Log: Log file open, 12/26/20 10:38:08 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: 148.251.214.22:7500 -nomoviestartup -ini:UDKGame:DefaultPlayer.Name=Sterps Init: Base directory: D:\Games\Renegade X\Binaries\Win32\ [0000.40] Init: Computer: AVENTADORSVJ [0000.40] Init: User: Sterps [0000.40] Init: CPU Page size=4096, Processors=4 [0000.40] Init: High frequency timer resolution =10.000000 MHz [0000.40] Init: Memory total: Physical=15.9GB (16GB approx) Pagefile=18.3GB Virtual=4.0GB [0000.51] Log: Steam Client API initialized 1 [0000.59] Log: Steam Game Server API initialized 1 [0000.63] Init: WinSock: I am AventadorSVJ (192.168.0.3:0) [0000.63] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes. [0000.63] Init: Object subsystem initialized [0000.63] Log: Last hardware survey: Ver=-1, Date=0. Uploading again. [0002.40] Log: Found D3D11 adapter 0: Radeon RX 570 Series [0002.40] Log: Adapter has 3072MB of dedicated video memory, 0MB of dedicated system memory, and 1023MB of shared system memory [0002.42] Log: Found D3D11 adapter 1: Microsoft Basic Render Driver [0002.42] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 4095MB of shared system memory [0002.51] Log: Shader platform (RHI): PC-D3D-SM3 [0002.51] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt [0002.54] Log: PhysX GPU Support: DISABLED [0002.55] Init: Initializing FaceFX... [0002.55] Init: FaceFX 1.7.4 initialized. [0006.61] Init: Finished loading startup packages in 3.94 seconds [0006.62] Log: 80990 objects as part of root set at end of initial load. [0006.62] Log: 0 out of 0 bytes used by permanent object pool. [0012.80] Log: Failed to upload UDK hardware survey to http://et.epicgames.com/PostUDKSurveyHandler.ashx in 12.16 seconds. [0014.15] Log: Initializing Engine... [0014.21] Init: UEngine initialized [0014.24] Init: XAudio2 using 'Speakers (Sound Blaster Audigy Fx)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3) [0014.37] Init: XAudio2Device initialized. [0014.48] Init: Client initialized [0015.12] Log: Initializing Steamworks [0015.14] Log: Logged in as '[SWS] Sterps' [0015.17] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0015.17] Warning: Warning, Failed to find object 'Class None.' [0015.17] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0015.17] Warning: Warning, Failed to find object 'Class None.' [0015.17] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0015.17] Warning: Warning, Failed to find object 'Class None.' [0015.17] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0015.17] Warning: Warning, Failed to find object 'Class None.' [0015.17] Init: WinSock: Socket queue 32768 / 32768 [0015.19] Log: LoadMap: RenX-FrontEndMap?Name=Sterps?Team=255 [0016.17] Log: Game class is 'Rx_Game_MainMenu' [0016.20] Log: Primary PhysX scene will be in software. [0016.20] Log: Creating Primary PhysX Scene. [0016.20] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2020.12.26-10.38.24 [0016.24] ScriptLog: INITIAL: -1 -1 [0016.25] ScriptLog: Game profile Index was NONE [0016.26] ScriptLog: Gameplay events will not be recorded. [0016.26] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0016.26] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0016.26] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0016.26] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0016.26] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0016.26] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0016.26] ScriptLog: Failed to get GDI PT [0016.26] ScriptLog: Failed to get Nod PT [0016.26] ScriptLog: GDI:0.0000 [0016.26] ScriptLog: Failed to get GDI PT [0016.26] ScriptLog: Failed to get Nod PT [0016.26] ScriptLog: Nod:0.0000 [0016.26] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' True [0016.35] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.469d [0016.38] Rx: MAPLoaded;RenX-FrontEndMap [0016.38] Log: Bringing up level for play took: 0.184360 [0016.40] Rx: PLAYERHWID;playerGDI,256,[SWS] SterpshwidmB380DE9400007A13 [0016.40] Rx: PLAYEREnter;GDI,256,[SWS] SterpsfromhwidmB380DE9400007A13steamid0x0110000100AB05A9 [0016.40] Rx: PLAYERTeamJoin;GDI,256,[SWS] SterpsjoinedGDIscore0last round score0.0000time0.0000 [0016.40] Log: Current scalability system settings: [0016.40] Log: StaticDecals = FALSE (Whether to allow static decals.) [0016.40] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0016.40] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0016.40] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0016.40] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0016.40] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0016.40] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0016.40] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0016.40] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0016.40] Log: Bloom = TRUE (Whether to allow bloom.) [0016.40] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0016.40] Log: Distortion = TRUE (Whether to allow distortion.) [0016.40] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0016.40] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0016.40] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0016.40] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0016.40] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0016.40] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0016.40] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0016.40] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0016.40] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0016.40] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0016.40] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0016.40] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0016.40] Log: MaxAnisotropy = 8 (Maximum level of anisotropy used.) [0016.40] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0016.40] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0016.40] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0016.40] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0016.40] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0016.40] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0016.40] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0016.40] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0016.40] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0016.40] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0016.40] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0016.40] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0016.40] Log: Current preference system settings: [0016.40] Log: UseVsync = FALSE (Whether to use VSync or not.) [0016.40] Log: Fullscreen = TRUE (Fullscreen.) [0016.40] Log: ResX = 1920 (Screen X resolution.) [0016.40] Log: ResY = 1080 (Screen Y resolution.) [0016.40] Log: Current debug system settings: [0016.40] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0016.40] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0016.40] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0016.40] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0016.40] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0016.40] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0016.40] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0016.40] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0016.40] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0016.40] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0016.40] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0016.40] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0016.40] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0016.40] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0016.40] Log: bAllowTemporalAA = FALSE (UKNOWN) [0016.40] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0016.40] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0016.40] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0016.40] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0016.40] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0016.40] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0016.40] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0016.40] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0016.40] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0016.40] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0016.40] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0016.40] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0016.40] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0016.40] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0016.40] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0016.40] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0016.40] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0016.40] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0016.40] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0016.40] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0016.40] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0016.40] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0016.40] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0016.40] Log: Current unknown system settings: [0016.40] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0016.40] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0016.40] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0016.40] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0016.40] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0016.40] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0016.40] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0016.40] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0016.40] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0016.40] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0016.40] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0016.40] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0016.40] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0016.40] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0016.40] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0016.40] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0016.40] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0016.40] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0016.40] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0016.40] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0016.40] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0016.40] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0016.40] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0016.40] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0016.40] 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.) [0016.40] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0016.40] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0016.40] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0016.40] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0016.40] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0016.40] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0016.40] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0016.40] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0016.40] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0016.40] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0016.40] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0016.40] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0016.40] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0016.40] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0016.40] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0016.40] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0016.40] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0016.40] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0016.40] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0016.40] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0016.40] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0016.40] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0016.40] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0016.40] 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).) [0016.40] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0016.40] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0016.40] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0016.40] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0016.40] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0016.40] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0016.40] 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) [0016.40] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0016.40] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0016.40] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0016.40] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0016.40] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0016.40] 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).) [0016.40] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0016.40] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0016.40] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0016.40] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0016.40] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0016.40] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0016.40] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0016.40] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0016.40] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0016.40] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0016.40] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0016.40] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0016.40] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0016.40] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0016.40] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0016.40] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0016.42] Log: Listing all sound classes. [0016.42] Log: Class 'Item' has 32 resident sounds taking 3745.09 kb, and 1 real time sounds taking 8.89 kb [0016.42] Log: Class 'Vehicle' has 37 resident sounds taking 11340.84 kb, and 1 real time sounds taking 48.00 kb [0016.42] Log: Class 'Weapon' has 277 resident sounds taking 74726.63 kb, and 7 real time sounds taking 487.58 kb [0016.42] Log: Class 'Character' has 182 resident sounds taking 8698.73 kb [0016.42] Log: Class 'SFX' has 80 resident sounds taking 25169.38 kb, and 10 real time sounds taking 711.13 kb [0016.42] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0016.42] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0016.42] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb [0016.42] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0016.42] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb [0016.42] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0016.42] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0016.42] Log: Class 'Master' has 1 resident sounds taking 311.84 kb [0016.42] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0016.42] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0016.42] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0016.42] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0016.42] Log: Class 'UnGrouped' has 611 resident sounds taking 84307.29 kb, and 110 real time sounds taking 2599.97 kb [0016.42] Log: 1553 total sounds in 18 classes [0019.69] ScriptLog: Rx_HUD::Jukebox AutoPlay music disabled by map. [0019.70] Rx: Game has reached minimum limit for Beacon, 1 Players and 0 Bots out of 0 [0019.70] Log: ########### Finished loading level: 4.502956 seconds [0019.70] Log: Flushing async loaders. [0023.17] Log: Flushed async loaders. [0023.17] ScriptWarning: Accessed None 'TargetingBox' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateScreenCentreActor:02B7 [0023.17] ScriptWarning: Attempt to assign variable through None Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateScreenCentreActor:02CB [0023.17] ScriptWarning: Accessed None 'TargetingBox' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateHudCompoenents:0017 [0023.17] ScriptWarning: Accessed None 'PlayerNames' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateHudCompoenents:0055 [0023.17] ScriptWarning: Accessed None 'CommandText' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateHudCompoenents:00D1 [0023.17] ScriptWarning: Accessed None 'TargetingBox' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:DrawHudCompoenents:0017 [0023.17] ScriptWarning: Accessed None 'PlayerNames' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:DrawHudCompoenents:0043 [0023.17] ScriptWarning: Accessed None 'TargetingBox' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:DoSpotting:0038 [0023.17] ScriptWarning: Accessed None 'CommandText' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:PostRender:0618 [0023.17] Init: Game engine initialized [0023.17] Log: Initializing Engine Completed [0023.17] Log: >>>>>>>>>>>>>> Initial startup: 23.17s <<<<<<<<<<<<<<< [0023.18] Log: Current scalability system settings: [0023.18] Log: StaticDecals = FALSE (Whether to allow static decals.) [0023.18] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0023.18] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0023.18] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0023.18] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0023.18] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0023.18] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0023.18] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0023.18] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0023.18] Log: Bloom = TRUE (Whether to allow bloom.) [0023.18] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0023.18] Log: Distortion = TRUE (Whether to allow distortion.) [0023.18] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0023.18] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0023.18] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0023.18] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0023.18] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0023.18] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0023.18] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0023.18] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0023.18] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0023.18] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0023.18] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0023.18] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0023.18] Log: MaxAnisotropy = 8 (Maximum level of anisotropy used.) [0023.18] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0023.18] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0023.18] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0023.18] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0023.18] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0023.18] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0023.18] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0023.18] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0023.18] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0023.18] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0023.18] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0023.18] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0023.18] Log: Current preference system settings: [0023.18] Log: UseVsync = FALSE (Whether to use VSync or not.) [0023.18] Log: Fullscreen = TRUE (Fullscreen.) [0023.18] Log: ResX = 1920 (Screen X resolution.) [0023.18] Log: ResY = 1080 (Screen Y resolution.) [0023.18] Log: Current debug system settings: [0023.18] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0023.18] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0023.18] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0023.18] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0023.18] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0023.18] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0023.18] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0023.18] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0023.18] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0023.18] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0023.18] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0023.18] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0023.18] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0023.18] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0023.18] Log: bAllowTemporalAA = FALSE (UKNOWN) [0023.18] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0023.18] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0023.18] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0023.18] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0023.18] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0023.18] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0023.18] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0023.18] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0023.18] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0023.18] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0023.18] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0023.18] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0023.18] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0023.18] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0023.18] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0023.18] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0023.18] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0023.18] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0023.18] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0023.18] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0023.18] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0023.18] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0023.18] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0023.18] Log: Current unknown system settings: [0023.18] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0023.18] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0023.18] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0023.18] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0023.18] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0023.18] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0023.18] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0023.18] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0023.18] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0023.18] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0023.18] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0023.18] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0023.18] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0023.18] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0023.18] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0023.18] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0023.18] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0023.18] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0023.18] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0023.18] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0023.18] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0023.18] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0023.18] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0023.18] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0023.18] 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.) [0023.18] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0023.18] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0023.18] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0023.18] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0023.18] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0023.18] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0023.18] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0023.18] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0023.18] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0023.18] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0023.18] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0023.18] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0023.18] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0023.18] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0023.18] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0023.18] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0023.18] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0023.18] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0023.18] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0023.18] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0023.18] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0023.18] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0023.18] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0023.18] 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).) [0023.18] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0023.18] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0023.18] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0023.18] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0023.18] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0023.18] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0023.18] 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) [0023.18] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0023.18] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0023.18] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0023.18] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0023.18] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0023.18] 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).) [0023.18] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0023.18] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0023.18] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0023.18] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0023.18] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0023.18] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0023.18] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0023.18] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0023.18] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0023.18] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0023.18] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0023.18] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0023.18] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0023.18] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0023.18] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0023.18] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0023.20] Log: Listing all sound classes. [0023.20] Log: Class 'Item' has 32 resident sounds taking 3745.09 kb, and 1 real time sounds taking 8.89 kb [0023.20] Log: Class 'Vehicle' has 37 resident sounds taking 11340.84 kb, and 1 real time sounds taking 48.00 kb [0023.20] Log: Class 'Weapon' has 277 resident sounds taking 74726.63 kb, and 7 real time sounds taking 487.58 kb [0023.20] Log: Class 'Character' has 182 resident sounds taking 8698.73 kb [0023.20] Log: Class 'SFX' has 80 resident sounds taking 25169.38 kb, and 10 real time sounds taking 711.13 kb [0023.20] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0023.20] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0023.20] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb [0023.20] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0023.20] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb [0023.20] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0023.20] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0023.20] Log: Class 'Master' has 1 resident sounds taking 311.84 kb [0023.20] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0023.20] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0023.20] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0023.20] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0023.20] Log: Class 'UnGrouped' has 611 resident sounds taking 84307.29 kb, and 110 real time sounds taking 2599.97 kb [0023.20] Log: 1553 total sounds in 18 classes [0023.26] Log: Bool AmbientOcclusion set to 1 [0023.33] Log: BloomThreshold = 0.8 [0029.54] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0029.54] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0029.58] Warning: Failed to find function RecoverVignette for timer in actor Rx_HUD_0 [0030.86] Log: LoadMap: 148.251.214.22:7500/CNC-Uphill?Name=Sterps?Team=255?game=RenX_Game.Rx_Game [0030.86] Log: --- LOADING MOVIE START --- [0030.90] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0030.90] ScriptLog: ======================= Rx_HUD ========================= [0030.91] Rx: PLAYERExit;GDI,256,[SWS] Sterps [0032.12] Log: Incomplete cached shader map for material DecalM_DirtTrack_Parent_Cheaper, quality 0, compiling. [0036.99] Critical: appError called: Assertion failed: i>=0 && (i=0 && (i