Log: Log file open, 04/20/16 14:01:35 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: 195.154.167.80:7778 -ini:UDKGame:DefaultPlayer.Name="star1" Init: Base directory: C:\Program Files (x86)\Renegade X\Binaries\Win32\ [0000.54] Log: Deleting old log file Launch-backup-2016.04.20-14.01.35.log [0000.54] Init: Computer: NCC-1701 [0000.54] Init: User: ScottFrisbee [0000.54] Init: CPU Page size=4096, Processors=8 [0000.54] Init: High frequency timer resolution =3.410071 MHz [0000.54] Init: Memory total: Physical=8.0GB (8GB approx) Pagefile=16.0GB Virtual=4.0GB [0000.54] Log: Steam Client API initialized 0 [0000.54] Log: Steam Game Server API initialized 0 [0000.70] Init: WinSock: I am NCC-1701 (192.168.1.112:0) [0000.70] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes. [0000.70] Init: Object subsystem initialized [0000.70] Log: Last hardware survey: Ver=-1, Date=0. Uploading again. [0004.07] Log: Found D3D11 adapter 0: NVIDIA GeForce GTX 760 [0004.07] Log: Adapter has 1989MB of dedicated video memory, 0MB of dedicated system memory, and 2106MB of shared system memory [0004.10] Log: Found D3D11 adapter 1: Microsoft Basic Render Driver [0004.10] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 4072MB of shared system memory [0004.11] Log: Shader platform (RHI): PC-D3D-SM3 [0004.11] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt [0004.14] Log: PhysX GPU Support: DISABLED [0004.15] Init: Initializing FaceFX... [0004.15] Init: FaceFX 1.7.4 initialized. [0004.19] Init: XAudio2 using 'Speakers (Plantronics .Audio 646 DSP)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3) [0009.91] Init: Finished loading startup packages in 5.41 seconds [0009.92] Log: 75633 objects as part of root set at end of initial load. [0009.92] Log: 0 out of 0 bytes used by permanent object pool. [0009.92] Log: Initializing Engine... [0035.47] Log: Failed to upload UDK hardware survey to http://et.epicgames.com/PostUDKSurveyHandler.ashx in 14.58 seconds. [0036.19] Log: Missing cached shader map for material Mat_GlowSphere, quality 0, compiling. [0036.19] Warning: Warning, Failed to compile Material RX_IonCannonStrike.Materials.Mat_GlowSphere for platform PC-D3D-SM3, Default Material will be used in game. [0038.05] Init: UEngine initialized [0038.47] Init: XAudio2Device initialized. [0040.06] Init: Client initialized [0046.54] Log: Steam Client API is unavailable [0046.90] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0046.90] Warning: Warning, Failed to find object 'Class None.' [0046.90] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0046.90] Warning: Warning, Failed to find object 'Class None.' [0046.90] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0046.90] Warning: Warning, Failed to find object 'Class None.' [0046.90] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0046.90] Warning: Warning, Failed to find object 'Class None.' [0046.90] Init: WinSock: Socket queue 32768 / 32768 [0047.08] Log: LoadMap: RenX-FrontEndMap?Name="star1"?Team=255 [0047.26] Log: Game class is 'Rx_Game' [0047.27] Log: Primary PhysX scene will be in software. [0047.27] Log: Creating Primary PhysX Scene. [0047.47] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2016.04.20-14.02.22 [0047.48] ScriptLog: ----YOSH'S LOG------ GDI Bots given to RX_Game---- 0 [0047.48] ScriptLog: ----YOSH'S LOG------ Credits given to RX_Game---- 30 [0047.48] 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 [0047.48] ScriptLog: INITIAL: -1 -1 [0047.49] ScriptLog: Game profile Index was NONE [0047.50] ScriptLog: GDI:0.0000 [0047.50] ScriptLog: Nod:0.0000 [0047.94] 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 [0047.94] 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 [0047.94] ScriptWarning: Accessed None 'ProviderList' Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function Renx_Game.Rx_Game:SetupMapDataList:00AF [0047.94] ScriptLog: NONE - ProviderList[i]? [0047.94] ScriptLog: ------YOSH---------- CNC-Xmountain ---------YOSH---------- [0047.94] ScriptLog: ------YOSH---------- CNC-Whiteout ---------YOSH---------- [0047.94] ScriptLog: ------YOSH---------- CNC-Walls_Flying ---------YOSH---------- [0047.94] ScriptLog: ------YOSH---------- CNC-Volcano ---------YOSH---------- [0047.94] ScriptLog: ------YOSH---------- CNC-Valley ---------YOSH---------- [0047.94] ScriptLog: ------YOSH---------- CNC-UnderRedux ---------YOSH---------- [0047.94] ScriptLog: ------YOSH---------- CNC-TrainingYard ---------YOSH---------- [0047.94] ScriptLog: ------YOSH---------- CNC-TombRedux ---------YOSH---------- [0047.94] ScriptLog: ------YOSH---------- CNC-Snow ---------YOSH---------- [0047.94] ScriptLog: ------YOSH---------- CNC-Mesa_ii ---------YOSH---------- [0047.94] ScriptLog: ------YOSH---------- CNC-LakeSide ---------YOSH---------- [0047.94] ScriptLog: ------YOSH---------- CNC-Islands ---------YOSH---------- [0047.94] ScriptLog: ------YOSH---------- CNC-GrassyKnoll ---------YOSH---------- [0047.94] ScriptLog: ------YOSH---------- CNC-GoldRush ---------YOSH---------- [0047.94] ScriptLog: ------YOSH---------- CNC-Field ---------YOSH---------- [0047.94] ScriptLog: ------YOSH---------- CNC-Eyes ---------YOSH---------- [0047.94] ScriptLog: ------YOSH---------- CNC-Crash_Site ---------YOSH---------- [0047.94] ScriptLog: ------YOSH---------- CNC-Complex ---------YOSH---------- [0047.94] ScriptLog: ------YOSH---------- CNC-Canyon ---------YOSH---------- [0047.95] Rx: MAP Loaded; RenX-FrontEndMap [0047.95] Log: Bringing up level for play took: 0.681603 [0047.95] ScriptWarning: PlayerStart_0 is not a team playerstart! Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function UTGame.UTTeamGame:RatePlayerStart:0051 [0047.95] ScriptLog: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating [0047.95] ScriptWarning: Accessed None 'Pawn' Rx_Controller RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Controller_0 Function Renx_Game.Rx_Controller:SetOurCameraMode:0018 [0047.95] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_0 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0134 [0047.95] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_0 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0168 [0047.95] Rx: PLAYER Enter; GDI,256,"star1" from  nosteam [0047.95] Rx: PLAYER TeamJoin; GDI,256,"star1" joined GDI [0047.95] Log: Current scalability system settings: [0047.95] Log: StaticDecals = FALSE (Whether to allow static decals.) [0047.95] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0047.95] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0047.95] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0047.95] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0047.95] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0047.95] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0047.95] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0047.95] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0047.95] Log: Bloom = TRUE (Whether to allow bloom.) [0047.95] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0047.96] Log: Distortion = TRUE (Whether to allow distortion.) [0047.96] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0047.96] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0047.96] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0047.96] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0047.96] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0047.96] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0047.96] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0047.96] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0047.96] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0047.96] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0047.96] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0047.96] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0047.96] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0047.96] Log: bAllowD3D9MSAA = TRUE (UKNOWN) [0047.96] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0047.96] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0047.96] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0047.96] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0047.96] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0047.96] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0047.96] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0047.96] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0047.96] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0047.96] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0047.96] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0047.96] Log: Current preference system settings: [0047.96] Log: UseVsync = TRUE (Whether to use VSync or not.) [0047.96] Log: Fullscreen = TRUE (Fullscreen.) [0047.96] Log: ResX = 1280 (Screen X resolution.) [0047.96] Log: ResY = 720 (Screen Y resolution.) [0047.96] Log: Current debug system settings: [0047.96] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0047.96] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0047.96] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0047.96] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0047.96] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0047.96] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0047.96] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0047.96] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0047.96] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0047.96] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0047.96] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0047.96] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0047.96] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0047.96] Log: MaxMultiSamples = 8 (The maximum number of MSAA samples to use.) [0047.96] Log: bAllowTemporalAA = FALSE (UKNOWN) [0047.96] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0047.96] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0047.96] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0047.96] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0047.96] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0047.96] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0047.96] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0047.96] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0047.96] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0047.96] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0047.96] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0047.96] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0047.96] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0047.96] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0047.96] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0047.96] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0047.96] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0047.96] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0047.96] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0047.96] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0047.96] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0047.96] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0047.96] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0047.96] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found. [0047.96] Log: Current unknown system settings: [0047.96] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0047.96] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0047.96] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0047.96] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0047.96] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0047.96] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0047.96] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0047.96] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0047.96] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0047.96] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0047.96] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0047.96] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0047.96] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0047.96] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0047.96] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0047.96] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0047.96] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0047.96] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0047.96] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0047.96] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0047.96] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0047.96] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0047.96] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0047.96] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0047.96] 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.) [0047.96] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0047.96] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0047.96] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0047.96] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0047.96] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0047.96] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0047.96] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0047.96] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0047.96] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0047.96] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0047.96] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0047.96] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0047.96] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0047.96] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0047.96] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0047.96] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0047.96] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0047.96] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0047.96] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0047.96] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0047.96] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0047.96] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0047.96] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0047.96] 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).) [0047.96] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0047.96] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0047.96] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0047.96] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0047.96] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0047.96] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0047.96] 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) [0047.96] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0047.96] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0047.96] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0047.96] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0047.96] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0047.96] 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).) [0047.96] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0047.96] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0047.96] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0047.96] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0047.96] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0047.96] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0047.96] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0047.96] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0047.96] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0047.96] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0047.96] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0047.96] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0047.96] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0047.96] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0047.96] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0047.96] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0047.96] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found. [0047.96] Warning: Warning, The System Setting PerObjectShadowTransition could not be found. [0047.96] Warning: Warning, The System Setting PerSceneShadowTransition could not be found. [0047.96] Warning: Warning, The System Setting CSMMinimumFOV could not be found. [0047.96] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found. [0047.97] Log: Listing all sound classes. [0047.97] Log: Class 'Item' has 22 resident sounds taking 2473.21 kb, and 1 real time sounds taking 8.89 kb [0047.97] Log: Class 'Vehicle' has 71 resident sounds taking 16002.46 kb, and 5 real time sounds taking 329.80 kb [0047.97] Log: Class 'Weapon' has 239 resident sounds taking 65802.15 kb, and 5 real time sounds taking 383.05 kb [0047.97] Log: Class 'SFX' has 30 resident sounds taking 4675.98 kb, and 11 real time sounds taking 479.87 kb [0047.97] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0047.97] Log: Class 'UI' has 22 resident sounds taking 1276.65 kb [0047.97] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb [0047.97] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0047.97] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0047.97] Log: Class 'WeaponBulletEffects' has 24 resident sounds taking 731.49 kb, and 1 real time sounds taking 150.46 kb [0047.97] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb [0047.97] Log: Class 'Ambient' has 2 resident sounds taking 652.92 kb [0047.97] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0047.97] Log: Class 'None' has 1 resident sounds taking 187.50 kb [0047.97] Log: Class 'UnGrouped' has 131 resident sounds taking 47298.02 kb, and 76 real time sounds taking 1306.09 kb [0047.97] Log: 916 total sounds in 15 classes [0049.25] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0049.25] ScriptLog: SystemSettingsHandler.bAutostartMusic? True [0049.44] Log: ########### Finished loading level: 2.350300 seconds [0049.44] Log: Flushing async loaders. [0052.83] Log: Flushed async loaders. [0052.83] Init: Game engine initialized [0052.83] Log: Initializing Engine Completed [0062.67] Log: >>>>>>>>>>>>>> Initial startup: 62.67s <<<<<<<<<<<<<<< [0062.69] ScriptLog: SWITCHEROO THE HUD Rx_Game [0062.69] ScriptLog: ======================= Rx_HUD ========================= [0062.69] ScriptLog: Script call stack: Function Renx_Game.Rx_HUD:Destroyed Function Renx_Game.Rx_HUD:RemoveMovies [0062.69] ScriptLog: DamageSystemMovie.bMovieIsOpen? True [0062.69] ScriptLog: HudMovie.bMovieIsOpen? True [0062.69] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_1 | SoundCue? Rampage [0062.70] Log: Current scalability system settings: [0062.70] Log: StaticDecals = FALSE (Whether to allow static decals.) [0062.70] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0062.70] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0062.70] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0062.70] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0062.70] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0062.70] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0062.70] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0062.70] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0062.70] Log: Bloom = TRUE (Whether to allow bloom.) [0062.70] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0062.70] Log: Distortion = TRUE (Whether to allow distortion.) [0062.70] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0062.70] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0062.70] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0062.70] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0062.70] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0062.70] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0062.70] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0062.70] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0062.70] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0062.70] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0062.70] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0062.70] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0062.70] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0062.70] Log: bAllowD3D9MSAA = TRUE (UKNOWN) [0062.70] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0062.70] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0062.70] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0062.70] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0062.70] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0062.70] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0062.70] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0062.70] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0062.70] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0062.70] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0062.70] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0062.70] Log: Current preference system settings: [0062.70] Log: UseVsync = TRUE (Whether to use VSync or not.) [0062.70] Log: Fullscreen = TRUE (Fullscreen.) [0062.70] Log: ResX = 1280 (Screen X resolution.) [0062.70] Log: ResY = 720 (Screen Y resolution.) [0062.70] Log: Current debug system settings: [0062.70] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0062.70] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0062.70] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0062.70] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0062.70] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0062.70] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0062.70] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0062.70] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0062.70] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0062.70] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0062.70] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0062.70] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0062.70] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0062.70] Log: MaxMultiSamples = 8 (The maximum number of MSAA samples to use.) [0062.70] Log: bAllowTemporalAA = FALSE (UKNOWN) [0062.70] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0062.70] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0062.70] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0062.70] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0062.70] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0062.70] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0062.70] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0062.70] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0062.70] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0062.70] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0062.70] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0062.70] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0062.70] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0062.70] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0062.70] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0062.70] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0062.70] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0062.70] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0062.70] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0062.70] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0062.70] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0062.70] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0062.70] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0062.70] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found. [0062.70] Log: Current unknown system settings: [0062.70] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0062.70] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0062.70] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0062.70] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0062.70] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0062.70] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0062.70] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0062.70] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0062.70] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0062.70] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0062.70] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0062.70] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0062.70] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0062.70] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0062.70] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0062.70] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0062.70] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0062.70] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0062.70] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0062.70] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0062.70] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0062.70] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0062.70] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0062.70] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0062.70] Log: CSMMinimumFOV = 40 (Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming.) [0062.70] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0062.70] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0062.70] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0062.70] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0062.70] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0062.70] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0062.70] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0062.70] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0062.70] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0062.70] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0062.70] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0062.70] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0062.70] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0062.70] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0062.70] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0062.70] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0062.70] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0062.70] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0062.70] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0062.70] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0062.70] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0062.70] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0062.70] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0062.70] Log: MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).) [0062.70] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0062.70] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0062.70] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0062.70] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0062.70] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0062.70] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0062.70] Log: MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled) [0062.70] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0062.70] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0062.70] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0062.71] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0062.71] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0062.71] 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).) [0062.71] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0062.71] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0062.71] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0062.71] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0062.71] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0062.71] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0062.71] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0062.71] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0062.71] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0062.71] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0062.71] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0062.71] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0062.71] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0062.71] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0062.71] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0062.71] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0062.71] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found. [0062.71] Warning: Warning, The System Setting PerObjectShadowTransition could not be found. [0062.71] Warning: Warning, The System Setting PerSceneShadowTransition could not be found. [0062.71] Warning: Warning, The System Setting CSMMinimumFOV could not be found. [0062.71] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found. [0062.71] Log: Listing all sound classes. [0062.71] Log: Class 'Item' has 22 resident sounds taking 2473.21 kb, and 1 real time sounds taking 8.89 kb [0062.71] Log: Class 'Vehicle' has 71 resident sounds taking 16002.46 kb, and 5 real time sounds taking 329.80 kb [0062.71] Log: Class 'Weapon' has 239 resident sounds taking 65802.15 kb, and 5 real time sounds taking 383.05 kb [0062.71] Log: Class 'SFX' has 30 resident sounds taking 4675.98 kb, and 11 real time sounds taking 479.87 kb [0062.71] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0062.71] Log: Class 'UI' has 22 resident sounds taking 1276.65 kb [0062.71] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb [0062.71] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0062.71] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0062.71] Log: Class 'WeaponBulletEffects' has 24 resident sounds taking 731.49 kb, and 1 real time sounds taking 150.46 kb [0062.71] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb [0062.71] Log: Class 'Ambient' has 2 resident sounds taking 652.92 kb [0062.71] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0062.71] Log: Class 'None' has 1 resident sounds taking 187.50 kb [0062.71] Log: Class 'UnGrouped' has 131 resident sounds taking 47298.02 kb, and 76 real time sounds taking 1306.09 kb [0062.71] Log: 916 total sounds in 15 classes [0062.73] Log: Bool AmbientOcclusion set to 1 [0062.75] Log: BloomThreshold = 0.8 [0062.77] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0062.90] ScriptLog: ----YOSH---- Called Add Initial Bots [0063.35] NetComeGo: Close TcpNetDriver_0 TcpipConnection_0 195.154.167.80:7778 04/20/16 14:02:38 [0063.35] Log: Pending connect to '195.154.167.80:7778/RenX-FrontEndMap?Name="star1"?Team=255' failed; Server is already at capacity. [0063.35] ScriptLog: (Rx_GameViewportClient_0) UTGameViewportClient::None:NotifyConnectionError Message:'Server is already at capacity.' Title:'Connection Lost' [0063.35] ScriptLog: UTPlayerController::QuitToMainMenu() - Online cleanup failed, finishing quit. [0063.35] ScriptLog: ------ QUIT TO MAIN MENU -------- [0063.41] ScriptLog: ------------------------------Game Ending Event Called [0063.41] ScriptLog: <> [0063.41] Log: Failed; returning to Entry [0063.44] Log: LoadMap: RenX-FrontEndMap?closed?Name="star1"?Team=255 [0063.44] Log: --- LOADING MOVIE START --- [0063.60] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0063.60] Rx: GAME Spawn; bot Nod,b257,Martin Sanchez [0063.60] Rx: PLAYER Exit; GDI,256,"star1" [0063.62] Exit: TcpNetDriver_0 shut down [0063.70] Log: Game class is 'Rx_Game' [0063.70] Log: Primary PhysX scene will be in software. [0063.70] Log: Creating Primary PhysX Scene. [0063.70] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2016.04.20-14.02.38 [0063.71] ScriptLog: ----YOSH'S LOG------ GDI Bots given to RX_Game---- 0 [0063.71] ScriptLog: ----YOSH'S LOG------ Credits given to RX_Game---- 30 [0063.71] ScriptWarning: Accessed array 'Rx_MapListManager_1.AvailableGameProfiles' out of bounds (0/0) Rx_MapListManager RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_MapListManager_1 Function Renx_Game.Rx_MapListManager:GetCurrentGameProfileIndex:00D3 [0063.72] ScriptLog: INITIAL: -1 -1 [0063.73] ScriptLog: Game profile Index was NONE [0063.74] ScriptLog: GDI:0.0000 [0063.74] ScriptLog: Nod:0.0000 [0063.78] ScriptWarning: Accessed array 'ProviderList' out of bounds (19/19) Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_1 Function Renx_Game.Rx_Game:SetupMapDataList:0074 [0063.78] ScriptWarning: Accessed array 'ProviderList' out of bounds (19/19) Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_1 Function Renx_Game.Rx_Game:SetupMapDataList:00AF [0063.78] ScriptWarning: Accessed None 'ProviderList' Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_1 Function Renx_Game.Rx_Game:SetupMapDataList:00AF [0063.78] ScriptLog: NONE - ProviderList[i]? [0063.78] ScriptLog: ------YOSH---------- CNC-Xmountain ---------YOSH---------- [0063.78] ScriptLog: ------YOSH---------- CNC-Whiteout ---------YOSH---------- [0063.78] ScriptLog: ------YOSH---------- CNC-Walls_Flying ---------YOSH---------- [0063.78] ScriptLog: ------YOSH---------- CNC-Volcano ---------YOSH---------- [0063.78] ScriptLog: ------YOSH---------- CNC-Valley ---------YOSH---------- [0063.78] ScriptLog: ------YOSH---------- CNC-UnderRedux ---------YOSH---------- [0063.78] ScriptLog: ------YOSH---------- CNC-TrainingYard ---------YOSH---------- [0063.78] ScriptLog: ------YOSH---------- CNC-TombRedux ---------YOSH---------- [0063.78] ScriptLog: ------YOSH---------- CNC-Snow ---------YOSH---------- [0063.78] ScriptLog: ------YOSH---------- CNC-Mesa_ii ---------YOSH---------- [0063.78] ScriptLog: ------YOSH---------- CNC-LakeSide ---------YOSH---------- [0063.78] ScriptLog: ------YOSH---------- CNC-Islands ---------YOSH---------- [0063.78] ScriptLog: ------YOSH---------- CNC-GrassyKnoll ---------YOSH---------- [0063.78] ScriptLog: ------YOSH---------- CNC-GoldRush ---------YOSH---------- [0063.78] ScriptLog: ------YOSH---------- CNC-Field ---------YOSH---------- [0063.78] ScriptLog: ------YOSH---------- CNC-Eyes ---------YOSH---------- [0063.78] ScriptLog: ------YOSH---------- CNC-Crash_Site ---------YOSH---------- [0063.78] ScriptLog: ------YOSH---------- CNC-Complex ---------YOSH---------- [0063.78] ScriptLog: ------YOSH---------- CNC-Canyon ---------YOSH---------- [0063.79] Rx: MAP Loaded; RenX-FrontEndMap [0063.79] Log: Bringing up level for play took: 0.085811 [0063.79] ScriptWarning: PlayerStart_0 is not a team playerstart! Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_1 Function UTGame.UTTeamGame:RatePlayerStart:0051 [0063.79] ScriptLog: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating [0063.79] ScriptWarning: Accessed None 'Pawn' Rx_Controller RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Controller_1 Function Renx_Game.Rx_Controller:SetOurCameraMode:0018 [0063.79] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_1 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0134 [0063.79] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_1 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0168 [0063.79] Rx: PLAYER Enter; GDI,258,"star1" from  nosteam [0063.79] Rx: PLAYER TeamJoin; GDI,258,"star1" joined GDI [0063.79] Log: Current scalability system settings: [0063.79] Log: StaticDecals = FALSE (Whether to allow static decals.) [0063.79] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0063.79] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0063.79] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0063.79] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0063.79] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0063.79] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0063.79] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0063.79] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0063.79] Log: Bloom = TRUE (Whether to allow bloom.) [0063.79] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0063.79] Log: Distortion = TRUE (Whether to allow distortion.) [0063.79] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0063.79] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0063.79] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0063.79] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0063.79] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0063.79] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0063.79] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0063.79] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0063.79] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0063.79] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0063.79] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0063.79] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0063.79] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0063.79] Log: bAllowD3D9MSAA = TRUE (UKNOWN) [0063.79] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0063.79] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0063.79] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0063.79] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0063.79] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0063.79] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0063.79] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0063.79] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0063.79] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0063.79] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0063.79] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0063.79] Log: Current preference system settings: [0063.79] Log: UseVsync = TRUE (Whether to use VSync or not.) [0063.79] Log: Fullscreen = TRUE (Fullscreen.) [0063.79] Log: ResX = 1280 (Screen X resolution.) [0063.79] Log: ResY = 720 (Screen Y resolution.) [0063.79] Log: Current debug system settings: [0063.79] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0063.79] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0063.79] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0063.79] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0063.79] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0063.79] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0063.79] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0063.79] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0063.79] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0063.79] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0063.79] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0063.79] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0063.79] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0063.79] Log: MaxMultiSamples = 8 (The maximum number of MSAA samples to use.) [0063.79] Log: bAllowTemporalAA = FALSE (UKNOWN) [0063.79] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0063.79] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0063.79] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0063.79] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0063.79] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0063.79] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0063.79] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0063.79] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0063.79] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0063.79] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0063.79] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0063.79] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0063.79] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0063.79] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0063.79] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0063.79] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0063.79] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0063.79] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0063.79] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0063.79] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0063.79] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0063.79] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0063.79] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0063.79] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found. [0063.79] Log: Current unknown system settings: [0063.79] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0063.79] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0063.79] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0063.79] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0063.79] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0063.79] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0063.79] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0063.79] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0063.79] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0063.79] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0063.79] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0063.79] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0063.79] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0063.79] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0063.79] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0063.79] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0063.79] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0063.79] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0063.79] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0063.79] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0063.79] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0063.79] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0063.79] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0063.79] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0063.79] 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.) [0063.79] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0063.79] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0063.79] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0063.79] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0063.79] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0063.79] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0063.79] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0063.79] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0063.79] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0063.79] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0063.79] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0063.79] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0063.79] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0063.79] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0063.79] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0063.79] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0063.79] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0063.79] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0063.79] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0063.79] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0063.79] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0063.79] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0063.79] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0063.79] 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).) [0063.79] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0063.79] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0063.79] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0063.79] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0063.79] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0063.79] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0063.79] 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) [0063.79] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0063.79] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0063.79] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0063.79] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0063.79] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0063.79] 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).) [0063.79] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0063.79] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0063.79] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0063.79] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0063.79] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0063.79] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0063.79] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0063.79] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0063.79] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0063.79] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0063.79] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0063.79] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0063.79] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0063.79] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0063.79] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0063.79] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0063.79] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found. [0063.79] Warning: Warning, The System Setting PerObjectShadowTransition could not be found. [0063.79] Warning: Warning, The System Setting PerSceneShadowTransition could not be found. [0063.79] Warning: Warning, The System Setting CSMMinimumFOV could not be found. [0063.79] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found. [0063.80] Log: Listing all sound classes. [0063.80] Log: Class 'Item' has 22 resident sounds taking 2473.21 kb, and 1 real time sounds taking 8.89 kb [0063.80] Log: Class 'Vehicle' has 71 resident sounds taking 16002.46 kb, and 5 real time sounds taking 329.80 kb [0063.80] Log: Class 'Weapon' has 239 resident sounds taking 65802.15 kb, and 5 real time sounds taking 383.05 kb [0063.80] Log: Class 'SFX' has 30 resident sounds taking 4675.98 kb, and 11 real time sounds taking 479.87 kb [0063.80] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0063.80] Log: Class 'UI' has 22 resident sounds taking 1276.65 kb [0063.80] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb [0063.80] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0063.80] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0063.80] Log: Class 'WeaponBulletEffects' has 24 resident sounds taking 731.49 kb, and 1 real time sounds taking 150.46 kb [0063.80] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb [0063.80] Log: Class 'Ambient' has 2 resident sounds taking 652.92 kb [0063.80] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0063.80] Log: Class 'None' has 1 resident sounds taking 187.50 kb [0063.80] Log: Class 'UnGrouped' has 131 resident sounds taking 47298.02 kb, and 76 real time sounds taking 1306.09 kb [0063.80] Log: 916 total sounds in 15 classes [0063.82] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0063.82] ScriptLog: SystemSettingsHandler.bAutostartMusic? True [0063.84] Log: ########### Finished loading level: 0.396735 seconds [0063.84] Log: Flushing async loaders. [0065.01] Log: Flushed async loaders. [0065.06] ScriptLog: SWITCHEROO THE HUD Rx_Game [0065.06] ScriptLog: ======================= Rx_HUD ========================= [0065.06] ScriptLog: Script call stack: Function Renx_Game.Rx_HUD:Destroyed Function Renx_Game.Rx_HUD:RemoveMovies [0065.06] ScriptLog: DamageSystemMovie.bMovieIsOpen? True [0065.06] ScriptLog: HudMovie.bMovieIsOpen? True [0065.06] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_6 | SoundCue? Another_Present_For_Ya [0065.08] Log: Current scalability system settings: [0065.08] Log: StaticDecals = FALSE (Whether to allow static decals.) [0065.08] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0065.08] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0065.08] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0065.08] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0065.08] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0065.08] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0065.08] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0065.08] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0065.08] Log: Bloom = TRUE (Whether to allow bloom.) [0065.08] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0065.08] Log: Distortion = TRUE (Whether to allow distortion.) [0065.08] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0065.08] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0065.08] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0065.08] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0065.08] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0065.08] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0065.08] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0065.08] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0065.08] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0065.08] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0065.08] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0065.08] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0065.08] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0065.08] Log: bAllowD3D9MSAA = TRUE (UKNOWN) [0065.08] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0065.08] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0065.08] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0065.08] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0065.08] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0065.08] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0065.08] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0065.08] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0065.08] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0065.08] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0065.08] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0065.08] Log: Current preference system settings: [0065.08] Log: UseVsync = TRUE (Whether to use VSync or not.) [0065.08] Log: Fullscreen = TRUE (Fullscreen.) [0065.08] Log: ResX = 1280 (Screen X resolution.) [0065.08] Log: ResY = 720 (Screen Y resolution.) [0065.08] Log: Current debug system settings: [0065.08] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0065.08] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0065.08] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0065.08] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0065.08] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0065.08] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0065.08] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0065.08] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0065.08] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0065.08] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0065.08] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0065.08] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0065.08] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0065.08] Log: MaxMultiSamples = 8 (The maximum number of MSAA samples to use.) [0065.08] Log: bAllowTemporalAA = FALSE (UKNOWN) [0065.08] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0065.08] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0065.08] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0065.08] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0065.08] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0065.08] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0065.08] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0065.08] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0065.08] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0065.08] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0065.08] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0065.08] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0065.08] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0065.08] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0065.08] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0065.08] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0065.08] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0065.08] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0065.08] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0065.08] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0065.08] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0065.08] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0065.08] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0065.08] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found. [0065.08] Log: Current unknown system settings: [0065.08] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0065.08] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0065.08] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0065.08] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0065.08] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0065.08] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0065.08] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0065.08] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0065.08] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0065.08] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0065.08] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0065.08] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0065.08] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0065.08] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0065.08] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0065.08] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0065.08] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0065.08] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0065.08] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0065.08] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0065.08] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0065.08] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0065.08] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0065.08] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0065.08] 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.) [0065.08] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0065.08] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0065.08] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0065.08] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0065.08] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0065.08] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0065.08] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0065.08] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0065.08] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0065.08] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0065.08] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0065.08] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0065.08] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0065.08] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0065.08] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0065.08] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0065.08] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0065.08] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0065.08] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0065.08] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0065.08] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0065.08] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0065.08] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0065.08] 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).) [0065.08] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0065.08] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0065.08] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0065.08] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0065.08] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0065.08] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0065.08] 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) [0065.08] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0065.08] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0065.08] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0065.08] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0065.08] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0065.08] 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).) [0065.08] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0065.08] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0065.08] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0065.08] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0065.08] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0065.08] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0065.08] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0065.08] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0065.08] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0065.08] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0065.08] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0065.08] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0065.08] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0065.08] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0065.08] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0065.08] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0065.08] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found. [0065.08] Warning: Warning, The System Setting PerObjectShadowTransition could not be found. [0065.08] Warning: Warning, The System Setting PerSceneShadowTransition could not be found. [0065.08] Warning: Warning, The System Setting CSMMinimumFOV could not be found. [0065.08] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found. [0065.09] Log: Listing all sound classes. [0065.09] Log: Class 'Item' has 22 resident sounds taking 2473.21 kb, and 1 real time sounds taking 8.89 kb [0065.09] Log: Class 'Vehicle' has 71 resident sounds taking 16002.46 kb, and 5 real time sounds taking 329.80 kb [0065.09] Log: Class 'Weapon' has 239 resident sounds taking 65802.15 kb, and 5 real time sounds taking 383.05 kb [0065.09] Log: Class 'SFX' has 30 resident sounds taking 4675.98 kb, and 11 real time sounds taking 479.87 kb [0065.09] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0065.09] Log: Class 'UI' has 22 resident sounds taking 1276.65 kb [0065.09] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb [0065.09] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0065.09] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0065.09] Log: Class 'WeaponBulletEffects' has 24 resident sounds taking 731.49 kb, and 1 real time sounds taking 150.46 kb [0065.09] Log: Class 'Cinematic' has 4 resident sounds taking 1078.99 kb, and 2 real time sounds taking 498.94 kb [0065.09] Log: Class 'Ambient' has 2 resident sounds taking 652.92 kb [0065.09] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0065.09] Log: Class 'None' has 1 resident sounds taking 187.50 kb [0065.09] Log: Class 'UnGrouped' has 131 resident sounds taking 47298.02 kb, and 76 real time sounds taking 1306.09 kb [0065.09] Log: 916 total sounds in 15 classes [0065.10] Log: Bool AmbientOcclusion set to 1 [0065.15] Log: BloomThreshold = 0.8 [0065.18] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0065.19] ScriptLog: ----YOSH---- Called Add Initial Bots [0065.34] Log: --- LOADING MOVIE TIME: 1.89 sec --- [0067.50] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Close [0068.99] Log: DumpAvailableResolutions [0068.99] Log: 640x480 [0068.99] Log: 720x480 [0068.99] Log: 720x480 [0068.99] Log: 720x576 [0068.99] Log: 720x576 [0068.99] Log: 800x600 [0068.99] Log: 800x600 [0068.99] Log: 1024x768 [0068.99] Log: 1152x864 [0068.99] Log: 1280x720 [0068.99] Log: 1280x768 [0068.99] Log: 1280x800 [0068.99] Log: 1280x960 [0068.99] Log: 1280x1024 [0068.99] Log: 1360x768 [0068.99] Log: 1366x768 [0068.99] Log: 1600x900 [0068.99] Log: 1600x900 [0068.99] Log: 1600x1024 [0068.99] Log: 1600x1024 [0068.99] Log: 1600x1200 [0068.99] Log: 1680x1050 [0068.99] Log: 1680x1050 [0068.99] Log: 1920x1080 [0068.99] Log: 1440x900 [0068.99] ScriptLog: Unknown Widget: instance63 [0068.99] ScriptLog: Unknown Widget: instance69 [0068.99] ScriptLog: Unknown Widget: Track [0068.99] ScriptLog: Unknown Widget: thumb [0068.99] ScriptLog: Unknown Widget: AdvanceBackButton [0068.99] ScriptLog: Unknown Widget: AdvanceNextButton [0069.00] ScriptLog: Unknown Widget: AdvancedPageNum [0069.00] ScriptLog: Unknown Widget: clip0 [0069.00] ScriptLog: Unknown Widget: clip1 [0070.41] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0070.41] ScriptLog: Unknown Widget: popup2 [0070.42] ScriptLog: Unknown Widget: _scrollBar [0070.42] ScriptLog: Unknown Widget: Track [0070.42] ScriptLog: Unknown Widget: downArrow [0070.42] ScriptLog: Unknown Widget: upArrow [0070.42] ScriptLog: Unknown Widget: thumb [0076.80] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress [0076.88] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0078.40] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0078.41] ScriptLog: Unknown Widget: popup3 [0078.41] ScriptLog: Unknown Widget: _scrollBar [0078.41] ScriptLog: Unknown Widget: Track [0078.41] ScriptLog: Unknown Widget: downArrow [0078.41] ScriptLog: Unknown Widget: upArrow [0078.41] ScriptLog: Unknown Widget: thumb [0080.06] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress [0080.16] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0081.20] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0081.20] ScriptLog: Unknown Widget: popup4 [0082.68] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress [0082.77] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0082.77] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0090.41] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0090.41] ScriptLog: Unknown Widget: popup5 [0090.41] ScriptLog: Unknown Widget: _scrollBar [0090.41] ScriptLog: Unknown Widget: Track [0090.41] ScriptLog: Unknown Widget: downArrow [0090.41] ScriptLog: Unknown Widget: upArrow [0090.41] ScriptLog: Unknown Widget: thumb [0092.15] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress [0092.23] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0094.09] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0094.09] ScriptLog: Unknown Widget: popup6 [0094.09] ScriptLog: Unknown Widget: _scrollBar [0094.09] ScriptLog: Unknown Widget: Track [0094.09] ScriptLog: Unknown Widget: downArrow [0094.09] ScriptLog: Unknown Widget: upArrow [0094.09] ScriptLog: Unknown Widget: thumb [0097.23] ScriptLog: Unknown Widget: Track [0097.23] ScriptLog: Unknown Widget: thumb [0097.23] ScriptLog: Unknown Widget: Track [0097.23] ScriptLog: Unknown Widget: thumb [0127.39] Log: Bool bAllowPostprocessMLAA set to 0 [0127.40] Log: Int MaxMultiSamples set to 0 [0127.62] Log: Bool UseVsync set to 1 [0127.63] Log: Bool MotionBlur set to 1 [0127.64] Log: Bool DynamicLights set to 1 [0127.65] Log: Bool DynamicShadows set to 1 [0127.67] Log: Int DetailMode set to 3 [0127.68] Log: Int SkeletalMeshLODBias set to 0 [0127.69] Log: Int ParticleLODBias set to 0 [0127.69] Log: Int ShadowFilterQualityBias set to 0 [0127.72] Log: Bool LightEnvironmentShadows set to 1 [0127.72] Log: Bool CompositeDynamicLights set to 1 [0127.75] Log: Bool DirectionalLightmaps set to 1 [0127.75] Log: Bool Bloom set to 1 [0127.76] Log: Bool DepthOfField set to 1 [0127.77] Log: Bool AmbientOcclusion set to 1 [0127.78] Log: Bool LensFlares set to 1 [0127.79] Log: BloomThreshold = 0.8 [0127.79] Log: Bool Distortion set to 1 [0127.79] Log: Bool DropParticleDistortion set to 0 [0127.80] Log: Bool StaticDecals set to 0 [0127.81] Log: Bool DynamicDecals set to 1 [0127.83] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: submit [0132.44] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Close [0135.17] Log: DumpAvailableResolutions [0135.17] Log: 640x480 [0135.17] Log: 720x480 [0135.17] Log: 720x480 [0135.17] Log: 720x576 [0135.17] Log: 720x576 [0135.17] Log: 800x600 [0135.17] Log: 800x600 [0135.17] Log: 1024x768 [0135.17] Log: 1152x864 [0135.17] Log: 1280x720 [0135.17] Log: 1280x768 [0135.17] Log: 1280x800 [0135.17] Log: 1280x960 [0135.17] Log: 1280x1024 [0135.17] Log: 1360x768 [0135.17] Log: 1366x768 [0135.17] Log: 1600x900 [0135.17] Log: 1600x900 [0135.17] Log: 1600x1024 [0135.17] Log: 1600x1024 [0135.17] Log: 1600x1200 [0135.17] Log: 1680x1050 [0135.17] Log: 1680x1050 [0135.17] Log: 1920x1080 [0135.17] Log: 1440x900 [0135.18] ScriptLog: Unknown Widget: instance893 [0135.18] ScriptLog: Unknown Widget: instance899 [0135.18] ScriptLog: Unknown Widget: Track [0135.18] ScriptLog: Unknown Widget: thumb [0135.18] ScriptLog: Unknown Widget: AdvanceBackButton [0135.18] ScriptLog: Unknown Widget: AdvanceNextButton [0135.18] ScriptLog: Unknown Widget: AdvancedPageNum [0135.18] ScriptLog: Unknown Widget: clip0 [0135.18] ScriptLog: Unknown Widget: clip1 [0136.81] ScriptLog: Unknown Widget: instance1065 [0136.81] ScriptLog: Unknown Widget: Track [0136.81] ScriptLog: Unknown Widget: thumb [0136.81] ScriptLog: Unknown Widget: Track [0136.81] ScriptLog: Unknown Widget: thumb [0136.81] ScriptLog: Unknown Widget: Track [0136.81] ScriptLog: Unknown Widget: thumb [0136.81] ScriptLog: Unknown Widget: Track [0136.81] ScriptLog: Unknown Widget: thumb [0136.81] ScriptLog: Unknown Widget: Track [0136.81] ScriptLog: Unknown Widget: thumb [0136.81] ScriptLog: PlayButton found [0136.81] ScriptLog: StopButton found [0136.81] ScriptLog: ShuffleButton found [0136.81] ScriptLog: TrackNameLabel found [0136.81] ScriptLog: MusicTracklist found [0136.81] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0136.81] ScriptLog: MusicTrackScrollBar found [0136.81] ScriptLog: Unknown Widget: Track [0136.81] ScriptLog: Unknown Widget: downArrow [0136.81] ScriptLog: Unknown Widget: upArrow [0136.81] ScriptLog: Unknown Widget: thumb [0136.81] ScriptLog: Unknown Widget: clip0 [0136.81] ScriptLog: Unknown Widget: clip1 [0144.99] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0145.00] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0145.02] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0145.04] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0145.05] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0145.07] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0145.09] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0145.10] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0145.12] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0145.14] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0145.15] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0145.17] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0145.19] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0145.20] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0145.22] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0145.24] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0145.25] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0147.32] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0147.34] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0147.35] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0147.37] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0147.39] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0147.40] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0147.42] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0147.44] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0147.45] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0147.47] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0147.49] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0147.50] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0147.52] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0147.54] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0147.55] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0148.07] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0148.09] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0149.50] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0149.54] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0150.02] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0150.47] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0150.49] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0151.10] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0151.47] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0152.29] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0152.40] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0154.25] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0156.84] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0156.85] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0156.87] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0156.89] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0156.90] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0156.92] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0156.94] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0156.95] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0156.97] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0156.99] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0157.00] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0157.44] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0157.50] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0157.52] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0157.54] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0158.00] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0158.02] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0158.04] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0158.05] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0158.29] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0158.37] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0158.39] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0158.60] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0158.79] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0158.82] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0158.84] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0159.80] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0159.82] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0159.84] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0159.85] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0159.87] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0159.89] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0159.90] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0160.50] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0160.52] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0160.64] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0161.99] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0162.17] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0170.06] ScriptLog: Unknown Widget: Track [0170.06] ScriptLog: Unknown Widget: thumb [0170.06] ScriptLog: Unknown Widget: Track [0170.06] ScriptLog: Unknown Widget: thumb [0170.06] ScriptLog: Unknown Widget: keyBindScrollBar [0170.06] ScriptLog: Unknown Widget: Track [0170.06] ScriptLog: Unknown Widget: downArrow [0170.06] ScriptLog: Unknown Widget: upArrow [0170.06] ScriptLog: Unknown Widget: thumb [0170.06] ScriptLog: Unknown Widget: clip0 [0170.06] ScriptLog: Unknown Widget: clip1 [0171.85] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0171.89] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0171.90] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0171.92] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0171.94] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0171.95] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0171.97] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0171.99] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0172.00] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0172.02] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0172.04] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0172.05] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0172.07] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0172.09] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0172.10] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0172.12] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0172.14] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0172.15] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0172.17] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0172.19] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0172.20] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0172.22] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0172.24] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0172.25] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0172.29] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0172.30] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0172.35] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0173.54] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0180.34] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress [0180.44] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0181.90] ScriptLog: [Rx_GFxFrontEnd_Settings]: Binding for Command GBA_MoveForward to key Up is successful [0182.92] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress [0183.02] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0183.25] ScriptLog: [Rx_GFxFrontEnd_Settings]: Binding for Command GBA_Backward to key Down is successful [0183.89] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress [0183.97] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0184.21] ScriptLog: [Rx_GFxFrontEnd_Settings]: Binding for Command GBA_StrafeLeft to key Left is successful [0184.99] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress [0185.07] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0185.31] ScriptLog: [Rx_GFxFrontEnd_Settings]: Binding for Command GBA_StrafeRight to key Right is successful [0186.09] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress [0186.22] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0197.93] ScriptLog: [Rx_GFxFrontEnd_Settings]: Binding for Command GBA_Jump to key RightControl is successful [0200.25] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress [0200.39] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0202.41] ScriptLog: [Rx_GFxFrontEnd_Settings]: Binding for Command GBA_Duck to key NumPadZero is successful [0204.49] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress [0204.60] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0205.93] ScriptLog: [Rx_GFxFrontEnd_Settings]: Binding for Command GBA_Walk to key RightShift is successful [0208.29] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress [0208.40] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0209.01] ScriptLog: [Rx_GFxFrontEnd_Settings]: Binding for Command GBA_Sprint to key ThumbMouseButton is successful [0216.12] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress [0216.25] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0221.83] ScriptLog: [Rx_GFxFrontEnd_Settings]: Binding for Command GBA_Reload to key Insert is successful [0225.94] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress [0226.09] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0227.30] ScriptLog: [Rx_GFxFrontEnd_Settings]: Binding for Command GBA_NightVision to key Home is successful [0239.29] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress [0239.37] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0240.42] ScriptLog: [Rx_GFxFrontEnd_Settings]: Binding for Command GBA_Use to key PageDown is successful [0241.44] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress [0241.54] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0242.03] ScriptLog: [Rx_GFxFrontEnd_Settings]: Binding for Command GBA_ToggleCam to key Delete is successful [0243.00] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress [0243.09] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0243.40] ScriptLog: [Rx_GFxFrontEnd_Settings]: Binding for Command GBA_Spotting to key End is successful [0250.04] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress [0250.15] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0250.83] ScriptLog: [Rx_GFxFrontEnd_Settings]: Binding for Command GBA_ToggleFireMode to key Pause is successful [0259.29] ScriptLog: Name - Canyon [0259.29] ScriptLog: Name - Complex [0259.29] ScriptLog: Name - Crash Site [0259.29] ScriptLog: Name - Eyes [0259.29] ScriptLog: Name - Field [0259.29] ScriptLog: Name - Goldrush [0259.29] ScriptLog: Name - GrassyKnoll [0259.29] ScriptLog: Name - Islands [0259.29] ScriptLog: Name - Lakeside [0259.29] ScriptLog: Name - Mesa II [0259.29] ScriptLog: Name - Snow [0259.29] ScriptLog: Name - Tomb [0259.29] ScriptLog: Name - Training Yard [0259.29] ScriptLog: Name - Under [0259.29] ScriptLog: Name - Valley [0259.29] ScriptLog: Name - Volcano [0259.29] ScriptLog: Name - Walls [0259.29] ScriptLog: Name - Whiteout [0259.29] ScriptLog: Name - Xmountain [0259.29] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0265.97] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress [0266.04] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0284.24] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0285.40] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress [0285.49] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0290.59] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0294.69] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress [0294.79] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0303.49] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0303.69] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0303.84] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0303.87] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0303.89] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0304.02] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0304.05] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0304.34] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0304.35] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0304.40] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0304.44] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0304.45] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0304.47] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0304.49] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0304.50] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0305.22] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0305.24] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0305.25] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0305.27] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0305.29] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0305.30] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0305.32] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0305.35] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0305.37] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0305.39] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0305.42] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0306.40] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0306.42] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0306.44] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0306.45] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0306.47] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0306.49] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0306.54] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0306.55] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0307.04] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0307.05] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0307.07] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0307.09] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0307.10] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0307.12] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0309.64] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0309.65] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0309.67] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0309.69] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0309.70] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0309.72] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0309.74] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0309.75] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0309.77] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0309.79] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0309.80] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0309.82] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0309.85] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0309.99] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0310.00] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0310.05] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0310.24] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0310.25] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0310.27] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0310.30] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0310.37] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0310.44] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0310.47] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0311.15] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0311.19] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0311.20] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0311.22] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0311.24] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0311.29] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0317.90] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress [0318.00] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0321.89] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemPress [0321.99] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: change [0323.27] Log: Timed out while waiting for GPU to catch up. (500 ms) [0323.77] Log: Timed out while waiting for GPU to catch up. (500 ms) [0324.27] Log: Timed out while waiting for GPU to catch up. (500 ms) [0324.77] Log: Timed out while waiting for GPU to catch up. (500 ms) [0325.27] Log: Timed out while waiting for GPU to catch up. (500 ms) [0325.77] Log: Timed out while waiting for GPU to catch up. (500 ms) [0326.27] Log: Timed out while waiting for GPU to catch up. (500 ms) [0326.77] Log: Timed out while waiting for GPU to catch up. (500 ms) [0327.27] Log: Timed out while waiting for GPU to catch up. (500 ms) [0327.77] Log: Timed out while waiting for GPU to catch up. (500 ms) [0328.27] Log: Timed out while waiting for GPU to catch up. (500 ms) [0328.77] Log: Timed out while waiting for GPU to catch up. (500 ms) [0329.28] Log: Timed out while waiting for GPU to catch up. (500 ms) [0329.78] Log: Timed out while waiting for GPU to catch up. (500 ms) [0330.28] Log: Timed out while waiting for GPU to catch up. (500 ms) [0330.78] Log: Timed out while waiting for GPU to catch up. (500 ms) [0331.28] Log: Timed out while waiting for GPU to catch up. (500 ms) [0331.78] Log: Timed out while waiting for GPU to catch up. (500 ms) [0332.28] Log: Timed out while waiting for GPU to catch up. (500 ms) [0332.78] Log: Timed out while waiting for GPU to catch up. (500 ms) [0333.28] Log: Timed out while waiting for GPU to catch up. (500 ms) [0333.78] Log: Timed out while waiting for GPU to catch up. (500 ms) [0334.28] Log: Timed out while waiting for GPU to catch up. (500 ms) [0334.78] Log: Timed out while waiting for GPU to catch up. (500 ms) [0335.28] Log: Timed out while waiting for GPU to catch up. (500 ms) [0335.78] Log: Timed out while waiting for GPU to catch up. (500 ms) [0336.28] Log: Timed out while waiting for GPU to catch up. (500 ms) [0336.78] Log: Timed out while waiting for GPU to catch up. (500 ms) [0337.28] Log: Timed out while waiting for GPU to catch up. (500 ms) [0337.78] Log: Timed out while waiting for GPU to catch up. (500 ms) [0338.28] Log: Timed out while waiting for GPU to catch up. (500 ms) [0338.78] Log: Timed out while waiting for GPU to catch up. (500 ms) [0339.28] Log: Timed out while waiting for GPU to catch up. (500 ms) [0339.77] Log: Timed out while waiting for GPU to catch up. (500 ms) [0340.27] Log: Timed out while waiting for GPU to catch up. (500 ms) [0340.77] Log: Timed out while waiting for GPU to catch up. (500 ms) [0341.27] Log: Timed out while waiting for GPU to catch up. (500 ms) [0341.77] Log: Timed out while waiting for GPU to catch up. (500 ms) [0342.27] Log: Timed out while waiting for GPU to catch up. (500 ms) [0342.77] Log: Timed out while waiting for GPU to catch up. (500 ms) [0343.27] Log: Timed out while waiting for GPU to catch up. (500 ms) [0343.77] Log: Timed out while waiting for GPU to catch up. (500 ms) [0344.27] Log: Timed out while waiting for GPU to catch up. (500 ms) [0344.77] Log: Timed out while waiting for GPU to catch up. (500 ms) [0345.27] Log: Timed out while waiting for GPU to catch up. (500 ms) [0345.77] Log: Timed out while waiting for GPU to catch up. (500 ms) [0346.27] Log: Timed out while waiting for GPU to catch up. (500 ms) [0346.77] Log: Timed out while waiting for GPU to catch up. (500 ms) [0347.27] Log: Timed out while waiting for GPU to catch up. (500 ms) [0347.77] Log: Timed out while waiting for GPU to catch up. (500 ms) [0348.27] Log: Timed out while waiting for GPU to catch up. (500 ms) [0348.77] Log: Timed out while waiting for GPU to catch up. (500 ms) [0349.27] Log: Timed out while waiting for GPU to catch up. (500 ms) [0349.77] Log: Timed out while waiting for GPU to catch up. (500 ms) [0350.27] Log: Timed out while waiting for GPU to catch up. (500 ms) [0350.77] Log: Timed out while waiting for GPU to catch up. (500 ms) [0351.27] Log: Timed out while waiting for GPU to catch up. (500 ms) [0351.77] Log: Timed out while waiting for GPU to catch up. (500 ms) [0352.27] Log: Timed out while waiting for GPU to catch up. (500 ms) [0352.77] Log: Timed out while waiting for GPU to catch up. (500 ms) [0353.27] Log: Timed out while waiting for GPU to catch up. (500 ms) [0353.77] Log: Timed out while waiting for GPU to catch up. (500 ms) [0354.27] Log: Timed out while waiting for GPU to catch up. (500 ms) [0354.77] Log: Timed out while waiting for GPU to catch up. (500 ms) [0355.27] Log: Timed out while waiting for GPU to catch up. (500 ms) [0355.77] Log: Timed out while waiting for GPU to catch up. (500 ms) [0356.27] Log: Timed out while waiting for GPU to catch up. (500 ms) [0356.77] Log: Timed out while waiting for GPU to catch up. (500 ms) [0357.27] Log: Timed out while waiting for GPU to catch up. (500 ms) [0357.77] Log: Timed out while waiting for GPU to catch up. (500 ms) [0358.27] Log: Timed out while waiting for GPU to catch up. 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(500 ms) [0393.77] Log: Timed out while waiting for GPU to catch up. (500 ms) [0394.27] Log: Timed out while waiting for GPU to catch up. (500 ms) [0394.77] Log: Timed out while waiting for GPU to catch up. (500 ms) [0395.27] Log: Timed out while waiting for GPU to catch up. (500 ms) [0395.77] Log: Timed out while waiting for GPU to catch up. (500 ms) [0396.27] Log: Timed out while waiting for GPU to catch up. (500 ms) [0396.77] Log: Timed out while waiting for GPU to catch up. (500 ms) [0397.27] Log: Timed out while waiting for GPU to catch up. (500 ms) [0397.77] Log: Timed out while waiting for GPU to catch up. (500 ms) [0398.27] Log: Timed out while waiting for GPU to catch up. (500 ms) [0398.69] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_9 | SoundCue? SC_MainMenu [0398.70] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0398.70] Log: All Windows Closed [0398.70] Log: appRequestExit(0) [0398.74] Exit: Preparing to exit. [0398.99] Exit: Game engine shut down [0399.01] Exit: Windows client shut down [0399.03] Exit: XAudio2 Device shut down. [0399.18] Exit: Object subsystem successfully closed. [0399.37] Log: Shutting down FaceFX... [0399.37] Log: FaceFX shutdown. [0399.38] Exit: Exiting. [0399.38] Log: Log file closed, 04/20/16 14:08:14