Necromonger Posted September 18, 2016 Share Posted September 18, 2016 When I try to start the game, a black window pops up and then nothing happens. And then I see the words "not responding". Quote Link to comment Share on other sites More sharing options...
KJEarl Posted September 19, 2016 Share Posted September 19, 2016 I'm having the same issue. But I get the Renegade X splash screen and nothing happens after that. Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted September 19, 2016 Share Posted September 19, 2016 You are starting the game via the launcher, right? Quote Link to comment Share on other sites More sharing options...
KJEarl Posted September 19, 2016 Share Posted September 19, 2016 (edited) Yeah I am using the launcher. I get stuck here when trying to join a server or just launch the game. I just installed it I have never played before. Edit: Okay so it just randomly started up after I let it sit for a while then it crashed after the intro video. Edited September 19, 2016 by KJEarl Quote Link to comment Share on other sites More sharing options...
Agent Posted September 19, 2016 Share Posted September 19, 2016 If it's the game client itself crashing (which in KJEarl's case, it is), it may be useful if you can paste your logs from "Renegade X/UDKGame/Logs/Launch.log" Also please make sure you have enough RAM for the game client. You can see the system requirements here. Quote Link to comment Share on other sites More sharing options...
KJEarl Posted September 19, 2016 Share Posted September 19, 2016 I have 4GB of RAM so that should be plenty. Here is the log. Launch.log was empty but launch-backup had stuff in it. Spoiler Log: Log file open, 09/19/16 15:30:47 Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467 DevConfig: GConfig::Find has loaded file: ..\..\Engine\Config\ConsoleVariables.ini Init: Version: 12791 Init: Epic Internal: 0 Init: Compiled (32-bit): Jan 29 2015 19:31:11 Init: Changelist: 2424394 Init: Command line: 70.188.124.114:7777 -ini:UDKGame:DefaultPlayer.Name=hog654321 Init: Base directory: C:\Program Files\Renegade X\Binaries\Win32\ [0000.18] Init: Computer: KEVIN-DESKTOP [0000.18] Init: User: Kevin [0000.18] Init: CPU Page size=4096, Processors=2 [0000.18] Init: High frequency timer resolution =25.000000 MHz [0000.18] Init: Memory total: Physical=3.2GB (3GB approx) Pagefile=6.5GB Virtual=2.0GB [0000.18] Log: Steam Client API initialized 0 [0000.18] Log: Steam Game Server API initialized 0 [0000.21] Init: WinSock: I am Kevin-Desktop (192.168.1.172:0) [0000.21] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes. [0000.21] Init: Object subsystem initialized [0000.34] Log: Shader platform (RHI): PC-D3D-SM3 [0000.35] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt [0000.37] Log: PhysX GPU Support: DISABLED [0000.38] Init: Initializing FaceFX... [0000.38] Init: FaceFX 1.7.4 initialized. [0000.39] Init: XAudio2 using 'SPDIF Interface (2- Vanatoo USB AUDIO)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3) [0008.08] Init: Finished loading startup packages in 7.48 seconds [0008.09] Log: 75633 objects as part of root set at end of initial load. [0008.09] Log: 0 out of 0 bytes used by permanent object pool. [0075.41] Log: Missing cached shader map for material M_VH_All_Adaptive, quality 0, compiling. [0154.78] Log: Missing cached shader map for material M_Cloaking_Adaptive, quality 0, compiling. [0329.49] Log: Missing cached shader map for material Mat_GlowSphere, quality 0, compiling. [0329.49] Warning: Warning, Failed to compile Material RX_IonCannonStrike.Materials.Mat_GlowSphere for platform PC-D3D-SM3, Default Material will be used in game. [0331.59] Log: Initializing Engine... [0332.46] Init: UEngine initialized [0334.90] Init: XAudio2Device initialized. [0337.22] Init: Client initialized [0350.41] Log: Steam Client API is unavailable [0353.09] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0353.09] Warning: Warning, Failed to find object 'Class None.' [0353.09] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0353.09] Warning: Warning, Failed to find object 'Class None.' [0353.09] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0353.09] Warning: Warning, Failed to find object 'Class None.' [0353.09] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0353.09] Warning: Warning, Failed to find object 'Class None.' [0353.18] Init: WinSock: Socket queue 32768 / 32768 [0353.52] Log: LoadMap: RenX-FrontEndMap?Name=hog654321?Team=255 [0355.19] Log: Game class is 'Rx_Game_MainMenu' [0355.34] Log: Primary PhysX scene will be in software. [0355.34] Log: Creating Primary PhysX Scene. [0356.12] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2016.09.19-15.36.43 [0356.19] ScriptLog: ----YOSH'S LOG------ GDI Bots given to RX_Game---- 0 [0356.19] ScriptLog: ----YOSH'S LOG------ Credits given to RX_Game---- 30 [0356.23] ScriptWarning: Accessed array 'Rx_MapListManager_0.AvailableGameProfiles' out of bounds (0/0) Rx_MapListManager RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_MapListManager_0 Function RenX_Game.Rx_MapListManager:GetCurrentGameProfileIndex:00D3 [0356.26] ScriptLog: INITIAL: -1 -1 [0356.31] ScriptLog: Game profile Index was NONE [0356.35] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0356.35] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0356.35] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0356.35] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0356.35] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0356.35] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0356.35] ScriptLog: GDI:0.0000 [0356.35] ScriptLog: Nod:0.0000 [0357.37] ScriptWarning: Accessed array 'ProviderList' out of bounds (20/20) Rx_Game_MainMenu RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_MainMenu_0 Function RenX_Game.Rx_Game:SetupMapDataList:0074 [0357.37] ScriptWarning: Accessed array 'ProviderList' out of bounds (20/20) Rx_Game_MainMenu RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_MainMenu_0 Function RenX_Game.Rx_Game:SetupMapDataList:00AF [0357.37] ScriptWarning: Accessed None 'ProviderList' Rx_Game_MainMenu RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_MainMenu_0 Function RenX_Game.Rx_Game:SetupMapDataList:00AF [0357.37] ScriptLog: NONE - ProviderList? [0357.37] ScriptLog: ------YOSH---------- CNC-Xmountain ---------YOSH---------- [0357.37] ScriptLog: ------YOSH---------- CNC-Whiteout ---------YOSH---------- [0357.37] ScriptLog: ------YOSH---------- CNC-Walls_Flying ---------YOSH---------- [0357.37] ScriptLog: ------YOSH---------- CNC-Volcano ---------YOSH---------- [0357.37] ScriptLog: ------YOSH---------- CNC-Valley ---------YOSH---------- [0357.37] ScriptLog: ------YOSH---------- CNC-Under ---------YOSH---------- [0357.37] ScriptLog: ------YOSH---------- CNC-TombRedux ---------YOSH---------- [0357.37] ScriptLog: ------YOSH---------- CNC-Snow ---------YOSH---------- [0357.37] ScriptLog: ------YOSH---------- CNC-Mesa ---------YOSH---------- [0357.37] ScriptLog: ------YOSH---------- CNC-LakeSide ---------YOSH---------- [0357.37] ScriptLog: ------YOSH---------- CNC-Islands ---------YOSH---------- [0357.37] ScriptLog: ------YOSH---------- CNC-GoldRush ---------YOSH---------- [0357.37] ScriptLog: ------YOSH---------- CNC-Gobi ---------YOSH---------- [0357.37] ScriptLog: ------YOSH---------- CNC-Fort ---------YOSH---------- [0357.37] ScriptLog: ------YOSH---------- CNC-Field ---------YOSH---------- [0357.37] ScriptLog: ------YOSH---------- CNC-Eyes ---------YOSH---------- [0357.37] ScriptLog: ------YOSH---------- CNC-Crash_Site ---------YOSH---------- [0357.37] ScriptLog: ------YOSH---------- CNC-Complex ---------YOSH---------- [0357.37] ScriptLog: ------YOSH---------- CNC-Canyon ---------YOSH---------- [0357.37] ScriptLog: ------YOSH---------- CNC-Arctic_Stronghold ---------YOSH---------- [0357.42] Rx: MAPLoaded;RenX-FrontEndMap [0357.43] Log: Bringing up level for play took: 2.225725 [0357.45] ScriptWarning: Accessed None 'Pawn' Rx_Controller RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Controller_0 Function RenX_Game.Rx_Controller:SetOurCameraMode:0018 [0357.45] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_0 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0134 [0357.45] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_0 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0168 [0357.46] Rx: PLAYEREnter;GDI,256,hog654321fromhwidnosteam [0357.46] Rx: PLAYERTeamJoin;GDI,256,hog654321joinedGDI [0357.56] Log: Current scalability system settings: [0357.56] Log: StaticDecals = FALSE (Whether to allow static decals.) [0357.56] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0357.56] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0357.56] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0357.56] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0357.56] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0357.56] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0357.56] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0357.56] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0357.56] Log: Bloom = TRUE (Whether to allow bloom.) [0357.56] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0357.56] Log: Distortion = TRUE (Whether to allow distortion.) [0357.56] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0357.56] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0357.56] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0357.56] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0357.56] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0357.56] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0357.56] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0357.56] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0357.56] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0357.56] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0357.56] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0357.56] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0357.56] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0357.56] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0357.56] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0357.56] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0357.56] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0357.56] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0357.56] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0357.56] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0357.56] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0357.56] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0357.56] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0357.56] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0357.56] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0357.57] Log: Current preference system settings: [0357.57] Log: UseVsync = TRUE (Whether to use VSync or not.) [0357.57] Log: Fullscreen = TRUE (Fullscreen.) [0357.57] Log: ResX = 1280 (Screen X resolution.) [0357.57] Log: ResY = 720 (Screen Y resolution.) [0357.57] Log: Current debug system settings: [0357.57] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0357.57] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0357.57] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0357.57] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0357.57] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0357.57] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0357.57] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0357.57] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0357.57] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0357.57] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0357.57] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0357.57] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0357.57] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0357.57] Log: MaxMultiSamples = 8 (The maximum number of MSAA samples to use.) [0357.57] Log: bAllowTemporalAA = FALSE (UKNOWN) [0357.57] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0357.57] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0357.57] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0357.57] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0357.57] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0357.57] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0357.57] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0357.57] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0357.57] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0357.57] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0357.57] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0357.57] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0357.57] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0357.57] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0357.57] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0357.57] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0357.57] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0357.57] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0357.57] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0357.57] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0357.57] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0357.57] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0357.57] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0357.57] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found. [0357.57] Log: Current unknown system settings: [0357.57] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0357.57] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0357.57] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0357.57] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0357.57] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0357.57] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0357.57] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0357.57] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0357.57] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0357.57] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0357.57] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0357.57] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0357.57] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0357.57] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0357.57] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0357.57] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0357.57] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0357.57] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0357.57] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0357.57] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0357.57] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0357.57] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0357.57] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0357.57] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0357.57] 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.) [0357.57] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0357.57] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0357.57] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0357.57] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0357.57] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0357.57] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0357.57] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0357.57] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0357.57] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0357.57] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0357.57] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0357.57] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0357.57] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0357.57] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0357.57] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0357.57] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0357.57] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0357.57] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0357.57] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0357.57] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0357.57] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0357.57] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0357.57] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0357.57] 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).) [0357.57] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0357.57] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0357.57] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0357.57] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0357.57] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0357.57] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0357.57] 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) [0357.57] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0357.57] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0357.57] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0357.57] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0357.57] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0357.57] 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).) [0357.57] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0357.57] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0357.57] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0357.57] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for Quote Link to comment Share on other sites More sharing options...
TacTicToe Posted October 7, 2016 Share Posted October 7, 2016 (edited) So I just downloaded and installed the latest. Get the splash screen and then it sits there at the loading screen forever and does not continue. Sits there using about 15% CPU and around 1.3 gigs of RAM. Since I have 32 gigs of RAM installed, I think that should be ample. Spoiler Log: Log file open, 10/07/16 14:01:43 Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467 DevConfig: GConfig::Find has loaded file: ..\..\Engine\Config\ConsoleVariables.ini Init: Version: 12791 Init: Epic Internal: 0 Init: Compiled (32-bit): Jan 29 2015 19:31:11 Init: Changelist: 2424394 Init: Command line: 192.223.30.23:7777 -ini:UDKGame:DefaultPlayer.Name=[TKC]TacTicToe Init: Base directory: D:\Renegade X\Binaries\Win32\ [0000.51] Log: Deleting old log file Launch-backup-2016.10.07-14.01.43.log [0000.51] Init: Computer: DESKTOP [0000.51] Init: User: [0000.51] Init: CPU Page size=4096, Processors=8 [0000.51] Init: High frequency timer resolution =3.233925 MHz [0000.51] Init: Memory total: Physical=31.9GB (32GB approx) Pagefile=63.8GB Virtual=4.0GB [0001.06] Log: Steam Client API initialized 1 [0008.90] Log: Steam Game Server API initialized 1 [0008.92] Init: WinSock: I am Desktop (192.168.1.133:0) [0008.92] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes. [0008.93] Init: Object subsystem initialized [0008.93] Log: Last hardware survey: Ver=-1, Date=0. Uploading again. [0012.73] Log: Found D3D11 adapter 0: NVIDIA GeForce GTX 980 Ti [0012.73] Log: Adapter has 3072MB of dedicated video memory, 0MB of dedicated system memory, and 1023MB of shared system memory [0013.08] Log: Shader platform (RHI): PC-D3D-SM3 [0013.08] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt [0013.13] Log: PhysX GPU Support: DISABLED [0013.13] Init: Initializing FaceFX... [0013.15] Init: FaceFX 1.7.4 initialized. [0013.20] Init: XAudio2 using 'Speakers (Turtle Beach Ear Force Stealth 450)' : 6 channels at 48 kHz using 16 bits per sample (channel mask 0x3f) [0018.91] Init: Finished loading startup packages in 5.51 seconds [0018.91] Log: 75633 objects as part of root set at end of initial load. [0018.91] Log: 0 out of 0 bytes used by permanent object pool. [0023.95] Log: Failed to upload UDK hardware survey to http://et.epicgames.com/PostUDKSurveyHandler.ashx in 15.00 seconds. [0024.13] Log: Missing cached shader map for material M_Cloaking_Adaptive, quality 0, compiling. [0032.57] Log: Missing cached shader map for material M_VH_All_Adaptive, quality 0, compiling. [0070.62] Log: Missing cached shader map for material Mat_GlowSphere, quality 0, compiling. [0070.62] Warning: Warning, Failed to compile Material RX_IonCannonStrike.Materials.Mat_GlowSphere for platform PC-D3D-SM3, Default Material will be used in game. [0071.39] Log: Initializing Engine... [0071.50] Init: UEngine initialized [0071.90] Init: XAudio2Device initialized. [0071.98] Init: Client initialized [0076.96] Log: Initializing Steamworks [0076.97] Log: Logged in as '[TKC]TacTicToe' [0077.49] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0077.49] Warning: Warning, Failed to find object 'Class None.' [0077.49] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0077.49] Warning: Warning, Failed to find object 'Class None.' [0077.49] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0077.49] Warning: Warning, Failed to find object 'Class None.' [0077.49] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0077.49] Warning: Warning, Failed to find object 'Class None.' [0077.49] Init: WinSock: Socket queue 32768 / 32768 [0077.55] Log: LoadMap: RenX-FrontEndMap?Name=[TKC]TacTicToe?Team=255 [0077.66] Log: Game class is 'Rx_Game_MainMenu' [0077.67] Log: Primary PhysX scene will be in software. [0077.67] Log: Creating Primary PhysX Scene. [0077.68] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2016.10.07-14.03.00 [0077.69] ScriptLog: ----YOSH'S LOG------ GDI Bots given to RX_Game---- 0 [0077.69] ScriptLog: ----YOSH'S LOG------ Credits given to RX_Game---- 30 [0077.69] ScriptWarning: Accessed array 'Rx_MapListManager_0.AvailableGameProfiles' out of bounds (0/0) Rx_MapListManager RenX-FrontEnd Logs Update: Reset game via launcher and game now launches. However I can not connect to a serve. Edited October 7, 2016 by TacTicToe Quote Link to comment Share on other sites More sharing options...
TheOlsenTwins Posted October 12, 2016 Share Posted October 12, 2016 What does it say when you try to connect to a server? Quote Link to comment Share on other sites More sharing options...
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