Log: Log file open, 02/23/16 01:26:06 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: 198.27.67.57:7777 -ini:UDKGame:DefaultPlayer.Name="Graograman" Init: Base directory: F:\Spiele 2\Renegade X\Binaries\Win32\ [0000.25] Init: Computer: TORSTEN-PC [0000.25] Init: User: Torsten [0000.25] Init: CPU Page size=4096, Processors=4 [0000.25] Init: High frequency timer resolution =2.441371 MHz [0000.25] Init: Memory total: Physical=3.0GB (3GB approx) Pagefile=8.0GB Virtual=2.0GB [0000.25] Log: Steam Client API initialized 0 [0000.29] Log: Steam Game Server API initialized 0 [0000.32] Init: WinSock: I am Torsten-PC (192.168.2.108:0) [0000.32] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes. [0000.32] Init: Object subsystem initialized [0000.53] Log: Found D3D11 adapter 1: Microsoft Basic Render Driver [0000.53] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 1535MB of shared system memory [0000.60] Log: Shader platform (RHI): PC-D3D-SM3 [0000.60] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt [0000.68] Log: PhysX GPU Support: DISABLED [0000.87] Init: Initializing FaceFX... [0000.87] Init: FaceFX 1.7.4 initialized. [0000.92] Init: XAudio2 using 'Lautsprecher (High Definition Audio-Gerät)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3) [0009.40] Init: Finished loading startup packages in 8.28 seconds [0009.43] Log: 75633 objects as part of root set at end of initial load. [0009.43] Log: 0 out of 0 bytes used by permanent object pool. [0009.43] Log: Initializing Engine... [0061.22] Warning: Warning, Class Renx_Game.Rx_GraphicAdapterCheck can't bind to DLL F:\Spiele 2\Renegade X\Binaries\Win32\UserCode\Rx_GraphicAdapterCheck_Lib.DLL [0061.47] Log: Missing cached shader map for material Mat_GlowSphere, quality 0, compiling. [0061.47] Warning: Warning, Failed to compile Material RX_IonCannonStrike.Materials.Mat_GlowSphere for platform PC-D3D-SM3, Default Material will be used in game. [0061.56] Warning: Warning, Class Renx_Game.Rx_VersionCheck can't bind to DLL F:\Spiele 2\Renegade X\Binaries\Win32\UserCode\Rx_VersionCheck_Lib.DLL [0063.79] Init: UEngine initialized [0064.53] Init: XAudio2Device initialized. [0064.79] Init: Client initialized [0069.40] Log: Steam Client API is unavailable [0070.06] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0070.06] Warning: Warning, Failed to find object 'Class None.' [0070.06] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0070.06] Warning: Warning, Failed to find object 'Class None.' [0070.07] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0070.07] Warning: Warning, Failed to find object 'Class None.' [0070.07] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0070.07] Warning: Warning, Failed to find object 'Class None.' [0070.23] Init: WinSock: Socket queue 32768 / 32768 [0070.48] Log: LoadMap: RenX-FrontEndMap?Name="Graograman"?Team=255 [0071.56] Log: Timed out while waiting for GPU to catch up. (500 ms) [0071.56] Log: Game class is 'Rx_Game' [0071.91] Log: Primary PhysX scene will be in software. [0071.92] Log: Creating Primary PhysX Scene. [0072.19] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2016.02.23-01.27.18 [0072.26] ScriptLog: ----YOSH'S LOG------ GDI Bots given to RX_Game---- 0 [0072.26] ScriptLog: ----YOSH'S LOG------ Credits given to RX_Game---- 30 [0072.26] 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 [0072.27] ScriptLog: INITIAL: -1 -1 [0072.30] ScriptLog: Game profile Index was NONE [0072.35] ScriptLog: GDI:0.0000 [0072.35] ScriptLog: Nod:0.0000 [0072.36] 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 [0072.36] 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 [0072.36] ScriptWarning: Accessed None 'ProviderList' Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function Renx_Game.Rx_Game:SetupMapDataList:00AF [0072.36] ScriptLog: NONE - ProviderList[i]? [0072.49] Rx: MAP Loaded; RenX-FrontEndMap [0072.50] Log: Bringing up level for play took: 0.927683 [0072.50] ScriptWarning: PlayerStart_0 is not a team playerstart! Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function UTGame.UTTeamGame:RatePlayerStart:0051 [0072.50] ScriptLog: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating [0072.52] ScriptWarning: Accessed None 'Pawn' Rx_Controller RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Controller_0 Function Renx_Game.Rx_Controller:SetOurCameraMode:0018 [0072.52] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_0 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0134 [0072.52] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_0 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0168 [0072.53] Rx: PLAYER Enter; GDI,256,"Graograman" from  nosteam [0072.53] Rx: PLAYER TeamJoin; GDI,256,"Graograman" joined GDI [0072.56] Log: Current scalability system settings: [0072.56] Log: StaticDecals = FALSE (Whether to allow static decals.) [0072.56] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0072.56] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0072.56] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0072.56] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0072.56] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0072.56] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0072.56] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0072.56] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0072.56] Log: Bloom = TRUE (Whether to allow bloom.) [0072.56] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0072.56] Log: Distortion = TRUE (Whether to allow distortion.) [0072.56] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0072.56] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0072.56] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0072.56] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0072.56] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0072.56] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0072.56] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0072.56] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0072.56] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0072.56] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0072.56] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0072.56] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0072.56] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0072.56] Log: bAllowD3D9MSAA = TRUE (UKNOWN) [0072.56] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0072.56] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0072.56] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0072.56] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0072.56] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0072.56] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0072.56] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0072.56] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0072.56] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0072.56] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0072.56] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0072.56] Log: Current preference system settings: [0072.56] Log: UseVsync = TRUE (Whether to use VSync or not.) [0072.56] Log: Fullscreen = TRUE (Fullscreen.) [0072.56] Log: ResX = 1280 (Screen X resolution.) [0072.56] Log: ResY = 720 (Screen Y resolution.) [0072.56] Log: Current debug system settings: [0072.56] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0072.56] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0072.56] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0072.56] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0072.56] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0072.56] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0072.56] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0072.56] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0072.56] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0072.56] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0072.56] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0072.56] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0072.56] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0072.56] Log: MaxMultiSamples = 8 (The maximum number of MSAA samples to use.) [0072.56] Log: bAllowTemporalAA = FALSE (UKNOWN) [0072.56] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0072.56] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0072.56] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0072.56] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0072.56] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0072.56] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0072.56] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0072.56] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0072.56] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0072.56] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0072.56] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0072.56] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0072.57] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0072.57] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0072.57] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0072.57] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0072.57] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0072.57] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0072.57] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0072.57] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0072.57] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0072.57] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0072.57] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0072.57] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found. [0072.57] Log: Current unknown system settings: [0072.57] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0072.57] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0072.57] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0072.57] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0072.57] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0072.57] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0072.57] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0072.57] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0072.57] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0072.57] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0072.57] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0072.57] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0072.57] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0072.57] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0072.57] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0072.57] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0072.57] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0072.57] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0072.57] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0072.57] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0072.57] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0072.57] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0072.57] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0072.57] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0072.57] 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.) [0072.57] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0072.57] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0072.57] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0072.57] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0072.57] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0072.57] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0072.57] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0072.57] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0072.57] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0072.57] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0072.57] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0072.57] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0072.57] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0072.57] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0072.57] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0072.57] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0072.57] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0072.57] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0072.57] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0072.57] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0072.57] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0072.57] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0072.57] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0072.57] 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).) [0072.57] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0072.57] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0072.57] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0072.57] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0072.57] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0072.57] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0072.57] 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) [0072.57] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0072.57] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0072.57] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0072.57] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0072.57] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0072.57] 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).) [0072.57] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0072.57] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0072.57] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0072.57] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0072.57] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0072.57] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0072.57] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0072.57] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0072.57] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0072.57] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0072.57] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0072.57] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0072.57] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0072.57] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0072.57] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0072.57] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0072.57] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found. [0072.57] Warning: Warning, The System Setting PerObjectShadowTransition could not be found. [0072.57] Warning: Warning, The System Setting PerSceneShadowTransition could not be found. [0072.57] Warning: Warning, The System Setting CSMMinimumFOV could not be found. [0072.57] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found. [0072.60] Log: Listing all sound classes. [0072.60] Log: Class 'Item' has 22 resident sounds taking 2473.21 kb, and 1 real time sounds taking 8.89 kb [0072.60] Log: Class 'Vehicle' has 71 resident sounds taking 16002.46 kb, and 5 real time sounds taking 329.80 kb [0072.60] Log: Class 'Weapon' has 238 resident sounds taking 65610.97 kb, and 5 real time sounds taking 383.05 kb [0072.60] Log: Class 'SFX' has 30 resident sounds taking 4675.98 kb, and 11 real time sounds taking 479.87 kb [0072.60] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0072.60] Log: Class 'UI' has 22 resident sounds taking 1276.65 kb [0072.60] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb [0072.60] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0072.60] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0072.60] Log: Class 'WeaponBulletEffects' has 24 resident sounds taking 731.49 kb, and 1 real time sounds taking 150.46 kb [0072.60] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb [0072.60] Log: Class 'Ambient' has 2 resident sounds taking 652.92 kb [0072.60] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0072.60] Log: Class 'None' has 1 resident sounds taking 187.50 kb [0072.60] Log: Class 'UnGrouped' has 131 resident sounds taking 47298.02 kb, and 76 real time sounds taking 1306.09 kb [0072.60] Log: 915 total sounds in 15 classes [0072.61] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0072.61] ScriptLog: SystemSettingsHandler.bAutostartMusic? True [0073.08] Log: ########### Finished loading level: 2.599153 seconds [0073.13] Log: Flushing async loaders. [0076.25] Log: Flushed async loaders. [0076.25] Init: Game engine initialized [0076.25] Log: Initializing Engine Completed [0086.74] Log: >>>>>>>>>>>>>> Initial startup: 86.74s <<<<<<<<<<<<<<< [0086.83] ScriptLog: SWITCHEROO THE HUD Rx_Game [0086.83] ScriptLog: ======================= Rx_HUD ========================= [0086.83] ScriptLog: Script call stack: Function Renx_Game.Rx_HUD:Destroyed Function Renx_Game.Rx_HUD:RemoveMovies [0086.83] ScriptLog: DamageSystemMovie.bMovieIsOpen? True [0086.83] ScriptLog: HudMovie.bMovieIsOpen? True [0086.90] Log: Current scalability system settings: [0086.90] Log: StaticDecals = FALSE (Whether to allow static decals.) [0086.90] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0086.90] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0086.90] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0086.90] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0086.90] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0086.90] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0086.90] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0086.90] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0086.90] Log: Bloom = TRUE (Whether to allow bloom.) [0086.90] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0086.90] Log: Distortion = TRUE (Whether to allow distortion.) [0086.90] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0086.90] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0086.90] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0086.90] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0086.90] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0086.90] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0086.90] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0086.90] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0086.90] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0086.90] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0086.90] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0086.90] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0086.90] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0086.90] Log: bAllowD3D9MSAA = TRUE (UKNOWN) [0086.90] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0086.90] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0086.90] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0086.90] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0086.90] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0086.90] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0086.90] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0086.90] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0086.90] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0086.90] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0086.90] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0086.90] Log: Current preference system settings: [0086.90] Log: UseVsync = TRUE (Whether to use VSync or not.) [0086.90] Log: Fullscreen = TRUE (Fullscreen.) [0086.90] Log: ResX = 1280 (Screen X resolution.) [0086.90] Log: ResY = 720 (Screen Y resolution.) [0086.90] Log: Current debug system settings: [0086.90] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0086.90] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0086.90] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0086.90] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0086.90] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0086.90] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0086.90] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0086.90] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0086.90] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0086.90] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0086.90] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0086.90] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0086.90] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0086.90] Log: MaxMultiSamples = 8 (The maximum number of MSAA samples to use.) [0086.90] Log: bAllowTemporalAA = FALSE (UKNOWN) [0086.90] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0086.90] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0086.90] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0086.90] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0086.90] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0086.90] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0086.90] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0086.90] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0086.90] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0086.90] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0086.90] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0086.90] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0086.90] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0086.90] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0086.90] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0086.90] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0086.90] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0086.90] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0086.90] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0086.90] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0086.90] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0086.90] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0086.90] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0086.90] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found. [0086.90] Log: Current unknown system settings: [0086.90] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0086.90] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0086.90] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0086.90] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0086.90] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0086.90] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0086.90] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0086.90] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0086.90] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0086.90] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0086.90] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0086.90] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0086.90] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0086.90] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0086.90] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0086.90] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0086.90] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0086.90] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0086.90] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0086.90] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0086.90] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0086.90] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0086.90] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0086.90] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0086.90] Log: CSMMinimumFOV = 40 (Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming.) [0086.90] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0086.90] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0086.90] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0086.90] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0086.90] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0086.90] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0086.90] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0086.90] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0086.90] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0086.90] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0086.90] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0086.90] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0086.90] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0086.90] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0086.90] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0086.90] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0086.90] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0086.90] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0086.90] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0086.90] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0086.90] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0086.90] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0086.90] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0086.90] Log: MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).) [0086.90] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0086.90] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0086.90] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0086.90] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0086.90] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0086.90] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0086.90] Log: MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled) [0086.90] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0086.90] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0086.90] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0086.90] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0086.90] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0086.90] Log: ApexDestructionMaxFracturesProcessedPerFrame = -1 (Lets the user throttle the number of fractures processed per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).) [0086.90] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0086.90] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0086.90] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0086.90] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0086.90] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0086.90] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0086.90] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0086.90] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0086.90] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0086.90] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0086.90] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0086.90] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0086.90] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0086.90] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0086.90] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0086.90] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0086.90] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found. [0086.90] Warning: Warning, The System Setting PerObjectShadowTransition could not be found. [0086.90] Warning: Warning, The System Setting PerSceneShadowTransition could not be found. [0086.90] Warning: Warning, The System Setting CSMMinimumFOV could not be found. [0086.90] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found. [0086.92] Log: Listing all sound classes. [0086.92] Log: Class 'Item' has 22 resident sounds taking 2473.21 kb, and 1 real time sounds taking 8.89 kb [0086.92] Log: Class 'Vehicle' has 71 resident sounds taking 16002.46 kb, and 5 real time sounds taking 329.80 kb [0086.92] Log: Class 'Weapon' has 238 resident sounds taking 65610.97 kb, and 5 real time sounds taking 383.05 kb [0086.92] Log: Class 'SFX' has 30 resident sounds taking 4675.98 kb, and 11 real time sounds taking 479.87 kb [0086.92] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0086.92] Log: Class 'UI' has 22 resident sounds taking 1276.65 kb [0086.92] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb [0086.92] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0086.92] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0086.92] Log: Class 'WeaponBulletEffects' has 24 resident sounds taking 731.49 kb, and 1 real time sounds taking 150.46 kb [0086.92] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb [0086.92] Log: Class 'Ambient' has 2 resident sounds taking 652.92 kb [0086.92] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0086.92] Log: Class 'None' has 1 resident sounds taking 187.50 kb [0086.92] Log: Class 'UnGrouped' has 131 resident sounds taking 47298.02 kb, and 76 real time sounds taking 1306.09 kb [0086.92] Log: 915 total sounds in 15 classes [0086.93] Log: Bool AmbientOcclusion set to 1 [0087.09] Log: BloomThreshold = 0.8 [0087.09] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0087.58] ScriptLog: ----YOSH---- Called Add Initial Bots [0088.47] Log: Timed out while waiting for GPU to catch up. (500 ms) [0089.54] Log: LoadMap: 198.27.67.57/CNC-Canyon_day?Name="Graograman"?Team=255?game=Renx_Game.Rx_Game [0090.31] Log: --- LOADING MOVIE START --- [0091.13] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0091.35] Rx: GAME Spawn; bot Nod,b257,Rebarn [0091.35] Rx: PLAYER Exit; GDI,256,"Graograman" [0091.99] Critical: appError called: Ran out of virtual memory. To prevent this condition, you must free up more space on your primary hard disk. [0092.00] Critical: Windows GetLastError: Das System kann die angegebene Datei nicht finden. (2) [0104.93] Log: === Critical error: === Ran out of virtual memory. To prevent this condition, you must free up more space on your primary hard disk. System.Runtime.InteropServices.SEHException error in UDK: Eine externe Komponente hat eine Ausnahme ausgelöst. bei GuardedMainWrapper(Char* , HINSTANCE__* , HINSTANCE__* , Int32 ) bei ManagedGuardedMain(Char* CmdLine, HINSTANCE__* hInInstance, HINSTANCE__* hPrevInstance, Int32 nCmdShow)Address = 0x74912f22 (filename not found) [in C:\WINDOWS\system32\KERNELBASE.dll] Address = 0xb991b1 (filename not found) [in F:\Spiele 2\Renegade X\Binaries\Win32\UDK.exe] Address = 0xba2bb3 (filename not found) [in F:\Spiele 2\Renegade X\Binaries\Win32\UDK.exe] Address = 0x1f4deb1 (filename not found) [in F:\Spiele 2\Renegade X\Binaries\Win32\UDK.exe]