Jump to content

Game crashes to desktop upon joining server


JimboInLimbo

Recommended Posts

Hi, first time loading renx here. I try to join a server and the game shows a white screen for a 2 seconds then goes back to desktop. I have 64 bit mode on and movies off. If i keep movies on, it plays like 2 seconds of the unreal engine logo and then CTD. Running win 10, gtx 1070, 16gb ram

Here's the log:

 

Log: Log file open, 08/11/20 10:48:46
Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
DevConfig: GConfig::Find has loaded file:  ..\..\Engine\Config\ConsoleVariables.ini
Init: Version: 12791
Init: Epic Internal: 0
Init: Compiled (64-bit): Jan 29 2015 19:35:41
Init: Changelist: 2424394
Init: Command line: chi-renx.tyrant.gg:7502 -nomoviestartup -ini:UDKGame:DefaultPlayer.Name=Jimbo
Init: Base directory: C:\Program Files (x86)\Renegade X\Binaries\Win64\
[0000.27] Init: Computer: DESKTOP-SDVST24
[0000.27] Init: User: jpoll
[0000.27] Init: CPU Page size=4096, Processors=12
[0000.27] Init: High frequency timer resolution =10.000000 MHz
[0000.27] Init: Memory total: Physical=16.0GB (16GB approx) Pagefile=18.9GB Virtual=131072.0GB
[0000.34] Log: Steam Client API initialized 1
[0000.39] Log: Steam Game Server API initialized 0
[0000.42] Init: WinSock: I am DESKTOP-SDVST24 (192.168.2.7:0)
[0000.42] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes.
[0000.42] Init: Object subsystem initialized
[0000.49] Log: Found D3D11 adapter 0: NVIDIA GeForce GTX 1070
[0000.49] Log: Adapter has 8088MB of dedicated video memory, 0MB of dedicated system memory, and 8167MB of shared system memory
[0000.50] Log: Found D3D11 adapter 1: Microsoft Basic Render Driver
[0000.50] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 8167MB of shared system memory
[0000.52] Log: Shader platform (RHI): PC-D3D-SM3
[0000.53] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt
[0000.55] Log: PhysX GPU Support: DISABLED
[0000.55] Init: Initializing FaceFX...
[0000.55] Init: FaceFX 1.7.4 initialized.
[0000.68] Init: Waited 0.007 sec for async package '..\..\UDKGame\CookedPC\Engine.u' to complete caching.
[0003.95] Init: Finished loading startup packages in 3.29 seconds
[0003.95] Log: 80990 objects as part of root set at end of initial load.
[0003.95] Log: 0 out of 0 bytes used by permanent object pool.
[0008.93] Log: Initializing Engine...
[0008.97] Init: UEngine initialized
[0008.99] Init: XAudio2 using 'Speakers (Realtek(R) Audio)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
[0009.03] Init: XAudio2Device initialized.
[0009.07] Init: Client initialized
[0010.12] Log: Initializing Steamworks
[0010.13] Log: Logged in as 'JimboInLimbo'
[0010.16] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0010.16] Warning: Warning, Failed to find object 'Class None.'
[0010.16] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0010.16] Warning: Warning, Failed to find object 'Class None.'
[0010.16] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0010.16] Warning: Warning, Failed to find object 'Class None.'
[0010.16] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0010.16] Warning: Warning, Failed to find object 'Class None.'
[0010.16] Init: WinSock: Socket queue 32768 / 32768
[0010.17] Log: LoadMap: RenX-FrontEndMap?Name=Jimbo?Team=255
[0010.23] Log: Game class is 'Rx_Game_MainMenu'
[0010.25] Log: Primary PhysX scene will be in software.
[0010.25] Log: Creating Primary PhysX Scene.
[0010.25] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2020.08.11-10.48.56
[0010.27] ScriptLog: INITIAL:  -1 -1
[0010.28] ScriptLog: Game profile Index was NONE
[0010.28] ScriptLog: Gameplay events will not be recorded.
[0010.28] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo
[0010.28] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo
[0010.28] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo
[0010.28] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour
[0010.28] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour
[0010.28] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour
[0010.28] ScriptLog: Failed to get GDI PT
[0010.28] ScriptLog: Failed to get Nod PT
[0010.28] ScriptLog: GDI:0.0000
[0010.28] ScriptLog: Failed to get GDI PT
[0010.28] ScriptLog: Failed to get Nod PT
[0010.28] ScriptLog: Nod:0.0000
[0010.28] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' True
[0010.33] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.462
[0010.35] Rx: MAPLoaded;RenX-FrontEndMap
[0010.35] Log: Bringing up level for play took: 0.103402
[0010.36] Rx: PLAYERHWID;playerGDI,256,JimboInLimbohwidmA15ED5E000000786
[0010.36] Rx: PLAYEREnter;GDI,256,JimboInLimbofromhwidmA15ED5E000000786steamid0x0110000104E055BD
[0010.36] Rx: PLAYERTeamJoin;GDI,256,JimboInLimbojoinedGDIscore0last round score0.0000time0.0000
[0010.36] Log: Current scalability system settings:
[0010.36] Log:     StaticDecals = FALSE (Whether to allow static decals.)
[0010.36] Log:     DynamicDecals = TRUE (Whether to allow dynamic decals.)
[0010.36] Log:     UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.)
[0010.36] Log:     DecalCullDistanceScale = 1 (Scale factor for distance culling decals.)
[0010.36] Log:     DynamicShadows = TRUE (Whether to allow dynamic shadows.)
[0010.36] Log:     LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.)
[0010.36] Log:     MotionBlur = TRUE (Whether to allow motion blur.)
[0010.36] Log:     DepthOfField = TRUE (Whether to allow depth of field.)
[0010.36] Log:     AmbientOcclusion = TRUE (Whether to allow ambient occlusion.)
[0010.36] Log:     Bloom = TRUE (Whether to allow bloom.)
[0010.36] Log:     bAllowLightShafts = TRUE (Whether to allow light shafts.)
[0010.36] Log:     Distortion = TRUE (Whether to allow distortion.)
[0010.36] Log:     DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.)
[0010.36] Log:     AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.)
[0010.36] Log:     LensFlares = TRUE (Whether to allow rendering of LensFlares.)
[0010.36] Log:     AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.)
[0010.36] Log:     bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.)
[0010.36] Log:     bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.)
[0010.36] Log:     bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.)
[0010.36] Log:     MaxFilterBlurSampleCount = 16 (Max filter sample count.)
[0010.36] Log:     SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.)
[0010.36] Log:     DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.)
[0010.36] Log:     MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).)
[0010.36] Log:     MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.)
[0010.36] Log:     MaxAnisotropy = 16 (Maximum level of anisotropy used.)
[0010.36] Log:     bAllowD3D9MSAA = FALSE (UKNOWN)
[0010.36] Log:     MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.)
[0010.36] Log:     MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.)
[0010.36] Log:     MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.)
[0010.36] Log:     MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.)
[0010.36] Log:     ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.)
[0010.36] Log:     bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.)
[0010.36] Log:     bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.)
[0010.36] Log:     bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.)
[0010.36] Log:     bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.)
[0010.36] Log:     FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.)
[0010.36] Log:     bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.)
[0010.36] Log: Current preference system settings:
[0010.36] Log:     UseVsync = TRUE (Whether to use VSync or not.)
[0010.36] Log:     Fullscreen = TRUE (Fullscreen.)
[0010.36] Log:     ResX = 1280 (Screen X resolution.)
[0010.36] Log:     ResY = 720 (Screen Y resolution.)
[0010.36] Log: Current debug system settings:
[0010.36] Log:     DynamicLights = TRUE (Whether to allow dynamic lights.)
[0010.36] Log:     CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.)
[0010.36] Log:     DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.)
[0010.36] Log:     SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.)
[0010.36] Log:     SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.)
[0010.36] Log:     OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.)
[0010.36] Log:     OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.)
[0010.36] Log:     UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.)
[0010.36] Log:     AllowOpenGL = FALSE (Whether to use OpenGL when it's available.)
[0010.36] Log:     AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.)
[0010.36] Log:     AllowImageReflections = TRUE (Whether to allow image reflections to render.)
[0010.36] Log:     AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.)
[0010.36] Log:     ParticleLODBias = 0 (LOD bias for particle systems.)
[0010.36] Log:     MaxMultiSamples = 8 (The maximum number of MSAA samples to use.)
[0010.36] Log:     bAllowTemporalAA = FALSE (UKNOWN)
[0010.36] Log:     TemporalAA_MinDepth = 500 (UKNOWN)
[0010.36] Log:     TemporalAA_StartDepthVelocityScale = 100 (UKNOWN)
[0010.36] Log:     ScreenPercentage = 100 (Percentage of screen main view should take up.)
[0010.36] Log:     MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.)
[0010.36] Log:     MobileGlobalGammaCorrection = FALSE (UNKNOWN.)
[0010.36] Log:     MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.)
[0010.36] Log:     MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.)
[0010.36] Log:     MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.)
[0010.36] Log:     MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.)
[0010.36] Log:     MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.)
[0010.36] Log:     MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.)
[0010.36] Log:     MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.)
[0010.36] Log:     MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.)
[0010.36] Log:     MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.)
[0010.36] Log:     MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.)
[0010.36] Log:     MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.)
[0010.36] Log:     MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.)
[0010.36] Log:     MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.)
[0010.36] Log:     MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.)
[0010.36] Log:     MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.)
[0010.36] Log:     MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.)
[0010.36] Log:     MobileBoneCount = 75 (The maximum number of bones supported for skinning.)
[0010.36] Log:     MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.)
[0010.36] Log: Current unknown system settings:
[0010.36] Log:     SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.)
[0010.36] Log:     MotionBlurPause = TRUE (Whether to allow motion blur to be paused.)
[0010.36] Log:     MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.)
[0010.36] Log:     FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.)
[0010.36] Log:     bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.)
[0010.36] Log:     FogVolumes = TRUE (Whether to allow fog volumes.)
[0010.36] Log:     FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.)
[0010.36] Log:     ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.)
[0010.36] Log:     ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.)
[0010.36] Log:     PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.)
[0010.36] Log:     ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.)
[0010.36] Log:     SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.)
[0010.36] Log:     PreShadowResolutionFactor = 0.5 (UKNOWN)
[0010.36] Log:     bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.)
[0010.36] Log:     TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.)
[0010.36] Log:     bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.)
[0010.36] Log:     bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.)
[0010.36] Log:     ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.)
[0010.36] Log:     ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.)
[0010.36] Log:     PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.)
[0010.36] Log:     PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.)
[0010.36] Log:     CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[0010.36] Log:     CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[0010.36] Log:     CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[0010.36] Log:     CSMMinimumFOV = 40 (Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming.)
[0010.36] Log:     CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.)
[0010.36] Log:     UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.)
[0010.36] Log:     UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.)
[0010.36] Log:     WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.)
[0010.36] Log:     NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.)
[0010.36] Log:     FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly.  [0-1])
[0010.36] Log:     FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast.  [0-1])
[0010.36] Log:     bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.)
[0010.36] Log:     bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.)
[0010.36] Log:     HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.)
[0010.36] Log:     AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.)
[0010.36] Log:     SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
[0010.36] Log:     SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
[0010.36] Log:     StatFontScaleFactor = 1 (The default stat font scale to use)
[0010.36] Log:     AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.)
[0010.36] Log:     AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.)
[0010.36] Log:     AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.)
[0010.36] Log:     MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).)
[0010.36] Log:     MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).)
[0010.36] Log:     MobileShadowTextureResolution = 1120 (UNKNOWN.)
[0010.36] Log:     MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.)
[0010.36] Log:     MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).)
[0010.36] Log:     MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).)
[0010.36] Log:     MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).)
[0010.36] Log:     MobileLightShaftScale = 1 (UNKNOWN.)
[0010.36] Log:     MobileLightShaftFirstPass = 0.5 (UNKNOWN.)
[0010.36] Log:     MobileLightShaftSecondPass = 1 (UNKNOWN.)
[0010.36] Log:     MobileMaxShadowRange = 500 (UNKNOWN.)
[0010.36] Log:     MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).)
[0010.36] Log:     MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group)
[0010.36] Log:     MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile.  When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled)
[0010.36] Log:     ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.)
[0010.36] Log:     ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.)
[0010.36] Log:     ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).)
[0010.36] Log:     ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.)
[0010.36] Log:     ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.)
[0010.36] Log:     ApexDestructionMaxFracturesProcessedPerFrame = -1 (Lets the user throttle the number of fractures processed per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).)
[0010.36] Log:     ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.)
[0010.36] Log:     ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.)
[0010.36] Log:     ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.)
[0010.36] Log:     ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).)
[0010.36] Log:     ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).)
[0010.36] Log:     ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.)
[0010.36] Log:     ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.)
[0010.36] Log:     ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.)
[0010.36] Log:     ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.)
[0010.36] Log:     ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.)
[0010.36] Log:     ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.)
[0010.36] Log:     bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.)
[0010.36] Log:     ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.)
[0010.36] Log:     ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.)
[0010.36] Log:     ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.)
[0010.36] Log:     ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.)
[0010.37] Log: Listing all sound classes.
[0010.37] Log: Class 'Item' has 32 resident sounds taking 3745.09 kb, and 1 real time sounds taking 8.89 kb 
[0010.37] Log: Class 'Vehicle' has 37 resident sounds taking 11340.84 kb, and 1 real time sounds taking 48.00 kb 
[0010.37] Log: Class 'Weapon' has 277 resident sounds taking 74726.63 kb, and 7 real time sounds taking 487.58 kb 
[0010.37] Log: Class 'Character' has 182 resident sounds taking 8698.73 kb
[0010.37] Log: Class 'SFX' has 80 resident sounds taking 25169.38 kb, and 10 real time sounds taking 711.13 kb 
[0010.37] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb 
[0010.37] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb
[0010.37] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb
[0010.37] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb 
[0010.37] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb 
[0010.37] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb 
[0010.37] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb
[0010.37] Log: Class 'Master' has 1 resident sounds taking 311.84 kb
[0010.37] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb 
[0010.37] Log: Class 'Cinematic' has 7 resident sounds taking 2997.13 kb, and 5 real time sounds taking 570.38 kb 
[0010.37] Log: Class 'MovieEffects' has 0 resident sounds taking 0.00 kb, and 2 real time sounds taking 336.30 kb 
[0010.37] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb
[0010.37] Log: Class 'UnGrouped' has 575 resident sounds taking 73756.85 kb, and 108 real time sounds taking 2419.38 kb 
[0010.37] Log: 1515 total sounds in 18 classes
[0010.37] ScriptLog: MusicComp.CurrentVolume? 0.0000
[0010.37] ScriptLog: Rx_HUD::Jukebox AutoPlay music disabled by map.
[0010.37] Rx: Game has reached minimum limit for Beacon, 1 Players and 0 Bots out of 0
[0010.37] Log: ########### Finished loading level: 0.201706 seconds
[0010.38] Log: Flushing async loaders.
[0010.44] Critical: appError called: Couldn't find file for package RenX-MenuMap requested by async loading code.
[0010.44] Critical: Windows GetLastError: The operation completed successfully. (0)
[0012.63] Log: === Critical error: ===
Couldn't find file for package RenX-MenuMap requested by async loading code.

Address = 0x8a35a799 (filename not found) [in C:\WINDOWS\System32\KERNELBASE.dll]
Address = 0xc8159695 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe]
Address = 0xc8116d1b (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe]
Address = 0xc80a62ec (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe]
Address = 0xc80ab258 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe]
Address = 0xc80ae79c (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe]
Address = 0xc80af9e4 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe]
Address = 0xc88db31d (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe]
Address = 0xc8738ac3 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe]
Address = 0xc84a86c8 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe]
Address = 0xc856d9ad (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe]
Address = 0xc8579e01 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe]
Address = 0xc856bf3a (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe]
Address = 0xc856b3cb (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe]
Address = 0xc9658367 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe]
Address = 0xc965dfc9 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe]
Address = 0xc965e05a (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe]
Address = 0xe4d89fb1 (filename not found) 
Address = 0xe4d89fb1 (filename not found) 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...