Log: Log file open, 02/04/16 16:46:03 Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467 DevConfig: GConfig::Find has loaded file: ..\..\Engine\Config\ConsoleVariables.ini Init: Version: 12791 Init: Epic Internal: 0 Init: Compiled (32-bit): Jan 29 2015 19:31:11 Init: Changelist: 2424394 Init: Command line: Init: Base directory: C:\Renegade X\Binaries\Win32\ [0000.24] Init: Computer: RICARDO-PC [0000.24] Init: User: Ricardo [0000.24] Init: CPU Page size=4096, Processors=4 [0000.24] Init: High frequency timer resolution =3.222753 MHz [0000.24] Init: Memory total: Physical=8.0GB (8GB approx) Pagefile=8.0GB Virtual=4.0GB [0000.37] Log: Steam Client API initialized 1 [0000.43] Log: Steam Game Server API initialized 1 [0000.46] Init: WinSock: I am Ricardo-PC (192.168.0.12:0) [0000.46] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes. [0000.46] Init: Object subsystem initialized [0000.50] Log: Found D3D11 adapter 0: NVIDIA GeForce GTX 460 [0000.50] Log: Adapter has 979MB of dedicated video memory, 0MB of dedicated system memory, and 3071MB of shared system memory [0000.52] Log: Shader platform (RHI): PC-D3D-SM3 [0000.52] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt [0000.54] Log: PhysX GPU Support: DISABLED [0000.55] Init: Initializing FaceFX... [0000.55] Init: FaceFX 1.7.4 initialized. [0000.55] Init: XAudio2 using 'Speakers (Realtek High Definition Audio)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3) [0003.44] Init: Finished loading startup packages in 2.78 seconds [0003.44] Log: 75633 objects as part of root set at end of initial load. [0003.44] Log: 0 out of 0 bytes used by permanent object pool. [0003.44] Log: Initializing Engine... [0006.01] Warning: Warning, Class Renx_Game.Rx_GraphicAdapterCheck can't bind to DLL C:\Renegade X\Binaries\Win32\UserCode\Rx_GraphicAdapterCheck_Lib.DLL [0006.15] Log: Missing cached shader map for material Mat_GlowSphere, quality 0, compiling. [0006.16] Warning: Warning, Failed to compile Material RX_IonCannonStrike.Materials.Mat_GlowSphere for platform PC-D3D-SM3, Default Material will be used in game. [0006.20] Warning: Warning, Class Renx_Game.Rx_VersionCheck can't bind to DLL C:\Renegade X\Binaries\Win32\UserCode\Rx_VersionCheck_Lib.DLL [0007.10] Init: UEngine initialized [0007.11] Init: XAudio2Device initialized. [0007.14] Init: Client initialized [0008.11] Log: Initializing Steamworks [0008.12] Log: Logged in as 'ricgle' [0008.14] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0008.14] Warning: Warning, Failed to find object 'Class None.' [0008.14] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0008.14] Warning: Warning, Failed to find object 'Class None.' [0008.15] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0008.15] Warning: Warning, Failed to find object 'Class None.' [0008.15] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0008.15] Warning: Warning, Failed to find object 'Class None.' [0008.16] Log: LoadMap: RenX-FrontEndMap?Name=ricgle?Team=255 [0008.27] Log: Game class is 'Rx_Game' [0008.32] Log: Primary PhysX scene will be in software. [0008.32] Log: Creating Primary PhysX Scene. [0008.32] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2016.02.04-16.46.11 [0008.32] ScriptLog: ----YOSH'S LOG------ GDI Bots given to RX_Game---- 0 [0008.32] ScriptLog: ----YOSH'S LOG------ Credits given to RX_Game---- 30 [0008.32] ScriptWarning: Accessed array 'Rx_MapListManager_0.AvailableGameProfiles' out of bounds (0/0) Rx_MapListManager RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_MapListManager_0 Function Renx_Game.Rx_MapListManager:GetCurrentGameProfileIndex:00D3 [0008.33] ScriptLog: INITIAL: -1 -1 [0008.33] ScriptLog: Game profile Index was NONE [0008.34] ScriptLog: GDI:0.0000 [0008.34] ScriptLog: Nod:0.0000 [0008.35] ScriptWarning: Accessed array 'ProviderList' out of bounds (15/15) Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function Renx_Game.Rx_Game:SetupMapDataList:0074 [0008.35] ScriptWarning: Accessed array 'ProviderList' out of bounds (15/15) Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function Renx_Game.Rx_Game:SetupMapDataList:00AF [0008.35] ScriptWarning: Accessed None 'ProviderList' Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function Renx_Game.Rx_Game:SetupMapDataList:00AF [0008.35] ScriptLog: NONE - ProviderList[i]? [0008.35] Rx: MAP Loaded; RenX-FrontEndMap [0008.35] Log: Bringing up level for play took: 0.075192 [0008.35] ScriptWarning: PlayerStart_0 is not a team playerstart! Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function UTGame.UTTeamGame:RatePlayerStart:0051 [0008.35] ScriptLog: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating [0008.36] ScriptWarning: Accessed None 'Pawn' Rx_Controller RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Controller_0 Function Renx_Game.Rx_Controller:SetOurCameraMode:0018 [0008.36] Rx: PLAYER Enter; GDI,256,ricgle from  steamid 0x011000010164A9C0 [0008.36] Rx: PLAYER TeamJoin; GDI,256,ricgle joined GDI [0008.36] Log: Current scalability system settings: [0008.36] Log: StaticDecals = FALSE (Whether to allow static decals.) [0008.36] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0008.36] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0008.36] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0008.36] Log: DynamicShadows = FALSE (Whether to allow dynamic shadows.) [0008.36] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0008.36] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0008.36] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0008.36] Log: AmbientOcclusion = FALSE (Whether to allow ambient occlusion.) [0008.36] Log: Bloom = TRUE (Whether to allow bloom.) [0008.36] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0008.36] Log: Distortion = TRUE (Whether to allow distortion.) [0008.36] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0008.36] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0008.36] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0008.36] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0008.36] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0008.36] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0008.36] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0008.36] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0008.36] Log: SkeletalMeshLODBias = 1 (LOD bias for skeletal meshes.) [0008.36] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0008.36] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0008.36] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0008.36] Log: MaxAnisotropy = 4 (Maximum level of anisotropy used.) [0008.36] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0008.36] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0008.36] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0008.36] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0008.36] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0008.36] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0008.36] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0008.36] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0008.36] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0008.36] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0008.36] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0008.36] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0008.36] Log: Current preference system settings: [0008.36] Log: UseVsync = FALSE (Whether to use VSync or not.) [0008.36] Log: Fullscreen = TRUE (Fullscreen.) [0008.36] Log: ResX = 1920 (Screen X resolution.) [0008.36] Log: ResY = 1080 (Screen Y resolution.) [0008.36] Log: Current debug system settings: [0008.36] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0008.36] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0008.36] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0008.36] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0008.36] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0008.36] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0008.36] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0008.36] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0008.36] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0008.36] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0008.36] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0008.36] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0008.36] Log: ParticleLODBias = 1 (LOD bias for particle systems.) [0008.36] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0008.36] Log: bAllowTemporalAA = FALSE (UKNOWN) [0008.36] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0008.36] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0008.36] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0008.36] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0008.36] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0008.36] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0008.36] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0008.36] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0008.36] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0008.36] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0008.36] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0008.36] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0008.36] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0008.36] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0008.36] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0008.36] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0008.36] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0008.36] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0008.36] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0008.36] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0008.36] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0008.36] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0008.36] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0008.36] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found. [0008.36] Log: Current unknown system settings: [0008.36] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0008.36] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0008.36] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0008.36] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0008.36] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0008.36] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0008.36] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0008.36] Log: ShadowFilterQualityBias = 1 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0008.36] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0008.36] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0008.36] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0008.36] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0008.36] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0008.36] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0008.36] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0008.36] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0008.36] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0008.36] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0008.36] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0008.36] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0008.36] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0008.36] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0008.36] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0008.36] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0008.36] 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.) [0008.36] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0008.36] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0008.36] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0008.36] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0008.36] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0008.36] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0008.36] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0008.36] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0008.36] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0008.36] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0008.36] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0008.36] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0008.36] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0008.36] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0008.36] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0008.36] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0008.36] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0008.36] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0008.36] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0008.36] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0008.36] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0008.36] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0008.36] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0008.36] 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).) [0008.36] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0008.36] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0008.36] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0008.36] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0008.36] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0008.36] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0008.36] 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) [0008.36] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0008.36] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0008.36] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0008.36] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0008.36] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0008.36] 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).) [0008.36] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0008.36] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0008.36] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0008.36] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0008.36] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0008.36] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0008.36] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0008.36] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0008.36] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0008.36] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0008.36] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0008.36] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0008.36] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0008.36] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0008.36] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0008.36] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0008.36] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found. [0008.36] Warning: Warning, The System Setting PerObjectShadowTransition could not be found. [0008.36] Warning: Warning, The System Setting PerSceneShadowTransition could not be found. [0008.36] Warning: Warning, The System Setting CSMMinimumFOV could not be found. [0008.36] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found. [0008.37] Log: Listing all sound classes. [0008.37] Log: Class 'Item' has 22 resident sounds taking 2473.21 kb, and 1 real time sounds taking 8.89 kb [0008.37] Log: Class 'Vehicle' has 71 resident sounds taking 16002.46 kb, and 5 real time sounds taking 329.80 kb [0008.37] Log: Class 'Weapon' has 238 resident sounds taking 65610.97 kb, and 5 real time sounds taking 383.05 kb [0008.37] Log: Class 'SFX' has 30 resident sounds taking 4675.98 kb, and 11 real time sounds taking 479.87 kb [0008.37] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0008.37] Log: Class 'UI' has 22 resident sounds taking 1276.65 kb [0008.37] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb [0008.37] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0008.37] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0008.37] Log: Class 'WeaponBulletEffects' has 24 resident sounds taking 731.49 kb, and 1 real time sounds taking 150.46 kb [0008.37] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb [0008.37] Log: Class 'Ambient' has 2 resident sounds taking 652.92 kb [0008.37] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0008.37] Log: Class 'None' has 1 resident sounds taking 187.50 kb [0008.37] Log: Class 'UnGrouped' has 131 resident sounds taking 47298.02 kb, and 76 real time sounds taking 1306.09 kb [0008.37] Log: 915 total sounds in 15 classes [0008.37] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0008.37] ScriptLog: SystemSettingsHandler.bAutostartMusic? True [0008.43] Log: ########### Finished loading level: 0.276490 seconds [0008.48] Log: Flushing async loaders. [0009.29] Log: Flushed async loaders. [0009.29] Init: Game engine initialized [0009.29] Log: Initializing Engine Completed [0009.29] Log: >>>>>>>>>>>>>> Initial startup: 9.29s <<<<<<<<<<<<<<< [0009.31] ScriptLog: SWITCHEROO THE HUD Rx_Game [0009.31] ScriptLog: ======================= Rx_HUD ========================= [0009.31] ScriptLog: Script call stack: Function Renx_Game.Rx_HUD:Destroyed Function Renx_Game.Rx_HUD:RemoveMovies [0009.31] ScriptLog: DamageSystemMovie.bMovieIsOpen? True [0009.31] ScriptLog: HudMovie.bMovieIsOpen? True [0009.33] Log: Current scalability system settings: [0009.33] Log: StaticDecals = FALSE (Whether to allow static decals.) [0009.33] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0009.33] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0009.33] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0009.33] Log: DynamicShadows = FALSE (Whether to allow dynamic shadows.) [0009.33] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0009.33] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0009.33] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0009.33] Log: AmbientOcclusion = FALSE (Whether to allow ambient occlusion.) [0009.33] Log: Bloom = TRUE (Whether to allow bloom.) [0009.33] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0009.33] Log: Distortion = TRUE (Whether to allow distortion.) [0009.33] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0009.33] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0009.33] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0009.33] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0009.33] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0009.33] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0009.33] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0009.33] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0009.33] Log: SkeletalMeshLODBias = 1 (LOD bias for skeletal meshes.) [0009.33] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0009.33] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0009.33] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0009.33] Log: MaxAnisotropy = 4 (Maximum level of anisotropy used.) [0009.33] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0009.33] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0009.33] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0009.33] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0009.33] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0009.33] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0009.33] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0009.33] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0009.33] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0009.33] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0009.33] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0009.33] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0009.33] Log: Current preference system settings: [0009.33] Log: UseVsync = FALSE (Whether to use VSync or not.) [0009.33] Log: Fullscreen = TRUE (Fullscreen.) [0009.33] Log: ResX = 1920 (Screen X resolution.) [0009.33] Log: ResY = 1080 (Screen Y resolution.) [0009.33] Log: Current debug system settings: [0009.33] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0009.33] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0009.33] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0009.33] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0009.33] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0009.33] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0009.33] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0009.33] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0009.33] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0009.33] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0009.33] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0009.33] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0009.33] Log: ParticleLODBias = 1 (LOD bias for particle systems.) [0009.33] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0009.33] Log: bAllowTemporalAA = FALSE (UKNOWN) [0009.33] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0009.33] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0009.33] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0009.33] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0009.33] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0009.33] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0009.33] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0009.33] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0009.33] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0009.33] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0009.33] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0009.33] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0009.33] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0009.33] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0009.33] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0009.33] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0009.33] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0009.33] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0009.33] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0009.33] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0009.33] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0009.33] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0009.33] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0009.33] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found. [0009.33] Log: Current unknown system settings: [0009.33] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0009.33] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0009.33] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0009.33] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0009.33] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0009.33] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0009.33] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0009.33] Log: ShadowFilterQualityBias = 1 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0009.33] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0009.33] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0009.33] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0009.33] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0009.33] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0009.33] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0009.33] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0009.33] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0009.33] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0009.33] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0009.33] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0009.33] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0009.33] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0009.33] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0009.33] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0009.33] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0009.33] 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.) [0009.33] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0009.33] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0009.33] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0009.33] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0009.33] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0009.33] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0009.33] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0009.33] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0009.33] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0009.33] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0009.33] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0009.33] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0009.33] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0009.33] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0009.33] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0009.33] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0009.33] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0009.33] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0009.33] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0009.33] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0009.33] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0009.33] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0009.33] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0009.33] 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).) [0009.33] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0009.33] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0009.33] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0009.33] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0009.33] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0009.33] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0009.33] 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) [0009.33] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0009.33] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0009.33] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0009.33] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0009.33] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0009.33] 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).) [0009.33] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0009.33] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0009.33] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0009.33] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0009.33] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0009.33] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0009.33] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0009.33] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0009.33] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0009.33] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0009.33] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0009.33] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0009.33] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0009.33] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0009.33] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0009.33] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0009.33] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found. [0009.33] Warning: Warning, The System Setting PerObjectShadowTransition could not be found. [0009.33] Warning: Warning, The System Setting PerSceneShadowTransition could not be found. [0009.33] Warning: Warning, The System Setting CSMMinimumFOV could not be found. [0009.33] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found. [0009.34] Log: Listing all sound classes. [0009.34] Log: Class 'Item' has 22 resident sounds taking 2473.21 kb, and 1 real time sounds taking 8.89 kb [0009.34] Log: Class 'Vehicle' has 71 resident sounds taking 16002.46 kb, and 5 real time sounds taking 329.80 kb [0009.34] Log: Class 'Weapon' has 238 resident sounds taking 65610.97 kb, and 5 real time sounds taking 383.05 kb [0009.34] Log: Class 'SFX' has 30 resident sounds taking 4675.98 kb, and 11 real time sounds taking 479.87 kb [0009.34] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0009.34] Log: Class 'UI' has 22 resident sounds taking 1276.65 kb [0009.34] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb [0009.34] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0009.34] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0009.34] Log: Class 'WeaponBulletEffects' has 24 resident sounds taking 731.49 kb, and 1 real time sounds taking 150.46 kb [0009.34] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb [0009.34] Log: Class 'Ambient' has 2 resident sounds taking 652.92 kb [0009.34] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0009.34] Log: Class 'None' has 1 resident sounds taking 187.50 kb [0009.34] Log: Class 'UnGrouped' has 131 resident sounds taking 47298.02 kb, and 76 real time sounds taking 1306.09 kb [0009.34] Log: 915 total sounds in 15 classes [0009.34] Log: Bool AmbientOcclusion set to 0 [0009.54] Log: BloomThreshold = 1 [0009.54] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0009.70] ScriptLog: ----YOSH---- Called Add Initial Bots [0011.87] ScriptLog: [GeminiOnlineService] Getting Data [0011.87] ScriptLog: [GeminiLinkClient] Resolving: renegadexgs.appspot.com [0011.89] ScriptLog: [GeminiLinkClient] renegadexgs.appspot.com resolved to 74.125.136.141:0 [0011.89] ScriptLog: [GeminiLinkClient] Bound to port: 49376 [0011.89] Log: CheckConnectionAttempt: Connection attempt has not yet completed. [0011.92] ScriptLog: [GeminiLinkClient] TCP connection opened [0011.92] ScriptLog: [GeminiLinkClient] End TCP connection [0012.21] ScriptLog: [GeminiLinkClient] TCP connection closed [0012.98] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Close [0013.37] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress [0013.38] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0013.48] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress [0013.57] ScriptLog: [Rx_GFxFrontEnd_Multiplayer] : serverIP: 195.154.167.80 | serverPort:7778 [0013.57] ScriptLog: mapName Lakeside [0013.57] ScriptLog: mapFileName img://RenXFrontEnd.MapImage.___map-pic-cnc-lakeside [0013.57] ScriptLog: serverName [0013.57] ScriptLog: isFavourites False [0013.57] ScriptLog: isLocked False [0013.57] ScriptLog: serverLocation [0013.57] ScriptLog: serverGameType Command & Conquer (Open Beta 5.14) [0013.57] ScriptLog: playerCount 38 [0013.57] ScriptLog: botCount 0 [0013.57] ScriptLog: maxPlayers 40 [0013.57] ScriptLog: ping -2147483648 [0013.57] ScriptLog: serverPort 7778 [0013.57] ScriptLog: serverAddress 195.154.167.80 [0013.57] ScriptLog: [Rx_GFxFrontEnd_Multiplayer] : open 195.154.167.80:7778 [0013.57] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemDoubleClick [0013.57] ScriptLog: ------------------------------Game Ending Event Called [0013.57] ScriptLog: <> [0013.57] Init: WinSock: Socket queue 32768 / 32768 [0013.74] Log: LoadMap: 195.154.167.80:7778/CNC-LakeSide?Name=ricgle?Team=255?game=Renx_Game.Rx_Game [0013.74] Log: --- LOADING MOVIE START --- [0013.76] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0013.76] Rx: GAME Spawn; bot Nod,b257,Where's my Medal? [0013.76] Rx: PLAYER Exit; GDI,256,ricgle [0018.17] Log: Missing cached shader map for material M_RiverWater_OLD, quality 0, compiling. [0018.17] Warning: Warning, Failed to compile Material RX_Nature.Materials.M_RiverWater_OLD for platform PC-D3D-SM3, Default Material will be used in game. [0018.29] Log: Missing cached shader map for material M_Grass_Tweak_02a, quality 0, compiling. [0018.29] Warning: Warning, Failed to compile Material RX_Nature.Materials.M_Grass_Tweak_02a for platform PC-D3D-SM3, Default Material will be used in game. [0018.29] Log: Missing cached shader map for material M_Flower_02, quality 0, compiling. [0018.30] Warning: Warning, Failed to compile Material RX_Nature.Materials.M_Flower_02 for platform PC-D3D-SM3, Default Material will be used in game. [0019.05] Log: Primary PhysX scene will be in software. [0019.05] Log: Creating Primary PhysX Scene. [0019.09] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-LakeSide.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_2 Component: StaticMeshComponent_328 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl). [0019.09] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-LakeSide.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_2 Component: StaticMeshComponent_328 StaticMesh: EngineMeshes.Sphere [0019.09] Log: Bringing World CNC-LakeSide.TheWorld up for play (476) at 2016.02.04-16.46.22 [0019.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0019.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0019.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0019.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0019.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0019.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0019.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0019.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0019.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0019.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0019.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0019.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0019.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0019.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0019.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0019.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0019.12] Log: Bringing up level for play took: 0.358458 [0019.12] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0019.12] Warning: Warning, Failed to find object 'Class None.' [0019.12] Log: PlayerController class for the pending level is PlayerController [0019.12] Log: ########### Finished loading level: 5.375427 seconds [0019.42] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-LakeSide.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0019.42] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-LakeSide.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0019.42] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-LakeSide.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0019.42] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-LakeSide.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0019.43] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-LakeSide.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0019.43] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-LakeSide.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0019.43] Log: --- LOADING MOVIE TIME: 5.69 sec --- [0019.43] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-LakeSide.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0019.43] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-LakeSide.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0019.46] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-LakeSide.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0019.46] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-LakeSide.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0019.49] ScriptWarning: Accessed None 'Pawn' Rx_Controller CNC-LakeSide.TheWorld:PersistentLevel.Rx_Controller_1 Function Renx_Game.Rx_Controller:SetOurCameraMode:0018 [0019.49] Log: Current scalability system settings: [0019.49] Log: StaticDecals = FALSE (Whether to allow static decals.) [0019.49] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0019.49] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0019.49] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0019.49] Log: DynamicShadows = FALSE (Whether to allow dynamic shadows.) [0019.49] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0019.49] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0019.49] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0019.49] Log: AmbientOcclusion = FALSE (Whether to allow ambient occlusion.) [0019.49] Log: Bloom = TRUE (Whether to allow bloom.) [0019.49] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0019.49] Log: Distortion = TRUE (Whether to allow distortion.) [0019.49] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0019.49] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0019.49] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0019.49] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0019.49] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0019.49] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0019.49] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0019.49] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0019.49] Log: SkeletalMeshLODBias = 1 (LOD bias for skeletal meshes.) [0019.49] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0019.49] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0019.49] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0019.49] Log: MaxAnisotropy = 4 (Maximum level of anisotropy used.) [0019.49] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0019.49] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0019.49] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0019.49] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0019.49] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0019.49] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0019.49] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0019.49] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0019.49] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0019.49] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0019.49] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0019.49] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0019.49] Log: Current preference system settings: [0019.49] Log: UseVsync = FALSE (Whether to use VSync or not.) [0019.49] Log: Fullscreen = TRUE (Fullscreen.) [0019.49] Log: ResX = 1920 (Screen X resolution.) [0019.49] Log: ResY = 1080 (Screen Y resolution.) [0019.49] Log: Current debug system settings: [0019.49] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0019.49] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0019.49] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0019.49] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0019.49] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0019.49] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0019.49] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0019.49] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0019.49] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0019.49] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0019.49] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0019.49] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0019.49] Log: ParticleLODBias = 1 (LOD bias for particle systems.) [0019.49] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0019.49] Log: bAllowTemporalAA = FALSE (UKNOWN) [0019.49] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0019.49] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0019.49] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0019.49] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0019.49] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0019.49] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0019.49] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0019.49] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0019.49] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0019.49] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0019.49] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0019.49] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0019.49] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0019.49] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0019.49] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0019.49] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0019.49] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0019.49] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0019.49] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0019.49] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0019.49] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0019.49] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0019.49] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0019.49] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found. [0019.49] Log: Current unknown system settings: [0019.49] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0019.49] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0019.49] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0019.49] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0019.49] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0019.49] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0019.49] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0019.49] Log: ShadowFilterQualityBias = 1 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0019.49] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0019.49] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0019.49] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0019.49] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0019.49] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0019.49] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0019.49] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0019.49] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0019.49] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0019.49] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0019.49] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0019.49] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0019.49] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0019.49] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0019.49] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0019.49] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0019.49] 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.) [0019.49] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0019.49] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0019.49] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0019.49] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0019.49] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0019.49] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0019.49] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0019.49] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0019.49] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0019.49] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0019.49] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0019.49] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0019.49] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0019.49] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0019.49] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0019.49] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0019.49] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0019.49] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0019.49] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0019.49] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0019.49] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0019.49] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0019.49] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0019.49] 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).) [0019.49] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0019.49] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0019.49] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0019.49] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0019.49] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0019.49] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0019.49] 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) [0019.49] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0019.49] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0019.49] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0019.49] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0019.49] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0019.49] 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).) [0019.49] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0019.49] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0019.49] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0019.49] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0019.49] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0019.49] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0019.49] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0019.49] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0019.49] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0019.49] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0019.49] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0019.49] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0019.49] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0019.49] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0019.49] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0019.49] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0019.49] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found. [0019.49] Warning: Warning, The System Setting PerObjectShadowTransition could not be found. [0019.49] Warning: Warning, The System Setting PerSceneShadowTransition could not be found. [0019.49] Warning: Warning, The System Setting CSMMinimumFOV could not be found. [0019.49] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found. [0019.50] Log: Listing all sound classes. [0019.50] Log: Class 'Item' has 22 resident sounds taking 2473.21 kb, and 1 real time sounds taking 8.89 kb [0019.50] Log: Class 'Vehicle' has 71 resident sounds taking 16002.46 kb, and 5 real time sounds taking 329.80 kb [0019.50] Log: Class 'Weapon' has 239 resident sounds taking 65975.92 kb, and 5 real time sounds taking 383.05 kb [0019.50] Log: Class 'SFX' has 30 resident sounds taking 4675.98 kb, and 11 real time sounds taking 479.87 kb [0019.50] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0019.50] Log: Class 'UI' has 22 resident sounds taking 1276.65 kb [0019.50] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb [0019.50] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 23 real time sounds taking 47214.76 kb [0019.50] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0019.50] Log: Class 'WeaponBulletEffects' has 24 resident sounds taking 731.49 kb, and 1 real time sounds taking 150.46 kb [0019.50] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb [0019.50] Log: Class 'Ambient' has 16 resident sounds taking 6999.24 kb, and 18 real time sounds taking 2708.78 kb [0019.50] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0019.50] Log: Class 'None' has 1 resident sounds taking 187.50 kb [0019.50] Log: Class 'UnGrouped' has 140 resident sounds taking 48393.80 kb, and 83 real time sounds taking 1625.25 kb [0019.50] Log: 963 total sounds in 15 classes [0019.50] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0019.50] ScriptLog: SystemSettingsHandler.bAutostartMusic? True [0019.51] ScriptWarning: Accessed None 'PlayerReplicationInfo' Rx_GFxHud Transient.Rx_GFxHud_1 Function Renx_Game.Rx_GFxHud:HideLoadingBar:002A [0019.52] ScriptWarning: Accessed None 'PlayerReplicationInfo' Rx_GFxHud Transient.Rx_GFxHud_1 Function Renx_Game.Rx_GFxHud:DisableHUDItems:0193 [0019.52] Error: StopLocalVoiceProcessing: Ignoring stop request for non-owning user [0019.52] ScriptWarning: Accessed None 'RunSpeedAnimNode' Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_1 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:000D [0019.52] ScriptWarning: Attempt to assign variable through None Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_1 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:0021 [0019.52] ScriptWarning: Accessed None 'RunSpeedAnimNode' Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_1 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:0033 [0019.52] ScriptWarning: Attempt to assign variable through None Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_1 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:0047 [0019.52] ScriptWarning: Accessed None 'RunSpeedAnimNode' Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_1 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:006F [0019.52] ScriptWarning: Attempt to assign variable through None Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_1 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:0083 [0019.52] ScriptWarning: Accessed None 'RunSpeedAnimNode' Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_1 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:00AB [0019.52] ScriptWarning: Attempt to assign variable through None Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_1 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:00BF [0019.52] ScriptWarning: Accessed None 'PlayerReplicationInfo' Rx_Controller CNC-LakeSide.TheWorld:PersistentLevel.Rx_Controller_1 Function Renx_Game.Rx_Controller:PlayerTick:016F [0019.52] ScriptWarning: Accessed None 'PlayerReplicationInfo' Rx_Controller CNC-LakeSide.TheWorld:PersistentLevel.Rx_Controller_1 Function Renx_Game.Rx_Controller:PlayerTick:01B1 [0019.58] ScriptWarning: Divide by zero Rx_HUD_TargetingBox Transient.Rx_HUD_TargetingBox_1 Function Renx_Game.Rx_HUD_TargetingBox:UpdateTargetHealthPercent:039D [0019.58] ScriptWarning: Accessed None 'GRI' Rx_HUD_TargetingBox Transient.Rx_HUD_TargetingBox_1 Function Renx_Game.Rx_HUD_TargetingBox:DrawHealthBar:006C [0019.59] ScriptWarning: Accessed None 'RunSpeedAnimNode' Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_4 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:000D [0019.59] ScriptWarning: Attempt to assign variable through None Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_4 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:0021 [0019.59] ScriptWarning: Accessed None 'RunSpeedAnimNode' Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_4 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:0033 [0019.59] ScriptWarning: Attempt to assign variable through None Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_4 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:0047 [0019.59] ScriptWarning: Accessed None 'RunSpeedAnimNode' Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_4 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:006F [0019.59] ScriptWarning: Attempt to assign variable through None Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_4 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:0083 [0019.59] ScriptWarning: Accessed None 'RunSpeedAnimNode' Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_4 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:00AB [0019.59] ScriptWarning: Attempt to assign variable through None Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_4 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:00BF [0019.59] ScriptWarning: Accessed None 'RunSpeedAnimNode' Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_7 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:000D [0019.59] ScriptWarning: Attempt to assign variable through None Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_7 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:0021 [0019.59] ScriptWarning: Accessed None 'RunSpeedAnimNode' Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_7 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:0033 [0019.59] ScriptWarning: Attempt to assign variable through None Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_7 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:0047 [0019.59] ScriptWarning: Accessed None 'RunSpeedAnimNode' Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_7 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:006F [0019.59] ScriptWarning: Attempt to assign variable through None Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_7 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:0083 [0019.59] ScriptWarning: Accessed None 'RunSpeedAnimNode' Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_7 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:00AB [0019.59] ScriptWarning: Attempt to assign variable through None Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_7 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:00BF [0019.59] ScriptWarning: Accessed None 'RunSpeedAnimNode' Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_8 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:000D [0019.59] ScriptWarning: Attempt to assign variable through None Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_8 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:0021 [0019.59] ScriptWarning: Accessed None 'RunSpeedAnimNode' Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_8 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:0033 [0019.59] ScriptWarning: Attempt to assign variable through None Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_8 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:0047 [0019.59] ScriptWarning: Accessed None 'RunSpeedAnimNode' Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_8 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:006F [0019.59] ScriptWarning: Attempt to assign variable through None Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_8 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:0083 [0019.59] ScriptWarning: Accessed None 'RunSpeedAnimNode' Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_8 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:00AB [0019.59] ScriptWarning: Attempt to assign variable through None Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_8 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:00BF [0019.59] ScriptWarning: Accessed None 'RunSpeedAnimNode' Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_9 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:000D [0019.59] ScriptWarning: Attempt to assign variable through None Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_9 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:0021 [0019.59] ScriptWarning: Accessed None 'RunSpeedAnimNode' Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_9 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:0033 [0019.59] ScriptWarning: Attempt to assign variable through None Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_9 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:0047 [0019.59] ScriptWarning: Accessed None 'RunSpeedAnimNode' Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_9 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:006F [0019.59] ScriptWarning: Attempt to assign variable through None Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_9 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:0083 [0019.59] ScriptWarning: Accessed None 'RunSpeedAnimNode' Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_9 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:00AB [0019.59] ScriptWarning: Attempt to assign variable through None Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_9 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:00BF [0019.59] ScriptWarning: Accessed None 'PlayerReplicationInfo' Rx_Controller CNC-LakeSide.TheWorld:PersistentLevel.Rx_Controller_1 Function Renx_Game.Rx_Controller:PlayerTick:016F [0019.59] ScriptWarning: Accessed None 'PlayerReplicationInfo' Rx_Controller CNC-LakeSide.TheWorld:PersistentLevel.Rx_Controller_1 Function Renx_Game.Rx_Controller:PlayerTick:01B1 [0019.60] ScriptWarning: Divide by zero Rx_HUD_TargetingBox Transient.Rx_HUD_TargetingBox_1 Function Renx_Game.Rx_HUD_TargetingBox:UpdateTargetHealthPercent:039D [0019.60] ScriptWarning: Accessed None 'GRI' Rx_HUD_TargetingBox Transient.Rx_HUD_TargetingBox_1 Function Renx_Game.Rx_HUD_TargetingBox:DrawHealthBar:006C [0019.61] ScriptWarning: Accessed None 'RunSpeedAnimNode' Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_11 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:000D [0019.61] ScriptWarning: Attempt to assign variable through None Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_11 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:0021 [0019.61] ScriptWarning: Accessed None 'RunSpeedAnimNode' Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_11 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:0033 [0019.61] ScriptWarning: Attempt to assign variable through None Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_11 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:0047 [0019.61] ScriptWarning: Accessed None 'RunSpeedAnimNode' Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_11 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:006F [0019.61] ScriptWarning: Attempt to assign variable through None Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_11 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:0083 [0019.61] ScriptWarning: Accessed None 'RunSpeedAnimNode' Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_11 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:00AB [0019.61] ScriptWarning: Attempt to assign variable through None Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_11 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:00BF [0019.61] ScriptWarning: Accessed None 'PlayerReplicationInfo' Rx_Controller CNC-LakeSide.TheWorld:PersistentLevel.Rx_Controller_1 Function Renx_Game.Rx_Controller:PlayerTick:016F [0019.61] ScriptWarning: Accessed None 'PlayerReplicationInfo' Rx_Controller CNC-LakeSide.TheWorld:PersistentLevel.Rx_Controller_1 Function Renx_Game.Rx_Controller:PlayerTick:01B1 [0019.63] ScriptWarning: Accessed None 'PlayerReplicationInfo' Rx_Controller CNC-LakeSide.TheWorld:PersistentLevel.Rx_Controller_1 Function Renx_Game.Rx_Controller:PlayerTick:016F [0019.63] ScriptWarning: Accessed None 'PlayerReplicationInfo' Rx_Controller CNC-LakeSide.TheWorld:PersistentLevel.Rx_Controller_1 Function Renx_Game.Rx_Controller:PlayerTick:01B1 [0019.66] ScriptWarning: Accessed None 'RunSpeedAnimNode' Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_12 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:000D [0019.66] ScriptWarning: Attempt to assign variable through None Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_12 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:0021 [0019.66] ScriptWarning: Accessed None 'RunSpeedAnimNode' Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_12 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:0033 [0019.66] ScriptWarning: Attempt to assign variable through None Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_12 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:0047 [0019.66] ScriptWarning: Accessed None 'RunSpeedAnimNode' Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_12 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:006F [0019.66] ScriptWarning: Attempt to assign variable through None Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_12 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:0083 [0019.66] ScriptWarning: Accessed None 'RunSpeedAnimNode' Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_12 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:00AB [0019.66] ScriptWarning: Attempt to assign variable through None Rx_Pawn CNC-LakeSide.TheWorld:PersistentLevel.Rx_Pawn_12 Function Renx_Game.Rx_Pawn:UpdateRunSpeedNode:00BF [0019.66] ScriptWarning: Accessed None 'PlayerReplicationInfo' Rx_Controller CNC-LakeSide.TheWorld:PersistentLevel.Rx_Controller_1 Function Renx_Game.Rx_Controller:PlayerTick:016F [0019.66] ScriptWarning: Accessed None 'PlayerReplicationInfo' Rx_Controller CNC-LakeSide.TheWorld:PersistentLevel.Rx_Controller_1 Function Renx_Game.Rx_Controller:PlayerTick:01B1 [0021.22] Log: === Critical error: === Fatal error! Address = 0x1497c96 (filename not found) [in C:\Renegade X\Binaries\Win32\UDK.exe] Address = 0x14ba1c3 (filename not found) [in C:\Renegade X\Binaries\Win32\UDK.exe] Address = 0x14ba29c (filename not found) [in C:\Renegade X\Binaries\Win32\UDK.exe] Address = 0x14a0a60 (filename not found) [in C:\Renegade X\Binaries\Win32\UDK.exe] Address = 0x14970e4 (filename not found) [in C:\Renegade X\Binaries\Win32\UDK.exe]