Log: Log file open, 08/29/20 12:21:38 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: chi-renx.tyrant.gg:7501 -nomoviestartup -ini:UDKGame:DefaultPlayer.Name=Sterps Init: Base directory: D:\Games\Renegade X\Binaries\Win64\ [0000.26] Init: Computer: AVENTADOR [0000.26] Init: User: Sterps [0000.26] Init: CPU Page size=4096, Processors=4 [0000.26] Init: High frequency timer resolution =10.000000 MHz [0000.26] Init: Memory total: Physical=15.9GB (15GB approx) Pagefile=18.3GB Virtual=131072.0GB [0000.39] Log: Steam Client API initialized 1 [0000.49] Log: Steam Game Server API initialized 1 [0000.52] Init: WinSock: I am Aventador (192.168.83.1:0) [0000.52] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes. [0000.52] Init: Object subsystem initialized [0000.58] Log: Found D3D11 adapter 0: Radeon RX 570 Series [0000.58] Log: Adapter has 8171MB of dedicated video memory, 0MB of dedicated system memory, and 8131MB of shared system memory [0000.60] Log: Found D3D11 adapter 1: Intel(R) HD Graphics 4600 [0000.60] Log: Adapter has 112MB of dedicated video memory, 0MB of dedicated system memory, and 2048MB of shared system memory [0000.61] Log: Found D3D11 adapter 2: Microsoft Basic Render Driver [0000.61] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 8131MB of shared system memory [0000.64] Log: Shader platform (RHI): PC-D3D-SM3 [0000.64] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt [0000.67] Log: PhysX GPU Support: DISABLED [0000.68] Init: Initializing FaceFX... [0000.68] Init: FaceFX 1.7.4 initialized. [0001.05] Init: Waited 0.005 sec for async package '..\..\UDKGame\CookedPC\Engine.u' to complete caching. [0005.27] Init: Finished loading startup packages in 4.23 seconds [0005.28] Log: 80990 objects as part of root set at end of initial load. [0005.28] Log: 0 out of 0 bytes used by permanent object pool. [0012.57] Log: Initializing Engine... [0012.63] Init: UEngine initialized [0012.67] Init: XAudio2 using 'Speakers (Sound Blaster Audigy Fx)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3) [0012.76] Init: XAudio2Device initialized. [0013.09] Init: Client initialized [0014.69] Log: Initializing Steamworks [0014.70] Log: Logged in as '[SWS] Sterps' [0014.72] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0014.72] Warning: Warning, Failed to find object 'Class None.' [0014.72] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0014.72] Warning: Warning, Failed to find object 'Class None.' [0014.72] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0014.72] Warning: Warning, Failed to find object 'Class None.' [0014.72] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0014.72] Warning: Warning, Failed to find object 'Class None.' [0014.72] Init: WinSock: Socket queue 32768 / 32768 [0014.74] Log: LoadMap: RenX-FrontEndMap?Name=Sterps?Team=1 [0014.84] Log: Game class is 'Rx_Game_MainMenu' [0014.85] Log: Primary PhysX scene will be in software. [0014.85] Log: Creating Primary PhysX Scene. [0014.85] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2020.08.29-12.21.52 [0014.89] ScriptLog: INITIAL: -1 -1 [0014.90] ScriptLog: Game profile Index was NONE [0014.91] ScriptLog: Gameplay events will not be recorded. [0014.91] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0014.91] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0014.91] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0014.91] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0014.91] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0014.91] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0014.91] ScriptLog: Failed to get GDI PT [0014.91] ScriptLog: Failed to get Nod PT [0014.91] ScriptLog: GDI:0.0000 [0014.91] ScriptLog: Failed to get GDI PT [0014.91] ScriptLog: Failed to get Nod PT [0014.91] ScriptLog: Nod:0.0000 [0014.91] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' True [0014.97] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.464 [0015.00] Rx: MAPLoaded;RenX-FrontEndMap [0015.00] Log: Bringing up level for play took: 0.156514 [0015.02] Rx: PLAYERHWID;playerNod,256,[SWS] SterpshwidmB380DE9400007A13 [0015.02] Rx: PLAYEREnter;Nod,256,[SWS] SterpsfromhwidmB380DE9400007A13steamid0x0110000100AB05A9 [0015.02] Rx: PLAYERTeamJoin;Nod,256,[SWS] SterpsjoinedNodscore0last round score0.0000time0.0000 [0015.02] Log: Current scalability system settings: [0015.02] Log: StaticDecals = FALSE (Whether to allow static decals.) [0015.02] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0015.02] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0015.02] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0015.02] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0015.02] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0015.02] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0015.02] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0015.02] Log: AmbientOcclusion = FALSE (Whether to allow ambient occlusion.) [0015.02] Log: Bloom = TRUE (Whether to allow bloom.) [0015.02] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0015.02] Log: Distortion = TRUE (Whether to allow distortion.) [0015.02] Log: DropParticleDistortion = TRUE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0015.02] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0015.02] Log: LensFlares = FALSE (Whether to allow rendering of LensFlares.) [0015.02] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0015.02] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0015.02] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0015.02] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0015.02] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0015.02] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0015.02] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0015.02] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0015.02] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0015.02] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0015.02] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0015.02] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0015.02] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0015.02] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0015.02] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0015.02] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0015.02] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0015.02] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0015.02] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0015.02] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0015.02] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0015.02] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0015.02] Log: Current preference system settings: [0015.02] Log: UseVsync = TRUE (Whether to use VSync or not.) [0015.02] Log: Fullscreen = TRUE (Fullscreen.) [0015.02] Log: ResX = 1920 (Screen X resolution.) [0015.02] Log: ResY = 1080 (Screen Y resolution.) [0015.02] Log: Current debug system settings: [0015.02] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0015.02] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0015.02] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0015.02] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0015.02] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0015.02] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0015.02] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0015.02] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0015.02] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0015.02] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0015.02] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0015.02] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0015.02] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0015.02] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0015.02] Log: bAllowTemporalAA = FALSE (UKNOWN) [0015.02] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0015.02] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0015.02] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0015.02] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0015.02] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0015.02] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0015.02] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0015.02] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0015.02] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0015.02] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0015.02] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0015.02] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0015.02] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0015.02] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0015.02] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0015.02] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0015.02] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0015.02] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0015.02] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0015.02] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0015.02] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0015.02] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0015.02] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0015.02] Log: Current unknown system settings: [0015.02] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0015.02] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0015.02] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0015.02] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0015.02] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0015.02] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0015.02] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0015.02] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0015.02] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0015.02] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0015.02] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0015.02] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0015.02] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0015.02] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0015.02] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0015.02] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0015.02] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0015.02] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0015.02] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0015.02] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0015.02] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0015.02] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0015.02] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0015.02] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0015.02] 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.) [0015.02] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0015.02] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0015.02] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0015.02] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0015.02] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0015.02] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0015.02] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0015.02] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0015.02] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0015.02] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0015.02] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0015.02] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0015.02] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0015.02] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0015.02] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0015.02] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0015.02] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0015.02] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0015.02] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0015.02] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0015.02] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0015.02] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0015.02] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0015.02] 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).) [0015.02] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0015.02] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0015.02] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0015.02] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0015.02] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0015.02] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0015.02] 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) [0015.02] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0015.02] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0015.02] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0015.02] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0015.02] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0015.02] 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).) [0015.02] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0015.02] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0015.02] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0015.02] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0015.02] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0015.02] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0015.02] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0015.02] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0015.02] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0015.02] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0015.02] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0015.02] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0015.02] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0015.02] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0015.02] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0015.02] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0015.03] Log: Listing all sound classes. [0015.03] Log: Class 'Item' has 32 resident sounds taking 3745.09 kb, and 1 real time sounds taking 8.89 kb [0015.03] Log: Class 'Vehicle' has 41 resident sounds taking 14891.49 kb, and 1 real time sounds taking 48.00 kb [0015.03] Log: Class 'Weapon' has 270 resident sounds taking 70453.30 kb, and 7 real time sounds taking 487.58 kb [0015.03] Log: Class 'Character' has 182 resident sounds taking 8698.73 kb [0015.03] Log: Class 'SFX' has 83 resident sounds taking 25892.06 kb, and 10 real time sounds taking 711.13 kb [0015.03] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0015.03] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0015.03] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb [0015.03] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0015.03] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb [0015.03] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0015.03] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0015.03] Log: Class 'Master' has 1 resident sounds taking 311.84 kb [0015.03] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0015.03] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0015.03] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0015.03] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0015.03] Log: Class 'UnGrouped' has 575 resident sounds taking 73756.85 kb, and 108 real time sounds taking 2419.38 kb [0015.03] Log: 1515 total sounds in 18 classes [0015.03] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0015.03] ScriptLog: Rx_HUD::Jukebox AutoPlay music disabled by map. [0015.04] Rx: Game has reached minimum limit for Beacon, 1 Players and 0 Bots out of 0 [0015.04] Log: ########### Finished loading level: 0.305072 seconds [0015.04] Log: Flushing async loaders. [0017.56] Log: Flushed async loaders. [0017.56] ScriptWarning: Accessed None 'TargetingBox' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateScreenCentreActor:02B7 [0017.56] ScriptWarning: Attempt to assign variable through None Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateScreenCentreActor:02CB [0017.56] ScriptWarning: Accessed None 'TargetingBox' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateHudCompoenents:0017 [0017.56] ScriptWarning: Accessed None 'PlayerNames' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateHudCompoenents:0055 [0017.56] ScriptWarning: Accessed None 'CommandText' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateHudCompoenents:00D1 [0017.56] ScriptWarning: Accessed None 'TargetingBox' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:DrawHudCompoenents:0017 [0017.56] ScriptWarning: Accessed None 'PlayerNames' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:DrawHudCompoenents:0043 [0017.56] ScriptWarning: Accessed None 'TargetingBox' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:DoSpotting:0038 [0017.56] ScriptWarning: Accessed None 'CommandText' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:PostRender:0550 [0017.56] Init: Game engine initialized [0017.56] Log: Initializing Engine Completed [0017.56] Log: >>>>>>>>>>>>>> Initial startup: 17.56s <<<<<<<<<<<<<<< [0017.59] Log: Current scalability system settings: [0017.59] Log: StaticDecals = FALSE (Whether to allow static decals.) [0017.59] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0017.59] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0017.59] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0017.59] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0017.59] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0017.59] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0017.59] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0017.59] Log: AmbientOcclusion = FALSE (Whether to allow ambient occlusion.) [0017.59] Log: Bloom = TRUE (Whether to allow bloom.) [0017.59] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0017.59] Log: Distortion = TRUE (Whether to allow distortion.) [0017.59] Log: DropParticleDistortion = TRUE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0017.59] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0017.59] Log: LensFlares = FALSE (Whether to allow rendering of LensFlares.) [0017.59] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0017.59] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0017.59] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0017.59] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0017.59] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0017.59] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0017.59] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0017.59] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0017.59] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0017.59] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0017.59] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0017.59] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0017.59] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0017.59] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0017.59] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0017.59] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0017.59] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0017.59] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0017.59] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0017.59] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0017.59] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0017.59] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0017.59] Log: Current preference system settings: [0017.59] Log: UseVsync = TRUE (Whether to use VSync or not.) [0017.59] Log: Fullscreen = TRUE (Fullscreen.) [0017.59] Log: ResX = 1920 (Screen X resolution.) [0017.59] Log: ResY = 1080 (Screen Y resolution.) [0017.59] Log: Current debug system settings: [0017.59] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0017.59] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0017.59] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0017.59] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0017.59] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0017.59] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0017.59] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0017.59] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0017.59] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0017.59] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0017.59] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0017.59] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0017.59] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0017.59] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0017.59] Log: bAllowTemporalAA = FALSE (UKNOWN) [0017.59] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0017.59] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0017.59] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0017.59] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0017.59] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0017.59] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0017.59] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0017.59] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0017.59] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0017.59] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0017.59] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0017.59] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0017.59] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0017.59] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0017.59] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0017.59] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0017.59] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0017.59] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0017.59] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0017.59] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0017.59] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0017.60] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0017.60] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0017.60] Log: Current unknown system settings: [0017.60] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0017.60] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0017.60] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0017.60] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0017.60] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0017.60] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0017.60] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0017.60] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0017.60] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0017.60] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0017.60] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0017.60] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0017.60] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0017.60] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0017.60] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0017.60] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0017.60] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0017.60] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0017.60] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0017.60] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0017.60] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0017.60] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0017.60] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0017.60] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0017.60] Log: CSMMinimumFOV = 40 (Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming.) [0017.60] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0017.60] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0017.60] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0017.60] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0017.60] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0017.60] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0017.60] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0017.60] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0017.60] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0017.60] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0017.60] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0017.60] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0017.60] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0017.60] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0017.60] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0017.60] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0017.60] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0017.60] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0017.60] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0017.60] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0017.60] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0017.60] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0017.60] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0017.60] Log: MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).) [0017.60] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0017.60] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0017.60] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0017.60] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0017.60] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0017.60] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0017.60] Log: MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled) [0017.60] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0017.60] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0017.60] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0017.60] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0017.60] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0017.60] Log: ApexDestructionMaxFracturesProcessedPerFrame = -1 (Lets the user throttle the number of fractures processed per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).) [0017.60] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0017.60] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0017.60] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0017.60] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0017.60] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0017.60] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0017.60] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0017.60] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0017.60] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0017.60] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0017.60] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0017.60] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0017.60] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0017.60] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0017.60] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0017.60] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0017.61] Log: Listing all sound classes. [0017.61] Log: Class 'Item' has 32 resident sounds taking 3745.09 kb, and 1 real time sounds taking 8.89 kb [0017.61] Log: Class 'Vehicle' has 41 resident sounds taking 14891.49 kb, and 1 real time sounds taking 48.00 kb [0017.61] Log: Class 'Weapon' has 270 resident sounds taking 70453.30 kb, and 7 real time sounds taking 487.58 kb [0017.61] Log: Class 'Character' has 182 resident sounds taking 8698.73 kb [0017.61] Log: Class 'SFX' has 83 resident sounds taking 25892.06 kb, and 10 real time sounds taking 711.13 kb [0017.61] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0017.61] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0017.61] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb [0017.61] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0017.61] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb [0017.61] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0017.61] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0017.61] Log: Class 'Master' has 1 resident sounds taking 311.84 kb [0017.61] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0017.61] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0017.61] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0017.61] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0017.61] Log: Class 'UnGrouped' has 611 resident sounds taking 84254.04 kb, and 110 real time sounds taking 2599.97 kb [0017.61] Log: 1553 total sounds in 18 classes [0017.65] Log: Bool AmbientOcclusion set to 0 [0017.74] Log: BloomThreshold = 0.8 [0017.74] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0017.83] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0017.83] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0017.86] Warning: Failed to find function RecoverVignette for timer in actor Rx_HUD_0 [0017.86] Warning: Failed to find function AttamptCacheBuildings for timer in actor Rx_HUD_0 [0017.87] Log: Host name resolution completed [0020.19] Log: LoadMap: chi-renx.tyrant.gg:7501/CNC-Walls?Name=Sterps?Team=1?game=RenX_Game.Rx_Game [0020.19] Log: --- LOADING MOVIE START --- [0020.22] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0020.23] ScriptLog: ======================= Rx_HUD ========================= [0020.23] Rx: PLAYERExit;Nod,256,[SWS] Sterps [0020.23] ScriptWarning: Accessed None 'Pawn' Rx_Game_MainMenu RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_MainMenu_0 Function RenX_Game.Rx_Game:AddInactivePRI:0131 [0020.23] ScriptWarning: Accessed None 'Pawn' Rx_Game_MainMenu RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_MainMenu_0 Function RenX_Game.Rx_Game:AddInactivePRI:0169 [0021.09] Log: Missing cached shader map for material M_RockMaster_Sandblend2, quality 0, compiling. [0021.09] Warning: Warning, Failed to compile Material CNC-Walls.Materials.M_RockMaster_Sandblend2 for platform PC-D3D-SM3, Default Material will be used in game. [0023.03] Log: Primary PhysX scene will be in software. [0023.03] Log: Creating Primary PhysX Scene. [0023.23] Log: Bringing World CNC-Walls.TheWorld up for play (1429) at 2020.08.29-12.22.01 [0023.32] Log: Bringing up level for play took: 0.442911 [0023.32] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0023.32] Warning: Warning, Failed to find object 'Class None.' [0023.32] Log: PlayerController class for the pending level is PlayerController [0023.32] Log: ########### Finished loading level: 3.137302 seconds [0024.27] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Walls.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0024.27] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Walls.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0024.27] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Walls.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0024.27] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Walls.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0024.28] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Walls.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0024.28] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Walls.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0024.28] Log: --- LOADING MOVIE TIME: 4.09 sec --- [0024.29] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Walls.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0024.29] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Walls.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0024.59] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Walls.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0024.59] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Walls.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0024.59] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Walls.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0024.59] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Walls.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0024.61] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Walls.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0024.61] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Walls.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0024.63] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Walls.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0024.63] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Walls.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0024.67] ScriptWarning: Accessed None 'PlayerReplicationInfo' Rx_Controller CNC-Walls.TheWorld:PersistentLevel.Rx_Controller_1 Function RenX_Game.Rx_Controller:PostBeginPlay:0212 [0024.70] Log: Current scalability system settings: [0024.70] Log: StaticDecals = FALSE (Whether to allow static decals.) [0024.70] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0024.70] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0024.70] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0024.70] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0024.70] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0024.70] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0024.70] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0024.70] Log: AmbientOcclusion = FALSE (Whether to allow ambient occlusion.) [0024.70] Log: Bloom = TRUE (Whether to allow bloom.) [0024.70] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0024.70] Log: Distortion = TRUE (Whether to allow distortion.) [0024.70] Log: DropParticleDistortion = TRUE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0024.70] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0024.70] Log: LensFlares = FALSE (Whether to allow rendering of LensFlares.) [0024.70] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0024.70] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0024.70] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0024.70] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0024.70] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0024.70] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0024.70] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0024.70] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0024.70] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0024.70] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0024.70] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0024.70] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0024.70] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0024.70] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0024.70] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0024.70] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0024.70] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0024.70] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0024.70] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0024.70] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0024.70] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0024.70] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0024.70] Log: Current preference system settings: [0024.70] Log: UseVsync = TRUE (Whether to use VSync or not.) [0024.70] Log: Fullscreen = TRUE (Fullscreen.) [0024.70] Log: ResX = 1920 (Screen X resolution.) [0024.70] Log: ResY = 1080 (Screen Y resolution.) [0024.70] Log: Current debug system settings: [0024.70] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0024.70] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0024.70] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0024.70] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0024.70] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0024.70] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0024.70] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0024.70] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0024.70] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0024.70] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0024.70] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0024.70] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0024.70] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0024.70] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0024.70] Log: bAllowTemporalAA = FALSE (UKNOWN) [0024.70] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0024.70] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0024.70] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0024.70] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0024.70] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0024.70] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0024.70] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0024.70] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0024.70] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0024.70] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0024.70] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0024.70] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0024.70] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0024.70] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0024.70] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0024.70] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0024.70] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0024.70] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0024.70] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0024.70] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0024.70] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0024.70] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0024.70] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0024.70] Log: Current unknown system settings: [0024.70] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0024.70] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0024.70] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0024.70] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0024.70] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0024.70] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0024.70] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0024.70] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0024.70] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0024.70] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0024.70] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0024.70] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0024.70] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0024.70] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0024.70] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0024.70] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0024.70] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0024.70] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0024.70] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0024.70] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0024.70] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0024.70] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0024.70] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0024.70] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0024.70] Log: CSMMinimumFOV = 40 (Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming.) [0024.70] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0024.70] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0024.70] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0024.70] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0024.70] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0024.70] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0024.70] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0024.70] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0024.70] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0024.70] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0024.70] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0024.70] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0024.70] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0024.70] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0024.70] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0024.70] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0024.70] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0024.70] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0024.70] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0024.70] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0024.70] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0024.70] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0024.70] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0024.70] Log: MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).) [0024.70] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0024.70] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0024.70] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0024.70] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0024.70] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0024.70] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0024.70] Log: MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled) [0024.70] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0024.70] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0024.70] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0024.70] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0024.70] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0024.70] Log: ApexDestructionMaxFracturesProcessedPerFrame = -1 (Lets the user throttle the number of fractures processed per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).) [0024.70] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0024.70] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0024.70] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0024.70] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0024.70] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0024.70] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0024.70] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0024.70] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0024.70] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0024.70] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0024.70] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0024.70] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0024.70] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0024.70] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0024.70] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0024.70] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0024.71] Log: Listing all sound classes. [0024.71] Log: Class 'Item' has 32 resident sounds taking 3745.09 kb, and 1 real time sounds taking 8.89 kb [0024.71] Log: Class 'Vehicle' has 41 resident sounds taking 14891.49 kb, and 1 real time sounds taking 48.00 kb [0024.71] Log: Class 'Weapon' has 270 resident sounds taking 70453.30 kb, and 7 real time sounds taking 487.58 kb [0024.71] Log: Class 'Character' has 182 resident sounds taking 8698.73 kb [0024.71] Log: Class 'SFX' has 81 resident sounds taking 25629.31 kb, and 10 real time sounds taking 711.13 kb [0024.71] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0024.71] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0024.71] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb [0024.71] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 23 real time sounds taking 47214.76 kb [0024.71] Log: Class 'Ambient' has 36 resident sounds taking 15229.44 kb, and 23 real time sounds taking 2969.96 kb [0024.71] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0024.71] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0024.71] Log: Class 'Master' has 1 resident sounds taking 311.84 kb [0024.71] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0024.71] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0024.71] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0024.71] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0024.71] Log: Class 'UnGrouped' has 605 resident sounds taking 88679.98 kb, and 109 real time sounds taking 2473.76 kb [0024.71] Log: 1596 total sounds in 18 classes [0024.71] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0024.71] ScriptLog: Rx_HUD::Jukebox SystemSettingsHandler.bAutostartMusic:'False' [0024.72] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0024.72] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0024.73] Warning: Warning, Failed to load 'Font None.Arial': Failed to find object 'Font None.Arial' [0024.73] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0024.73] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0024.74] Error: StopLocalVoiceProcessing: Ignoring stop request for non-owning user [0024.74] ScriptLog: PositionModX : 0.0000 [0024.74] ScriptLog: PositionModY : 52.5000 [0024.74] ScriptLog: PositionModX : 0.0000 [0024.74] ScriptLog: PositionModY : 52.5000 [0024.75] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:Stealthed.BeginState:00A5 [0024.76] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0024.76] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0024.76] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0024.76] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0024.76] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0024.76] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0024.77] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found! [0024.77] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Walls.TheWorld:PersistentLevel.Rx_Building_Barracks_Internals_0.SkeletalMeshComponent_87 RX_BU_Barracks.Mesh.SK_BU_GDI_BAR 1 0 1 0 [0024.78] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:Stealthed.BeginState:00A5 [0024.83] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found! [0024.83] Log: WARNING: Cooking Convex For Actor: CNC-Walls.TheWorld:PersistentLevel.Rx_BuildingAttachment_AirElevator_0 Component: StaticMeshComponent_147 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. [0024.83] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0024.83] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0024.84] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0024.84] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0024.84] ScriptWarning: Accessed None 'TopHalfAnimSlot' Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_8 Function RenX_Game.Rx_Pawn:ReplicatedEvent:0135 [0024.86] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0024.86] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0024.86] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0024.86] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0025.03] ScriptWarning: Accessed array 'Rx_GFxHud_0.LoadingBarWidget' out of bounds (255/2) Rx_GFxHud Transient.Rx_GFxHud_0 Function RenX_Game.Rx_GFxHud:HideLoadingBar:008C [0025.03] ScriptWarning: Accessed array 'Rx_GFxHud_0.LoadingBarWidget' out of bounds (255/2) Rx_GFxHud Transient.Rx_GFxHud_0 Function RenX_Game.Rx_GFxHud:HideLoadingBar:00A4 [0025.03] ScriptWarning: Accessed array 'Rx_GFxHud_0.LoadingText' out of bounds (255/2) Rx_GFxHud Transient.Rx_GFxHud_0 Function RenX_Game.Rx_GFxHud:HideLoadingBar:00DA [0025.03] ScriptWarning: Accessed array 'Rx_GFxHud_0.LoadingText' out of bounds (255/2) Rx_GFxHud Transient.Rx_GFxHud_0 Function RenX_Game.Rx_GFxHud:HideLoadingBar:00F2 [0025.03] ScriptWarning: Accessed array 'Rx_GFxHud_0.LoadingMeterMC' out of bounds (255/2) Rx_GFxHud Transient.Rx_GFxHud_0 Function RenX_Game.Rx_GFxHud:HideLoadingBar:0123 [0025.03] ScriptWarning: Accessed array 'Rx_GFxHud_0.LoadingMeterMC' out of bounds (255/2) Rx_GFxHud Transient.Rx_GFxHud_0 Function RenX_Game.Rx_GFxHud:HideLoadingBar:013B [0025.03] ScriptWarning: Accessed array 'Rx_GFxGameinfoHud_0.Teams' out of bounds (1/1) Rx_GFxGameinfoHud Transient.Rx_GFxGameinfoHud_0 Function RenX_Game.Rx_GFxGameinfoHud:UpdateScoreboardCommon:00FB [0025.03] ScriptWarning: Accessed None 'Teams' Rx_GFxGameinfoHud Transient.Rx_GFxGameinfoHud_0 Function RenX_Game.Rx_GFxGameinfoHud:UpdateScoreboardCommon:00FB [0025.03] ScriptWarning: Accessed array 'Rx_GFxGameinfoHud_0.Teams' out of bounds (1/1) Rx_GFxGameinfoHud Transient.Rx_GFxGameinfoHud_0 Function RenX_Game.Rx_GFxGameinfoHud:UpdateScoreboardCommon:0256 [0025.03] ScriptWarning: Accessed None 'Teams' Rx_GFxGameinfoHud Transient.Rx_GFxGameinfoHud_0 Function RenX_Game.Rx_GFxGameinfoHud:UpdateScoreboardCommon:0256 [0025.03] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0025.03] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0025.03] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0025.06] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0025.06] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0025.07] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0025.07] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0025.07] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0025.07] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0025.08] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0025.08] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0025.10] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0025.10] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0025.10] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0025.10] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0025.10] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0025.10] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0025.10] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0025.10] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0025.10] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0025.10] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0025.10] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0025.10] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0025.10] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0025.10] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0025.10] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0025.10] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0025.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0025.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0025.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0025.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0025.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0025.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0025.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0025.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0025.11] Warning: Failed to find function RecoverVignette for timer in actor Rx_HUD_1 [0025.11] Warning: Failed to find function AttamptCacheBuildings for timer in actor Rx_HUD_1 [0025.16] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0025.16] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0025.16] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0025.16] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0025.16] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0025.16] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0025.16] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0025.77] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0025.77] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0025.81] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0025.81] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0025.81] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0025.81] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0025.81] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0025.81] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0025.81] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0025.81] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0025.82] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0025.82] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0025.82] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0025.82] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0025.82] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0025.82] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0025.82] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0025.82] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0025.82] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0025.82] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0025.87] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0025.87] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0025.87] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0025.87] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionMultiplier [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionContrast [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalSecondaryParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalSecondaryParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalSecondaryParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalSecondaryParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalSecondaryParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalSecondaryParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalSecondaryParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalSecondaryParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalSecondaryParticleValue [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: AddTranslucent_Bias [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: AddTranslucent_Bias [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Effect_Multiplier [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Effect_Multiplier [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Visibility_Multiplier [0025.87] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Visibility_Multiplier [0025.88] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0025.88] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0025.88] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0025.88] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0025.98] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0025.98] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0025.98] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0025.98] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0026.05] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0026.05] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0026.05] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0026.05] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0026.13] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0026.13] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0026.13] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0026.13] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0026.22] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0026.22] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0026.22] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0026.22] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0026.36] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0026.36] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0026.36] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0026.36] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0026.40] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0026.40] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0026.40] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0026.40] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0026.51] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0026.51] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0026.51] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0026.51] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0026.60] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0026.60] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0026.60] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0026.60] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0026.69] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0026.69] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0026.69] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0026.69] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0026.82] Warning: Failed to find function GotoStealthed for timer in actor Rx_Pawn_SBH_0 [0026.82] Warning: Failed to find function GotoStealthed for timer in actor Rx_Pawn_SBH_1 [0032.34] ScriptLog: Sending server auth retry request [0032.70] Log: WARNING: Cooking Convex For Actor: CNC-Walls.TheWorld:PersistentLevel.Rx_Pickup_Ammo_0 Component: StaticMeshComponent_212 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. [0032.71] Log: WARNING: Cooking Convex For Actor: CNC-Walls.TheWorld:PersistentLevel.Rx_Gib_HumanHead_0 Component: UTGibStaticMeshComponent_0 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. [0032.71] Log: WARNING: Cooking Convex For Actor: CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_23 Component: StaticMeshComponent_213 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. [0035.74] Log: ZELC: Component 'RX_VH_APC_Nod.Mesh.SK_VH_Nod_APC' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_Projectile_Chaingun_GDI_5 (Rx_Projectile_Chaingun_GDI CNC-Walls.TheWorld:PersistentLevel.Rx_Projectile_Chaingun_GDI_5) [0037.92] ScriptLog: ------------------ [ Setting up ] ------------------ [0037.94] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0037.94] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0037.95] ScriptLog: rxPC.bJustBaughtEngineer= False [0037.95] ScriptLog: rxPC.bJustBaughtHavocSakura= False [0037.95] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Soldier [0037.95] ScriptLog: [0037.95] ScriptLog: OwnedSidearm= Rx_Weapon_Pistol_UnSILENCED [0037.95] ScriptLog: OwnedExplosive= Rx_Weapon_TimedC4 [0037.95] ScriptLog: OwnedItem= None [0037.95] ScriptLog: [0037.95] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol_UnSILENCED [0037.95] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4 [0037.96] ScriptLog: ====================== [0037.96] ScriptLog: Norm explosiveData[0]= Timed C4 [0037.96] ScriptLog: Norm explosiveData[1]= Grenades [0037.96] ScriptLog: Norm explosiveData[2]= Smoke Grenade [0037.96] ScriptLog: Norm explosiveData[3]= EMP Grenade [0037.96] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [0038.22] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0038.22] ScriptLog: Button Pressed? five [0038.22] ScriptLog: Button Selected Index? 4 [0038.22] ScriptLog: ------------------ SelectPurchase() ------------------ [0038.22] ScriptLog: XXX: Rx_InventoryManager_GDI_Engineer [0038.22] ScriptLog: XXX2: Rx_Weapon_Pistol [0038.22] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [0038.22] ScriptLog: GFx EquipmentSidearmData[0]? [0038.22] ScriptLog: GFx EquipExplosivesList[0]? Timed C4 [0038.22] ScriptLog: GetRxFamilyInfo()? Rx_FamilyInfo_GDI_Soldier [0038.22] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_GDI_Soldier [0038.22] ScriptLog: rxPC.Pawn? Rx_Pawn_0 [0038.22] ScriptLog: bJustBaughtEngineer? False [0038.22] ScriptLog: bJustBaughtHavocSakura? False [0038.22] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_TimedC4 [0038.22] ScriptLog: OwnedExplosive? Rx_Weapon_TimedC4 [0038.22] ScriptLog: selected explosive data? None [0038.22] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [0038.23] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0038.23] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0042.34] ScriptLog: Sending server auth retry request [0052.35] ScriptLog: Sending server auth retry request [0062.35] ScriptLog: Server authentication failed after 3 tries [0085.49] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [0093.05] Warning: Failed to find function setRespawnUiCounter for timer in actor Rx_Controller_1 [0093.32] ScriptLog: ------------------ [ Setting up ] ------------------ [0093.34] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0093.34] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0093.34] ScriptLog: rxPC.bJustBaughtEngineer= False [0093.34] ScriptLog: rxPC.bJustBaughtHavocSakura= False [0093.34] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Soldier [0093.34] ScriptLog: [0093.34] ScriptLog: OwnedSidearm= Rx_Weapon_Pistol_UnSILENCED [0093.34] ScriptLog: OwnedExplosive= Rx_Weapon_TimedC4 [0093.34] ScriptLog: OwnedItem= None [0093.34] ScriptLog: [0093.34] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol_UnSILENCED [0093.34] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4 [0093.36] ScriptLog: ====================== [0093.36] ScriptLog: Norm explosiveData[0]= Timed C4 [0093.36] ScriptLog: Norm explosiveData[1]= Grenades [0093.36] ScriptLog: Norm explosiveData[2]= Smoke Grenade [0093.36] ScriptLog: Norm explosiveData[3]= EMP Grenade [0093.36] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [0095.36] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0095.36] ScriptLog: Button Pressed? LeftMouseButton [0095.45] ScriptLog: --------------- 8 --------------- [0096.85] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0096.85] ScriptLog: Button Pressed? Escape [0096.85] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [0096.85] ScriptLog: GFx EquipmentSidearmData[0]? [0096.85] ScriptLog: GFx EquipExplosivesList[0]? Timed C4 [0096.85] ScriptLog: GetRxFamilyInfo()? Rx_FamilyInfo_GDI_Soldier [0096.85] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_GDI_Soldier [0096.85] ScriptLog: rxPC.Pawn? Rx_Pawn_34 [0096.85] ScriptLog: bJustBaughtEngineer? False [0096.85] ScriptLog: bJustBaughtHavocSakura? False [0096.85] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_TimedC4 [0096.85] ScriptLog: OwnedExplosive? Rx_Weapon_TimedC4 [0096.85] ScriptLog: selected explosive data? Rx_Weapon_TimedC4 [0096.85] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [0096.85] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0096.85] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0097.44] ScriptLog: ------------------ [ Setting up ] ------------------ [0097.45] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0097.45] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0097.46] ScriptLog: rxPC.bJustBaughtEngineer= False [0097.46] ScriptLog: rxPC.bJustBaughtHavocSakura= False [0097.46] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Soldier [0097.46] ScriptLog: [0097.46] ScriptLog: OwnedSidearm= Rx_Weapon_Pistol_UnSILENCED [0097.46] ScriptLog: OwnedExplosive= Rx_Weapon_TimedC4 [0097.46] ScriptLog: OwnedItem= None [0097.46] ScriptLog: [0097.46] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol_UnSILENCED [0097.46] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4 [0097.48] ScriptLog: ====================== [0097.48] ScriptLog: Norm explosiveData[0]= Timed C4 [0097.48] ScriptLog: Norm explosiveData[1]= Grenades [0097.48] ScriptLog: Norm explosiveData[2]= Smoke Grenade [0097.48] ScriptLog: Norm explosiveData[3]= EMP Grenade [0097.48] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [0097.65] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0097.65] ScriptLog: Button Pressed? three [0097.65] ScriptLog: Button Selected Index? 2 [0097.65] ScriptLog: ------------------ SelectPurchase() ------------------ [0097.65] ScriptLog: XXX: Rx_InventoryManager_GDI_Grenadier [0097.65] ScriptLog: XXX2: Rx_Weapon_Pistol_UnSILENCED [0097.65] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [0097.65] ScriptLog: GFx EquipmentSidearmData[0]? [0097.65] ScriptLog: GFx EquipExplosivesList[0]? Timed C4 [0097.65] ScriptLog: GetRxFamilyInfo()? Rx_FamilyInfo_GDI_Soldier [0097.65] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_GDI_Soldier [0097.65] ScriptLog: rxPC.Pawn? Rx_Pawn_34 [0097.65] ScriptLog: bJustBaughtEngineer? False [0097.65] ScriptLog: bJustBaughtHavocSakura? False [0097.65] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_TimedC4 [0097.65] ScriptLog: OwnedExplosive? Rx_Weapon_TimedC4 [0097.65] ScriptLog: selected explosive data? None [0097.65] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [0097.66] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0097.66] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0115.38] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [0115.79] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [0122.96] Warning: Failed to find function setRespawnUiCounter for timer in actor Rx_Controller_1 [0143.87] ScriptLog: was unable to find the Constraint!!! [0143.87] Log: USkeletalMeshComponent::GetNxActor() : Could not find bone: b_L_Arm [0143.87] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_101! [0143.87] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_102! [0143.87] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_103! [0143.89] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_101! [0143.89] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_102! [0143.91] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_101! [0143.91] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_102! [0143.93] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_101! [0143.93] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_102! [0143.95] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_101! [0143.95] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_102! [0143.96] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_101! [0143.96] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_102! [0143.98] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_101! [0143.98] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_102! [0144.00] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_101! [0144.00] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_102! [0144.02] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_101! [0144.02] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_102! [0144.03] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_101! [0144.03] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_102! [0144.05] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_101! [0144.05] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_102! [0144.07] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_101! [0144.07] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_102! [0144.08] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_101! [0144.08] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_102! [0144.10] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_101! [0144.10] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_102! [0144.12] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_101! [0144.12] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_102! [0144.14] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_101! [0144.14] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_102! [0144.15] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_101! [0144.15] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_102! [0144.17] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_101! [0144.17] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_102! [0144.19] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_101! [0144.19] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_102! [0144.21] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_102! [0144.22] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_102! [0144.24] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_102! [0144.26] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_25: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_102! [0146.60] ScriptWarning: Accessed None 'Canvas' Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_1 Function RenX_Game.Rx_HUD:HandleSetShowScores:0089 [0146.60] ScriptWarning: Accessed None 'Canvas' Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_1 Function RenX_Game.Rx_HUD:HandleSetShowScores:00A9 [0146.63] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0146.63] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0147.77] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0147.77] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0149.22] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0149.22] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0151.43] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0151.43] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0183.06] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_7 [0196.08] ScriptLog: ------------------ [ Setting up ] ------------------ [0196.10] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0196.10] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0196.11] ScriptLog: rxPC.bJustBaughtEngineer= False [0196.11] ScriptLog: rxPC.bJustBaughtHavocSakura= False [0196.11] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Soldier [0196.11] ScriptLog: [0196.11] ScriptLog: OwnedSidearm= Rx_Weapon_Pistol_UnSILENCED [0196.11] ScriptLog: OwnedExplosive= Rx_Weapon_TimedC4 [0196.11] ScriptLog: OwnedItem= None [0196.11] ScriptLog: [0196.11] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_Pistol_UnSILENCED [0196.11] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4 [0196.12] ScriptLog: ====================== [0196.12] ScriptLog: Norm explosiveData[0]= Timed C4 [0196.12] ScriptLog: Norm explosiveData[1]= Grenades [0196.12] ScriptLog: Norm explosiveData[2]= Smoke Grenade [0196.12] ScriptLog: Norm explosiveData[3]= EMP Grenade [0196.12] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [0196.30] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0196.30] ScriptLog: Button Pressed? C [0196.30] ScriptLog: --------------- 8 --------------- [0198.15] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0198.15] ScriptLog: Button Pressed? LeftMouseButton [0198.24] ScriptLog: --------------- 8 --------------- [0198.31] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0198.31] ScriptLog: Button Pressed? LeftMouseButton [0198.41] ScriptLog: ------------------ SelectPurchase() ------------------ [0198.41] ScriptLog: XXX: Rx_InventoryManager_GDI_Sydney [0198.41] ScriptLog: XXX2: Rx_Weapon_TiberiumFlechetteRifle [0198.41] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [0198.41] ScriptLog: GFx EquipmentSidearmData[0]? [0198.41] ScriptLog: GFx EquipExplosivesList[0]? Timed C4 [0198.41] ScriptLog: GetRxFamilyInfo()? Rx_FamilyInfo_GDI_Soldier [0198.41] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_GDI_Soldier [0198.41] ScriptLog: rxPC.Pawn? Rx_Pawn_38 [0198.41] ScriptLog: bJustBaughtEngineer? False [0198.41] ScriptLog: bJustBaughtHavocSakura? False [0198.41] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_TimedC4 [0198.41] ScriptLog: OwnedExplosive? Rx_Weapon_TimedC4 [0198.41] ScriptLog: selected explosive data? None [0198.41] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [0198.43] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0198.43] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0230.83] Log: ZELC: Component 'RX_VH_APC_Nod.Mesh.SK_VH_Nod_APC' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_HUD_1 (Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_1) [0240.30] Warning: Failed to find function GotoStealthed for timer in actor Rx_Pawn_SBH_2 [0245.08] Log: ZELC: Component 'RX_VH_APC_Nod.Mesh.SK_VH_Nod_APC' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_HUD_1 (Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_1) [0252.72] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found! [0256.92] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0262.54] ScriptLog: ------------------ [ Setting up ] ------------------ [0262.56] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0262.56] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0262.57] ScriptLog: rxPC.bJustBaughtEngineer= False [0262.57] ScriptLog: rxPC.bJustBaughtHavocSakura= False [0262.57] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Sydney [0262.57] ScriptLog: [0262.57] ScriptLog: OwnedSidearm= Rx_Weapon_TiberiumFlechetteRifle [0262.57] ScriptLog: OwnedExplosive= Rx_Weapon_TimedC4 [0262.57] ScriptLog: OwnedItem= None [0262.57] ScriptLog: [0262.57] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_TiberiumFlechetteRifle [0262.57] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4 [0262.58] ScriptLog: ====================== [0262.58] ScriptLog: Norm explosiveData[0]= Timed C4 [0262.58] ScriptLog: Norm explosiveData[1]= Grenades [0262.58] ScriptLog: Norm explosiveData[2]= Smoke Grenade [0262.58] ScriptLog: Norm explosiveData[3]= EMP Grenade [0262.58] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [0262.71] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0262.71] ScriptLog: Button Pressed? R [0262.71] ScriptLog: --------------- 6 --------------- [0262.71] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [0262.71] ScriptLog: GFx EquipmentSidearmData[0]? Flechette Rifle [0262.71] ScriptLog: rxPC.CurrentSidearmWeapon? Rx_Weapon_TiberiumFlechetteRifle [0262.71] ScriptLog: OwnedSidearm? Rx_Weapon_TiberiumFlechetteRifle [0262.71] ScriptLog: selected sidearm data? Rx_Weapon_TiberiumFlechetteRifle [0262.71] ScriptLog: Sidearm Loadout is the same as current loadout. loadout not performed!!! [0262.71] ScriptLog: GFx EquipExplosivesList[0]? Timed C4 [0262.71] ScriptLog: GetRxFamilyInfo()? Rx_FamilyInfo_GDI_Sydney [0262.71] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_GDI_Sydney [0262.71] ScriptLog: rxPC.Pawn? Rx_Pawn_38 [0262.71] ScriptLog: bJustBaughtEngineer? False [0262.71] ScriptLog: bJustBaughtHavocSakura? False [0262.71] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_TimedC4 [0262.71] ScriptLog: OwnedExplosive? Rx_Weapon_TimedC4 [0262.71] ScriptLog: selected explosive data? Rx_Weapon_TimedC4 [0262.71] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [0262.72] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0262.72] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0271.28] ScriptWarning: Accessed None 'PRI' Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_1 Function RenX_Game.Rx_HUD:GetColouredName:0010 [0271.28] ScriptWarning: Accessed None 'PRI' Rx_HUD CNC-Walls.TheWorld:PersistentLevel.Rx_HUD_1 Function RenX_Game.Rx_HUD:GetColouredName:005D [0283.61] ScriptLog: ------------------ [ Setting up ] ------------------ [0283.63] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0283.63] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0283.64] ScriptLog: rxPC.bJustBaughtEngineer= False [0283.64] ScriptLog: rxPC.bJustBaughtHavocSakura= False [0283.64] ScriptLog: OwnedFamilyInfo= Rx_FamilyInfo_GDI_Sydney [0283.64] ScriptLog: [0283.64] ScriptLog: OwnedSidearm= Rx_Weapon_TiberiumFlechetteRifle [0283.64] ScriptLog: OwnedExplosive= Rx_Weapon_TimedC4 [0283.64] ScriptLog: OwnedItem= None [0283.64] ScriptLog: [0283.64] ScriptLog: rxPC.CurrentSidearmWeapon= Rx_Weapon_TiberiumFlechetteRifle [0283.64] ScriptLog: rxPC.CurrentExplosiveWeapon= Rx_Weapon_TimedC4 [0283.66] ScriptLog: ====================== [0283.66] ScriptLog: Norm explosiveData[0]= Timed C4 [0283.66] ScriptLog: Norm explosiveData[1]= Grenades [0283.66] ScriptLog: Norm explosiveData[2]= Smoke Grenade [0283.66] ScriptLog: Norm explosiveData[3]= EMP Grenade [0283.66] ScriptLog: Norm explosiveData[4]= Anti-Tank Mine [0283.76] ScriptLog: ------------------ [ FilterButtonInput ] ------------------ [0283.76] ScriptLog: Button Pressed? R [0283.76] ScriptLog: --------------- 6 --------------- [0283.76] ScriptLog: ------------------ [ SetLoadout() Called ] ------------------ [0283.76] ScriptLog: GFx EquipmentSidearmData[0]? Flechette Rifle [0283.76] ScriptLog: rxPC.CurrentSidearmWeapon? Rx_Weapon_TiberiumFlechetteRifle [0283.76] ScriptLog: OwnedSidearm? Rx_Weapon_TiberiumFlechetteRifle [0283.76] ScriptLog: selected sidearm data? Rx_Weapon_TiberiumFlechetteRifle [0283.76] ScriptLog: Sidearm Loadout is the same as current loadout. loadout not performed!!! [0283.76] ScriptLog: GFx EquipExplosivesList[0]? Timed C4 [0283.76] ScriptLog: GetRxFamilyInfo()? Rx_FamilyInfo_GDI_Sydney [0283.76] ScriptLog: Rx_Pawn(rxPC.Pawn).CurrCharClassInfo? Rx_FamilyInfo_GDI_Sydney [0283.76] ScriptLog: rxPC.Pawn? Rx_Pawn_38 [0283.76] ScriptLog: bJustBaughtEngineer? False [0283.76] ScriptLog: bJustBaughtHavocSakura? False [0283.76] ScriptLog: rxPC.CurrentExplosiveWeapon? Rx_Weapon_TimedC4 [0283.76] ScriptLog: OwnedExplosive? Rx_Weapon_TimedC4 [0283.76] ScriptLog: selected explosive data? Rx_Weapon_TimedC4 [0283.76] ScriptLog: explosive Loadout is the same as current loadout. loadout not performed!!! [0283.78] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0283.78] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0285.45] ScriptLog: was unable to find the Constraint!!! [0285.46] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_FireDmg_25! [0285.46] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_HeadShotBloodSpray_315! [0285.46] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0285.46] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_HeadShotBloodSpray_316! [0285.46] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_Spine_1) not found for attached Actor Rx_Emit_TiberiumDmg_1! [0285.48] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_FireDmg_25! [0285.48] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0285.50] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_FireDmg_25! [0285.50] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0285.52] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_FireDmg_25! [0285.52] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0285.53] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_FireDmg_25! [0285.53] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0285.55] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_FireDmg_25! [0285.55] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0285.57] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_FireDmg_25! [0285.57] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0285.59] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_FireDmg_25! [0285.59] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0285.60] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_FireDmg_25! [0285.60] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0285.62] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_FireDmg_25! [0285.62] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0285.64] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_FireDmg_25! [0285.64] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0285.66] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_FireDmg_25! [0285.66] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0285.67] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_FireDmg_25! [0285.67] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0285.69] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_FireDmg_25! [0285.69] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0285.71] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_FireDmg_25! [0285.71] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0285.72] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_FireDmg_25! [0285.72] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0285.74] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_FireDmg_25! [0285.74] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0285.76] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_FireDmg_25! [0285.76] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0285.77] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_FireDmg_25! [0285.77] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0285.79] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_FireDmg_25! [0285.79] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0285.81] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_FireDmg_25! [0285.81] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0285.82] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_FireDmg_25! [0285.82] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0285.84] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_FireDmg_25! [0285.84] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0285.86] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_FireDmg_25! [0285.86] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0285.87] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_FireDmg_25! [0285.87] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0285.89] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_FireDmg_25! [0285.89] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0285.90] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_FireDmg_25! [0285.90] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0285.92] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_FireDmg_25! [0285.92] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0285.94] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_FireDmg_25! [0285.94] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0285.95] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_FireDmg_25! [0285.95] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0285.97] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_FireDmg_25! [0285.97] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0285.98] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0286.00] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0286.01] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0286.03] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0286.04] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0286.06] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0286.07] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_46: BaseBoneName (B_L_Wrist) not found for attached Actor Rx_Emit_TiberiumDmg_0! [0286.39] ScriptWarning: Accessed None 'HipBodyInst' Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_46 Function RenX_Game.Rx_Pawn:DoingDeathAnim:02DE [0299.42] ScriptLog: was unable to find the Constraint!!! [0299.43] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_HeadShotBloodSpray_335! [0299.43] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_336! [0299.43] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_L_ForeArm) not found for attached Actor Rx_Emit_HeadShotBloodSpray_337! [0299.45] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_HeadShotBloodSpray_335! [0299.45] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_336! [0299.47] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_HeadShotBloodSpray_335! [0299.47] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_336! [0299.48] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_HeadShotBloodSpray_335! [0299.48] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_336! [0299.50] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_HeadShotBloodSpray_335! [0299.50] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_336! [0299.52] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_HeadShotBloodSpray_335! [0299.52] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_336! [0299.53] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_HeadShotBloodSpray_335! [0299.53] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_336! [0299.55] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_HeadShotBloodSpray_335! [0299.55] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_336! [0299.57] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_HeadShotBloodSpray_335! [0299.57] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_336! [0299.59] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_HeadShotBloodSpray_335! [0299.59] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_336! [0299.60] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_HeadShotBloodSpray_335! [0299.60] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_336! [0299.62] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_HeadShotBloodSpray_335! [0299.62] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_336! [0299.64] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_HeadShotBloodSpray_335! [0299.64] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_336! [0299.65] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_R_ForeArm) not found for attached Actor Rx_Emit_HeadShotBloodSpray_335! [0299.65] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_336! [0299.67] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_336! [0299.69] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_336! [0299.70] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_336! [0299.72] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_336! [0299.74] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_336! [0299.75] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_336! [0299.77] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_336! [0299.79] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_336! [0299.81] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_37: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_336! [0364.68] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [0364.70] ScriptWarning: Accessed None 'CurrentWeapon' Rx_InventoryManager_GDI_Sydney CNC-Walls.TheWorld:PersistentLevel.Rx_InventoryManager_GDI_Sydney_0 Function RenX_Game.Rx_InventoryManager:SwitchWeapon:00AF [0368.27] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0368.27] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0369.41] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0369.41] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0372.33] Warning: Failed to find function setRespawnUiCounter for timer in actor Rx_Controller_1 [0375.03] Log: Assembled 603 auto-complete commands, manual: 92, exec: 482, kismet: 0 [0375.78] Log: Closing by request [0375.78] Log: appRequestExit(0) [0375.95] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0375.98] Exit: Preparing to exit. [0377.01] Exit: Game engine shut down [0377.22] Exit: Windows client shut down [0377.23] Exit: XAudio2 Device shut down. [0377.23] NetComeGo: Close TcpNetDriver_0 TcpipConnection_0 162.248.92.61:7501 08/29/20 12:27:55 [0377.23] Exit: TcpNetDriver_0 shut down [0377.48] Exit: Object subsystem successfully closed. [0377.53] Log: Shutting down FaceFX... [0377.53] Log: FaceFX shutdown. [0377.64] Exit: Exiting. [0377.64] Log: Log file closed, 08/29/20 12:27:55