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VCD crashes everytime I burn something
https://www.runestorm.com/forums/viewtopic.php?f=113&t=78306
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Author:  Fia5co [ Mon Apr 07, 2014 1:49 pm ]
Post subject:  VCD crashes everytime I burn something

Hi there.

Really enjoying VCD (on Steam) so far but have run into a game breaking bug that is probably my graphics cards fault.

I get a complete system crash that happens randomly everytime I play, but always when I am putting something into the furnace that catches fire.

My screen hangs (sometimes with looping sound) and whole screen turns into one colour. The colour is random, sometimes red, brown or black - but this happens everytime I am using the furnace. Sometimes I get ten mins of play, sometimes it happens after a minute or so.

I also always have to hard reboot the whole system from this stage as no keys work and I cannot return to windows.

Am running Windows 7, 32 bit version. My graphics card is an Nvidia Geforce GTX 260 (yeah ancient). Things I have tried already have included verifying all files and updating my graphics card drivers to the latest version.


Latest Log file:

Log: Log file open, 04/07/14 19:34:20
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: H:\Games\SteamLibrary\steamapps\common\Viscera\Binaries\win32\
[0000.70] Init: Computer: UBERMENSCH
[0000.71] Init: User: Maff
[0000.71] Init: CPU Page size=4096, Processors=2
[0000.71] Init: High frequency timer resolution =25.000000 MHz
[0000.71] Init: Memory total: Physical=3.5GB (3GB approx) Pagefile=4.5GB Virtual=3.0GB
[0000.85] Log: Steam Client API initialized 1
[0001.67] Log: Steam Game Server API initialized 1
[0001.92] Init: WinSock: I am Ubermensch (192.168.0.2:0)
[0001.92] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes.
[0002.06] Init: Object subsystem initialized
[0002.09] Log: Last hardware survey: Ver=10907, Date=20140406. Uploading again.
[0005.99] Log: Shader platform (RHI): PC-D3D-SM3
[0011.84] Log: Successfully upload UDK hardware survey to http://et.epicgames.com/PostUDKSurveyHandler.ashx in 5.42 seconds.
[0011.84] Log: PhysX GPU Support: DISABLED
[0012.08] Init: Initializing FaceFX...
[0012.24] Init: FaceFX 1.7.4 initialized.
[0012.29] Init: XAudio2 using 'Speakers (VIA High Definition Audio)' : 2 channels at 48 kHz using 16 bits per sample (channel mask 0x3)
[0026.89] Init: Finished loading startup packages in 10.81 seconds
[0026.91] Log: 46976 objects as part of root set at end of initial load.
[0026.91] Log: 0 out of 0 bytes used by permanent object pool.
[0026.91] Log: Initializing Engine...
[0028.11] Init: UEngine initialized
[0028.52] Init: XAudio2Device initialized.
[0028.56] Init: Client initialized
[0030.13] Log: Initializing Steamworks
[0030.14] Log: Logged in as 'Fia5co'
[0031.35] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0031.35] Warning: Warning, Failed to find object 'Class None.'
[0031.35] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0031.35] Warning: Warning, Failed to find object 'Class None.'
[0031.35] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0031.35] Warning: Warning, Failed to find object 'Class None.'
[0031.35] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0031.35] Warning: Warning, Failed to find object 'Class None.'
[0033.15] Log: LoadMap: VC_FrontEnd?Name=Bob?Team=255
[0054.41] Warning: Warning, Failed to load 'WP_Dk_Test': Can't find file for package 'WP_Dk_Test' while loading NULL
[0054.41] Warning: Warning, CreateImport: Failed to load Outer for resource 'A_WP_Cx_BulletImpact_Concrete': Package WP_Dk_Test.Sounds
[0054.41] Warning: Warning, Failed to load 'WP_Dk_Test': Can't find file for package 'WP_Dk_Test' while loading NULL
[0054.41] Warning: Warning, CreateImport: Failed to load Outer for resource 'P_WP_Cx_Impact_BulletMetal': Package WP_Dk_Test.Effects
[0067.03] Log: Game class is 'VCEntryGame'
[0067.19] Log: Primary PhysX scene will be in software.
[0067.19] Log: Creating Primary PhysX Scene.
[0067.85] Log: Bringing World vc_frontend.TheWorld up for play (0) at 2014.04.07-19.35.27
[0067.91] Log: WARNING: Cooking Convex For Actor: vc_frontend.TheWorld:PersistentLevel.VCDebrisPlaced_Deco_4 Component: VCGibStaticMeshComponent_4 StaticMesh: Env_Station01.Meshes.Deco.S_Env_Deco_Crate_01 (Scale: 0.800000 0.800000 0.800000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects.
[0068.01] Log: Bringing up level for play took: 0.976296
[0068.05] Error: StartLocalVoiceProcessing(): Device is currently owned by another user
[0068.05] Log: ########### Finished loading level: 34.894423 seconds
[0068.05] Init: Game engine initialized
[0068.05] Log: Initializing Engine Completed
[0068.25] Log: >>>>>>>>>>>>>> Initial startup: 68.25s <<<<<<<<<<<<<<<
[0068.71] Log: Current scalability system settings:
[0068.71] Log: StaticDecals = TRUE (Whether to allow static decals.)
[0068.71] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.)
[0068.71] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.)
[0068.71] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.)
[0068.71] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.)
[0068.71] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.)
[0068.71] Log: MotionBlur = TRUE (Whether to allow motion blur.)
[0068.71] Log: DepthOfField = TRUE (Whether to allow depth of field.)
[0068.71] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.)
[0068.71] Log: Bloom = TRUE (Whether to allow bloom.)
[0068.71] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.)
[0068.71] Log: Distortion = TRUE (Whether to allow distortion.)
[0068.71] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.)
[0068.71] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.)
[0068.71] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.)
[0068.71] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.)
[0068.71] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.)
[0068.71] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.)
[0068.71] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.)
[0068.71] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.)
[0068.71] Log: DetailMode = 2 (Current detail mode; determines whether components of actors should be updated/ ticked.)
[0068.71] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.)
[0068.71] Log: MaxAnisotropy = 4 (Maximum level of anisotropy used.)
[0068.71] Log: bAllowD3D9MSAA = FALSE (UKNOWN)
[0068.71] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.)
[0068.71] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.)
[0068.71] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.)
[0068.71] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.)
[0068.71] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.)
[0068.71] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.)
[0068.71] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.)
[0068.71] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.)
[0068.71] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.)
[0068.71] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.)
[0068.71] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.)
[0068.74] Log: DumpAvailableResolutions
[0068.74] Log: 640x480
[0068.74] Log: 640x480
[0068.74] Log: 720x480
[0068.74] Log: 720x576
[0068.74] Log: 800x600
[0068.74] Log: 1024x768
[0068.74] Log: 1152x864
[0068.74] Log: 1280x720
[0068.74] Log: 1280x768
[0068.74] Log: 1280x800
[0068.74] Log: 1280x960
[0068.74] Log: 1280x1024
[0068.74] Log: 1360x768
[0068.74] Log: 1366x768
[0068.74] Log: 1440x900
[0080.97] Error: Failed to read file '..\..\Saves\Save0.sav' error ()
[0100.55] Log: Bool Bloom set to 0
[0100.58] Log: Bool Bloom set to 0
[0102.29] Log: Bool Bloom set to 1
[0102.31] Log: Bool Bloom set to 1
[0112.10] Log: Bool Bloom set to 0
[0112.13] Log: Bool Bloom set to 0
[0114.22] Log: Bool LensFlares set to 0
[0114.24] Log: Bool LensFlares set to 0
[0129.66] Log: Closing by request
[0129.66] Log: appRequestExit(0)
[0129.81] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate()
OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0
Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE
[0129.81] Exit: Preparing to exit.
[0130.03] Exit: Game engine shut down
[0130.72] Exit: Windows client shut down
[0130.76] Exit: XAudio2 Device shut down.
[0131.31] Exit: Object subsystem successfully closed.
[0131.54] Log: Shutting down FaceFX...
[0131.56] Log: FaceFX shutdown.
[0131.61] Exit: Exiting.
[0131.61] Log: Log file closed, 04/07/14 19:36:31



Any help much appreciated

Author:  Black Eagle [ Tue Apr 08, 2014 5:08 am ]
Post subject:  Re: VCD crashes everytime I burn something

Gah, that's no good!

Does sound like a graphics-card problem, yet updating drivers didn't help either.

Could you try re-posting that log file, taking the version you get directly after the crash.
You should be able to find a couple older versions of the log file in the same folder, one of those is probably the one for the crash, as this log file appears to be from a time when you launched the game and then immediately quit after reaching the Main Menu. :think:

The right one should be almost double in length, or at the very least print more than:

Code:
[0102.31] Log: Bool Bloom set to 1
[0112.10] Log: Bool Bloom set to 0
[0112.13] Log: Bool Bloom set to 0
[0114.22] Log: Bool LensFlares set to 0
[0114.24] Log: Bool LensFlares set to 0


...before the "exit protocol" starts.

Author:  Fia5co [ Tue Apr 08, 2014 1:50 pm ]
Post subject:  Re: VCD crashes everytime I burn something

Hi Black Eagle,

It seems like all my logs end really abruptly. I have just played the evil Science level for about ten mins and it crashed putting the note paper by the vending machine into the furnace.

I had to hard reset, turning off the whole PC, as even hitting restart just takes me back to the frozen crash screen, all green this time with looping sound. The log the game saved (once rebooted) is:

[color=#004000]Log: Log file open, 04/07/14 19:36:35
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: H:\Games\SteamLibrary\steamapps\common\Viscera\Binaries\win32\
[0000.30] Init: Computer: UBERMENSCH
[0000.30] Init: User: Maff
[0000.30] Init: CPU Page size=4096, Processors=2
[0000.30] Init: High frequency timer resolution =25.000000 MHz
[0000.30] Init: Memory total: Physical=3.5GB (3GB approx) Pagefile=4.5GB Virtual=3.0GB
[0000.44] Log: Steam Client API initialized 1
[0000.54] Log: Steam Game Server API initialized 1
[0000.57] Init: WinSock: I am Ubermensch (192.168.0.2:0)
[0000.57] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes.
[0000.57] Init: Object subsystem initialized
[0000.68] Log: Shader platform (RHI): PC-D3D-SM3
[0000.71] Log: PhysX GPU Support: DISABLED
[0000.72] Init: Initializing FaceFX...
[0000.72] Init: FaceFX 1.7.4 initialized.
[0000.73] Init: XAudio2 using 'Speakers (VIA High Definition Audio)' : 2 channels at 48 kHz using 16 bits per sample (channel mask 0x3)
[0003.04] Init: Finished loading startup packages in 2.03 seconds
[0003.05] Log: 46976 objects as part of root set at end of initial load.
[0003.05] Log: 0 out of 0 bytes used by permanent object pool.
[0003.05] Log: Initializing Engine...
[0003.20] Init: UEngine initialized
[0003.22] Init: XAudio2Device initialized.
[0003.26] Init: Client initialized
[0004.28] Log: Initializing Steamworks
[0004.29] Log: Logged in as 'Fia5co'
[0004.32] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0004.32] Warning: Warning, Failed to find object 'Class None.'
[0004.32] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0004.32] Warning: Warning, Failed to find object 'Class None.'
[0004.32] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0004.32] Warning: Warning, Failed to find object 'Class None.'
[0004.32] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0004.32] Warning: Warning, Failed to find object 'Class None.'
[0004.36] Log: LoadMap: VC_FrontEnd?Name=Bob?Team=255
[0007.88] Warning: Warning, Failed to load 'WP_Dk_Test': Can't find file for package 'WP_Dk_Test' while loading NULL
[0007.88] Warning: Warning, CreateImport: Failed to load Outer for resource 'A_WP_Cx_BulletImpact_Concrete': Package WP_Dk_Test.Sounds
[0007.88] Warning: Warning, Failed to load 'WP_Dk_Test': Can't find file for package 'WP_Dk_Test' while loading NULL
[0007.88] Warning: Warning, CreateImport: Failed to load Outer for resource 'P_WP_Cx_Impact_BulletMetal': Package WP_Dk_Test.Effects
[0009.31] Log: Game class is 'VCEntryGame'
[0009.37] Log: Primary PhysX scene will be in software.
[0009.37] Log: Creating Primary PhysX Scene.
[0009.38] Log: Bringing World vc_frontend.TheWorld up for play (0) at 2014.04.07-19.36.45
[0009.57] Log: WARNING: Cooking Convex For Actor: vc_frontend.TheWorld:PersistentLevel.VCDebrisPlaced_Deco_4 Component: VCGibStaticMeshComponent_4 StaticMesh: Env_Station01.Meshes.Deco.S_Env_Deco_Crate_01 (Scale: 0.800000 0.800000 0.800000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects.
[0009.59] Log: Bringing up level for play took: 0.239801
[0009.61] Log: Bool DynamicShadows set to 0
[0009.79] Error: StartLocalVoiceProcessing(): Device is currently owned by another user
[0009.79] Log: ########### Finished loading level: 5.436088 seconds
[0009.79] Init: Game engine initialized
[0009.79] Log: Initializing Engine Completed
[0015.85] Log: >>>>>>>>>>>>>> Initial startup: 15.85s <<<<<<<<<<<<<<<
[0015.99] Log: Current scalability system settings:
[0015.99] Log: StaticDecals = TRUE (Whether to allow static decals.)
[0015.99] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.)
[0015.99] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.)
[0015.99] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.)
[0015.99] Log: DynamicShadows = FALSE (Whether to allow dynamic shadows.)
[0015.99] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.)
[0015.99] Log: MotionBlur = TRUE (Whether to allow motion blur.)
[0015.99] Log: DepthOfField = TRUE (Whether to allow depth of field.)
[0015.99] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.)
[0015.99] Log: Bloom = FALSE (Whether to allow bloom.)
[0015.99] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.)
[0015.99] Log: Distortion = TRUE (Whether to allow distortion.)
[0015.99] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.)
[0015.99] Log: LensFlares = FALSE (Whether to allow rendering of LensFlares.)
[0015.99] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.)
[0015.99] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.)
[0015.99] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.)
[0015.99] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.)
[0015.99] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.)
[0015.99] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.)
[0015.99] Log: DetailMode = 2 (Current detail mode; determines whether components of actors should be updated/ ticked.)
[0015.99] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.)
[0015.99] Log: MaxAnisotropy = 4 (Maximum level of anisotropy used.)
[0015.99] Log: bAllowD3D9MSAA = FALSE (UKNOWN)
[0015.99] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.)
[0015.99] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.)
[0015.99] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.)
[0015.99] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.)
[0015.99] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.)
[0015.99] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.)
[0015.99] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.)
[0015.99] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.)
[0015.99] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.)
[0015.99] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.)
[0015.99] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.)
[0015.99] Log: DumpAvailableResolutions
[0015.99] Log: 640x480
[0015.99] Log: 640x480
[0015.99] Log: 720x480
[0015.99] Log: 720x576
[0015.99] Log: 800x600
[0015.99] Log: 1024x768
[0015.99] Log: 1152x864
[0015.99] Log: 1280x720
[0015.99] Log: 1280x768
[0015.99] Log: 1280x800
[0015.99] Log: 1280x960
[0015.99] Log: 1280x1024
[0015.99] Log: 1360x768
[0015.99] Log: 1366x768
[0015.99] Log: 1440x900
[0029.05] Error: Failed to read file '..\..\Saves\Save0.sav' error ()
[0032.26] Log: LoadMap: VC_MedBay?Name=Bob?Team=255?Game=VisceraGame.VCGame
[0032.29] ScriptWarni


It's like it didn't get a chance to report the cause of the crash and the other save logs all end in similar ways:


[0064.88] Log: DumpAvailableResolutions
[0064.88] Log: 640x480
[0064.88] Log: 640x480
[0064.88] Log: 720x480
[0064.88] Log: 720x576
[0064.88] Log: 800x600
[0064.88] Log: 1024x768
[0064.88] Log: 1152x864
[0064.88] Log: 1280x720
[0064.88] Log: 1280x768
[0064.88] Log: 1280x800
[0064.88] Log: 1280x960
[0064.88] Log: 1280x1024
[0064.88] Log: 1360x768
[0064.88] Log: 1366x768
[0064.88] Log: 1440x900
[0067.07] Error: Failed to read file '..\..\Saves\Save0.sav' error ()
[0102.89] Log: LoadMap: VC_RustStation?Name=Bob?Team=255?Game=VisceraGame.VCGame
[0102.99] ScriptWarning: Invalid user index (255) specified fo


and..

[0068.20] Log: DumpAvailableResolutions
[0068.23] Log: 640x480
[0068.23] Log: 640x480
[0068.23] Log: 720x480
[0068.23] Log: 720x576
[0068.23] Log: 800x600
[0068.23] Log: 1024x768
[0068.23] Log: 1152x864
[0068.23] Log: 1280x720
[0068.23] Log: 1280x768
[0068.23] Log: 1280x800
[0068.23] Log: 1280x960
[0068.23] Log: 1280x1024
[0068.23] Log: 1360x768
[0068.23] Log: 1366x768
[0068.23] Log: 1440x900
[0074.34] Error: Fa




If it's any help (which it probably isn't) the last time I saw crashes like this on my system was at specific points in certain games. Being attacked by dragons fire in Skyrim and the Tranquility Lane part of Fallout 3, would both cause my PC to randomly hang completely with a block of solid colour displayed on the screen, looping sound and require a hard reset.

It seems like it's a specific set of parameters or particle effects that causes my graphics card to behave in this way, but I've no idea how to fix it short of getting a new card ???

Author:  Fia5co [ Tue Apr 08, 2014 1:58 pm ]
Post subject:  Re: VCD crashes everytime I burn something

Actually, I did try Viscera Cleanup Detail Shadow Warrior the other night to see if I still got the same crashes. It also unfortunately ended the same way but I am wondering if the crash log from that might help out?

Log: Log file open, 04/06/14 17:04:06
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: H:\Games\SteamLibrary\steamapps\common\Viscera Cleanup Detail Shadow Warrior\Binaries\Win32\
[0004.03] Init: Computer: UBERMENSCH
[0004.03] Init: User: Maff
[0004.03] Init: CPU Page size=4096, Processors=2
[0004.03] Init: High frequency timer resolution =25.000000 MHz
[0004.03] Init: Memory total: Physical=3.5GB (3GB approx) Pagefile=4.5GB Virtual=3.0GB
[0004.22] Log: Steam Client API initialized 1
[0005.04] Log: Steam Game Server API initialized 1
[0005.13] Init: WinSock: I am Ubermensch (192.168.0.2:0)
[0005.13] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes.
[0005.14] Init: Object subsystem initialized
[0005.20] Log: Last hardware survey: Ver=-1, Date=0. Uploading again.
[0007.77] Log: Shader platform (RHI): PC-D3D-SM3
[0009.64] Log: Successfully upload UDK hardware survey to http://et.epicgames.com/PostUDKSurveyHandler.ashx in 4.14 seconds.
[0009.64] Log: PhysX GPU Support: DISABLED
[0010.09] Init: Initializing FaceFX...
[0010.17] Init: FaceFX 1.7.4 initialized.
[0010.18] Init: XAudio2 using 'Speakers (VIA High Definition Audio)' : 2 channels at 48 kHz using 16 bits per sample (channel mask 0x3)
[0021.38] Init: Finished loading startup packages in 7.41 seconds
[0021.39] Log: 46974 objects as part of root set at end of initial load.
[0021.39] Log: 0 out of 0 bytes used by permanent object pool.
[0021.39] Log: Initializing Engine...
[0022.36] Init: UEngine initialized
[0022.70] Init: XAudio2Device initialized.
[0022.75] Init: Client initialized
[0023.76] Log: Initializing Steamworks
[0023.77] Log: Logged in as 'Fia5co'
[0024.53] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0024.53] Warning: Warning, Failed to find object 'Class None.'
[0024.53] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0024.53] Warning: Warning, Failed to find object 'Class None.'
[0024.53] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0024.53] Warning: Warning, Failed to find object 'Class None.'
[0024.53] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0024.53] Warning: Warning, Failed to find object 'Class None.'
[0026.02] Log: LoadMap: VC_FrontEnd?Name=Bob?Team=255
[0039.17] Log: Game class is 'VCEntryGame'
[0039.19] Log: Primary PhysX scene will be in software.
[0039.19] Log: Creating Primary PhysX Scene.
[0039.34] Log: Bringing World vc_frontend.TheWorld up for play (0) at 2014.04.06-17.04.41
[0039.35] Log: Bringing up level for play took: 0.163330
[0039.41] Error: StartLocalVoiceProcessing(): Device is currently owned by another user
[0039.41] Log: ########### Finished loading level: 13.386101 seconds
[0039.41] Init: Game engine initialized
[0039.41] Log: Initializing Engine Completed
[0039.52] Log: >>>>>>>>>>>>>> Initial startup: 39.52s <<<<<<<<<<<<<<<
[0039.60] Log: Current scalability system settings:
[0039.60] Log: StaticDecals = TRUE (Whether to allow static decals.)
[0039.60] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.)
[0039.60] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.)
[0039.60] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.)
[0039.60] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.)
[0039.60] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.)
[0039.60] Log: MotionBlur = TRUE (Whether to allow motion blur.)
[0039.60] Log: DepthOfField = TRUE (Whether to allow depth of field.)
[0039.60] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.)
[0039.60] Log: Bloom = TRUE (Whether to allow bloom.)
[0039.60] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.)
[0039.60] Log: Distortion = TRUE (Whether to allow distortion.)
[0039.60] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.)
[0039.60] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.)
[0039.60] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.)
[0039.60] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.)
[0039.60] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.)
[0039.60] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.)
[0039.60] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.)
[0039.60] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.)
[0039.60] Log: DetailMode = 2 (Current detail mode; determines whether components of actors should be updated/ ticked.)
[0039.60] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.)
[0039.60] Log: MaxAnisotropy = 4 (Maximum level of anisotropy used.)
[0039.60] Log: bAllowD3D9MSAA = FALSE (UKNOWN)
[0039.60] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.)
[0039.60] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.)
[0039.60] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.)
[0039.60] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.)
[0039.60] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.)
[0039.60] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.)
[0039.60] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.)
[0039.60] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.)
[0039.60] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.)
[0039.60] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.)
[0039.60] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.)
[0039.61] Log: DumpAvailableResolutions
[0039.63] Log: 640x480
[0039.63] Log: 640x480
[0039.63] Log: 720x480
[0039.63] Log: 720x576
[0039.63] Log: 800x600
[0039.63] Log: 1024x768
[0039.63] Log: 1152x864
[0039.63] Log: 1280x720
[0039.63] Log: 1280x768
[0039.63] Log: 1280x800
[0039.63] Log: 1280x960
[0039.63] Log: 1280x1024
[0039.63] Log: 1360x768
[0039.63] Log: 1366x768
[0039.63] Log: 1440x900
[0039.69] Error: Failed to read file '..\..\Saves\Save0.sav' error ()
[0039.69] Error: Failed to read file '..\..\Saves\Save0.sav' error ()
[0045.82] Log: Bool Fullscreen set to 1
[0046.99] Log: Bool Fullscreen set to 1
[0059.22] Log: LoadMap: sw_temple?Name=Bob?Team=255?Game=VCDSWGame.VCSWGame
[0059.26] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate()
OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0
Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE
[0103.54] Log: Game class is 'VCSWGame'
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_1.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner01 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_2.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner01 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_3.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner01 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_18.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner01 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_6.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner02 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_7.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner02 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_5.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner02 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_8.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner02 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_9.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner02 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_32.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner02 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_11.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner02 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_4.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner02 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_20.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner02 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_21.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner02 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_22.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner01 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_23.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner02 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_24.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner01 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_25.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner02 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_19.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner01 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_0.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner01 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_26.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner02 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_27.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner02 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_28.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner01 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_29.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner02 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_30.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner01 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_31.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner02 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_13.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner02 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_17.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner02 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_16.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner01 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_14.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner02 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_10.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner01 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_15.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner02 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_33.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner02 1 0 1 0
[0103.55] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned sw_temple.TheWorld:PersistentLevel.SkeletalMeshActor_34.SkeletalMeshComponent_1 Env_SWMuz.Meshes.S_Env_VS_Banner02 1 0 1 0
[0103.82] Log: Primary PhysX scene will be in software.
[0103.82] Log: Creating Primary PhysX Scene.
[0103.94] Log: Bringing World sw_temple.TheWorld up for play (0) at 2014.04.06-17.05.46
[0104.01] Log: WARNING: Cooking Convex For Actor: sw_temple.TheWorld:PersistentLevel.VCSWTrunk_Lid_0 Component: VCGibStaticMeshComponent_34 StaticMesh: GP_SWTools.Trunk.S_GP_JanitorTrunk01-Lid (Scale: 1.250000 1.250000 1.250000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects.
[0104.02] Log: WARNING: Cooking Convex For Actor: sw_temple.TheWorld:PersistentLevel.VCSWTrunk_Latch_0 Component: VCGibStaticMeshComponent_35 StaticMesh: GP_SWTools.Trunk.S_GP_JanitorTrunk01-Latch (Scale: 1.250000 1.250000 1.250000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects.
[0104.04] Log: WARNING: Cooking Convex For Actor: sw_temple.TheWorld:PersistentLevel.VCDebrisPlaced_Deco_8 Component: VCGibStaticMeshComponent_104 StaticMesh: GP_SWDebris.Meshes.S_GP_UZI01 (Scale: 1.000000 1.000000 1.000000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects.
[0104.06] Log: WARNING: Cooking Convex For Actor: sw_temple.TheWorld:PersistentLevel.VCDebrisPlaced_Deco_11 Component: VCGibStaticMeshComponent_107 StaticMesh: GP_SWDebris.Meshes.S_GP_Revolver01 (Scale: 1.000000 1.000000 1.000000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects.
[0104.08] Log: WARNING: Cooking Convex For Actor: sw_temple.TheWorld:PersistentLevel.VCDebrisPlaced_Deco_15 Component: VCGibStaticMeshComponent_111 StaticMesh: GP_SWDebris.Meshes.S_GP_Shuriken01 (Scale: 0.700000 0.700000 0.700000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects.
[0104.10] Log: WARNING: Cooking Convex For Actor: sw_temple.TheWorld:PersistentLevel.VCDebrisPlaced_Deco_47 Component: VCGibStaticMeshComponent_143 StaticMesh: Env_SWArtifacts.Meshes.S_Env_Statue_Big_Bits_05 (Scale: 0.500000 0.500000 0.500000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects.
[0104.10] Log: WARNING: Cooking Convex For Actor: sw_temple.TheWorld:PersistentLevel.VCDebrisPlaced_Deco_48 Component:



Still seems to cut out abruptly at the end there.

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