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Bananas

Closed Beta Testers
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Everything posted by Bananas

  1. Looking good! Was hoping Santa would bring beta 4, but early 2015 is fine. Keep up the good work guys!
  2. Not sure if these are known by now. I'll post them anyways. First on Nod side infantry path you can jump the wall from the rock pillar. Gif of Nod side: https://gfycat.com/ShortVerifiableBackswimmer Second on GDI side infantry path there is an invisible ledge that lets you jump onto the rock pillar. Accidentally screenshotted those in windowed mode. Oops.
  3. Awww yeah! The thread I have been waiting for! Time to write a yosh length post. Wait, oh.... Ok then Edit: Never mind. I don't have a problem with havoc/sakura light armor damage. I just have a problem with how overall strong they are. Can hardly go wrong with grabbing a ramjet. Won't derail your thread with sniper discussion though. If havoc/sakura light armor damage was to be nerfed, then apache/orca would need looking at again. With the hp buff they aren't flying paper anymore. Apache/Orca rushes are borderline op in beta 3 if done right. Those 10% building damage secondary missiles...
  4. I see this is the experimental part of the guide Would be interesting to try some of this. Still having trouble convincing people of patch rushes. I doubt they would be willing to be installed as turrets on my transport helicopter Still interesting to read.
  5. If you know the time, date, and map played, there might be a demo saved of that game. You could contact someone from whichever server it was on and ask.
  6. For beta 4, could we get the silo on Field deleted? I understand there has been talk about changes for Field, but removing it could be a temporary fix. I've really only seen the silo help snowball whichever team is already winning.
  7. Defending is actually pretty easy. It's just most people don't want to do it. Honestly it can get boring depending on what the enemy does. Sticking one person in each building would pretty much stop all sneaky techs/hotties. You would also be able to call out ion/nuke positions instantly. If any sbh rushes tried to happen, you could just spam for help while throwing remotes and refilling. Based on current server sizes, that's 3-4 out of 20 players on a team. That's like nothing. Mostly all the others could go on offense as long as they understood to suicide/help out if something happened. Well, lots of things work in this game but just require people to do them and coordinate. I agree that losing the ref early is game ending. The other buildings you can deal with somewhat, but early ref loss is just terrible. Nothing like seeing your credits stuck around 350 when the ref dies.
  8. Agreed. The mutator for different mine counts on different maps has been very helpful. Certain maps play much better with lower or higher mine counts. For example Field is a nightmare with high mine count. Everyone just starts spamming the tunnels with mines. I feel like this will help nerf ramjets at long range. Walls will be much better not getting one shot in your own base. I'm unsure how helpful it will be at closer ranges though. A quick swap to your favorite sidearm would be enough to finish them off. It would give a slightly longer time to kill, but I doubt many free infantry would get through. It should help at least.
  9. I just checked out of curiosity. Patch is actually decent against buildings too. Roughly 8% per magazine or 14% if shooting mct. Gonna start organizing Patch rushes. Maybe even mixed rushes of Patch and Gunner. That sounds terrifying.
  10. Mostly just small stuff. Slightly slower fire speed and slightly longer reload speed. Maybe slight cost increase. Even small nerfs might be too much, but it would be worth trying. My major sniper complaint is just ramjets being so powerful. I think they are way too powerful against free classes. This is my biggest complaint. As a free class, being one shot in the body from any distance is just frustrating. I'm ok with raveshaw/sydney doing this because they fire extremely slow. You can actually punish a rave/syd for missing. When a 1k sniper misses, it's no big deal, they just fire again. Every person I've gotten to try renx have all complained about this. Barr/Hon goes down and out come the 1k snipers. Extremely frustrating to play against. Is it bad that I think you could remove ramjets and the game would still play just fine? Just substitute rocket soldiers and raves/syds for air defense. Anyways, I'm interested in what the devs have planned for snipers. Maybe they can give some info on it.
  11. I disagree. Mines are a joke right now. I can easily get through four of them. Here's a video on it. https://www.youtube.com/watch?v=H9yo6KdGrzg
  12. This post reminds me of Christmas. Yussss. This is one of the most deadly and cheapest rushes. Definitely under used right now. Been trying to get people to do them. Agreed. Gunner is surprisingly good vs infantry since he doesn't hurt himself with splash. Surprised I don't see more gunners. Patches in a group are so scary. Did some patch rushes the other night and all infantry melted before them. Patch also does good damage to vehicles. I think Patch is one of the most cost efficient and versatile infantry. Definitely under played. Marksman rifle definitely isn't bad. If you learn to aim it, it's a force of destruction. Also, it is 4 headshots to kill a free class I think. Overall interesting post. Seems like your guide is coming along well. Can't wait to read a textbook on renegade.
  13. On facebook, the devs mentioned rebalancing the snipers next patch. I'm not sure what they have in mind. Snipers will be a touchy subject for some people. I agree they could use a few changes though.
  14. Had crash on join twice in a row. Gave up trying after that. 36/40 players on matrixren. Here's the crash logs. Launch-backup-2014.11.14-14.36.50.log Launch (2).log
  15. Reporting in as one of the few who loved Mesa. Mesa was my favorite map, so I'll give some feedback and concerns. First I should mention why I like Mesa. Mesa, like Field, is one of the few maps where it is incredibly hard to sneak into a base. I think this promotes teamwork. Not every map should be like this, but I like having a few that are. You mentioned the cave being an artillery fest, but the new short route will probably just turn into this. How will this be any different? At least in the cave it was hard to repair your teams vehicles. You could also break sieges by using infantry on the bridge. Besides the terrain, I don't see this new route being different. Short-long routes being connected is fine. I don't see anything but positives coming from this change. The silo being placed with harvesters is interesting but worrisome. If you put a few tanks near it, suddenly one team starts to win incredibly hard. They get silo money and harvester money while denying the other team money. This is the same problem Field has at the moment. One team takes a position and doesn't just deny the enemy, they also start to win harder. This map will be slightly different since there are multiple routes, but economically it will still be the same. You can't win without money. Cave infantry only? I guess this could work. It would make it easier to flank with infantry using the side ramps. In this regard I like it. I always thought it took too long to get to the bridge without the middle. Now some concerns that come to mind based on how Mesa currently is. First off the cave. The tiberium in the cave is extremely hard to get around as infantry. Also the AGT tends to shoot inside of the cave in some spots I believe. Will there be a way into PP? You mention infiltrating the PP. Will this be a straight rush while tanking the defenses or will there be cover? Regarding the new short route. The AGT here is extremely weird from my experience. It shoots far in some spots and doesn't shoot some spots it seems like it should. What are the plans for this route? Are the base defenses going to pound anything that gets in view, or will the terrain be redesigned? I'm interested in how these changes will play out. They seem like they will be fun to try.
  16. Just two more things I thought of. The first is light tanks. I don't remember how it was in the original renegade, but currently headshotting with a light tank feels underwhelming. I've headshotted people who are standing still and they just walk away. Just a minor complaint. The second is the rocket soldier. There is a delay when swapping from the rocket launcher to the side arm. This might be intended, but it's really annoying to me. It's the only class I know of that has this. I avoid using this class for that reason. It's too much of a disadvantage when you run into enemy infantry.
  17. I'm not sure the best way to tackle this map, but the changes you have listed would definitely be worth trying. I think it would play better with the changes. My one question is the front of the base. I'm assuming the gun/missile emplacements are the ones manned by players. Have these been changed at all? Part of the problem with the map was the emplacements. They hit extremely far and respawned very quickly. It was pretty much a lose lose to kill them. You would take some damage, and they would be back very soon. They also demolished apc and chinook rushes.
  18. I also voted that I don't like them. I haven't seen them add anything worthwhile to the game in beta 3. I see what they were intended to do, but a more balanced option already exists. This option is blocking with vehicles. You can already stop rushes by physically blocking with a vehicle. It's more balanced since you can just be blown up. For example, I can stop an apc rush with a humvee for around the same price as an emp. It's also more risky and takes more skill than an emp. Will this humvee stop a mass flame rush? No. I'll be blown up in about four seconds. If I want to physically stop the movement of the rush, I would have to invest more. An apc, medium, or mammoth will block for a longer period of time. I think the emp was a good idea that was worth trying, but it just doesn't work in its current state. I don't see it ever really working because of some maps. If a flame tank gets stuck in the walls entrance, the entire rush is going to run into each other. I thought about ideas that might rework the emp, but none are great. Having the vehicle be temporarily "phased out" to where it can't take damage and/or can't block other vehicles would be interesting yet balanced. Another would be change the item to a super weapon and increase the price. Then make it like stasis field from starcraft. Make the vehicles in an area unable to attack, unable to move, and unable to be damaged for a time. This would be an interesting yet balanced option.
  19. Had this happen again. It's really strange because it seems to lock me out of a specific server until the map changes. I tried to join matrixren today while it was 39/40 players. It loaded the map and set the camera facing the purchase terminal and then crashed. I tried to join again and it crashed. I joined EKT at 8/40 players and it loaded with no problems. I tried matrixren again at 39/40 and it crashed. The log file shows that the map loaded and IRC shows that I joined. I didn't see anyone else join in IRC, so the slot should have been open. I attached two log files. I have a third log file and all three of the dmp files saved if they would be helpful. FirstJoin.log SecondJoin.log
  20. The real question is how many more innocent lives must be taken by this plague. When will there be proper safety protocols put in place?! We demand a warning sign and proper fencing put up around the rock!
  21. I've been having crashes occasionally when joining a server. I tried three times in a row to join a server tonight and crashed all three attempts. Here is a log file of one of the crashes. Log: Log file open, 10/25/14 19:08:32 Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467 DevConfig: GConfig::Find has loaded file: ..\..\Engine\Config\ConsoleVariables.ini Init: Version: 12097 Init: Epic Internal: 0 Init: Compiled (32-bit): Feb 17 2014 13:31:14 Init: Changelist: 1999891 Init: Command line: 62.210.143.227:1337 -ini:UDKGame:DefaultPlayer.Name=Bananas Init: Base directory: D:\Programs\Renegade X\Binaries\Win32\ [0000.17] Init: Computer: PATRICK-PC [0000.17] Init: User: Patrick [0000.17] Init: CPU Page size=4096, Processors=4 [0000.17] Init: High frequency timer resolution =2.929736 MHz [0000.17] Init: Memory total: Physical=7.9GB (8GB approx) Pagefile=15.9GB Virtual=4.0GB [0000.27] Log: Steam Client API initialized 1 [0000.43] Log: Steam Game Server API initialized 1 [0000.46] Init: WinSock: I am Patrick-PC (192.168.0.196:0) [0000.46] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes. [0000.46] Init: Object subsystem initialized [0000.48] Log: Found D3D11 adapter 0: NVIDIA GeForce GTX 560 Ti [0000.48] Log: Adapter has 977MB of dedicated video memory, 0MB of dedicated system memory, and 3071MB of shared system memory [0000.49] Log: Shader platform (RHI): PC-D3D-SM3 [0000.49] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt [0000.51] Log: PhysX GPU Support: DISABLED [0000.51] Init: Initializing FaceFX... [0000.51] Init: FaceFX 1.7.4 initialized. [0000.51] Init: XAudio2 using 'Speakers (Creative SB X-Fi)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3) [0004.02] Init: Finished loading startup packages in 3.42 seconds [0004.02] Log: 75693 objects as part of root set at end of initial load. [0004.02] Log: 0 out of 0 bytes used by permanent object pool. [0004.02] Log: Initializing Engine... [0004.03] Warning: Warning, Failed to load 'ApexDestructibleDamageParameters UDK_APEXDamageMap.UDKDamageMap': Failed to find object 'ApexDestructibleDamageParameters UDK_APEXDamageMap.UDKDamageMap' [0004.06] Init: UEngine initialized [0004.07] Init: XAudio2Device initialized. [0004.14] Init: Client initialized [0004.67] Log: Initializing Steamworks [0004.68] Log: Logged in as 'Bananas' [0004.70] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0004.70] Warning: Warning, Failed to find object 'Class None.' [0004.70] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0004.70] Warning: Warning, Failed to find object 'Class None.' [0004.70] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0004.70] Warning: Warning, Failed to find object 'Class None.' [0004.70] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0004.70] Warning: Warning, Failed to find object 'Class None.' [0004.70] Init: WinSock: Socket queue 32768 / 32768 [0004.71] Log: LoadMap: RenX-FrontEndMap?Name=Bananas?Team=0 [0008.38] Log: Game class is 'Rx_Game' [0008.83] Log: Primary PhysX scene will be in software. [0008.83] Log: Creating Primary PhysX Scene. [0008.83] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2014.10.25-19.08.41 [0008.83] ScriptLog: GDI:0.0000 [0008.83] ScriptLog: Nod:0.0000 [0009.21] Log: Bringing up level for play took: 0.817804 [0009.21] ScriptWarning: PlayerStart_0 is not a team playerstart! Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function UTGame.UTTeamGame:RatePlayerStart:0051 [0009.21] ScriptLog: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating [0009.21] ScriptWarning: Accessed None 'Pawn' Rx_Controller RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Controller_0 Function RenX_Game.Rx_Controller:SetOurCameraMode:0018 [0009.22] ScriptWarning: PlayerStart_0 is not a team playerstart! Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function UTGame.UTTeamGame:RatePlayerStart:0051 [0009.22] ScriptWarning: PlayerStart_0 is not a team playerstart! Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function UTGame.UTTeamGame:RatePlayerStart:0051 [0009.22] ScriptWarning: Player start not found, using last start spot Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function Engine.GameInfo:RestartPlayer:0227 [0009.23] Error: Can't start an online game that hasn't been created [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionMultiplier [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionContrast [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalSecondaryParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalSecondaryParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalSecondaryParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalSecondaryParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalSecondaryParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalSecondaryParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalSecondaryParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalSecondaryParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalSecondaryParticleValue [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: AddTranslucent_Bias [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Effect_Multiplier [0009.23] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Visibility_Multiplier [0009.23] ScriptLog: START MATCH [0009.24] Warning: Warning, Failed to load 'Font None.DS-Digital': Failed to find object 'Font None.DS-Digital' [0009.24] Warning: Warning, Failed to load 'Font None.DS-Digital': Failed to find object 'Font None.DS-Digital' [0009.25] Rx: PLAYER: GDI,256,Bananas entered from steamid 0x0110000101D75F8D [0009.25] Log: ########### Finished loading level: 4.541750 seconds [0009.34] Log: Flushing async loaders. [0010.63] Log: Flushed async loaders. [0010.64] Init: Game engine initialized [0010.64] Log: Initializing Engine Completed [0010.64] Log: >>>>>>>>>>>>>> Initial startup: 10.64s <<<<<<<<<<<<<<< [0010.64] ScriptLog: SWITCHEROO THE HUD Rx_Game [0010.64] ScriptLog: ======================= Rx_HUD ========================= [0010.64] ScriptLog: Script call stack: Function RenX_Game.Rx_HUD:Destroyed Function RenX_Game.Rx_HUD:RemoveMovies [0010.64] ScriptLog: DamageSystemMovie.bMovieIsOpen? True [0010.64] ScriptLog: HudMovie.bMovieIsOpen? True [0010.66] Log: Current scalability system settings: [0010.66] Log: StaticDecals = FALSE (Whether to allow static decals.) [0010.66] Log: DynamicDecals = FALSE (Whether to allow dynamic decals.) [0010.66] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0010.66] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0010.66] Log: DynamicShadows = FALSE (Whether to allow dynamic shadows.) [0010.66] Log: LightEnvironmentShadows = FALSE (Whether to allow dynamic light environments to cast shadows.) [0010.66] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0010.66] Log: DepthOfField = FALSE (Whether to allow depth of field.) [0010.66] Log: AmbientOcclusion = FALSE (Whether to allow ambient occlusion.) [0010.66] Log: Bloom = FALSE (Whether to allow bloom.) [0010.66] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0010.66] Log: Distortion = FALSE (Whether to allow distortion.) [0010.66] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0010.66] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0010.66] Log: LensFlares = FALSE (Whether to allow rendering of LensFlares.) [0010.66] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0010.66] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0010.66] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0010.66] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0010.66] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0010.66] Log: SkeletalMeshLODBias = 3 (LOD bias for skeletal meshes.) [0010.66] Log: DetailMode = 0 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0010.66] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0010.66] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0010.66] Log: MaxAnisotropy = 0 (Maximum level of anisotropy used.) [0010.66] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0010.66] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0010.66] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0010.66] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0010.66] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0010.66] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0010.66] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0010.66] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0010.66] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0010.66] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0010.66] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0010.66] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0010.66] ScriptLog: key: StaticDecals | value: False [0010.66] ScriptLog: StaticDecalsFalse [0010.66] ScriptLog: key: DynamicDecals | value: False [0010.66] ScriptLog: DynamicDecalsFalse [0010.66] ScriptLog: key: UnbatchedDecals | value: True [0010.66] ScriptLog: UnbatchedDecalsTrue [0010.66] ScriptLog: key: DecalCullDistanceScale | value: 1 [0010.66] ScriptLog: DecalCullDistanceScale? 1.0000 [0010.66] ScriptLog: key: DynamicShadows | value: False [0010.66] ScriptLog: DynamicShadowsFalse [0010.66] ScriptLog: key: LightEnvironmentShadows | value: False [0010.66] ScriptLog: LightEnvironmentShadowsFalse [0010.66] ScriptLog: key: MotionBlur | value: False [0010.66] ScriptLog: MotionBlurFalse [0010.66] ScriptLog: key: DepthOfField | value: False [0010.66] ScriptLog: DepthOfFieldFalse [0010.66] ScriptLog: key: AmbientOcclusion | value: False [0010.66] ScriptLog: AmbientOcclusionFalse [0010.66] ScriptLog: key: Bloom | value: False [0010.66] ScriptLog: BloomFalse [0010.66] ScriptLog: key: bAllowLightShafts | value: True [0010.66] ScriptLog: bAllowLightShaftsTrue [0010.66] ScriptLog: key: Distortion | value: False [0010.66] ScriptLog: DistortionFalse [0010.66] ScriptLog: key: DropParticleDistortion | value: False [0010.66] ScriptLog: DropParticleDistortionFalse [0010.66] ScriptLog: key: AllowDistortionAndColorInSameMaterial | value: True [0010.66] ScriptLog: key: LensFlares | value: False [0010.66] ScriptLog: LensFlaresFalse [0010.66] ScriptLog: key: AllowRadialBlur | value: True [0010.66] ScriptLog: AllowRadialBlurTrue [0010.66] ScriptLog: key: bAllowSeparateTranslucency | value: False [0010.66] ScriptLog: bAllowSeparateTranslucencyFalse [0010.66] ScriptLog: key: bAllowPostprocessMLAA | value: False [0010.66] ScriptLog: bAllowPostprocessMLAAFalse [0010.66] ScriptLog: key: bAllowHighQualityMaterials | value: True [0010.66] ScriptLog: bAllowHighQualityMaterialsTrue [0010.66] ScriptLog: key: MaxFilterBlurSampleCount | value: 16 [0010.66] ScriptLog: MaxFilterBlurSampleCount? 16 [0010.66] ScriptLog: key: SkeletalMeshLODBias | value: 3 [0010.66] ScriptLog: SkeletalMeshLODBias? 3 [0010.66] ScriptLog: key: DetailMode | value: 0 [0010.66] ScriptLog: DetailMode? 0 [0010.66] ScriptLog: key: MemoryDetailMode | value: 2 [0010.66] ScriptLog: key: MaxDrawDistanceScale | value: 1 [0010.66] ScriptLog: MaxDrawDistanceScale? 1.0000 [0010.66] ScriptLog: key: MaxAnisotropy | value: 0 [0010.66] ScriptLog: MaxAnisotropy? 0 [0010.66] ScriptLog: key: bAllowD3D9MSAA | value: False [0010.66] ScriptLog: bAllowD3D9MSAAFalse [0010.66] ScriptLog: key: MinShadowResolution | value: 64 [0010.66] ScriptLog: MinShadowResolution? 64 [0010.66] ScriptLog: key: MinPreShadowResolution | value: 8 [0010.66] ScriptLog: MinPreShadowResolution? 8 [0010.66] ScriptLog: key: MaxShadowResolution | value: 1024 [0010.66] ScriptLog: MaxShadowResolution? 1024 [0010.66] ScriptLog: key: MaxWholeSceneDominantShadowResolution | value: 1280 [0010.66] ScriptLog: MaxWholeSceneDominantShadowResolution? 1280 [0010.66] ScriptLog: key: ShadowTexelsPerPixel | value: 1.3 [0010.66] ScriptLog: ShadowTexelsPerPixel? 1.3000 [0010.66] ScriptLog: key: bEnableBranchingPCFShadows | value: False [0010.66] ScriptLog: bEnableBranchingPCFShadowsFalse [0010.66] ScriptLog: key: bAllowWholeSceneDominantShadows | value: True [0010.66] ScriptLog: bAllowWholeSceneDominantShadowsTrue [0010.66] ScriptLog: key: bUseConservativeShadowBounds | value: False [0010.66] ScriptLog: bUseConservativeShadowBoundsFalse [0010.66] ScriptLog: key: bAllowFracturedDamage | value: True [0010.66] ScriptLog: bAllowFracturedDamageTrue [0010.66] ScriptLog: key: FractureCullDistanceScale | value: 1 [0010.66] ScriptLog: FractureCullDistanceScale? 1.0000 [0010.66] ScriptLog: key: bApexClothingAsyncFetchResults | value: False [0010.66] ScriptLog: bApexClothingAsyncFetchResultsFalse [0010.66] Log: Current preference system settings: [0010.66] Log: UseVsync = FALSE (Whether to use VSync or not.) [0010.66] Log: Fullscreen = TRUE (Fullscreen.) [0010.66] Log: ResX = 1280 (Screen X resolution.) [0010.66] Log: ResY = 1024 (Screen Y resolution.) [0010.66] ScriptLog: key: UseVsync | value: False [0010.66] ScriptLog: UseVsyncFalse [0010.66] ScriptLog: key: Fullscreen | value: True [0010.66] ScriptLog: FullscreenTrue [0010.66] ScriptLog: key: ResX | value: 1280 [0010.66] ScriptLog: ResX? 1280 [0010.66] ScriptLog: key: ResY | value: 1024 [0010.66] ScriptLog: ResY? 1024 [0010.66] Log: Current debug system settings: [0010.66] Log: DynamicLights = FALSE (Whether to allow dynamic lights.) [0010.66] Log: CompositeDynamicLights = FALSE (Whether to composte dynamic lights into light environments.) [0010.66] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0010.66] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0010.66] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0010.66] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0010.66] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0010.66] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0010.66] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0010.66] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0010.66] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0010.66] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0010.66] Log: ParticleLODBias = 3 (LOD bias for particle systems.) [0010.66] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0010.66] Log: bAllowTemporalAA = FALSE (UKNOWN) [0010.66] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0010.66] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0010.66] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0010.66] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0010.66] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0010.66] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0010.66] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0010.66] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0010.66] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0010.66] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0010.66] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0010.66] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0010.66] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0010.66] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0010.66] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0010.66] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0010.66] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0010.66] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0010.66] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0010.66] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0010.66] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0010.66] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0010.66] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0010.66] ScriptLog: key: DynamicLights | value: False [0010.66] ScriptLog: DynamicLightsFalse [0010.66] ScriptLog: key: CompositeDynamicLights | value: False [0010.66] ScriptLog: CompositeDynamicLightsFalse [0010.66] ScriptLog: key: DirectionalLightmaps | value: True [0010.66] ScriptLog: DirectionalLightmapsTrue [0010.66] ScriptLog: key: SpeedTreeLeaves | value: False [0010.66] ScriptLog: SpeedTreeLeavesFalse [0010.66] ScriptLog: key: SpeedTreeFronds | value: False [0010.66] ScriptLog: SpeedTreeFrondsFalse [0010.66] ScriptLog: key: OnlyStreamInTextures | value: False [0010.66] ScriptLog: OnlyStreamInTexturesFalse [0010.66] ScriptLog: key: OneFrameThreadLag | value: True [0010.66] ScriptLog: OneFrameThreadLagTrue [0010.66] ScriptLog: key: UpscaleScreenPercentage | value: True [0010.66] ScriptLog: UpscaleScreenPercentageTrue [0010.66] ScriptLog: key: AllowOpenGL | value: False [0010.66] ScriptLog: AllowOpenGLFalse [0010.66] ScriptLog: key: AllowSubsurfaceScattering | value: True [0010.66] ScriptLog: AllowSubsurfaceScatteringTrue [0010.66] ScriptLog: key: AllowImageReflections | value: True [0010.66] ScriptLog: AllowImageReflectionsTrue [0010.66] ScriptLog: key: AllowImageReflectionShadowing | value: True [0010.66] ScriptLog: AllowImageReflectionShadowingTrue [0010.66] ScriptLog: key: ParticleLODBias | value: 3 [0010.66] ScriptLog: ParticleLODBias? 3 [0010.66] ScriptLog: key: MaxMultiSamples | value: 0 [0010.66] ScriptLog: MaxMultiSamples? 0 [0010.66] ScriptLog: key: bAllowTemporalAA | value: False [0010.66] ScriptLog: bAllowTemporalAAFalse [0010.66] ScriptLog: key: TemporalAA_MinDepth | value: 500 [0010.66] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found. [0010.66] ScriptLog: TemporalAA_MinDepth? -1 [0010.66] ScriptLog: key: TemporalAA_StartDepthVelocityScale | value: 100 [0010.66] ScriptLog: TemporalAA_StartDepthVelocityScale? 100.0000 [0010.66] ScriptLog: key: ScreenPercentage | value: 100 [0010.66] ScriptLog: ScreenPercentage? 100.0000 [0010.66] Log: Current unknown system settings: [0010.66] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0010.66] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0010.66] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0010.66] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0010.66] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0010.66] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0010.66] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0010.66] Log: ShadowFilterQualityBias = 3 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0010.66] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0010.66] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0010.66] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0010.66] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0010.66] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0010.66] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0010.66] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0010.66] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0010.66] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0010.66] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0010.66] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0010.66] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0010.66] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0010.66] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0010.66] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0010.66] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0010.66] 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.) [0010.66] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0010.66] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0010.66] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0010.66] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0010.66] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0010.66] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0010.66] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0010.66] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0010.66] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0010.66] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0010.66] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0010.66] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0010.66] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0010.66] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0010.66] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0010.66] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0010.66] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0010.66] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0010.66] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0010.66] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0010.66] 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).) [0010.66] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0010.66] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0010.66] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0010.66] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0010.66] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0010.66] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0010.66] 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) [0010.66] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0010.66] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0010.66] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0010.66] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0010.66] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0010.66] 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).) [0010.66] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0010.66] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0010.66] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0010.66] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0010.66] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0010.66] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0010.66] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0010.66] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0010.66] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0010.66] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0010.66] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0010.66] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0010.66] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0010.66] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0010.66] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0010.66] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0010.66] ScriptLog: key: SHSecondaryLighting | value: True [0010.66] ScriptLog: SHSecondaryLightingTrue [0010.66] ScriptLog: key: MotionBlurPause | value: True [0010.66] ScriptLog: MotionBlurPauseTrue [0010.66] ScriptLog: key: MotionBlurSkinning | value: 1 [0010.66] ScriptLog: MotionBlurSkinning? 1 [0010.66] ScriptLog: key: FilteredDistortion | value: True [0010.66] ScriptLog: FilteredDistortionTrue [0010.66] ScriptLog: key: bAllowDownsampledTranslucency | value: False [0010.66] ScriptLog: bAllowDownsampledTranslucencyFalse [0010.66] ScriptLog: key: FogVolumes | value: True [0010.66] ScriptLog: FogVolumesTrue [0010.66] ScriptLog: key: FloatingPointRenderTargets | value: True [0010.66] ScriptLog: FloatingPointRenderTargetsTrue [0010.66] ScriptLog: key: ShadowFilterQualityBias | value: 3 [0010.66] ScriptLog: ShadowFilterQualityBias? 3 [0010.66] ScriptLog: key: ShadowFadeResolution | value: 128 [0010.66] ScriptLog: ShadowFadeResolution? 128 [0010.66] ScriptLog: key: PreShadowFadeResolution | value: 16 [0010.66] ScriptLog: PreShadowFadeResolution? 16 [0010.66] ScriptLog: key: ShadowFadeExponent | value: 0.25 [0010.66] ScriptLog: ShadowFadeExponent? 0.2500 [0010.66] ScriptLog: key: SceneCaptureStreamingMultiplier | value: 1 [0010.66] ScriptLog: SceneCaptureStreamingMultiplier? 1.0000 [0010.66] ScriptLog: key: PreShadowResolutionFactor | value: 0.5 [0010.66] ScriptLog: PreShadowResolutionFactor? 0.5000 [0010.66] ScriptLog: key: bAllowHardwareShadowFiltering | value: False [0010.66] ScriptLog: bAllowHardwareShadowFilteringFalse [0010.66] ScriptLog: key: TessellationAdaptivePixelsPerTriangle | value: 48 [0010.66] Warning: Warning, The System Setting TessellationAdaptivePixelsPerTriangle could not be found. [0010.66] ScriptLog: TessellationAdaptivePixelsPerTriangle? -1 [0010.66] ScriptLog: key: bEnableForegroundShadowsOnWorld | value: False [0010.66] ScriptLog: bEnableForegroundShadowsOnWorldFalse [0010.66] ScriptLog: key: bEnableForegroundSelfShadowing | value: False [0010.66] ScriptLog: bEnableForegroundSelfShadowingFalse [0010.66] ScriptLog: key: ShadowFilterRadius | value: 2 [0010.66] ScriptLog: ShadowFilterRadius? 2.0000 [0010.66] ScriptLog: key: ShadowDepthBias | value: 0.012 [0010.66] ScriptLog: ShadowDepthBias? 0.0120 [0010.66] ScriptLog: key: PerObjectShadowTransition | value: 60 [0010.66] Warning: Warning, The System Setting PerObjectShadowTransition could not be found. [0010.66] ScriptLog: PerObjectShadowTransition? -1 [0010.66] ScriptLog: key: PerSceneShadowTransition | value: 600 [0010.66] Warning: Warning, The System Setting PerSceneShadowTransition could not be found. [0010.66] ScriptLog: PerSceneShadowTransition? -1 [0010.66] ScriptLog: key: CSMSplitPenumbraScale | value: 0.5 [0010.66] ScriptLog: CSMSplitPenumbraScale? 0.5000 [0010.66] ScriptLog: key: CSMSplitSoftTransitionDistanceScale | value: 4 [0010.66] ScriptLog: CSMSplitSoftTransitionDistanceScale? 4.0000 [0010.66] ScriptLog: key: CSMSplitDepthBiasScale | value: 0.5 [0010.66] ScriptLog: CSMSplitDepthBiasScale? 0.5000 [0010.66] ScriptLog: key: CSMMinimumFOV | value: 40 [0010.66] Warning: Warning, The System Setting CSMMinimumFOV could not be found. [0010.66] ScriptLog: CSMMinimumFOV? -1 [0010.66] ScriptLog: key: CSMFOVRoundFactor | value: 4 [0010.66] ScriptLog: CSMFOVRoundFactor? 4.0000 [0010.66] ScriptLog: key: UnbuiltWholeSceneDynamicShadowRadius | value: 20000 [0010.66] ScriptLog: UnbuiltWholeSceneDynamicShadowRadius? 20000.0000 [0010.66] ScriptLog: key: UnbuiltNumWholeSceneDynamicShadowCascades | value: 3 [0010.66] ScriptLog: UnbuiltNumWholeSceneDynamicShadowCascades? 3 [0010.66] ScriptLog: key: WholeSceneShadowUnbuiltInteractionThreshold | value: 50 [0010.66] ScriptLog: WholeSceneShadowUnbuiltInteractionThreshold? 50 [0010.66] ScriptLog: key: NumFracturedPartsScale | value: 1 [0010.66] ScriptLog: NumFracturedPartsScale? 1.0000 [0010.66] ScriptLog: key: FractureDirectSpawnChanceScale | value: 1 [0010.66] ScriptLog: FractureDirectSpawnChanceScale? 1.0000 [0010.66] ScriptLog: key: FractureRadialSpawnChanceScale | value: 1 [0010.66] ScriptLog: FractureRadialSpawnChanceScale? 1.0000 [0010.66] ScriptLog: key: bForceCPUAccessToGPUSkinVerts | value: False [0010.66] ScriptLog: bForceCPUAccessToGPUSkinVertsFalse [0010.66] ScriptLog: key: bDisableSkeletalInstanceWeights | value: False [0010.66] ScriptLog: bDisableSkeletalInstanceWeightsFalse [0010.66] ScriptLog: key: HighPrecisionGBuffers | value: False [0010.66] ScriptLog: HighPrecisionGBuffersFalse [0010.66] ScriptLog: key: AllowSecondaryDisplays | value: False [0010.66] ScriptLog: AllowSecondaryDisplaysFalse [0010.66] ScriptLog: key: SecondaryDisplayMaximumWidth | value: 1280 [0010.66] ScriptLog: SecondaryDisplayMaximumWidth? 1280 [0010.66] ScriptLog: key: SecondaryDisplayMaximumHeight | value: 720 [0010.66] ScriptLog: SecondaryDisplayMaximumHeight? 720 [0010.66] ScriptLog: key: StatFontScaleFactor | value: 1 [0010.66] ScriptLog: key: ShowSpinnerOnLoadScreen | value: True [0010.66] ScriptLog: key: ApexLODResourceBudget | value: 1e+021 [0010.66] ScriptLog: ApexLODResourceBudget? 1000000020040877300000.0000 [0010.66] ScriptLog: key: ApexDestructionMaxChunkIslandCount | value: 2500 [0010.66] ScriptLog: ApexDestructionMaxChunkIslandCount? 2500 [0010.66] ScriptLog: key: ApexDestructionMaxShapeCount | value: 0 [0010.66] ScriptLog: ApexDestructionMaxShapeCount? 0 [0010.66] ScriptLog: key: ApexDestructionMaxChunkSeparationLOD | value: 1 [0010.66] Warning: Warning, The System Setting ApexDestructionMaxChunkSeparationLOD could not be found. [0010.66] ScriptLog: ApexDestructionMaxChunkSeparationLOD? -1 [0010.66] ScriptLog: key: ApexDestructionMaxFracturesProcessedPerFrame | value: -1 [0010.66] ScriptLog: ApexDestructionMaxFracturesProcessedPerFrame? -1 [0010.66] ScriptLog: key: ApexClothingAvgSimFrequencyWindow | value: 8.40779e-044 [0010.66] ScriptLog: ApexClothingAvgSimFrequencyWindow? 0.0000 [0010.66] ScriptLog: key: ApexDestructionSortByBenefit | value: True [0010.66] ScriptLog: ApexDestructionSortByBenefitTrue [0010.66] ScriptLog: key: ApexGRBEnable | value: False [0010.66] ScriptLog: ApexGRBEnableFalse [0010.66] ScriptLog: key: ApexGRBGPUMemSceneSize | value: 128 [0010.66] ScriptLog: ApexGRBGPUMemSceneSize? 128 [0010.66] ScriptLog: key: ApexGRBGPUMemTempDataSize | value: 128 [0010.66] ScriptLog: ApexGRBGPUMemTempDataSize? 128 [0010.66] ScriptLog: key: ApexGRBMeshCellSize | value: 7.5 [0010.66] ScriptLog: ApexGRBMeshCellSize? 7.5000 [0010.66] ScriptLog: key: ApexGRBNonPenSolverPosIterCount | value: 9 [0010.66] ScriptLog: ApexGRBNonPenSolverPosIterCount? 9 [0010.66] ScriptLog: key: ApexGRBFrictionSolverPosIterCount | value: 3 [0010.66] ScriptLog: ApexGRBFrictionSolverPosIterCount? 3 [0010.66] ScriptLog: key: ApexGRBFrictionSolverVelIterCount | value: 3 [0010.66] ScriptLog: ApexGRBFrictionSolverVelIterCount? 3 [0010.66] ScriptLog: key: ApexGRBSkinWidth | value: 0.025 [0010.66] ScriptLog: ApexGRBSkinWidth? 0.0250 [0010.66] ScriptLog: key: ApexGRBMaxLinearAcceleration | value: 1e+006 [0010.66] ScriptLog: ApexGRBMaxLinearAcceleration? 1000000.0000 [0010.66] ScriptLog: key: bEnableParallelApexClothingFetch | value: True [0010.66] ScriptLog: bEnableParallelApexClothingFetchTrue [0010.66] ScriptLog: key: ApexClothingAvgSimFrequencyWindow | value: 60 [0010.66] ScriptLog: ApexClothingAvgSimFrequencyWindow? 0.0000 [0010.66] ScriptLog: key: ApexClothingAllowAsyncCooking | value: True [0010.66] ScriptLog: ApexClothingAllowAsyncCookingTrue [0010.66] ScriptLog: key: ApexClothingAllowApexWorkBetweenSubsteps | value: False [0010.66] ScriptLog: ApexClothingAllowApexWorkBetweenSubstepsFalse [0010.66] ScriptLog: key: ApexDestructionMaxActorCreatesPerFrame | value: -1 [0010.66] ScriptLog: ApexDestructionMaxActorCreatesPerFrame? -1 [0010.67] Log: Listing all sound classes. [0010.67] Log: Class 'None' has 18 resident sounds taking 1274.73 kb [0010.67] Log: Class 'Item' has 20 resident sounds taking 2328.19 kb, and 1 real time sounds taking 8.89 kb [0010.67] Log: Class 'Vehicle' has 77 resident sounds taking 20987.43 kb, and 7 real time sounds taking 344.94 kb [0010.67] Log: Class 'Weapon' has 219 resident sounds taking 59013.24 kb, and 2 real time sounds taking 226.09 kb [0010.67] Log: Class 'SFX' has 32 resident sounds taking 4798.46 kb, and 11 real time sounds taking 564.34 kb [0010.67] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0010.67] Log: Class 'UI' has 24 resident sounds taking 1421.67 kb [0010.67] Log: Class 'Announcer' has 58 resident sounds taking 18144.53 kb [0010.67] Log: Class 'WeaponBulletEffects' has 23 resident sounds taking 673.11 kb, and 1 real time sounds taking 150.46 kb [0010.67] Log: Class 'Ambient' has 2 resident sounds taking 652.92 kb [0010.67] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 5 real time sounds taking 3881.14 kb [0010.67] Log: Class 'Cinematic' has 5 resident sounds taking 1292.72 kb, and 4 real time sounds taking 541.62 kb [0010.67] Log: Class 'MovieVoice' has 1 resident sounds taking 28.10 kb [0010.67] Log: Class 'MovieEffects' has 0 resident sounds taking 0.00 kb, and 2 real time sounds taking 336.30 kb [0010.67] Log: Class 'UnGrouped' has 159 resident sounds taking 51378.10 kb, and 79 real time sounds taking 1622.41 kb [0010.67] Log: 931 total sounds in 15 classes [0010.68] Log: Bool AmbientOcclusion set to 0 [0010.83] ScriptLog: NO VALID MINIMAP INFO IN MAPINFO!!! [0011.28] Log: LoadMap: 62.210.143.227:1337/cnc-xmountain?Name=Bananas?Team=0?game=RenX_Game.Rx_Game [0011.28] Log: --- LOADING MOVIE START --- [0011.30] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0011.31] ScriptWarning: PlayerStart_0 is not a team playerstart! Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function UTGame.UTTeamGame:RatePlayerStart:0051 [0011.31] ScriptWarning: PlayerStart_2 is not a team playerstart! Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function UTGame.UTTeamGame:RatePlayerStart:0051 [0011.31] ScriptWarning: Player start not found, failed to restart player Rx_Game RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_0 Function Engine.GameInfo:RestartPlayer:025E [0011.31] ScriptWarning: Accessed None 'Pawn' Rx_Bot RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Bot_0 Function RenX_Game.Rx_Bot:IsInBuilding:0014 [0011.31] ScriptWarning: Accessed None 'Pawn' Rx_Bot RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Bot_0 Function RenX_Game.Rx_Bot:IsInBuilding:003C [0011.31] Rx: PLAYER: GDI,256,Bananas disconnected [0017.81] Log: Primary PhysX scene will be in software. [0017.81] Log: Creating Primary PhysX Scene. [0017.88] Log: Bringing World cnc-xmountain.TheWorld up for play (90) at 2014.10.25-19.08.50 [0017.88] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0017.88] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0017.88] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0017.88] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0017.88] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0017.88] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0017.88] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0017.88] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0017.88] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0017.88] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0017.88] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0017.88] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0017.88] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0017.88] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0017.88] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0017.88] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0017.90] Log: Bringing up level for play took: 0.245398 [0017.90] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0017.90] Warning: Warning, Failed to find object 'Class None.' [0017.90] Log: PlayerController class for the pending level is PlayerController [0017.90] Log: ########### Finished loading level: 6.616145 seconds [0018.76] ScriptWarning: Accessed None 'myHUD' PlayerController cnc-xmountain.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0018.76] ScriptWarning: Accessed None 'myHUD' PlayerController cnc-xmountain.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0018.76] ScriptWarning: Accessed None 'myHUD' PlayerController cnc-xmountain.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0018.76] ScriptWarning: Accessed None 'myHUD' PlayerController cnc-xmountain.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0018.76] ScriptWarning: Accessed None 'myHUD' PlayerController cnc-xmountain.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0018.76] ScriptWarning: Accessed None 'myHUD' PlayerController cnc-xmountain.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0018.77] Log: --- LOADING MOVIE TIME: 7.48 sec --- [0018.77] ScriptWarning: Accessed None 'myHUD' PlayerController cnc-xmountain.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0018.77] ScriptWarning: Accessed None 'myHUD' PlayerController cnc-xmountain.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0018.81] ScriptWarning: Accessed None 'myHUD' PlayerController cnc-xmountain.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0018.81] ScriptWarning: Accessed None 'myHUD' PlayerController cnc-xmountain.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0018.82] ScriptWarning: Accessed None 'myHUD' PlayerController cnc-xmountain.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0018.82] ScriptWarning: Accessed None 'myHUD' PlayerController cnc-xmountain.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0018.84] ScriptWarning: Accessed None 'myHUD' PlayerController cnc-xmountain.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0018.84] ScriptWarning: Accessed None 'myHUD' PlayerController cnc-xmountain.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0018.85] ScriptWarning: Accessed None 'myHUD' PlayerController cnc-xmountain.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0018.85] ScriptWarning: Accessed None 'myHUD' PlayerController cnc-xmountain.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0018.86] ScriptWarning: Accessed None 'myHUD' PlayerController cnc-xmountain.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0018.86] ScriptWarning: Accessed None 'myHUD' PlayerController cnc-xmountain.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0018.89] ScriptWarning: Accessed None 'Pawn' Rx_Controller cnc-xmountain.TheWorld:PersistentLevel.Rx_Controller_0 Function RenX_Game.Rx_Controller:SetOurCameraMode:0018 [0019.12] ScriptWarning: Accessed None 'myHUD' Rx_Controller cnc-xmountain.TheWorld:PersistentLevel.Rx_Controller_0 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0019.12] ScriptWarning: Accessed None 'myHUD' Rx_Controller cnc-xmountain.TheWorld:PersistentLevel.Rx_Controller_0 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0019.14] Warning: Warning, Failed to load 'Font None.DS-Digital': Failed to find object 'Font None.DS-Digital' [0019.14] Warning: Warning, Failed to load 'Font None.DS-Digital': Failed to find object 'Font None.DS-Digital' [0019.15] Error: StopLocalVoiceProcessing: Ignoring stop request for non-owning user [0019.16] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH cnc-xmountain.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:Stealthed.BeginState:00A5 [0019.16] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH cnc-xmountain.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:Stealthed.BeginState:00A5 [0019.16] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH cnc-xmountain.TheWorld:PersistentLevel.Rx_Pawn_SBH_2 Function RenX_Game.Rx_Pawn_SBH:Stealthed.BeginState:00A5 [0019.17] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH cnc-xmountain.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:00B7 [0019.17] ScriptWarning: Accessed None Rx_Pawn_SBH cnc-xmountain.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:00CB [0019.17] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH cnc-xmountain.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:00B7 [0019.17] ScriptWarning: Accessed None Rx_Pawn_SBH cnc-xmountain.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:00CB [0019.17] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH cnc-xmountain.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:00B7 [0019.17] ScriptWarning: Accessed None Rx_Pawn_SBH cnc-xmountain.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:00CB [0019.17] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH cnc-xmountain.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:00B7 [0019.17] ScriptWarning: Accessed None Rx_Pawn_SBH cnc-xmountain.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:00CB [0019.17] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH cnc-xmountain.TheWorld:PersistentLevel.Rx_Pawn_SBH_2 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:00B7 [0019.17] ScriptWarning: Accessed None Rx_Pawn_SBH cnc-xmountain.TheWorld:PersistentLevel.Rx_Pawn_SBH_2 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:00CB [0019.17] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH cnc-xmountain.TheWorld:PersistentLevel.Rx_Pawn_SBH_2 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:00B7 [0019.17] ScriptWarning: Accessed None Rx_Pawn_SBH cnc-xmountain.TheWorld:PersistentLevel.Rx_Pawn_SBH_2 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:00CB [0019.20] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH cnc-xmountain.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:00B7 [0019.20] ScriptWarning: Accessed None Rx_Pawn_SBH cnc-xmountain.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:00CB [0019.20] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH cnc-xmountain.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:00B7 [0019.20] ScriptWarning: Accessed None Rx_Pawn_SBH cnc-xmountain.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:00CB [0019.20] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH cnc-xmountain.TheWorld:PersistentLevel.Rx_Pawn_SBH_2 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:00B7 [0019.20] ScriptWarning: Accessed None Rx_Pawn_SBH cnc-xmountain.TheWorld:PersistentLevel.Rx_Pawn_SBH_2 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:00CB [0019.30] ScriptWarning: Accessed None 'TopHalfAnimSlot' Rx_Pawn cnc-xmountain.TheWorld:PersistentLevel.Rx_Pawn_32 Function RenX_Game.Rx_Pawn:ReplicatedEvent:010F [0019.30] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH cnc-xmountain.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:00B7 [0019.30] ScriptWarning: Accessed None Rx_Pawn_SBH cnc-xmountain.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:00CB [0019.30] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH cnc-xmountain.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:00B7 [0019.30] ScriptWarning: Accessed None Rx_Pawn_SBH cnc-xmountain.TheWorld:PersistentLevel.Rx_Pawn_SBH_1 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:00CB [0019.30] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH cnc-xmountain.TheWorld:PersistentLevel.Rx_Pawn_SBH_2 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:00B7 [0019.30] ScriptWarning: Accessed None Rx_Pawn_SBH cnc-xmountain.TheWorld:PersistentLevel.Rx_Pawn_SBH_2 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:00CB [0021.13] Log: === Critical error: === Fatal error! Address = 0xfe7dd6 (filename not found) [in D:\Programs\Renegade X\Binaries\Win32\UDK.exe] Address = 0x100a393 (filename not found) [in D:\Programs\Renegade X\Binaries\Win32\UDK.exe] Address = 0x100a46c (filename not found) [in D:\Programs\Renegade X\Binaries\Win32\UDK.exe] Address = 0xff0c50 (filename not found) [in D:\Programs\Renegade X\Binaries\Win32\UDK.exe] Address = 0xfe7224 (filename not found) [in D:\Programs\Renegade X\Binaries\Win32\UDK.exe]
  22. I think walls without flying is only worth exploring if the map gets changed in some interesting ways. Allowing vehicles and infantry from the field to go up the side exits might be interesting (like the bug allowed you to do). Closing off the top of the plateau as Truxa suggested would also be good. This would take more time to make and might confuse new players though. I don't see walls without flying being played much without changes. I vote for no ramps with or without changes though.
  23. I'm unsure how I feel about the beta3 assault rifle. I can't get a good feel for it. With the beta2 assault rifle, I felt very confident in my time to kill being consistent. In beta3, my time to kill varies wildly. The projectiles just feel strange to me. Maybe this is what you devs mean by tweaking it. I can't say which version's assault rifle was stronger because of the hitbox changes. I just know I preferred using the beta2 version. I agree that vehicle sprint doesn't make sense. Holding down shift is just annoying. The carbine is one of the best weapons in the game right now. I would even say it's too good for the price. I've seen plenty of players using them this patch.
  24. I would like to see: Carbine tweaked to be slightly less strong or more expensive Tiberium flechette increased in price (NOT nerfed stat wise) Crouching hitbox fixed/tweaked Sydney/Raveshaw given a proper crosshair Fixing guns jamming/not firing Fixing getting stuck in scope or getting stuck in slow movement because of scope Fixing sniper scope sprint bug These are my current major complaints with the infantry play of the game.
  25. On both sides of the tiberium field you can go through the wall in these spots.
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