Hi, first time loading renx here. I try to join a server and the game shows a white screen for a 2 seconds then goes back to desktop. I have 64 bit mode on and movies off. If i keep movies on, it plays like 2 seconds of the unreal engine logo and then CTD. Running win 10, gtx 1070, 16gb ram
Here's the log:
Log: Log file open, 08/11/20 10:48:46
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 (64-bit): Jan 29 2015 19:35:41
Init: Changelist: 2424394
Init: Command line: chi-renx.tyrant.gg:7502 -nomoviestartup -ini:UDKGame:DefaultPlayer.Name=Jimbo
Init: Base directory: C:\Program Files (x86)\Renegade X\Binaries\Win64\
[0000.27] Init: Computer: DESKTOP-SDVST24
[0000.27] Init: User: jpoll
[0000.27] Init: CPU Page size=4096, Processors=12
[0000.27] Init: High frequency timer resolution =10.000000 MHz
[0000.27] Init: Memory total: Physical=16.0GB (16GB approx) Pagefile=18.9GB Virtual=131072.0GB
[0000.34] Log: Steam Client API initialized 1
[0000.39] Log: Steam Game Server API initialized 0
[0000.42] Init: WinSock: I am DESKTOP-SDVST24 (192.168.2.7:0)
[0000.42] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes.
[0000.42] Init: Object subsystem initialized
[0000.49] Log: Found D3D11 adapter 0: NVIDIA GeForce GTX 1070
[0000.49] Log: Adapter has 8088MB of dedicated video memory, 0MB of dedicated system memory, and 8167MB of shared system memory
[0000.50] Log: Found D3D11 adapter 1: Microsoft Basic Render Driver
[0000.50] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 8167MB of shared system memory
[0000.52] Log: Shader platform (RHI): PC-D3D-SM3
[0000.53] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt
[0000.55] Log: PhysX GPU Support: DISABLED
[0000.55] Init: Initializing FaceFX...
[0000.55] Init: FaceFX 1.7.4 initialized.
[0000.68] Init: Waited 0.007 sec for async package '..\..\UDKGame\CookedPC\Engine.u' to complete caching.
[0003.95] Init: Finished loading startup packages in 3.29 seconds
[0003.95] Log: 80990 objects as part of root set at end of initial load.
[0003.95] Log: 0 out of 0 bytes used by permanent object pool.
[0008.93] Log: Initializing Engine...
[0008.97] Init: UEngine initialized
[0008.99] Init: XAudio2 using 'Speakers (Realtek(R) Audio)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
[0009.03] Init: XAudio2Device initialized.
[0009.07] Init: Client initialized
[0010.12] Log: Initializing Steamworks
[0010.13] Log: Logged in as 'JimboInLimbo'
[0010.16] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0010.16] Warning: Warning, Failed to find object 'Class None.'
[0010.16] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0010.16] Warning: Warning, Failed to find object 'Class None.'
[0010.16] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0010.16] Warning: Warning, Failed to find object 'Class None.'
[0010.16] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0010.16] Warning: Warning, Failed to find object 'Class None.'
[0010.16] Init: WinSock: Socket queue 32768 / 32768
[0010.17] Log: LoadMap: RenX-FrontEndMap?Name=Jimbo?Team=255
[0010.23] Log: Game class is 'Rx_Game_MainMenu'
[0010.25] Log: Primary PhysX scene will be in software.
[0010.25] Log: Creating Primary PhysX Scene.
[0010.25] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2020.08.11-10.48.56
[0010.27] ScriptLog: INITIAL: -1 -1
[0010.28] ScriptLog: Game profile Index was NONE
[0010.28] ScriptLog: Gameplay events will not be recorded.
[0010.28] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo
[0010.28] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo
[0010.28] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo
[0010.28] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour
[0010.28] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour
[0010.28] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour
[0010.28] ScriptLog: Failed to get GDI PT
[0010.28] ScriptLog: Failed to get Nod PT
[0010.28] ScriptLog: GDI:0.0000
[0010.28] ScriptLog: Failed to get GDI PT
[0010.28] ScriptLog: Failed to get Nod PT
[0010.28] ScriptLog: Nod:0.0000
[0010.28] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' True
[0010.33] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.462
[0010.35] Rx: MAPLoaded;RenX-FrontEndMap
[0010.35] Log: Bringing up level for play took: 0.103402
[0010.36] Rx: PLAYERHWID;playerGDI,256,JimboInLimbohwidmA15ED5E000000786
[0010.36] Rx: PLAYEREnter;GDI,256,JimboInLimbofromhwidmA15ED5E000000786steamid0x0110000104E055BD
[0010.36] Rx: PLAYERTeamJoin;GDI,256,JimboInLimbojoinedGDIscore0last round score0.0000time0.0000
[0010.36] Log: Current scalability system settings:
[0010.36] Log: StaticDecals = FALSE (Whether to allow static decals.)
[0010.36] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.)
[0010.36] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.)
[0010.36] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.)
[0010.36] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.)
[0010.36] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.)
[0010.36] Log: MotionBlur = TRUE (Whether to allow motion blur.)
[0010.36] Log: DepthOfField = TRUE (Whether to allow depth of field.)
[0010.36] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.)
[0010.36] Log: Bloom = TRUE (Whether to allow bloom.)
[0010.36] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.)
[0010.36] Log: Distortion = TRUE (Whether to allow distortion.)
[0010.36] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.)
[0010.36] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.)
[0010.36] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.)
[0010.36] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.)
[0010.36] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.)
[0010.36] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.)
[0010.36] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.)
[0010.36] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.)
[0010.36] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.)
[0010.36] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.)
[0010.36] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).)
[0010.36] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.)
[0010.36] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.)
[0010.36] Log: bAllowD3D9MSAA = FALSE (UKNOWN)
[0010.36] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.)
[0010.36] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.)
[0010.36] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.)
[0010.36] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.)
[0010.36] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.)
[0010.36] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.)
[0010.36] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.)
[0010.36] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.)
[0010.36] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.)
[0010.36] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.)
[0010.36] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.)
[0010.36] Log: Current preference system settings:
[0010.36] Log: UseVsync = TRUE (Whether to use VSync or not.)
[0010.36] Log: Fullscreen = TRUE (Fullscreen.)
[0010.36] Log: ResX = 1280 (Screen X resolution.)
[0010.36] Log: ResY = 720 (Screen Y resolution.)
[0010.36] Log: Current debug system settings:
[0010.36] Log: DynamicLights = TRUE (Whether to allow dynamic lights.)
[0010.36] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.)
[0010.36] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.)
[0010.36] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.)
[0010.36] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.)
[0010.36] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.)
[0010.36] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.)
[0010.36] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.)
[0010.36] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.)
[0010.36] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.)
[0010.36] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.)
[0010.36] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.)
[0010.36] Log: ParticleLODBias = 0 (LOD bias for particle systems.)
[0010.36] Log: MaxMultiSamples = 8 (The maximum number of MSAA samples to use.)
[0010.36] Log: bAllowTemporalAA = FALSE (UKNOWN)
[0010.36] Log: TemporalAA_MinDepth = 500 (UKNOWN)
[0010.36] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN)
[0010.36] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.)
[0010.36] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.)
[0010.36] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.)
[0010.36] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.)
[0010.36] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.)
[0010.36] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.)
[0010.36] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.)
[0010.36] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.)
[0010.36] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.)
[0010.36] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.)
[0010.36] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.)
[0010.36] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.)
[0010.36] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.)
[0010.36] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.)
[0010.36] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.)
[0010.36] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.)
[0010.36] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.)
[0010.36] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.)
[0010.36] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.)
[0010.36] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.)
[0010.36] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.)
[0010.36] Log: Current unknown system settings:
[0010.36] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.)
[0010.36] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.)
[0010.36] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.)
[0010.36] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.)
[0010.36] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.)
[0010.36] Log: FogVolumes = TRUE (Whether to allow fog volumes.)
[0010.36] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.)
[0010.36] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.)
[0010.36] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.)
[0010.36] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.)
[0010.36] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.)
[0010.36] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.)
[0010.36] Log: PreShadowResolutionFactor = 0.5 (UKNOWN)
[0010.36] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.)
[0010.36] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.)
[0010.36] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.)
[0010.36] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.)
[0010.36] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.)
[0010.36] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.)
[0010.36] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.)
[0010.36] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.)
[0010.36] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[0010.36] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[0010.36] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[0010.36] Log: CSMMinimumFOV = 40 (Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming.)
[0010.36] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.)
[0010.36] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.)
[0010.36] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.)
[0010.36] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.)
[0010.36] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.)
[0010.36] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1])
[0010.36] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1])
[0010.36] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.)
[0010.36] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.)
[0010.36] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.)
[0010.36] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.)
[0010.36] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
[0010.36] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
[0010.36] Log: StatFontScaleFactor = 1 (The default stat font scale to use)
[0010.36] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.)
[0010.36] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.)
[0010.36] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.)
[0010.36] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).)
[0010.36] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).)
[0010.36] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.)
[0010.36] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.)
[0010.36] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).)
[0010.36] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).)
[0010.36] Log: MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).)
[0010.36] Log: MobileLightShaftScale = 1 (UNKNOWN.)
[0010.36] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.)
[0010.36] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.)
[0010.36] Log: MobileMaxShadowRange = 500 (UNKNOWN.)
[0010.36] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).)
[0010.36] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group)
[0010.36] Log: MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled)
[0010.36] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.)
[0010.36] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.)
[0010.36] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).)
[0010.36] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.)
[0010.36] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.)
[0010.36] Log: ApexDestructionMaxFracturesProcessedPerFrame = -1 (Lets the user throttle the number of fractures processed per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).)
[0010.36] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.)
[0010.36] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.)
[0010.36] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.)
[0010.36] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).)
[0010.36] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).)
[0010.36] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.)
[0010.36] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.)
[0010.36] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.)
[0010.36] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.)
[0010.36] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.)
[0010.36] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.)
[0010.36] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.)
[0010.36] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.)
[0010.36] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.)
[0010.36] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.)
[0010.36] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.)
[0010.37] Log: Listing all sound classes.
[0010.37] Log: Class 'Item' has 32 resident sounds taking 3745.09 kb, and 1 real time sounds taking 8.89 kb
[0010.37] Log: Class 'Vehicle' has 37 resident sounds taking 11340.84 kb, and 1 real time sounds taking 48.00 kb
[0010.37] Log: Class 'Weapon' has 277 resident sounds taking 74726.63 kb, and 7 real time sounds taking 487.58 kb
[0010.37] Log: Class 'Character' has 182 resident sounds taking 8698.73 kb
[0010.37] Log: Class 'SFX' has 80 resident sounds taking 25169.38 kb, and 10 real time sounds taking 711.13 kb
[0010.37] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb
[0010.37] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb
[0010.37] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb
[0010.37] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb
[0010.37] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb
[0010.37] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb
[0010.37] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb
[0010.37] Log: Class 'Master' has 1 resident sounds taking 311.84 kb
[0010.37] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb
[0010.37] Log: Class 'Cinematic' has 7 resident sounds taking 2997.13 kb, and 5 real time sounds taking 570.38 kb
[0010.37] Log: Class 'MovieEffects' has 0 resident sounds taking 0.00 kb, and 2 real time sounds taking 336.30 kb
[0010.37] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb
[0010.37] Log: Class 'UnGrouped' has 575 resident sounds taking 73756.85 kb, and 108 real time sounds taking 2419.38 kb
[0010.37] Log: 1515 total sounds in 18 classes
[0010.37] ScriptLog: MusicComp.CurrentVolume? 0.0000
[0010.37] ScriptLog: Rx_HUD::Jukebox AutoPlay music disabled by map.
[0010.37] Rx: Game has reached minimum limit for Beacon, 1 Players and 0 Bots out of 0
[0010.37] Log: ########### Finished loading level: 0.201706 seconds
[0010.38] Log: Flushing async loaders.
[0010.44] Critical: appError called: Couldn't find file for package RenX-MenuMap requested by async loading code.
[0010.44] Critical: Windows GetLastError: The operation completed successfully. (0)
[0012.63] Log: === Critical error: ===
Couldn't find file for package RenX-MenuMap requested by async loading code.
Address = 0x8a35a799 (filename not found) [in C:\WINDOWS\System32\KERNELBASE.dll]
Address = 0xc8159695 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe]
Address = 0xc8116d1b (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe]
Address = 0xc80a62ec (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe]
Address = 0xc80ab258 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe]
Address = 0xc80ae79c (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe]
Address = 0xc80af9e4 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe]
Address = 0xc88db31d (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe]
Address = 0xc8738ac3 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe]
Address = 0xc84a86c8 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe]
Address = 0xc856d9ad (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe]
Address = 0xc8579e01 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe]
Address = 0xc856bf3a (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe]
Address = 0xc856b3cb (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe]
Address = 0xc9658367 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe]
Address = 0xc965dfc9 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe]
Address = 0xc965e05a (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe]
Address = 0xe4d89fb1 (filename not found)
Address = 0xe4d89fb1 (filename not found)