Log: Log file open, 10/10/10 17:43:30 Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467 Init: Version: 7026 Init: Epic Internal: 0 Init: Compiled (32-bit): Aug 3 2010 15:17:11 Init: Changelist: 597149 Init: Command line: -seekfreeloading -DEFENGINEINI=..\..\UDKGame\Config\DefaultEngine.ini Init: Base directory: D:\UDK\Unreal Construction\Binaries\Win32\ DevConfig: GConfig::LoadFile associated file: ..\..\UDKGame\Config\UDKCompat.ini [0001.27] Init: Computer: WRAITH-190514D0 [0001.27] Init: User: Wraith [0001.27] Init: CPU Page size=4096, Processors=2 [0001.27] Init: High frequency timer resolution =2200.130000 MHz [0001.27] Init: Memory total: Physical=1.0GB Pagefile=2.4GB Virtual=2.0GB [0002.52] Log: STEAMWORKS initialized 1 [0003.44] Init: WinSock: I am wraith-190514d0 (192.168.0.130:0) [0003.44] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes. [0003.70] Init: Object subsystem initialized [0003.74] Log: Last hardware survey: Ver=-1, Date=0. Uploading again. [0020.97] Log: Successfully upload UDK hardware survey to http://udkprofiler.epicgames.com/PostUDKSurveyHandler.ashx in 14.06 seconds. [0020.97] Init: OS stats: [0020.97] Init: Windows XP Service Pack 2 [0020.97] Init: RemoteDesktop=0 [0020.97] Init: Memory stats: [0020.97] Init: Physical: 1023MB [0020.97] Init: Virtual: 2047MB [0020.97] Init: PageFile: 2461MB [0020.97] Init: CPU stats: [0020.97] Init: MeasuredPerformanceTime: 251.577 (measured now) [0020.97] Init: Hyperthreaded: 0 [0020.97] Init: NumProcessorsPerCPU: 1 [0020.97] Init: NumLogicalProcessors: 2 [0020.97] Init: NumPhysicalProcessors: 2 [0020.97] Init: MaxSpeed: 2200 [0020.97] Init: CurrentSpeed: 2200 [0020.97] Init: CoresPerProcessor: 2 [0020.97] Init: IsOnBattery: 0 [0020.97] Init: BatteryLevel: -1 [0020.97] Init: Manufacturer: Intel [0020.97] Init: CPUName: Unknown INTEL CPU [0020.97] Init: L1CacheSize: 32 [0020.97] Init: L2CacheSize: -1 [0020.97] Init: Architecture: x86 [0020.97] Init: GPU stats: [0020.97] Init: VendorID: 000010DE [0020.97] Init: DeviceID: 00000402 [0020.97] Init: DriverVersion: 6.14.11.6371 [0020.97] Init: DeviceName: NVIDIA GeForce 8600 GT [0020.97] Init: DriverName: nv4_disp.dll [0020.97] Init: PixelShaderVersion: 3 [0020.97] Init: VertexShaderVersion: 3 [0020.97] Init: VRAMQuantity: 512 [0020.97] Init: DedicatedVRAM: 498 [0020.97] Init: AdapterCount: 1 [0020.97] Init: SupportsHardwareTnL: 1 [0020.97] Init: Machine detected compatibility level: Composite: 3. CPU: 5. GPU: 3. [0020.97] Init: Previous detected compatibility level: Composite: 0. CPU: 0. GPU: 0. [0021.02] Init: System Settings changed using SetFriendlyGraphicsSettings: [0021.02] Init: System Settings: [0021.02] Init: StaticDecals=true [0021.02] Init: DynamicDecals=true [0021.02] Init: UnbatchedDecals=true [0021.02] Init: DynamicLights=true [0021.02] Init: DynamicShadows=false [0021.02] Init: LightEnvironmentShadows=true [0021.02] Init: CompositeDynamicLights=true [0021.02] Init: SHSecondaryLighting=true [0021.02] Init: DirectionalLightmaps=true [0021.02] Init: MotionBlur=true [0021.02] Init: MotionBlurPause=true [0021.02] Init: DepthOfField=true [0021.02] Init: AmbientOcclusion=true [0021.02] Init: Bloom=true [0021.02] Init: UseHighQualityBloom=true [0021.02] Init: bAllowLightShafts=true [0021.02] Init: Distortion=true [0021.02] Init: FilteredDistortion=true [0021.02] Init: DropParticleDistortion=false [0021.02] Init: bAllowDownsampledTranslucency=false [0021.02] Init: SpeedTreeLeaves=true [0021.02] Init: bUseMaxQualityMode=false [0021.02] Init: SpeedTreeFronds=true [0021.02] Init: OnlyStreamInTextures=false [0021.02] Init: LensFlares=true [0021.02] Init: FogVolumes=true [0021.02] Init: FloatingPointRenderTargets=true [0021.02] Init: OneFrameThreadLag=true [0021.02] Init: UseVsync=false [0021.02] Init: UpscaleScreenPercentage=true [0021.02] Init: Fullscreen=false [0021.02] Init: AllowD3D10=false [0021.02] Init: AllowRadialBlur=true [0021.02] Init: bEnableBranchingPCFShadows=false [0021.02] Init: bAllowHardwareShadowFiltering=false [0021.02] Init: bAllowBetterModulatedShadows=false [0021.02] Init: bEnableForegroundShadowsOnWorld=false [0021.02] Init: bEnableForegroundSelfShadowing=false [0021.02] Init: bAllowWholeSceneDominantShadows=true [0021.02] Init: bAllowFracturedDamage=true [0021.02] Init: bForceCPUAccessToGPUSkinVerts=false [0021.02] Init: bDisableSkeletalInstanceWeights=false [0021.02] Init: SkeletalMeshLODBias=0 [0021.02] Init: ParticleLODBias=0 [0021.02] Init: DetailMode=2 [0021.02] Init: ShadowFilterQualityBias=0 [0021.02] Init: MaxAnisotropy=4 [0021.02] Init: MaxMultisamples=1 [0021.02] Init: MinShadowResolution=64 [0021.02] Init: MinPreShadowResolution=8 [0021.02] Init: MaxShadowResolution=800 [0021.02] Init: MaxWholeSceneDominantShadowResolution=1344 [0021.02] Init: ResX=1280 [0021.02] Init: ResY=1024 [0021.02] Init: UnbuiltNumWholeSceneDynamicShadowCascades=3 [0021.02] Init: WholeSceneShadowUnbuiltInteractionThreshold=50 [0021.02] Init: ShadowFadeResolution=128 [0021.02] Init: PreShadowFadeResolution=16 [0021.02] Init: ScreenPercentage=100.000 [0021.02] Init: SceneCaptureStreamingMultiplier=1.000 [0021.02] Init: FoliageDrawRadiusMultiplier=1.000 [0021.02] Init: ShadowTexelsPerPixel=1.273 [0021.02] Init: PreShadowResolutionFactor=0.500 [0021.02] Init: ShadowFilterRadius=2.000 [0021.02] Init: ShadowDepthBias=0.012 [0021.02] Init: CSMSplitPenumbraScale=0.500 [0021.02] Init: CSMSplitSoftTransitionDistanceScale=4.000 [0021.02] Init: CSMSplitDepthBiasScale=0.700 [0021.02] Init: UnbuiltWholeSceneDynamicShadowRadius=20000.000 [0021.02] Init: ShadowFadeExponent=0.250 [0021.02] Init: NumFracturedPartsScale=1.000 [0021.02] Init: FractureDirectSpawnChanceScale=1.000 [0021.02] Init: FractureRadialSpawnChanceScale=1.000 [0021.02] Init: FractureCullDistanceScale=1.000 [0021.02] Init: DecalCullDistanceScale=1.000 [0021.02] Log: TEXTUREGROUP_World: (MinLODSize=256,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) [0021.02] Log: TEXTUREGROUP_WorldNormalMap: (MinLODSize=512,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) [0021.02] Log: TEXTUREGROUP_WorldSpecular: (MinLODSize=256,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) [0021.02] Log: TEXTUREGROUP_Character: (MinLODSize=512,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) [0021.02] Log: TEXTUREGROUP_CharacterNormalMap: (MinLODSize=512,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) [0021.02] Log: TEXTUREGROUP_CharacterSpecular: (MinLODSize=512,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) [0021.02] Log: TEXTUREGROUP_Weapon: (MinLODSize=512,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) [0021.02] Log: TEXTUREGROUP_WeaponNormalMap: (MinLODSize=1024,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) [0021.02] Log: TEXTUREGROUP_WeaponSpecular: (MinLODSize=512,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) [0021.02] Log: TEXTUREGROUP_Vehicle: (MinLODSize=1024,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) [0021.02] Log: TEXTUREGROUP_VehicleNormalMap: (MinLODSize=1024,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) [0021.02] Log: TEXTUREGROUP_VehicleSpecular: (MinLODSize=1024,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) [0021.02] Log: TEXTUREGROUP_Cinematic: (MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) [0021.02] Log: TEXTUREGROUP_Effects: (MinLODSize=256,MaxLODSize=1024,LODBias=0,MinMagFilter=Linear,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) [0021.02] Log: TEXTUREGROUP_EffectsNotFiltered: (MinLODSize=256,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) [0021.02] Log: TEXTUREGROUP_Skybox: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) [0021.02] Log: TEXTUREGROUP_UI: (MinLODSize=1024,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) [0021.02] Log: TEXTUREGROUP_Lightmap: (MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) [0021.02] Log: TEXTUREGROUP_RenderTarget: (MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) [0021.02] Log: TEXTUREGROUP_MobileFlattened: (MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) [0021.02] Log: TEXTUREGROUP_ProcBuilding_Face: (MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) [0021.02] Log: TEXTUREGROUP_ProcBuilding_LightMap: (MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) [0021.02] Log: TEXTUREGROUP_Shadowmap: (MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=3,MipGenSettings=TMGS_SimpleAverage) [0021.02] Log: TEXTUREGROUP_ColorLookupTable: (MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) [0021.02] Log: TEXTUREGROUP_Terrain_Heightmap: (MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) [0021.02] Log: TEXTUREGROUP_Terrain_Weightmap: (MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) [0021.02] Init: Friendly System Settings: [0021.02] Init: TextureDetail=Level5 [0021.02] Init: WorldDetail=Level5 [0021.02] Init: ShadowDetail=Level5 [0021.02] Init: bUseVSync=0 [0021.02] Init: bUseMSAA=0 [0021.02] Init: ScreenPercentage=100 [0021.02] Init: UpscaleScreenPercentage=1 [0021.02] Init: ResX=1280 [0021.02] Init: ResY=1024 [0021.02] Init: Fullscreen=0 [0021.02] Init: Writing new compatibility level to ini. Composite: 3. CPU: 5. GPU: 3. [0021.08] Log: Shader platform (RHI): PC-D3D-SM3 [0027.87] DevPhysics: Error (206) in file ..\..\Core\Device\RegistryHardwareSelection.cpp, line 65: PhysXDevice.dll not found [0027.90] Init: Initializing FaceFX... [0027.99] Init: FaceFX 1.7.3.1 initialized. [0040.61] Log: Missing cached shader map for material matTiles, compiling. [0040.61] Warning: Warning, Failed to compile Material UnrealConstructionPack.Materials.matTiles for platform PC-D3D-SM3, Default Material will be used in game. [0040.72] Init: Finished loading startup packages in 9.67 seconds [0040.74] Log: 86640 objects as part of root set at end of initial load. [0040.74] Log: 0 out of 0 bytes used by permanent object pool. [0040.75] Log: Initializing Engine... [0041.16] Init: UEngine initialized [0041.19] Log: Looking for DLC... [0041.30] Init: XAudio2 using 'HD Audio rear output' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3) [0041.59] Init: XAudio2Device initialized. [0041.71] Init: Client initialized [0060.34] Critical: appError called: Direct3DDevice->CreatePixelShader((DWORD*)&Code(0),(IDirect3DPixelShader9**)PixelShader.GetInitReference()) failed at c:\depot\UnrealEngine3\Development\Src\D3D9Drv\Src\D3D9Shaders.cpp:20 with error E_OUTOFMEMORY [0060.34] Critical: Windows GetLastError: The system cannot find the file specified. (2) [0090.05] Log: === Critical error: === Direct3DDevice->CreatePixelShader((DWORD*)&Code(0),(IDirect3DPixelShader9**)PixelShader.GetInitReference()) failed at c:\depot\UnrealEngine3\Development\Src\D3D9Drv\Src\D3D9Shaders.cpp:20 with error E_OUTOFMEMORY Address = 0x7c812a6b (filename not found) Address = 0x5a6ab1 (filename not found) Address = 0xe8785ad5 (filename not found)