Log: Log file open, 03/17/16 17:49:58 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: 149.202.94.223:7778 -ini:UDKGame:DefaultPlayer.Name="Marijuana" Init: Base directory: C:\Program Files\Renegade X\Binaries\Win32\ [0000.19] Init: Computer: CINDY-PC [0000.19] Init: User: Cindy [0000.19] Init: CPU Page size=4096, Processors=2 [0000.19] Init: High frequency timer resolution =2.441396 MHz [0000.19] Init: Memory total: Physical=2.0GB (2GB approx) Pagefile=5.0GB Virtual=3.0GB [0000.37] Log: Steam Client API initialized 1 [0000.56] Log: Steam Game Server API initialized 1 [0000.62] Init: WinSock: I am Cindy-PC (192.168.1.3:0) [0000.62] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes. [0000.62] Init: Object subsystem initialized [0001.46] Log: Shader platform (RHI): PC-D3D-SM3 [0001.47] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt [0001.51] Log: PhysX GPU Support: DISABLED [0001.52] Init: Initializing FaceFX... [0001.55] Init: FaceFX 1.7.4 initialized. [0001.66] Init: XAudio2 using 'Speakers (2- Logitech USB Headset)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3) [0014.21] Init: Finished loading startup packages in 10.14 seconds [0014.22] Log: 75633 objects as part of root set at end of initial load. [0014.22] Log: 0 out of 0 bytes used by permanent object pool. [0014.22] Log: Initializing Engine... [0069.06] Log: Missing cached shader map for material Mat_GlowSphere, quality 0, compiling. [0069.06] Warning: Warning, Failed to compile Material RX_IonCannonStrike.Materials.Mat_GlowSphere for platform PC-D3D-SM3, Default Material will be used in game. [0071.65] Init: UEngine initialized [0072.33] Init: XAudio2Device initialized. [0072.80] Init: Client initialized [0077.29] Log: Initializing Steamworks [0077.41] Log: Logged in as 'Marijuana' [0078.63] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0078.63] Warning: Warning, Failed to find object 'Class None.' [0078.63] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0078.63] Warning: Warning, Failed to find object 'Class None.' [0078.63] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0078.63] Warning: Warning, Failed to find object 'Class None.' [0078.63] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0078.63] Warning: Warning, Failed to find object 'Class None.' [0078.69] Init: WinSock: Socket queue 32768 / 32768 [0079.72] Log: LoadMap: RenX-FrontEndMap?Name="Marijuana"?Team=255 [0083.92] Log: Game class is 'Rx_Game' [0084.51] Log: Primary PhysX scene will be in software. [0084.54] Log: Creating Primary PhysX Scene. [0084.97] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2016.03.17-17.51.23 [0085.15] ScriptLog: ----YOSH'S LOG------ GDI Bots given to RX_Game---- 0 [0085.15] ScriptLog: ----YOSH'S LOG------ Credits given to RX_Game---- 30 [0085.18] 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 [0085.21] ScriptLog: INITIAL: -1 -1 [0085.25] ScriptLog: Game profile Index was NONE [0085.31] ScriptLog: GDI:0.0000 [0085.31] ScriptLog: Nod:0.0000 [0090.58] ScriptWarning: Accessed array 'ProviderList' out of bounds (19/19) Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function Renx_Game.Rx_Game:SetupMapDataList:0074 [0090.58] ScriptWarning: Accessed array 'ProviderList' out of bounds (19/19) Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function Renx_Game.Rx_Game:SetupMapDataList:00AF [0090.58] ScriptWarning: Accessed None 'ProviderList' Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function Renx_Game.Rx_Game:SetupMapDataList:00AF [0090.58] ScriptLog: NONE - ProviderList[i]? [0090.58] ScriptLog: ------YOSH---------- CNC-Xmountain ---------YOSH---------- [0090.58] ScriptLog: ------YOSH---------- CNC-Whiteout ---------YOSH---------- [0090.58] ScriptLog: ------YOSH---------- CNC-Walls_Flying ---------YOSH---------- [0090.58] ScriptLog: ------YOSH---------- CNC-Volcano ---------YOSH---------- [0090.58] ScriptLog: ------YOSH---------- CNC-Valley ---------YOSH---------- [0090.58] ScriptLog: ------YOSH---------- CNC-UnderRedux ---------YOSH---------- [0090.58] ScriptLog: ------YOSH---------- CNC-TrainingYard ---------YOSH---------- [0090.58] ScriptLog: ------YOSH---------- CNC-TombRedux ---------YOSH---------- [0090.58] ScriptLog: ------YOSH---------- CNC-Snow ---------YOSH---------- [0090.58] ScriptLog: ------YOSH---------- CNC-Mesa_ii ---------YOSH---------- [0090.58] ScriptLog: ------YOSH---------- CNC-LakeSide ---------YOSH---------- [0090.58] ScriptLog: ------YOSH---------- CNC-Islands ---------YOSH---------- [0090.58] ScriptLog: ------YOSH---------- CNC-GrassyKnoll ---------YOSH---------- [0090.58] ScriptLog: ------YOSH---------- CNC-GoldRush ---------YOSH---------- [0090.58] ScriptLog: ------YOSH---------- CNC-Field ---------YOSH---------- [0090.58] ScriptLog: ------YOSH---------- CNC-Eyes ---------YOSH---------- [0090.58] ScriptLog: ------YOSH---------- CNC-Crash_Site ---------YOSH---------- [0090.58] ScriptLog: ------YOSH---------- CNC-Complex ---------YOSH---------- [0090.58] ScriptLog: ------YOSH---------- CNC-Canyon ---------YOSH---------- [0090.75] Rx: MAP Loaded; RenX-FrontEndMap [0090.84] Log: Bringing up level for play took: 6.859340 [0090.90] ScriptWarning: PlayerStart_0 is not a team playerstart! Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function UTGame.UTTeamGame:RatePlayerStart:0051 [0090.90] ScriptLog: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating [0091.33] ScriptWarning: Accessed None 'Pawn' Rx_Controller RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Controller_0 Function Renx_Game.Rx_Controller:SetOurCameraMode:0018 [0091.38] Rx: PLAYER Enter; GDI,256,Marijuana from  steamid 0x01100001039A8C4C [0091.38] Rx: PLAYER TeamJoin; GDI,256,Marijuana joined GDI [0091.79] Log: Current scalability system settings: [0091.79] Log: StaticDecals = TRUE (Whether to allow static decals.) [0091.79] Log: DynamicDecals = FALSE (Whether to allow dynamic decals.) [0091.79] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0091.79] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0091.79] Log: DynamicShadows = FALSE (Whether to allow dynamic shadows.) [0091.79] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0091.79] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0091.79] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0091.79] Log: AmbientOcclusion = FALSE (Whether to allow ambient occlusion.) [0091.79] Log: Bloom = TRUE (Whether to allow bloom.) [0091.79] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0091.79] Log: Distortion = FALSE (Whether to allow distortion.) [0091.79] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0091.79] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0091.79] Log: LensFlares = FALSE (Whether to allow rendering of LensFlares.) [0091.79] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0091.79] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0091.79] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0091.79] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0091.79] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0091.79] Log: SkeletalMeshLODBias = 3 (LOD bias for skeletal meshes.) [0091.79] Log: DetailMode = 0 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0091.79] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0091.79] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0091.79] Log: MaxAnisotropy = 0 (Maximum level of anisotropy used.) [0091.79] Log: bAllowD3D9MSAA = TRUE (UKNOWN) [0091.79] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0091.79] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0091.79] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0091.79] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0091.79] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0091.79] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0091.79] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0091.79] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0091.79] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0091.79] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0091.79] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0091.79] Log: Current preference system settings: [0091.79] Log: UseVsync = FALSE (Whether to use VSync or not.) [0091.79] Log: Fullscreen = FALSE (Fullscreen.) [0091.79] Log: ResX = 800 (Screen X resolution.) [0091.79] Log: ResY = 600 (Screen Y resolution.) [0091.79] Log: Current debug system settings: [0091.79] Log: DynamicLights = FALSE (Whether to allow dynamic lights.) [0091.79] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0091.79] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0091.79] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0091.79] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0091.79] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0091.79] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0091.79] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0091.79] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0091.79] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0091.79] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0091.79] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0091.79] Log: ParticleLODBias = 3 (LOD bias for particle systems.) [0091.79] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0091.79] Log: bAllowTemporalAA = FALSE (UKNOWN) [0091.79] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0091.79] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0091.79] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0091.79] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0091.79] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0091.79] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0091.79] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0091.79] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0091.79] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0091.79] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0091.79] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0091.79] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0091.79] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0091.79] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0091.79] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0091.79] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0091.79] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0091.79] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0091.79] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0091.79] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0091.79] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0091.79] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0091.79] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0091.79] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found. [0091.79] Log: Current unknown system settings: [0091.79] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0091.79] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0091.79] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0091.79] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0091.79] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0091.79] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0091.79] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0091.80] Log: ShadowFilterQualityBias = 3 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0091.80] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0091.80] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0091.80] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0091.80] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0091.80] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0091.80] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0091.80] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0091.80] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0091.80] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0091.80] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0091.80] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0091.80] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0091.80] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0091.80] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0091.80] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0091.80] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0091.80] 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.) [0091.80] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0091.80] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0091.80] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0091.80] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0091.80] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0091.80] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0091.80] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0091.80] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0091.80] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0091.80] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0091.80] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0091.80] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0091.80] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0091.80] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0091.80] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0091.80] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0091.80] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0091.80] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0091.80] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0091.83] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0091.83] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0091.83] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0091.83] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0091.83] 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).) [0091.83] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0091.83] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0091.83] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0091.83] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0091.83] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0091.83] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0091.83] 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) [0091.83] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0091.83] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0091.83] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0091.83] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0091.83] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0091.83] 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).) [0091.83] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0091.83] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0091.83] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0091.83] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0091.83] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0091.83] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0091.83] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0091.83] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0091.83] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0091.83] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0091.83] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0091.83] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0091.83] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0091.83] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0091.83] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0091.83] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0091.83] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found. [0091.83] Warning: Warning, The System Setting PerObjectShadowTransition could not be found. [0091.83] Warning: Warning, The System Setting PerSceneShadowTransition could not be found. [0091.83] Warning: Warning, The System Setting CSMMinimumFOV could not be found. [0091.83] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found. [0091.91] Log: Listing all sound classes. [0091.96] Log: Class 'Item' has 22 resident sounds taking 2473.21 kb, and 1 real time sounds taking 8.89 kb [0091.96] Log: Class 'Vehicle' has 71 resident sounds taking 16002.46 kb, and 5 real time sounds taking 329.80 kb [0091.96] Log: Class 'Weapon' has 239 resident sounds taking 65802.15 kb, and 5 real time sounds taking 383.05 kb [0091.96] Log: Class 'SFX' has 30 resident sounds taking 4675.98 kb, and 11 real time sounds taking 479.87 kb [0091.96] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0091.96] Log: Class 'UI' has 22 resident sounds taking 1276.65 kb [0091.96] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb [0091.96] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0091.96] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0091.96] Log: Class 'WeaponBulletEffects' has 24 resident sounds taking 731.49 kb, and 1 real time sounds taking 150.46 kb [0091.96] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb [0091.96] Log: Class 'Ambient' has 2 resident sounds taking 652.92 kb [0091.96] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0091.96] Log: Class 'None' has 1 resident sounds taking 187.50 kb [0091.96] Log: Class 'UnGrouped' has 131 resident sounds taking 47298.02 kb, and 76 real time sounds taking 1306.09 kb [0091.96] Log: 916 total sounds in 15 classes [0110.00] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0110.00] ScriptLog: SystemSettingsHandler.bAutostartMusic? True [0112.19] Log: ########### Finished loading level: 32.470874 seconds [0112.30] Log: Flushing async loaders. [0122.52] Log: Flushed async loaders. [0122.52] Init: Game engine initialized [0122.52] Log: Initializing Engine Completed [0122.92] Log: >>>>>>>>>>>>>> Initial startup: 122.92s <<<<<<<<<<<<<<< [0123.85] ScriptLog: SWITCHEROO THE HUD Rx_Game [0123.85] ScriptLog: ======================= Rx_HUD ========================= [0123.85] ScriptLog: Script call stack: Function Renx_Game.Rx_HUD:Destroyed Function Renx_Game.Rx_HUD:RemoveMovies [0123.85] ScriptLog: DamageSystemMovie.bMovieIsOpen? True [0123.85] ScriptLog: HudMovie.bMovieIsOpen? True [0123.85] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_1 | SoundCue? The_Dead_Six [0125.27] Log: Current scalability system settings: [0125.27] Log: StaticDecals = TRUE (Whether to allow static decals.) [0125.27] Log: DynamicDecals = FALSE (Whether to allow dynamic decals.) [0125.27] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0125.27] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0125.27] Log: DynamicShadows = FALSE (Whether to allow dynamic shadows.) [0125.27] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0125.27] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0125.27] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0125.27] Log: AmbientOcclusion = FALSE (Whether to allow ambient occlusion.) [0125.27] Log: Bloom = TRUE (Whether to allow bloom.) [0125.27] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0125.27] Log: Distortion = FALSE (Whether to allow distortion.) [0125.27] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0125.27] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0125.27] Log: LensFlares = FALSE (Whether to allow rendering of LensFlares.) [0125.27] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0125.27] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0125.27] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0125.27] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0125.27] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0125.27] Log: SkeletalMeshLODBias = 3 (LOD bias for skeletal meshes.) [0125.27] Log: DetailMode = 0 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0125.27] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0125.27] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0125.27] Log: MaxAnisotropy = 0 (Maximum level of anisotropy used.) [0125.27] Log: bAllowD3D9MSAA = TRUE (UKNOWN) [0125.27] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0125.27] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0125.27] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0125.27] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0125.27] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0125.27] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0125.27] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0125.27] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0125.27] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0125.27] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0125.27] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0125.27] Log: Current preference system settings: [0125.27] Log: UseVsync = FALSE (Whether to use VSync or not.) [0125.27] Log: Fullscreen = FALSE (Fullscreen.) [0125.27] Log: ResX = 800 (Screen X resolution.) [0125.27] Log: ResY = 600 (Screen Y resolution.) [0125.27] Log: Current debug system settings: [0125.27] Log: DynamicLights = FALSE (Whether to allow dynamic lights.) [0125.27] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0125.27] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0125.27] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0125.27] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0125.27] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0125.27] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0125.27] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0125.27] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0125.27] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0125.27] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0125.27] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0125.27] Log: ParticleLODBias = 3 (LOD bias for particle systems.) [0125.27] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0125.27] Log: bAllowTemporalAA = FALSE (UKNOWN) [0125.27] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0125.27] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0125.27] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0125.27] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0125.27] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0125.27] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0125.27] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0125.27] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0125.27] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0125.27] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0125.27] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0125.27] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0125.27] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0125.27] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0125.27] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0125.27] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0125.27] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0125.27] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0125.27] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0125.27] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0125.27] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0125.27] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0125.27] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0125.27] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found. [0125.27] Log: Current unknown system settings: [0125.27] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0125.27] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0125.27] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0125.27] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0125.27] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0125.27] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0125.27] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0125.35] Log: ShadowFilterQualityBias = 3 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0125.35] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0125.35] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0125.35] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0125.35] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0125.35] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0125.35] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0125.35] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0125.35] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0125.35] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0125.35] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0125.35] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0125.35] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0125.35] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0125.35] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0125.35] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0125.35] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0125.35] 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.) [0125.35] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0125.35] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0125.35] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0125.35] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0125.35] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0125.35] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0125.35] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0125.35] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0125.35] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0125.35] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0125.35] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0125.35] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0125.35] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0125.35] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0125.35] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0125.35] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0125.35] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0125.35] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0125.35] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0125.35] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0125.35] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0125.35] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0125.35] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0125.35] 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).) [0125.35] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0125.35] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0125.35] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0125.35] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0125.35] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0125.35] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0125.35] 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) [0125.35] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0125.35] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0125.35] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0125.35] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0125.35] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0125.35] 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).) [0125.35] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0125.35] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0125.35] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0125.35] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0125.35] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0125.35] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0125.35] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0125.35] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0125.35] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0125.35] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0125.35] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0125.35] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0125.35] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0125.35] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0125.35] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0125.35] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0125.35] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found. [0125.35] Warning: Warning, The System Setting PerObjectShadowTransition could not be found. [0125.35] Warning: Warning, The System Setting PerSceneShadowTransition could not be found. [0125.35] Warning: Warning, The System Setting CSMMinimumFOV could not be found. [0125.35] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found. [0125.38] Log: Listing all sound classes. [0125.38] Log: Class 'Item' has 22 resident sounds taking 2473.21 kb, and 1 real time sounds taking 8.89 kb [0125.38] Log: Class 'Vehicle' has 71 resident sounds taking 16002.46 kb, and 5 real time sounds taking 329.80 kb [0125.38] Log: Class 'Weapon' has 239 resident sounds taking 65802.15 kb, and 5 real time sounds taking 383.05 kb [0125.38] Log: Class 'SFX' has 30 resident sounds taking 4675.98 kb, and 11 real time sounds taking 479.87 kb [0125.38] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0125.38] Log: Class 'UI' has 22 resident sounds taking 1276.65 kb [0125.38] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb [0125.38] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0125.38] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0125.38] Log: Class 'WeaponBulletEffects' has 24 resident sounds taking 731.49 kb, and 1 real time sounds taking 150.46 kb [0125.38] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb [0125.38] Log: Class 'Ambient' has 2 resident sounds taking 652.92 kb [0125.38] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0125.38] Log: Class 'None' has 1 resident sounds taking 187.50 kb [0125.38] Log: Class 'UnGrouped' has 131 resident sounds taking 47298.02 kb, and 76 real time sounds taking 1306.09 kb [0125.38] Log: 916 total sounds in 15 classes [0125.40] Log: Bool AmbientOcclusion set to 0 [0126.41] Log: BloomThreshold = 0.8 [0126.98] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0129.07] ScriptLog: ----YOSH---- Called Add Initial Bots [0133.17] ScriptLog: [GeminiOnlineService] Getting Data [0133.17] ScriptLog: [GeminiLinkClient] Resolving: renegadexgs.appspot.com [0133.32] ScriptLog: [GeminiLinkClient] renegadexgs.appspot.com resolved to 216.58.216.241:0 [0133.33] ScriptLog: [GeminiLinkClient] Bound to port: 50983 [0133.35] Log: CheckConnectionAttempt: Connection attempt has not yet completed. [0133.36] Log: CheckConnectionAttempt: Connection attempt has not yet completed. [0133.38] ScriptLog: [GeminiLinkClient] TCP connection opened [0133.38] ScriptLog: [GeminiLinkClient] End TCP connection [0134.44] ScriptLog: [GeminiLinkClient] TCP connection closed [0146.31] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Close [0148.46] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress [0148.55] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0149.58] ScriptLog: mapName Under [0149.58] ScriptLog: mapFileName img://RenXFrontEnd.MapImage.___map-pic-cnc-under [0149.58] ScriptLog: serverName [0149.58] ScriptLog: isFavourites False [0149.58] ScriptLog: isLocked False [0149.58] ScriptLog: serverLocation [0149.58] ScriptLog: serverGameType Command & Conquer (Open Beta 5.16) [0149.58] ScriptLog: playerCount 32 [0149.58] ScriptLog: botCount 0 [0149.58] ScriptLog: maxPlayers 40 [0149.58] ScriptLog: ping 131 [0149.58] ScriptLog: serverPort 7778 [0149.58] ScriptLog: serverAddress 149.202.94.223 [0149.58] ScriptLog: [Rx_GFxFrontEnd_Multiplayer] : open 149.202.94.223:7778 [0149.83] ScriptLog: ------------------------------Game Ending Event Called [0149.83] ScriptLog: <> [0149.83] Init: WinSock: Socket queue 32768 / 32768 [0158.69] NetComeGo: Close TcpNetDriver_0 TcpipConnection_0 149.202.94.223:7778 03/17/16 17:52:37 [0158.69] Exit: TcpNetDriver_0 shut down [0192.78] Log: Assembled 536 auto-complete commands, manual: 92, exec: 416, kismet: 0 [0220.55] ScriptLog: ------------------------------Game Ending Event Called [0220.55] ScriptLog: <> [0220.55] Init: WinSock: Socket queue 32768 / 32768 [0244.38] NetComeGo: Close TcpNetDriver_1 TcpipConnection_1 149.202.94.223:7778 03/17/16 17:54:03 [0244.38] Exit: TcpNetDriver_1 shut down [0267.85] ScriptLog: ------------------------------Game Ending Event Called [0267.85] ScriptLog: <> [0267.85] Init: WinSock: Socket queue 32768 / 32768 [0272.97] NetComeGo: Close TcpNetDriver_2 TcpipConnection_2 149.202.94.223:7778 03/17/16 17:54:31 [0272.98] Exit: TcpNetDriver_2 shut down [0280.02] ScriptLog: [GeminiOnlineService] Getting Data [0280.02] ScriptLog: [GeminiLinkClient] Resolving: renegadexgs.appspot.com [0280.03] ScriptLog: [GeminiLinkClient] renegadexgs.appspot.com resolved to 216.58.216.241:0 [0280.04] ScriptLog: [GeminiLinkClient] Bound to port: 50985 [0280.04] Log: CheckConnectionAttempt: Connection attempt has not yet completed. [0280.06] ScriptLog: [GeminiLinkClient] TCP connection opened [0280.06] ScriptLog: [GeminiLinkClient] End TCP connection [0280.19] ScriptLog: [GeminiLinkClient] TCP connection closed [0280.19] ScriptLog: [GeminiOnlineService] Getting Data [0280.19] ScriptLog: [GeminiLinkClient] Resolving: renegadexgs.appspot.com [0280.20] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0280.21] ScriptLog: [GeminiLinkClient] renegadexgs.appspot.com resolved to 216.58.216.241:0 [0280.21] ScriptLog: [GeminiLinkClient] Bound to port: 50986 [0280.21] Log: CheckConnectionAttempt: Connection attempt has not yet completed. [0280.23] ScriptLog: [GeminiLinkClient] TCP connection opened [0280.23] ScriptLog: [GeminiLinkClient] End TCP connection [0280.36] ScriptLog: [GeminiLinkClient] TCP connection closed [0281.77] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress [0281.84] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0282.70] ScriptLog: mapName Under [0282.70] ScriptLog: mapFileName img://RenXFrontEnd.MapImage.___map-pic-cnc-under [0282.70] ScriptLog: serverName [0282.70] ScriptLog: isFavourites False [0282.70] ScriptLog: isLocked False [0282.70] ScriptLog: serverLocation [0282.70] ScriptLog: serverGameType Command & Conquer (Open Beta 5.16) [0282.70] ScriptLog: playerCount 34 [0282.70] ScriptLog: botCount 0 [0282.70] ScriptLog: maxPlayers 40 [0282.70] ScriptLog: ping -2147483648 [0282.70] ScriptLog: serverPort 7778 [0282.70] ScriptLog: serverAddress 149.202.94.223 [0282.70] ScriptLog: [Rx_GFxFrontEnd_Multiplayer] : open 149.202.94.223:7778 [0282.70] ScriptLog: ------------------------------Game Ending Event Called [0282.70] ScriptLog: <> [0282.70] Init: WinSock: Socket queue 32768 / 32768 [0290.99] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0290.99] Log: All Windows Closed [0291.02] Log: appRequestExit(0) [0291.09] NetComeGo: Close TcpNetDriver_3 TcpipConnection_3 149.202.94.223:7778 03/17/16 17:54:49 [0291.09] Exit: TcpNetDriver_3 shut down [0292.98] Exit: Preparing to exit. [0303.15] Exit: Game engine shut down [0304.67] Exit: Windows client shut down [0305.47] Exit: XAudio2 Device shut down. [0305.61] NetComeGo: Close TcpNetDriver_4 TcpipConnection_4 149.202.94.223:7778 03/17/16 17:55:04 [0305.61] Exit: TcpNetDriver_4 shut down [0309.17] Exit: Object subsystem successfully closed. [0310.48] Log: Shutting down FaceFX... [0310.50] Log: FaceFX shutdown. [0311.03] Exit: Exiting. [0311.06] Log: Log file closed, 03/17/16 17:55:09