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Game crash on start up


chem11

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Inside your renegade x install folder is a log folder, please pastebin your latest log file.

Might assist us with helping you further.

Also, pressing Paste (CTRL+V) after a UDK.exe crash will paste the last known error (if there is one).

____________________

Log: Log file open, 03/04/14 17:19:01

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\Renegade X\Binaries\Win32\

[0000.17] Init: Computer: Z12LEECHE000

[0000.17] Init: User: crankoa

[0000.17] Init: CPU Page size=4096, Processors=4

[0000.17] Init: High frequency timer resolution =2.338066 MHz

[0000.17] Init: Memory total: Physical=3.4GB (3GB approx) Pagefile=6.9GB Virtual=2.0GB

[0000.17] Log: Steam Client API initialized 0

[0000.17] Log: Steam Game Server API initialized 0

[0000.20] Init: WinSock: I am Z12LEECHE000 (172.16.0.4:0)

[0000.20] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes.

[0000.20] Init: Object subsystem initialized

[0000.32] Log: Shader platform (RHI): PC-D3D-SM3

[0000.32] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt

[0000.35] Log: PhysX GPU Support: DISABLED

[0000.35] Init: Initializing FaceFX...

[0000.35] Init: FaceFX 1.7.4 initialized.

[0000.35] Init: XAudio2 using 'Speakers (High Definition Audio Device)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3)

[0027.52] Log: Missing cached shader map for material DMat_Moss, quality 0, compiling.

[0027.52] Warning: Warning, Failed to compile Material RX_DecalPackage.Materials.DMat_Moss for platform PC-D3D-SM3, Default Material will be used in game.

[0027.62] Log: Missing cached shader map for material Emitter_Flame, quality 0, compiling.

[0027.62] Warning: Warning, Failed to compile Material RX_WP_FlameThrower.Materials.Emitter_Flame for platform PC-D3D-SM3, Default Material will be used in game.

[0030.00] Init: Finished loading startup packages in 29.45 seconds

[0030.05] Log: 142320 objects as part of root set at end of initial load.

[0030.05] Log: 0 out of 0 bytes used by permanent object pool.

[0030.05] Log: Initializing Engine...

[0030.41] Warning: Warning, Failed to load 'ApexDestructibleDamageParameters UDK_APEXDamageMap.UDKDamageMap': Failed to find object 'ApexDestructibleDamageParameters UDK_APEXDamageMap.UDKDamageMap'

[0031.91] Init: UEngine initialized

[0032.56] Init: XAudio2Device initialized.

[0032.63] Init: Client initialized

[0048.75] Critical: appError called: Direct3DDevice->CreatePixelShader((DWORD*)&Code(0),(IDirect3DPixelShader9**)PixelShader.GetInitReference()) failed

at d:\depot\UnrealEngine3-UDK\Development\Src\D3D9Drv\Src\D3D9Shaders.cpp:20

with error D3DERR_INVALIDCALL

[0048.75] Critical: Windows GetLastError: Not enough storage is available to process this command. (8)

[0049.19] Log: === Critical error: ===

Direct3DDevice->CreatePixelShader((DWORD*)&Code(0),(IDirect3DPixelShader9**)PixelShader.GetInitReference()) failed

at d:\depot\UnrealEngine3-UDK\Development\Src\D3D9Drv\Src\D3D9Shaders.cpp:20

with error D3DERR_INVALIDCALL

Address = 0x7536812f (filename not found)

Address = 0x10c8cd1 (filename not found)

Address = 0x650072 (filename not found)

Address = 0x740063 (filename not found)

Address = 0x440033 (filename not found)

Address = 0x440033 (filename not found)

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Try this:

  1. Inside 'C:\Program Files (x86)\Renegade X\UDKGame\Config' open UDKEngine.ini
  2. Locate the INI Header Field called 'Engine.ISVHacks'
  3. Change 'bInitializeShadersOnDemand' from 'False' to 'True'

(Please note, any quotes '' are to be ignored and are for easier visual indication only)

If the above does not work, please provide system specs.

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Try this:

  1. Inside 'C:\Program Files (x86)\Renegade X\UDKGame\Config' open UDKEngine.ini
  2. Locate the INI Header Field called 'Engine.ISVHacks'
  3. Change 'bInitializeShadersOnDemand' from 'False' to 'True'

(Please note, any quotes '' are to be ignored and are for easier visual indication only)

If the above does not work, please provide system specs.

It works :D THANKS!

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Try this:

  1. Inside 'C:\Program Files (x86)\Renegade X\UDKGame\Config' open UDKEngine.ini
  2. Locate the INI Header Field called 'Engine.ISVHacks'
  3. Change 'bInitializeShadersOnDemand' from 'False' to 'True'

(Please note, any quotes '' are to be ignored and are for easier visual indication only)

If the above does not work, please provide system specs.

Was crashing probably 9 out of 10 times...tried this and now I don't crash at all on startup.

Thanks :)

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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

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@chem11.

I am glad that the fix worked for you, enjoy the game!

@SadMachine

As I understand it, Steam had a massive system fail over the weekend, causing many games and steam services to go offline.

Your error message is a steam based error 'OnlineSubsystemSteamworks' shows this, I am wondering if the game works if you completely exit steam?

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