Jump to content

SadMachine

Members
  • Posts

    1
  • Joined

  • Last visited

Posts posted by SadMachine

  1. I'm having the same issue, but that fix isn't working. The game ran great several times, all of a sudden can't launch game anymore. Steam update this morning?

    Here's my log:

    Log: Log file open, 03/09/14 13:41:56

    Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467

    DevConfig: GConfig::Find has loaded file: ..\..\Engine\Config\ConsoleVariables.ini

    Init: Version: 10907

    Init: Epic Internal: 0

    Init: Compiled (32-bit): Jul 1 2013 15:00:14

    Init: Changelist: 1715227

    Init: Command line:

    Init: Base directory: C:\Program Files (x86)\Renegade X\Binaries\Win32\

    [0000.26] Init: Computer: NOAH-PC

    [0000.26] Init: User: Noah

    [0000.26] Init: CPU Page size=4096, Processors=8

    [0000.26] Init: High frequency timer resolution =2.635507 MHz

    [0000.26] Init: Memory total: Physical=6.0GB (6GB approx) Pagefile=7.0GB Virtual=4.0GB

    [0000.38] Log: Steam Client API initialized 1

    [0000.92] Log: Steam Game Server API initialized 1

    [0000.95] Init: WinSock: I am Noah-PC (192.168.1.2:0)

    [0000.95] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes.

    [0000.95] Init: Object subsystem initialized

    [0000.98] Log: Found D3D11 adapter 0: NVIDIA GeForce GTX 550 Ti

    [0000.98] Log: Adapter has 977MB of dedicated video memory, 0MB of dedicated system memory, and 3070MB of shared system memory

    [0000.98] Log: Found D3D11 adapter 1: Microsoft Basic Render Driver

    [0000.98] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 256MB of shared system memory

    [0001.01] Log: Shader platform (RHI): PC-D3D-SM3

    [0001.01] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt

    [0001.04] Log: PhysX GPU Support: DISABLED

    [0001.04] Init: Initializing FaceFX...

    [0001.04] Init: FaceFX 1.7.4 initialized.

    [0001.05] Init: XAudio2 using 'Speakers (High Definition Audio Device)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3)

    [0008.24] Log: Missing cached shader map for material DMat_Moss, quality 0, compiling.

    [0008.24] Warning: Warning, Failed to compile Material RX_DecalPackage.Materials.DMat_Moss for platform PC-D3D-SM3, Default Material will be used in game.

    [0008.32] Log: Missing cached shader map for material Emitter_Flame, quality 0, compiling.

    [0008.32] Warning: Warning, Failed to compile Material RX_WP_FlameThrower.Materials.Emitter_Flame for platform PC-D3D-SM3, Default Material will be used in game.

    [0010.03] Init: Finished loading startup packages in 8.82 seconds

    [0010.03] Log: 142320 objects as part of root set at end of initial load.

    [0010.03] Log: 0 out of 0 bytes used by permanent object pool.

    [0010.04] Log: Initializing Engine...

    [0010.04] Warning: Warning, Failed to load 'ApexDestructibleDamageParameters UDK_APEXDamageMap.UDKDamageMap': Failed to find object 'ApexDestructibleDamageParameters UDK_APEXDamageMap.UDKDamageMap'

    [0010.09] Init: UEngine initialized

    [0010.11] Init: XAudio2Device initialized.

    [0010.18] Init: Client initialized

    [0014.04] Log: Initializing Steamworks

    [0014.05] Log: Logged in as 'Spy_hunter86'

    [0014.68] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'

    [0014.68] Warning: Warning, Failed to find object 'Class None.'

    [0014.68] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'

    [0014.68] Warning: Warning, Failed to find object 'Class None.'

    [0014.68] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'

    [0014.68] Warning: Warning, Failed to find object 'Class None.'

    [0014.68] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'

    [0014.68] Warning: Warning, Failed to find object 'Class None.'

    [0014.71] Log: LoadMap: RenX-FrontEndMap?Name=?Team=255

    [0015.28] Log: Game class is 'Rx_Game'

    [0015.30] Log: Primary PhysX scene will be in software.

    [0015.30] Log: Creating Primary PhysX Scene.

    [0015.31] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2014.03.09-13.42.11

    [0015.33] ScriptLog: GDI:0.0000

    [0015.33] ScriptLog: Script call stack:

    Function RenX_Game.Rx_Game:PreBeginPlay

    Function UTGame.UTTeamGame:PreBeginPlay

    Function RenX_Game.Rx_Game:CreateTeam

    [0015.33] ScriptLog: Nod:0.0000

    [0015.39] Log: Bringing up level for play took: 0.093351

    [0015.39] ScriptWarning: PlayerStart_0 is not a team playerstart!

    Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0

    Function UTGame.UTTeamGame:RatePlayerStart:0051

    [0015.39] ScriptLog: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating

    [0015.39] ScriptWarning: Accessed None 'Pawn'

    Rx_Controller RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Controller_0

    Function RenX_Game.Rx_Controller:SetOurCameraMode:0018

    [0015.39] ScriptWarning: PlayerStart_0 is not a team playerstart!

    Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0

    Function UTGame.UTTeamGame:RatePlayerStart:0051

    [0015.39] ScriptWarning: PlayerStart_0 is not a team playerstart!

    Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0

    Function UTGame.UTTeamGame:RatePlayerStart:0051

    [0015.39] ScriptWarning: Player start not found, using last start spot

    Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0

    Function Engine.GameInfo:RestartPlayer:0227

    [0015.40] Error: Can't start an online game that hasn't been created

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionMultiplier

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionContrast

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalSecondaryParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalSecondaryParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalSecondaryParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalSecondaryParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalSecondaryParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalSecondaryParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalSecondaryParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalSecondaryParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalSecondaryParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalSecondaryParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalSecondaryParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalSecondaryParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalParticleValue

    [0015.40] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalSecondaryParticleValue

    [0015.40] ScriptLog: START MATCH

    [0015.43] Warning: Warning, Failed to load 'Font None.DS-Digital': Failed to find object 'Font None.DS-Digital'

    [0015.43] Warning: Warning, Failed to load 'Font None.DS-Digital': Failed to find object 'Font None.DS-Digital'

    [0015.44] Rx: PLAYER: "Spy_hunter86"<256> entered from steamid 0x01100001008EBE42

    [0015.44] Log: ########### Finished loading level: 0.732215 seconds

    [0015.45] Log: Flushing async loaders.

    [0016.12] Log: Flushed async loaders.

    [0016.12] Init: Game engine initialized

    [0016.12] Log: Initializing Engine Completed

    [0030.42] Log: >>>>>>>>>>>>>> Initial startup: 30.42s <<<<<<<<<<<<<<<

    [0030.44] ScriptLog: SWITCHEROO THE HUD Rx_Game

    [0030.44] ScriptWarning: Accessed None 'Scoreboard'

    Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0

    Function RenX_Game.Rx_HUD:Destroyed:0019

    [0030.47] Log: Current scalability system settings:

    [0030.47] Log: StaticDecals = TRUE (Whether to allow static decals.)

    [0030.47] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.)

    [0030.47] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.)

    [0030.47] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.)

    [0030.47] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.)

    [0030.47] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.)

    [0030.47] Log: MotionBlur = TRUE (Whether to allow motion blur.)

    [0030.47] Log: DepthOfField = TRUE (Whether to allow depth of field.)

    [0030.47] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.)

    [0030.47] Log: Bloom = TRUE (Whether to allow bloom.)

    [0030.47] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.)

    [0030.47] Log: Distortion = TRUE (Whether to allow distortion.)

    [0030.47] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.)

    [0030.47] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.)

    [0030.47] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.)

    [0030.47] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.)

    [0030.47] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.)

    [0030.47] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.)

    [0030.47] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.)

    [0030.47] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.)

    [0030.47] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.)

    [0030.47] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.)

    [0030.47] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.)

    [0030.47] Log: bAllowD3D9MSAA = FALSE (UKNOWN)

    [0030.47] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.)

    [0030.47] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.)

    [0030.47] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.)

    [0030.47] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.)

    [0030.47] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.)

    [0030.47] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.)

    [0030.47] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.)

    [0030.47] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.)

    [0030.47] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.)

    [0030.47] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.)

    [0030.47] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.)

    [0030.47] ScriptLog: key: StaticDecals | value: True

    [0030.47] ScriptLog: StaticDecalsTrue

    [0030.47] ScriptLog: key: DynamicDecals | value: True

    [0030.47] ScriptLog: DynamicDecalsTrue

    [0030.47] ScriptLog: key: UnbatchedDecals | value: True

    [0030.47] ScriptLog: UnbatchedDecalsTrue

    [0030.47] ScriptLog: key: DecalCullDistanceScale | value: 1

    [0030.47] ScriptLog: DecalCullDistanceScale? 1.0000

    [0030.47] ScriptLog: key: DynamicShadows | value: True

    [0030.47] ScriptLog: DynamicShadowsTrue

    [0030.47] ScriptLog: key: LightEnvironmentShadows | value: True

    [0030.47] ScriptLog: LightEnvironmentShadowsTrue

    [0030.47] ScriptLog: key: MotionBlur | value: True

    [0030.47] ScriptLog: MotionBlurTrue

    [0030.47] ScriptLog: key: DepthOfField | value: True

    [0030.47] ScriptLog: DepthOfFieldTrue

    [0030.47] ScriptLog: key: AmbientOcclusion | value: True

    [0030.47] ScriptLog: AmbientOcclusionTrue

    [0030.47] ScriptLog: key: Bloom | value: True

    [0030.47] ScriptLog: BloomTrue

    [0030.47] ScriptLog: key: bAllowLightShafts | value: True

    [0030.47] ScriptLog: bAllowLightShaftsTrue

    [0030.47] ScriptLog: key: Distortion | value: True

    [0030.47] ScriptLog: DistortionTrue

    [0030.47] ScriptLog: key: DropParticleDistortion | value: False

    [0030.47] ScriptLog: DropParticleDistortionFalse

    [0030.47] ScriptLog: key: LensFlares | value: True

    [0030.47] ScriptLog: LensFlaresTrue

    [0030.47] ScriptLog: key: AllowRadialBlur | value: True

    [0030.47] ScriptLog: AllowRadialBlurTrue

    [0030.47] ScriptLog: key: bAllowSeparateTranslucency | value: False

    [0030.47] ScriptLog: bAllowSeparateTranslucencyFalse

    [0030.47] ScriptLog: key: bAllowPostprocessMLAA | value: False

    [0030.47] ScriptLog: bAllowPostprocessMLAAFalse

    [0030.47] ScriptLog: key: bAllowHighQualityMaterials | value: True

    [0030.47] ScriptLog: bAllowHighQualityMaterialsTrue

    [0030.47] ScriptLog: key: MaxFilterBlurSampleCount | value: 16

    [0030.47] ScriptLog: MaxFilterBlurSampleCount? 16

    [0030.47] ScriptLog: key: SkeletalMeshLODBias | value: 0

    [0030.47] ScriptLog: SkeletalMeshLODBias? 0

    [0030.47] ScriptLog: key: DetailMode | value: 3

    [0030.47] ScriptLog: DetailMode? 3

    [0030.47] ScriptLog: key: MaxDrawDistanceScale | value: 1

    [0030.47] ScriptLog: MaxDrawDistanceScale? 1.0000

    [0030.47] ScriptLog: key: MaxAnisotropy | value: 16

    [0030.47] ScriptLog: MaxAnisotropy? 16

    [0030.47] ScriptLog: key: bAllowD3D9MSAA | value: False

    [0030.47] ScriptLog: bAllowD3D9MSAAFalse

    [0030.47] ScriptLog: key: MinShadowResolution | value: 64

    [0030.47] ScriptLog: MinShadowResolution? 64

    [0030.47] ScriptLog: key: MinPreShadowResolution | value: 8

    [0030.47] ScriptLog: MinPreShadowResolution? 8

    [0030.47] ScriptLog: key: MaxShadowResolution | value: 1024

    [0030.47] ScriptLog: MaxShadowResolution? 1024

    [0030.47] ScriptLog: key: MaxWholeSceneDominantShadowResolution | value: 1280

    [0030.47] ScriptLog: MaxWholeSceneDominantShadowResolution? 1280

    [0030.47] ScriptLog: key: ShadowTexelsPerPixel | value: 1.3

    [0030.47] ScriptLog: ShadowTexelsPerPixel? 1.3000

    [0030.47] ScriptLog: key: bEnableBranchingPCFShadows | value: False

    [0030.47] ScriptLog: bEnableBranchingPCFShadowsFalse

    [0030.47] ScriptLog: key: bAllowWholeSceneDominantShadows | value: True

    [0030.47] ScriptLog: bAllowWholeSceneDominantShadowsTrue

    [0030.47] ScriptLog: key: bUseConservativeShadowBounds | value: False

    [0030.47] ScriptLog: bUseConservativeShadowBoundsFalse

    [0030.47] ScriptLog: key: bAllowFracturedDamage | value: True

    [0030.47] ScriptLog: bAllowFracturedDamageTrue

    [0030.47] ScriptLog: key: FractureCullDistanceScale | value: 1

    [0030.47] ScriptLog: FractureCullDistanceScale? 1.0000

    [0030.47] ScriptLog: key: bApexClothingAsyncFetchResults | value: False

    [0030.47] ScriptLog: bApexClothingAsyncFetchResultsFalse

    [0030.47] Log: Current preference system settings:

    [0030.47] Log: UseVsync = TRUE (Whether to use VSync or not.)

    [0030.47] Log: Fullscreen = TRUE (Fullscreen.)

    [0030.47] Log: ResX = 1280 (Screen X resolution.)

    [0030.47] Log: ResY = 720 (Screen Y resolution.)

    [0030.47] ScriptLog: key: UseVsync | value: True

    [0030.47] ScriptLog: UseVsyncTrue

    [0030.47] ScriptLog: key: Fullscreen | value: True

    [0030.47] ScriptLog: FullscreenTrue

    [0030.47] ScriptLog: key: ResX | value: 1280

    [0030.47] ScriptLog: ResX? 1280

    [0030.47] ScriptLog: key: ResY | value: 720

    [0030.47] ScriptLog: ResY? 720

    [0030.47] Log: Current debug system settings:

    [0030.47] Log: DynamicLights = TRUE (Whether to allow dynamic lights.)

    [0030.47] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.)

    [0030.47] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.)

    [0030.47] Log: SpeedTreeLeaves = TRUE (Whether to allow rendering of SpeedTree leaves.)

    [0030.47] Log: SpeedTreeFronds = TRUE (Whether to allow rendering of SpeedTree fronds.)

    [0030.47] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.)

    [0030.47] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.)

    [0030.47] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.)

    [0030.47] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.)

    [0030.47] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.)

    [0030.47] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.)

    [0030.47] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.)

    [0030.47] Log: ParticleLODBias = 0 (LOD bias for particle systems.)

    [0030.47] Log: MaxMultiSamples = 8 (The maximum number of MSAA samples to use.)

    [0030.47] Log: bAllowTemporalAA = FALSE (UKNOWN)

    [0030.47] Log: TemporalAA_MinDepth = 500 (UKNOWN)

    [0030.47] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN)

    [0030.47] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.)

    [0030.47] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.)

    [0030.47] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.)

    [0030.47] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.)

    [0030.47] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.)

    [0030.47] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.)

    [0030.47] Log: MobileSceneDepthResolveForShadows = FALSE (UNKNOWN.)

    [0030.47] Log: MobileUsePreprocessedShaders = FALSE (Whether to use preprocessed shaders on mobile.)

    [0030.47] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.)

    [0030.47] Log: MobileWarmUpPreprocessedShaders = FALSE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.)

    [0030.47] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.)

    [0030.47] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.)

    [0030.47] Log: MobileUseCPreprocessorOnShaders = FALSE (Whether to run the C preprocessor on shaders.)

    [0030.47] Log: MobileLoadCPreprocessedShaders = FALSE ( Whether to load the C preprocessed source.)

    [0030.47] Log: MobileSharePixelShaders = FALSE (Whether to share pixel shaders across multiple unreal shaders.)

    [0030.47] Log: MobileShareVertexShaders = FALSE (Whether to share vertex shaders across multiple unreal shaders.)

    [0030.47] Log: MobileShareShaderPrograms = FALSE (Whether to share shaders program across multiple unreal shaders.)

    [0030.47] Log: MobileMaxMemory = 0 (Value (in MB) to declare for maximum mobile memory on this device.)

    [0030.47] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.)

    [0030.47] Log: MobileBoneCount = 0 (The maximum number of bones supported for skinning.)

    [0030.47] Log: MobileBoneWeightCount = 0 (The maximum number of bones influences per vertex supported for skinning.)

    [0030.47] ScriptLog: key: DynamicLights | value: True

    [0030.47] ScriptLog: DynamicLightsTrue

    [0030.47] ScriptLog: key: CompositeDynamicLights | value: True

    [0030.47] ScriptLog: CompositeDynamicLightsTrue

    [0030.47] ScriptLog: key: DirectionalLightmaps | value: True

    [0030.47] ScriptLog: DirectionalLightmapsTrue

    [0030.47] ScriptLog: key: SpeedTreeLeaves | value: True

    [0030.47] ScriptLog: SpeedTreeLeavesTrue

    [0030.47] ScriptLog: key: SpeedTreeFronds | value: True

    [0030.47] ScriptLog: SpeedTreeFrondsTrue

    [0030.47] ScriptLog: key: OnlyStreamInTextures | value: False

    [0030.47] ScriptLog: OnlyStreamInTexturesFalse

    [0030.47] ScriptLog: key: OneFrameThreadLag | value: True

    [0030.47] ScriptLog: OneFrameThreadLagTrue

    [0030.47] ScriptLog: key: UpscaleScreenPercentage | value: True

    [0030.47] ScriptLog: UpscaleScreenPercentageTrue

    [0030.47] ScriptLog: key: AllowOpenGL | value: False

    [0030.47] ScriptLog: AllowOpenGLFalse

    [0030.47] ScriptLog: key: AllowSubsurfaceScattering | value: True

    [0030.47] ScriptLog: AllowSubsurfaceScatteringTrue

    [0030.47] ScriptLog: key: AllowImageReflections | value: True

    [0030.47] ScriptLog: AllowImageReflectionsTrue

    [0030.47] ScriptLog: key: AllowImageReflectionShadowing | value: True

    [0030.47] ScriptLog: AllowImageReflectionShadowingTrue

    [0030.47] ScriptLog: key: ParticleLODBias | value: 0

    [0030.47] ScriptLog: ParticleLODBias? 0

    [0030.47] ScriptLog: key: MaxMultiSamples | value: 8

    [0030.47] ScriptLog: MaxMultiSamples? 8

    [0030.47] ScriptLog: key: bAllowTemporalAA | value: False

    [0030.47] ScriptLog: bAllowTemporalAAFalse

    [0030.47] ScriptLog: key: TemporalAA_MinDepth | value: 500

    [0030.47] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found.

    [0030.47] ScriptLog: TemporalAA_MinDepth? -1

    [0030.47] ScriptLog: key: TemporalAA_StartDepthVelocityScale | value: 100

    [0030.47] ScriptLog: TemporalAA_StartDepthVelocityScale? 100.0000

    [0030.47] ScriptLog: key: ScreenPercentage | value: 100

    [0030.47] ScriptLog: ScreenPercentage? 100.0000

    [0030.47] Log: Current unknown system settings:

    [0030.47] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.)

    [0030.47] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.)

    [0030.47] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.)

    [0030.47] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.)

    [0030.47] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.)

    [0030.47] Log: FogVolumes = TRUE (Whether to allow fog volumes.)

    [0030.47] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.)

    [0030.47] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.)

    [0030.47] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.)

    [0030.47] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.)

    [0030.47] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.)

    [0030.47] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.)

    [0030.47] Log: PreShadowResolutionFactor = 0.5 (UKNOWN)

    [0030.47] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.)

    [0030.47] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.)

    [0030.47] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.)

    [0030.47] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.)

    [0030.47] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.)

    [0030.47] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.)

    [0030.47] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.)

    [0030.47] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.)

    [0030.47] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)

    [0030.47] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)

    [0030.47] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)

    [0030.47] 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.)

    [0030.47] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.)

    [0030.47] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.)

    [0030.47] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.)

    [0030.47] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.)

    [0030.47] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.)

    [0030.47] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1])

    [0030.47] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1])

    [0030.47] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.)

    [0030.47] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.)

    [0030.47] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.)

    [0030.47] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.)

    [0030.47] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))

    [0030.47] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))

    [0030.47] Log: MobileVertexScratchBufferSize = 0 (The size of the scratch buffer for vertices (in kB).)

    [0030.47] Log: MobileIndexScratchBufferSize = 0 (The size of the scratch buffer for indices (in kB).)

    [0030.47] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.)

    [0030.47] Log: MobileTiltShiftPosition = 0 (Position of the focused center of the tilt shift effect (in percent of the screen height).)

    [0030.47] Log: MobileTiltShiftFocusWidth = 0 (Width of focused area in the tilt shift effect (in percent of the screen height).)

    [0030.47] Log: MobileTiltShiftTransitionWidth = 0 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).)

    [0030.47] Log: MobileLightShaftScale = 0 (UNKNOWN.)

    [0030.47] Log: MobileLightShaftFirstPass = 0 (UNKNOWN.)

    [0030.47] Log: MobileLightShaftSecondPass = 0 (UNKNOWN.)

    [0030.47] Log: MobileMaxShadowRange = 0 (UNKNOWN.)

    [0030.47] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).)

    [0030.47] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group)

    [0030.47] 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)

    [0030.47] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.)

    [0030.47] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).)

    [0030.47] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.)

    [0030.47] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.)

    [0030.47] 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).)

    [0030.47] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.)

    [0030.47] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.)

    [0030.47] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.)

    [0030.47] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).)

    [0030.47] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).)

    [0030.47] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.)

    [0030.47] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.)

    [0030.47] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.)

    [0030.47] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.)

    [0030.47] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.)

    [0030.47] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.)

    [0030.47] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.)

    [0030.47] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.)

    [0030.47] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.)

    [0030.47] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.)

    [0030.47] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.)

    [0030.47] ScriptLog: key: SHSecondaryLighting | value: True

    [0030.47] ScriptLog: SHSecondaryLightingTrue

    [0030.47] ScriptLog: key: MotionBlurPause | value: True

    [0030.47] ScriptLog: MotionBlurPauseTrue

    [0030.47] ScriptLog: key: MotionBlurSkinning | value: 1

    [0030.47] ScriptLog: MotionBlurSkinning? 1

    [0030.47] ScriptLog: key: FilteredDistortion | value: True

    [0030.47] ScriptLog: FilteredDistortionTrue

    [0030.47] ScriptLog: key: bAllowDownsampledTranslucency | value: False

    [0030.47] ScriptLog: bAllowDownsampledTranslucencyFalse

    [0030.47] ScriptLog: key: FogVolumes | value: True

    [0030.47] ScriptLog: FogVolumesTrue

    [0030.47] ScriptLog: key: FloatingPointRenderTargets | value: True

    [0030.47] ScriptLog: FloatingPointRenderTargetsTrue

    [0030.47] ScriptLog: key: ShadowFilterQualityBias | value: 0

    [0030.47] ScriptLog: ShadowFilterQualityBias? 0

    [0030.47] ScriptLog: key: ShadowFadeResolution | value: 128

    [0030.47] ScriptLog: ShadowFadeResolution? 128

    [0030.47] ScriptLog: key: PreShadowFadeResolution | value: 16

    [0030.47] ScriptLog: PreShadowFadeResolution? 16

    [0030.47] ScriptLog: key: ShadowFadeExponent | value: 0.25

    [0030.47] ScriptLog: ShadowFadeExponent? 0.2500

    [0030.47] ScriptLog: key: SceneCaptureStreamingMultiplier | value: 1

    [0030.47] ScriptLog: SceneCaptureStreamingMultiplier? 1.0000

    [0030.48] ScriptLog: key: PreShadowResolutionFactor | value: 0.5

    [0030.48] ScriptLog: PreShadowResolutionFactor? 0.5000

    [0030.48] ScriptLog: key: bAllowHardwareShadowFiltering | value: False

    [0030.48] ScriptLog: bAllowHardwareShadowFilteringFalse

    [0030.48] ScriptLog: key: TessellationAdaptivePixelsPerTriangle | value: 48

    [0030.48] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found.

    [0030.48] ScriptLog: TessellationAdaptivePixelsPerTriangle? -1

    [0030.48] ScriptLog: key: bEnableForegroundShadowsOnWorld | value: False

    [0030.48] ScriptLog: bEnableForegroundShadowsOnWorldFalse

    [0030.48] ScriptLog: key: bEnableForegroundSelfShadowing | value: False

    [0030.48] ScriptLog: bEnableForegroundSelfShadowingFalse

    [0030.48] ScriptLog: key: ShadowFilterRadius | value: 2

    [0030.48] ScriptLog: ShadowFilterRadius? 2.0000

    [0030.48] ScriptLog: key: ShadowDepthBias | value: 0.012

    [0030.48] ScriptLog: ShadowDepthBias? 0.0120

    [0030.48] ScriptLog: key: PerObjectShadowTransition | value: 60

    [0030.48] Warning: Warning, The System Setting PerObjectShadowTransition could not be found.

    [0030.48] ScriptLog: PerObjectShadowTransition? -1

    [0030.48] ScriptLog: key: PerSceneShadowTransition | value: 600

    [0030.48] Warning: Warning, The System Setting PerSceneShadowTransition could not be found.

    [0030.48] ScriptLog: PerSceneShadowTransition? -1

    [0030.48] ScriptLog: key: CSMSplitPenumbraScale | value: 0.5

    [0030.48] ScriptLog: CSMSplitPenumbraScale? 0.5000

    [0030.48] ScriptLog: key: CSMSplitSoftTransitionDistanceScale | value: 4

    [0030.48] ScriptLog: CSMSplitSoftTransitionDistanceScale? 4.0000

    [0030.48] ScriptLog: key: CSMSplitDepthBiasScale | value: 0.5

    [0030.48] ScriptLog: CSMSplitDepthBiasScale? 0.5000

    [0030.48] ScriptLog: key: CSMMinimumFOV | value: 40

    [0030.48] Warning: Warning, The System Setting CSMMinimumFOV could not be found.

    [0030.48] ScriptLog: CSMMinimumFOV? -1

    [0030.48] ScriptLog: key: CSMFOVRoundFactor | value: 4

    [0030.48] ScriptLog: CSMFOVRoundFactor? 4.0000

    [0030.48] ScriptLog: key: UnbuiltWholeSceneDynamicShadowRadius | value: 20000

    [0030.48] ScriptLog: UnbuiltWholeSceneDynamicShadowRadius? 20000.0000

    [0030.48] ScriptLog: key: UnbuiltNumWholeSceneDynamicShadowCascades | value: 3

    [0030.48] ScriptLog: UnbuiltNumWholeSceneDynamicShadowCascades? 3

    [0030.48] ScriptLog: key: WholeSceneShadowUnbuiltInteractionThreshold | value: 50

    [0030.48] ScriptLog: WholeSceneShadowUnbuiltInteractionThreshold? 50

    [0030.48] ScriptLog: key: NumFracturedPartsScale | value: 1

    [0030.48] ScriptLog: NumFracturedPartsScale? 1.0000

    [0030.48] ScriptLog: key: FractureDirectSpawnChanceScale | value: 1

    [0030.48] ScriptLog: FractureDirectSpawnChanceScale? 1.0000

    [0030.48] ScriptLog: key: FractureRadialSpawnChanceScale | value: 1

    [0030.48] ScriptLog: FractureRadialSpawnChanceScale? 1.0000

    [0030.48] ScriptLog: key: bForceCPUAccessToGPUSkinVerts | value: False

    [0030.48] ScriptLog: bForceCPUAccessToGPUSkinVertsFalse

    [0030.48] ScriptLog: key: bDisableSkeletalInstanceWeights | value: False

    [0030.48] ScriptLog: bDisableSkeletalInstanceWeightsFalse

    [0030.48] ScriptLog: key: HighPrecisionGBuffers | value: False

    [0030.48] ScriptLog: HighPrecisionGBuffersFalse

    [0030.48] ScriptLog: key: AllowSecondaryDisplays | value: False

    [0030.48] ScriptLog: AllowSecondaryDisplaysFalse

    [0030.48] ScriptLog: key: SecondaryDisplayMaximumWidth | value: 1280

    [0030.48] ScriptLog: SecondaryDisplayMaximumWidth? 1280

    [0030.48] ScriptLog: key: SecondaryDisplayMaximumHeight | value: 720

    [0030.48] ScriptLog: SecondaryDisplayMaximumHeight? 720

    [0030.48] ScriptLog: key: ApexLODResourceBudget | value: 1e+021

    [0030.48] ScriptLog: ApexLODResourceBudget? 1000000020040877300000.0000

    [0030.48] ScriptLog: key: ApexDestructionMaxChunkIslandCount | value: 2500

    [0030.48] ScriptLog: ApexDestructionMaxChunkIslandCount? 2500

    [0030.48] ScriptLog: key: ApexDestructionMaxShapeCount | value: 0

    [0030.48] ScriptLog: ApexDestructionMaxShapeCount? 0

    [0030.48] ScriptLog: key: ApexDestructionMaxChunkSeparationLOD | value: 1

    [0030.48] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found.

    [0030.48] ScriptLog: ApexDestructionMaxChunkSeparationLOD? -1

    [0030.48] ScriptLog: key: ApexDestructionMaxFracturesProcessedPerFrame | value: -1

    [0030.48] ScriptLog: ApexDestructionMaxFracturesProcessedPerFrame? -1

    [0030.48] ScriptLog: key: ApexClothingAvgSimFrequencyWindow | value: 8.40779e-044

    [0030.48] ScriptLog: ApexClothingAvgSimFrequencyWindow? 0.0000

    [0030.48] ScriptLog: key: ApexDestructionSortByBenefit | value: True

    [0030.48] ScriptLog: ApexDestructionSortByBenefitTrue

    [0030.48] ScriptLog: key: ApexGRBEnable | value: False

    [0030.48] ScriptLog: ApexGRBEnableFalse

    [0030.48] ScriptLog: key: ApexGRBGPUMemSceneSize | value: 128

    [0030.48] ScriptLog: ApexGRBGPUMemSceneSize? 128

    [0030.48] ScriptLog: key: ApexGRBGPUMemTempDataSize | value: 128

    [0030.48] ScriptLog: ApexGRBGPUMemTempDataSize? 128

    [0030.48] ScriptLog: key: ApexGRBMeshCellSize | value: 7.5

    [0030.48] ScriptLog: ApexGRBMeshCellSize? 7.5000

    [0030.48] ScriptLog: key: ApexGRBNonPenSolverPosIterCount | value: 9

    [0030.48] ScriptLog: ApexGRBNonPenSolverPosIterCount? 9

    [0030.48] ScriptLog: key: ApexGRBFrictionSolverPosIterCount | value: 3

    [0030.48] ScriptLog: ApexGRBFrictionSolverPosIterCount? 3

    [0030.48] ScriptLog: key: ApexGRBFrictionSolverVelIterCount | value: 3

    [0030.48] ScriptLog: ApexGRBFrictionSolverVelIterCount? 3

    [0030.48] ScriptLog: key: ApexGRBSkinWidth | value: 0.025

    [0030.48] ScriptLog: ApexGRBSkinWidth? 0.0250

    [0030.48] ScriptLog: key: ApexGRBMaxLinearAcceleration | value: 1e+006

    [0030.48] ScriptLog: ApexGRBMaxLinearAcceleration? 1000000.0000

    [0030.48] ScriptLog: key: bEnableParallelApexClothingFetch | value: True

    [0030.48] ScriptLog: bEnableParallelApexClothingFetchTrue

    [0030.48] ScriptLog: key: ApexClothingAvgSimFrequencyWindow | value: 60

    [0030.48] ScriptLog: ApexClothingAvgSimFrequencyWindow? 0.0000

    [0030.48] ScriptLog: key: ApexClothingAllowAsyncCooking | value: True

    [0030.48] ScriptLog: ApexClothingAllowAsyncCookingTrue

    [0030.48] ScriptLog: key: ApexClothingAllowApexWorkBetweenSubsteps | value: False

    [0030.48] ScriptLog: ApexClothingAllowApexWorkBetweenSubstepsFalse

    [0030.48] ScriptLog: key: ApexDestructionMaxActorCreatesPerFrame | value: -1

    [0030.48] ScriptLog: ApexDestructionMaxActorCreatesPerFrame? -1

    [0030.49] Log: Listing all sound classes.

    [0030.49] Log: Class 'None' has 18 resident sounds taking 1274.73 kb

    [0030.49] Log: Class 'Vehicle' has 77 resident sounds taking 19170.17 kb, and 7 real time sounds taking 443.18 kb

    [0030.49] Log: Class 'SFX' has 28 resident sounds taking 4093.81 kb, and 10 real time sounds taking 619.87 kb

    [0030.49] Log: Class 'Ambient' has 31 resident sounds taking 14495.64 kb, and 22 real time sounds taking 3490.74 kb

    [0030.49] Log: Class 'Weapon' has 243 resident sounds taking 65726.30 kb, and 4 real time sounds taking 418.22 kb

    [0030.49] Log: Class 'Cinematic' has 5 resident sounds taking 1292.72 kb, and 5 real time sounds taking 596.60 kb

    [0030.49] Log: Class 'Item' has 21 resident sounds taking 1885.64 kb, and 1 real time sounds taking 8.89 kb

    [0030.49] Log: Class 'Character' has 180 resident sounds taking 8576.90 kb

    [0030.49] Log: Class 'WeaponBulletEffects' has 23 resident sounds taking 673.11 kb, and 1 real time sounds taking 150.46 kb

    [0030.49] Log: Class 'Announcer' has 173 resident sounds taking 73580.28 kb

    [0030.49] Log: Class 'Master' has 2 resident sounds taking 111.17 kb

    [0030.49] Log: Class 'MovieEffects' has 0 resident sounds taking 0.00 kb, and 4 real time sounds taking 769.60 kb

    [0030.49] Log: Class 'UI' has 22 resident sounds taking 1276.65 kb

    [0030.49] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb

    [0030.49] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 1 real time sounds taking 1787.79 kb

    [0030.49] Log: Class 'UnGrouped' has 188 resident sounds taking 37386.71 kb, and 94 real time sounds taking 2222.50 kb

    [0030.49] Log: 1161 total sounds in 16 classes

    [0030.49] Log: Bool AmbientOcclusion set to 1

    [0030.55] ScriptLog: NO VALID MINIMAP INFO IN MAPINFO!!!

    [0035.30] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate()

    OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0

    Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE

    [0035.30] Log: All Windows Closed

    [0035.30] Log: appRequestExit(0)

    [0035.37] Exit: Preparing to exit.

    [0035.73] Exit: Game engine shut down

    [0035.73] Exit: Windows client shut down

    [0035.74] Exit: XAudio2 Device shut down.

    [0035.84] Exit: Object subsystem successfully closed.

    [0035.88] Log: Shutting down FaceFX...

    [0035.88] Log: FaceFX shutdown.

    [0035.94] Exit: Exiting.

    [0035.94] Log: Log file closed, 03/09/14 13:42:32

×
×
  • Create New...