExplosive? Rx_Weapon_ProxyC4 [2229.53] ScriptLog: selected explosive data? Rx_Weapon_ProxyC4 [2229.53] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [2229.54] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [2229.54] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2237.29] ScriptLog: ------------------ [ Setting up ] ------------------ [2237.31] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [2237.31] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2237.31] ScriptLog: rxPC.bJustBaughtEngineer= False [2237.31] ScriptLog: rxPC.bJustBaughtHavocSakura= False [2237.31] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Hotwire [2237.31] ScriptLog: [2237.31] ScriptLog: OwnedSidearm= Rx_Weapon_Pistol [2237.31] ScriptLog: OwnedExplosive= Rx_Weapon_ProxyC4 [2237.31] ScriptLog: OwnedItem= None [2237.31] ScriptLog: [2237.31] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol [2237.31] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_ProxyC4 [2237.32] ScriptLog: ====================== [2237.32] ScriptLog: Engi explosiveData[0]= Grenades [2237.32] ScriptLog: Engi explosiveData[1]= Smoke Grenade [2237.32] ScriptLog: Engi explosiveData[2]= EMP Grenade [2237.32] ScriptLog: Engi explosiveData[3]= Anti-Tank Mine [2237.32] ScriptLog: Engi explosiveData[4]= Proximity C4 [2238.02] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [2238.02] ScriptLog: Button Pressed? LeftMouseButton [2238.34] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [2238.34] ScriptLog: Button Pressed? LeftMouseButton [2238.43] ScriptLog: --------------- 9 --------------- [2239.04] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [2239.04] ScriptLog: Button Pressed? LeftMouseButton [2239.09] ScriptLog: --------------- 3 --------------- [2239.15] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [2239.15] ScriptLog: Button Pressed? LeftMouseButton [2239.20] ScriptLog: ------------------ SelectPurchase() ------------------ [2239.20] ScriptLog: GFxClikWidget_2033 True [2239.20] ScriptLog: Purchase Information :: [2239.20] ScriptLog: Character: Rx_Vehicle_MRLS [2239.20] ScriptLog: Price: 450 [2239.20] ScriptLog: PlayerCredits: 523.2903 [2239.22] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [2239.22] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2241.74] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [2241.74] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2242.84] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [2242.84] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2243.62] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [2243.62] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2244.72] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [2244.72] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2290.52] ScriptWarning: Accessed None 'CommanderTargetingReticule' Rx_CommandMenuChoice_SupportPowers CNC-Walls.TheWorld:PersistentLevel.Rx_Controller_2.Rx_CommanderMenuHandler_3.Rx_CommandMenuChoice_SupportPowers_3 Function RenX_Game.Rx_CommandMenuChoice_SupportPowers:DoStuff:0099 [2304.78] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [2306.76] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [2313.26] ScriptWarning: Failed to find skeletal controller named MissileRotate (Seat 0) for Rx_Vehicle_Orca_1 in AnimTree AT_VH_Orca Rx_Vehicle_Orca CNC-Walls.TheWorld:PersistentLevel.Rx_Vehicle_Orca_1 Function UTGame.UTVehicle:InitializeTurrets:0246 [2322.83] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found! [2323.76] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [2323.76] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2323.76] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? True | AC? AudioComponent_4381 | SoundCue? Just_do_it_up [2323.78] ScriptWarning: Accessed None 'HudMovie' Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_2 Function RenX_Game.Rx_HUD:DisplayRadioCommands:005E [2323.78] ScriptWarning: Accessed None 'HudMovie' Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_2 Function RenX_Game.Rx_HUD:DisplayRadioCommands:0257 [2323.79] ScriptWarning: Accessed None 'HudMovie' Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_2 Function RenX_Game.Rx_HUD:DisplayRadioCommands:005E [2323.79] ScriptWarning: Accessed None 'HudMovie' Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_2 Function RenX_Game.Rx_HUD:DisplayRadioCommands:0257 [2323.81] ScriptWarning: Accessed None 'HudMovie' Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_2 Function RenX_Game.Rx_HUD:DisplayRadioCommands:005E [2323.81] ScriptWarning: Accessed None 'HudMovie' Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_2 Function RenX_Game.Rx_HUD:DisplayRadioCommands:0257 [2323.82] ScriptWarning: Accessed None 'HudMovie' Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_2 Function RenX_Game.Rx_HUD:DisplayRadioCommands:005E [2323.82] ScriptWarning: Accessed None 'HudMovie' Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_2 Function RenX_Game.Rx_HUD:DisplayRadioCommands:0257 [2333.28] ScriptLog: Scoreboard : Creating vote list... [2342.26] ScriptWarning: Accessed None 'HudMovie' Rx_Controller CNC-Walls.TheWorld:PersistentLevel.Rx_Controller_2 Function RenX_Game.Rx_Controller:ClientSendFeelGoodMessage:0231 [2343.76] ScriptWarning: Accessed None 'HudMovie' Rx_Controller CNC-Walls.TheWorld:PersistentLevel.Rx_Controller_2 Function RenX_Game.Rx_Controller:ClientSendFeelGoodMessage:0231 [2369.59] NetComeGo: Close TcpNetDriver_2 TcpipConnection_2 51.195.140.84:7500 08/21/20 18:24:07 [2369.59] Exit: TcpNetDriver_2 shut down [2369.59] Init: WinSock: Socket queue 32768 / 32768 [2369.59] Log: Host name resolution completed [2376.74] Log: LoadMap: officialeu.tyrant.gg:7500/CNC-Volcano?Name=KCRITON?Team=255?game=RenX_Game.Rx_Game [2376.74] Log: --- LOADING MOVIE START --- [2376.90] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [2376.92] ScriptWarning: Accessed None 'Game' Rx_Controller CNC-Walls.TheWorld:PersistentLevel.Rx_Controller_2 Function RenX_Game.Rx_Controller:ClearOnlineDelegates:003F [2376.92] ScriptWarning: Accessed None Rx_Controller CNC-Walls.TheWorld:PersistentLevel.Rx_Controller_2 Function RenX_Game.Rx_Controller:ClearOnlineDelegates:0053 [2376.92] ScriptWarning: Accessed None 'Game' Rx_Controller CNC-Walls.TheWorld:PersistentLevel.Rx_Controller_2 Function RenX_Game.Rx_Controller:ClearOnlineDelegates:00A7 [2376.92] ScriptWarning: Accessed None Rx_Controller CNC-Walls.TheWorld:PersistentLevel.Rx_Controller_2 Function RenX_Game.Rx_Controller:ClearOnlineDelegates:00BB [2376.92] ScriptLog: ======================= Rx_HUD ========================= [2376.92] ScriptLog: Scoreboard.bMovieIsOpen? False [2376.92] ScriptLog: GIHudMovie.bMovieIsOpen? False [2377.54] ScriptLog: LocalPlayer::StaticOnServerConnectionClose: Couldn't find local client auth session [2377.54] ScriptLog: LocalPlayer::StaticOnServerConnectionClose: Couldn't find server auth session [2378.69] 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. [2381.98] Log: Primary PhysX scene will be in software. [2381.98] Log: Creating Primary PhysX Scene. [2382.07] Log: Bringing World CNC-Volcano.TheWorld up for play (1429) at 2020.08.21-18.24.20 [2382.09] Log: Bringing up level for play took: 0.273944 [2382.09] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [2382.09] Warning: Warning, Failed to find object 'Class None.' [2382.09] Log: PlayerController class for the pending level is PlayerController [2382.09] Log: ########### Finished loading level: 5.354465 seconds [2385.37] Log: Save=3261.022700 [2385.37] Log: Compressing '..\..\UDKGame\CookedPC\LocalShaderCache-PC-D3D-SM3_save.tmp' to '..\..\UDKGame\CookedPC\LocalShaderCache-PC-D3D-SM3.upk' [2385.97] ScriptWarning: Accessed None 'PlayerReplicationInfo' Rx_Controller CNC-Volcano.TheWorld:PersistentLevel.Rx_Controller_3 Function RenX_Game.Rx_Controller:PostBeginPlay:0212 [2385.99] Log: Current scalability system settings: [2385.99] Log: StaticDecals = FALSE (Whether to allow static decals.) [2385.99] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [2385.99] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [2385.99] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [2385.99] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [2385.99] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [2385.99] Log: MotionBlur = TRUE (Whether to allow motion blur.) [2385.99] Log: DepthOfField = TRUE (Whether to allow depth of field.) [2385.99] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [2385.99] Log: Bloom = TRUE (Whether to allow bloom.) [2385.99] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [2385.99] Log: Distortion = TRUE (Whether to allow distortion.) [2385.99] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [2385.99] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [2385.99] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [2385.99] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [2385.99] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [2385.99] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [2385.99] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [2385.99] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [2385.99] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [2385.99] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [2385.99] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [2385.99] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [2385.99] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [2385.99] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [2385.99] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [2385.99] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [2385.99] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [2385.99] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [2385.99] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [2385.99] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [2385.99] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [2385.99] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [2385.99] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [2385.99] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [2385.99] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [2385.99] Log: Current preference system settings: [2385.99] Log: UseVsync = FALSE (Whether to use VSync or not.) [2385.99] Log: Fullscreen = TRUE (Fullscreen.) [2385.99] Log: ResX = 3440 (Screen X resolution.) [2385.99] Log: ResY = 1440 (Screen Y resolution.) [2385.99] Log: Current debug system settings: [2385.99] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [2385.99] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [2385.99] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [2385.99] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [2385.99] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [2385.99] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [2385.99] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [2385.99] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [2385.99] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [2385.99] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [2385.99] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [2385.99] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [2385.99] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [2385.99] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [2385.99] Log: bAllowTemporalAA = FALSE (UKNOWN) [2385.99] Log: TemporalAA_MinDepth = 500 (UKNOWN) [2385.99] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [2385.99] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [2385.99] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [2385.99] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [2385.99] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [2385.99] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [2385.99] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [2385.99] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [2385.99] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [2385.99] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [2385.99] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [2385.99] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [2385.99] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [2385.99] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [2385.99] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [2385.99] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [2385.99] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [2385.99] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [2385.99] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [2385.99] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [2385.99] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [2385.99] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [2385.99] Log: Current unknown system settings: [2385.99] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [2385.99] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [2385.99] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [2385.99] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [2385.99] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [2385.99] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [2385.99] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [2385.99] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [2385.99] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [2385.99] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [2385.99] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [2385.99] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [2385.99] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [2385.99] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [2385.99] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [2385.99] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [2385.99] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [2385.99] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [2385.99] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [2385.99] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [2385.99] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [2385.99] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [2385.99] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [2385.99] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [2385.99] 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.) [2385.99] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [2385.99] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [2385.99] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [2385.99] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [2385.99] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [2385.99] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [2385.99] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [2385.99] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [2385.99] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [2385.99] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [2385.99] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [2385.99] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [2385.99] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [2385.99] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [2385.99] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [2385.99] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [2385.99] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [2385.99] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [2385.99] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [2385.99] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [2385.99] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [2385.99] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [2385.99] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [2385.99] 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).) [2385.99] Log: MobileLightShaftScale = 1 (UNKNOWN.) [2385.99] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [2385.99] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [2385.99] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [2385.99] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [2385.99] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [2385.99] 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) [2385.99] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [2385.99] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [2385.99] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [2385.99] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [2385.99] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [2385.99] 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).) [2385.99] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [2385.99] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [2385.99] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [2385.99] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [2385.99] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [2385.99] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [2385.99] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [2385.99] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [2385.99] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [2385.99] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [2385.99] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [2385.99] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [2385.99] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [2385.99] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [2385.99] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [2385.99] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [2386.00] Log: Listing all sound classes. [2386.00] Log: Class 'Item' has 32 resident sounds taking 3745.09 kb, and 1 real time sounds taking 8.89 kb [2386.00] Log: Class 'Vehicle' has 41 resident sounds taking 14891.49 kb, and 1 real time sounds taking 48.00 kb [2386.00] Log: Class 'Weapon' has 270 resident sounds taking 70453.30 kb, and 7 real time sounds taking 487.58 kb [2386.00] Log: Class 'Character' has 182 resident sounds taking 8698.73 kb [2386.00] Log: Class 'SFX' has 83 resident sounds taking 25892.06 kb, and 10 real time sounds taking 711.13 kb [2386.00] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [2386.00] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [2386.00] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb [2386.00] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 23 real time sounds taking 47214.76 kb [2386.00] Log: Class 'Ambient' has 34 resident sounds taking 14966.69 kb, and 23 real time sounds taking 2969.96 kb [2386.00] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [2386.00] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [2386.00] Log: Class 'Master' has 1 resident sounds taking 311.84 kb [2386.00] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [2386.00] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [2386.00] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [2386.00] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [2386.00] Log: Class 'UnGrouped' has 605 resident sounds taking 88679.98 kb, and 111 real time sounds taking 3359.85 kb [2386.00] Log: 1598 total sounds in 18 classes [2386.00] ScriptLog: MusicComp.CurrentVolume? 0.0000 [2386.00] ScriptLog: Rx_HUD::Jukebox SystemSettingsHandler.bAutostartMusic:'True' [2386.00] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [2386.00] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2386.02] Warning: Warning, Failed to load 'Font None.Arial': Failed to find object 'Font None.Arial' [2386.02] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [2386.02] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2386.02] Error: StopLocalVoiceProcessing: Ignoring stop request for non-owning user [2386.02] ScriptLog: PositionModX : 0.0000 [2386.02] ScriptLog: PositionModY : 173.3721 [2386.02] ScriptLog: PositionModX : 0.0000 [2386.02] ScriptLog: PositionModY : 173.3721 [2386.02] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [2386.02] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [2386.02] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [2386.02] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [2386.02] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [2386.02] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [2386.03] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Volcano.TheWorld:PersistentLevel.Rx_Building_Barracks_Internals_2.SkeletalMeshComponent_2771 RX_BU_Barracks.Mesh.SK_BU_GDI_BAR 1 0 1 0 [2386.04] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [2386.04] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [2386.04] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [2386.04] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [2386.04] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [2386.04] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [2386.04] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [2386.04] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [2386.04] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [2386.04] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [2386.05] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [2386.05] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [2386.05] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [2386.05] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [2386.05] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [2386.05] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [2386.05] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [2386.05] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [2386.05] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [2386.05] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [2386.05] Warning: Failed to find function RecoverVignette for timer in actor Rx_HUD_3 [2386.05] Warning: Failed to find function AttamptCacheBuildings for timer in actor Rx_HUD_3 [2386.61] Log: --- LOADING MOVIE TIME: 9.86 sec --- [2392.40] ScriptWarning: Accessed None 'Canvas' Rx_HUD CNC-Volcano.TheWorld:PersistentLevel.Rx_HUD_3 Function RenX_Game.Rx_HUD:HandleSetShowScores:0089 [2392.40] ScriptWarning: Accessed None 'Canvas' Rx_HUD CNC-Volcano.TheWorld:PersistentLevel.Rx_HUD_3 Function RenX_Game.Rx_HUD:HandleSetShowScores:00A9 [2392.43] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [2392.43] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2395.16] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [2395.16] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionMultiplier [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionContrast [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalSecondaryParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalSecondaryParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalSecondaryParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalSecondaryParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalSecondaryParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalSecondaryParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalSecondaryParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalSecondaryParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalSecondaryParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalSecondaryParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalSecondaryParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalSecondaryParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalSecondaryParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalSecondaryParticleValue [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: AddTranslucent_Bias [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: AddTranslucent_Bias [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Effect_Multiplier [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Effect_Multiplier [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Visibility_Multiplier [2432.03] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Visibility_Multiplier [2434.04] Log: Assembled 603 auto-complete commands, manual: 92, exec: 482, kismet: 0 [2436.69] ScriptLog: ------------------ [ Setting up ] ------------------ [2436.71] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [2436.71] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [2436.72] ScriptLog: rxPC.bJustBaughtEngineer= False [2436.72] ScriptLog: rxPC.bJustBaughtHavocSakura= False [2436.72] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_Nod_Soldier [2436.72] ScriptLog: [2436.72] ScriptLog: OwnedSidearm= Rx_Weapon_Pistol_UnSILENCED [2436.72] ScriptLog: OwnedExplosive= Rx_Weapon_TimedC4 [2436.72] ScriptLog: OwnedItem= None [2436.72] ScriptLog: [2436.72] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol_UnSILENCED [2436.72] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4 [2436.74] ScriptLog: ====================== [2436.74] ScriptLog: Norm explosiveData[0]= Timed C4 [2436.74] ScriptLog: Norm explosiveData[1]= Grenades [2436.74] ScriptLog: Norm explosiveData[2]= Smoke Grenade [2436.74] ScriptLog: Norm explosiveData[3]= EMP Grenade [2436.74] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [2440.11] Log: === Critical error: === Fatal error! Address = 0x4be44a18 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4bed4276 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4be47471 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4bffd8de (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4bfff596 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c00a398 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c08cba1 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c08e03f (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c0a1d0c (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c0a505c (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c0a52af (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c0a59ab (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c0a8bc3 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c0a9462 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4bfe9c24 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4bfee4d7 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4bfee6fc (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4bfe1e6d (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c0a0b62 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c0a401e (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c0a6b95 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c0a8bc3 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c0a9462 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4bfe9c24 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4bfee4d7 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4bfef01c (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c06b26c (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4be4ef03 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4be254b7 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4be268c5 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4be29dba (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4b04f9b3 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4b051e31 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4aa86d23 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4a8cdebf (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4b9b8ca0 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4b9bdfee (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4b9be05a (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0xdaa09fb1 (filename not found) Address = 0xdaa09fb1 (filename not found)