0f4 (38efbd14869d)
GfxDevice: creating device client; threaded=0
Direct3D:
Version: Direct3D 9.0c [nvd3dum.dll 8.17.12.6089]
Renderer: NVIDIA GeForce 210
Vendor: NVIDIA
VRAM: 986 MB (via DXGI)
Caps: Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 DF24=0 INTZ=1
RAWZ=0 NULL=1 RESZ=0 SlowINTZ=0
Begin MonoManager ReloadAssembly
Platform assembly: C:\GOG Games\Shadowrun
Returns\Shadowrun_Data\Managed\UnityEngine.dll (this message is harmless)
Loading C:\GOG Games\Shadowrun Returns\Shadowrun_Data\Managed\UnityEngine.dll into
Unity Child Domain
Platform assembly: C:\GOG Games\Shadowrun Returns\Shadowrun_Data\Managed\Assembly-
CSharp-firstpass.dll (this message is harmless)
Loading C:\GOG Games\Shadowrun Returns\Shadowrun_Data\Managed\Assembly-CSharp-
firstpass.dll into Unity Child Domain
Platform assembly: C:\GOG Games\Shadowrun Returns\Shadowrun_Data\Managed\Assembly-
CSharp.dll (this message is harmless)
Loading C:\GOG Games\Shadowrun Returns\Shadowrun_Data\Managed\Assembly-CSharp.dll
into Unity Child Domain
Platform assembly: C:\GOG Games\Shadowrun Returns\Shadowrun_Data\Managed\Assembly-
UnityScript.dll (this message is harmless)
Loading C:\GOG Games\Shadowrun Returns\Shadowrun_Data\Managed\Assembly-
UnityScript.dll into Unity Child Domain
Platform assembly: C:\GOG Games\Shadowrun
Returns\Shadowrun_Data\Managed\I18N.CJK.dll (this message is harmless)
Loading C:\GOG Games\Shadowrun Returns\Shadowrun_Data\Managed\I18N.CJK.dll into
Unity Child Domain
Platform assembly: C:\GOG Games\Shadowrun Returns\Shadowrun_Data\Managed\I18N.dll
(this message is harmless)
Loading C:\GOG Games\Shadowrun Returns\Shadowrun_Data\Managed\I18N.dll into Unity
Child Domain
Platform assembly: C:\GOG Games\Shadowrun
Returns\Shadowrun_Data\Managed\I18N.MidEast.dll (this message is harmless)
Loading C:\GOG Games\Shadowrun Returns\Shadowrun_Data\Managed\I18N.MidEast.dll into
Unity Child Domain
Platform assembly: C:\GOG Games\Shadowrun
Returns\Shadowrun_Data\Managed\I18N.Other.dll (this message is harmless)
Loading C:\GOG Games\Shadowrun Returns\Shadowrun_Data\Managed\I18N.Other.dll into
Unity Child Domain
Platform assembly: C:\GOG Games\Shadowrun
Returns\Shadowrun_Data\Managed\I18N.West.dll (this message is harmless)
Loading C:\GOG Games\Shadowrun Returns\Shadowrun_Data\Managed\I18N.West.dll into
Unity Child Domain
Platform assembly: C:\GOG Games\Shadowrun
Returns\Shadowrun_Data\Managed\Ionic.Zip.CF.dll (this message is harmless)
Loading C:\GOG Games\Shadowrun Returns\Shadowrun_Data\Managed\Ionic.Zip.CF.dll into
Unity Child Domain
Platform assembly: C:\GOG Games\Shadowrun Returns\Shadowrun_Data\Managed\protobuf-
net.dll (this message is harmless)
Loading C:\GOG Games\Shadowrun Returns\Shadowrun_Data\Managed\protobuf-net.dll into
Unity Child Domain
Platform assembly: C:\GOG Games\Shadowrun
Returns\Shadowrun_Data\Managed\ShadowrunDTO.dll (this message is harmless)
Loading C:\GOG Games\Shadowrun Returns\Shadowrun_Data\Managed\ShadowrunDTO.dll into
Unity Child Domain
Platform assembly: C:\GOG Games\Shadowrun
Returns\Shadowrun_Data\Managed\ShadowrunSerializer.dll (this message is harmless)
Loading C:\GOG Games\Shadowrun
Returns\Shadowrun_Data\Managed\ShadowrunSerializer.dll into Unity Child Domain
Platform assembly: C:\GOG Games\Shadowrun Returns\Shadowrun_Data\Managed\VTD-
Nav.dll (this message is harmless)
Loading C:\GOG Games\Shadowrun Returns\Shadowrun_Data\Managed\VTD-Nav.dll into
Unity Child Domain
Platform assembly: C:\GOG Games\Shadowrun
Returns\Shadowrun_Data\Managed\SteamworksManaged.dll (this message is harmless)
Loading C:\GOG Games\Shadowrun Returns\Shadowrun_Data\Managed\SteamworksManaged.dll
into Unity Child Domain
Platform assembly: C:\GOG Games\Shadowrun
Returns\Shadowrun_Data\Managed\RAINOne.dll (this message is harmless)
Loading C:\GOG Games\Shadowrun Returns\Shadowrun_Data\Managed\RAINOne.dll into
Unity Child Domain
Platform assembly: C:\GOG Games\Shadowrun Returns\Shadowrun_Data\Managed\Recast.dll
(this message is harmless)
Loading C:\GOG Games\Shadowrun Returns\Shadowrun_Data\Managed\Recast.dll into Unity
Child Domain
- Completed reload, in 1.074 seconds
<RI> Initializing input.
<RI> Input initialized.
desktop: 1360x768 60Hz; virtual: 1360x768 at 0,0
Platform assembly: C:\GOG Games\Shadowrun Returns\Shadowrun_Data\Managed\System.dll
(this message is harmless)
Platform assembly: C:\GOG Games\Shadowrun
Returns\Shadowrun_Data\Managed\System.Core.dll (this message is harmless)
Fallback handler could not load library C:/GOG Games/Shadowrun
Returns/Shadowrun_Data/Mono/.\C:/GOG Games/Shadowrun
Returns/Shadowrun_Data/Plugins/steamwrap.dll
Fallback handler could not load library C:/GOG Games/Shadowrun
Returns/Shadowrun_Data/Mono/.\C:/GOG Games/Shadowrun
Returns/Shadowrun_Data/Plugins/steamwrap
Fallback handler could not load library C:/GOG Games/Shadowrun
Returns/Shadowrun_Data/Mono/libC:/GOG Games/Shadowrun
Returns/Shadowrun_Data/Plugins/steamwrap.dll
Fallback handler could not load library C:/GOG Games/Shadowrun
Returns/Shadowrun_Data/Mono/.\libC:/GOG Games/Shadowrun
Returns/Shadowrun_Data/Plugins/steamwrap.dll
Fallback handler could not load library C:/GOG Games/Shadowrun
Returns/Shadowrun_Data/Mono/libC:/GOG Games/Shadowrun
Returns/Shadowrun_Data/Plugins/steamwrap.dll
Fallback handler could not load library C:/GOG Games/Shadowrun
Returns/Shadowrun_Data/Mono/.\C:/GOG Games/Shadowrun
Returns/Shadowrun_Data/Plugins/steamwrap.dll
Fallback handler could not load library C:/GOG Games/Shadowrun
Returns/Shadowrun_Data/Mono/.\C:/GOG Games/Shadowrun
Returns/Shadowrun_Data/Plugins/steamwrap
Fallback handler could not load library C:/GOG Games/Shadowrun
Returns/Shadowrun_Data/Mono/libC:/GOG Games/Shadowrun
Returns/Shadowrun_Data/Plugins/steamwrap.dll
Fallback handler could not load library C:/GOG Games/Shadowrun
Returns/Shadowrun_Data/Mono/.\libC:/GOG Games/Shadowrun
Returns/Shadowrun_Data/Plugins/steamwrap.dll
Fallback handler could not load library C:/GOG Games/Shadowrun
Returns/Shadowrun_Data/Mono/libC:/GOG Games/Shadowrun
Returns/Shadowrun_Data/Plugins/steamwrap.dll
Fallback handler could not load library C:/GOG Games/Shadowrun
Returns/Shadowrun_Data/Mono/.\C:/GOG Games/Shadowrun
Returns/Shadowrun_Data/Plugins/steamwrap.dll
Fallback handler could not load library C:/GOG Games/Shadowrun
Returns/Shadowrun_Data/Mono/.\C:/GOG Games/Shadowrun
Returns/Shadowrun_Data/Plugins/steamwrap
Fallback handler could not load library C:/GOG Games/Shadowrun
Returns/Shadowrun_Data/Mono/libC:/GOG Games/Shadowrun
Returns/Shadowrun_Data/Plugins/steamwrap.dll
Fallback handler could not load library C:/GOG Games/Shadowrun
Returns/Shadowrun_Data/Mono/.\libC:/GOG Games/Shadowrun
Returns/Shadowrun_Data/Plugins/steamwrap.dll
Fallback handler could not load library C:/GOG Games/Shadowrun
Returns/Shadowrun_Data/Mono/libC:/GOG Games/Shadowrun
Returns/Shadowrun_Data/Plugins/steamwrap.dll
C:/GOG Games/Shadowrun Returns/Shadowrun_Data/Plugins/steamwrap.dll : Could not
load a dll file. Make sure that the steam_api.dll/libsteam_api.dylib file is placed
at the correct location. See the documentation for more info.
(Filename:
C:/BuildAgent/work/cac08d8a5e25d4cb/Runtime/ExportGenerated/StandalonePlayer/UnityE
ngineDebug.cpp Line: 54)
(Filename:
C:/BuildAgent/work/cac08d8a5e25d4cb/Runtime/ExportGenerated/StandalonePlayer/UnityE
ngineDebug.cpp Line: 54)
(Filename:
C:/BuildAgent/work/cac08d8a5e25d4cb/Runtime/ExportGenerated/StandalonePlayer/UnityE
ngineDebug.cpp Line: 54)
Version num:1.1
(Filename:
C:/BuildAgent/work/cac08d8a5e25d4cb/Runtime/ExportGenerated/StandalonePlayer/UnityE
ngineDebug.cpp Line: 54)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
(Filename: Line: 1494)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
(Filename: Line: 1494)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
(Filename: Line: 1494)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
(Filename: Line: 1494)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
(Filename: Line: 1494)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: needs reset, doing it
FullResetD3DDevice
ResetD3DDevice
dev->Reset
D3Dwindow device not lost anymore
UnloadTime: 1.721706 ms
Unloading 6 Unused Serialized files (Serialized files now loaded: 12 / Dirty
serialized files: 0)
Unloading 55 unused Assets to reduce memory usage. Loaded Objects now: 2765.
Total: 6.908820 ms (FindLiveObjects: 0.121482 ms CreateObjectMapping: 0.055156 ms
MarkObjects: 3.306221 ms DeleteObjects: 2.500873 ms)
(Filename:
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
LOAD [INFO] player bundle not loaded VERY EXPENSIVE LOAD OCCURING:
seattle:characters_core
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ngineDebug.cpp Line: 54)
MAIN [INFO] Initializing |100 as character named temp with sheet CG Human Street
Samurai
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
Unloading 94 unused Assets to reduce memory usage. Loaded Objects now: 11266.
Total: 14.944150 ms (FindLiveObjects: 1.283251 ms CreateObjectMapping: 0.193395 ms
MarkObjects: 11.433712 ms DeleteObjects: 1.120924 ms)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 11278.
Total: 13.391752 ms (FindLiveObjects: 1.259164 ms CreateObjectMapping: 0.307198 ms
MarkObjects: 11.016899 ms DeleteObjects: 0.035607 ms)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
MAIN [INFO] Atlas 'CharacterCreationScreen(Clone)' wastes 0.0 MB (0.0%)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
LOAD [INFO] player bundle not loaded VERY EXPENSIVE LOAD OCCURING:
seattle:characters_core
(Filename:
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ngineDebug.cpp Line: 54)
MAIN [INFO] Initializing |101 as character named temp with sheet CG Human Street
Samurai
(Filename:
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ngineDebug.cpp Line: 54)
Unloading 1306 unused Assets to reduce memory usage. Loaded Objects now: 25013.
Total: 43.527557 ms (FindLiveObjects: 4.207918 ms CreateObjectMapping: 0.458004 ms
MarkObjects: 25.726114 ms DeleteObjects: 11.937098 ms)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 25026.
Total: 30.503048 ms (FindLiveObjects: 3.412344 ms CreateObjectMapping: 0.309991 ms
MarkObjects: 25.841663 ms DeleteObjects: 0.043636 ms)
Unloading 205 unused Assets to reduce memory usage. Loaded Objects now: 25153.
Total: 30.254147 ms (FindLiveObjects: 3.284578 ms CreateObjectMapping: 0.354674 ms
MarkObjects: 25.258682 ms DeleteObjects: 0.572505 ms)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 25154.
Total: 29.914831 ms (FindLiveObjects: 3.089437 ms CreateObjectMapping: 0.297423 ms
MarkObjects: 25.679686 ms DeleteObjects: 0.043985 ms)
(Filename:
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ngineDebug.cpp Line: 54)
LOAD [INFO] player bundle not loaded VERY EXPENSIVE LOAD OCCURING:
seattle:characters_core
(Filename:
C:/BuildAgent/work/cac08d8a5e25d4cb/Runtime/ExportGenerated/StandalonePlayer/UnityE
ngineDebug.cpp Line: 54)
MAIN [INFO] Initializing |102 as character named logan with sheet CG Human Street
Samurai
(Filename:
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
Unloading 156 unused Assets to reduce memory usage. Loaded Objects now: 11890.
Total: 23.891302 ms (FindLiveObjects: 1.340501 ms CreateObjectMapping: 0.189555 ms
MarkObjects: 19.945549 ms DeleteObjects: 1.619423 ms)
(Filename:
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
LOAD [WARN] SaveManager: Invalid currentSaveBlock, could not get equipment stash.
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
Unloading 1 Unused Serialized files (Serialized files now loaded: 12 / Dirty
serialized files: 0)
Unloading 5 unused Assets to reduce memory usage. Loaded Objects now: 11765.
Total: 22.746639 ms (FindLiveObjects: 1.342945 ms CreateObjectMapping: 0.204566 ms
MarkObjects: 19.855135 ms DeleteObjects: 0.509669 ms)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 10291.
Total: 21.551357 ms (FindLiveObjects: 1.164560 ms CreateObjectMapping: 0.164420 ms
MarkObjects: 19.415281 ms DeleteObjects: 0.028625 ms)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 10291.
Total: 21.381701 ms (FindLiveObjects: 1.198771 ms CreateObjectMapping: 0.163722 ms
MarkObjects: 19.062002 ms DeleteObjects: 0.044334 ms)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 10291.
Total: 20.958605 ms (FindLiveObjects: 1.184808 ms CreateObjectMapping: 0.163373 ms
MarkObjects: 18.785875 ms DeleteObjects: 0.028625 ms)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
UnloadTime: 12.579422 ms
Unloading 1 Unused Serialized files (Serialized files now loaded: 12 / Dirty
serialized files: 0)
Unloading 42 unused Assets to reduce memory usage. Loaded Objects now: 7472.
Total: 19.170223 ms (FindLiveObjects: 0.402499 ms CreateObjectMapping: 0.175940 ms
MarkObjects: 17.511351 ms DeleteObjects: 0.255533 ms)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 7472.
Total: 19.932981 ms (FindLiveObjects: 1.057739 ms CreateObjectMapping: 0.197584 ms
MarkObjects: 17.836700 ms DeleteObjects: 0.034908 ms)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
LOAD [INFO] Map bytes loaded: 10.4874ms
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
Unloading 71 unused Assets to reduce memory usage. Loaded Objects now: 9910.
Total: 15.623828 ms (FindLiveObjects: 1.163862 ms CreateObjectMapping: 0.187111 ms
MarkObjects: 12.148645 ms DeleteObjects: 1.264051 ms)
(Filename:
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
LOAD [INFO] Atlas 'PROP_Atlas (Unlit)' wastes 0.1 MB (52.8%) over 1 page(s)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
MAIN [INFO] Initializing |103 as character named New Larry with sheet
Lvl1_Human_Mage
(Filename:
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
MAIN [INFO] Initializing |104 as character named Sam Watts with sheet
Lonestar_Lv1_Heavy_SMG
(Filename:
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
MAIN [INFO] Initializing |106 as character named Sam Watts with sheet
Lonestar_Lv1_Heavy_SMG
(Filename:
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
LOAD [INFO] player bundle not loaded VERY EXPENSIVE LOAD OCCURING:
seattle:characters_spirit
(Filename:
C:/BuildAgent/work/cac08d8a5e25d4cb/Runtime/ExportGenerated/StandalonePlayer/UnityE
ngineDebug.cpp Line: 54)
MAIN [INFO] Initializing |108 as character named Typhoon with sheet Spirit Water
(Filename:
C:/BuildAgent/work/cac08d8a5e25d4cb/Runtime/ExportGenerated/StandalonePlayer/UnityE
ngineDebug.cpp Line: 54)
LOAD [INFO] Beginning dressing of: |103| Core/HumanMale New Larry(Guard - Seek And
Destroy Aggressive)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
Untracked bundle is being loaded again seattle_audio_chicasting
(Filename:
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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Unloading 464 unused Assets to reduce memory usage. Loaded Objects now: 20169.
Total: 59.099373 ms (FindLiveObjects: 3.187182 ms CreateObjectMapping: 1.410319 ms
MarkObjects: 51.379616 ms DeleteObjects: 2.019828 ms)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 20421.
Total: 55.963154 ms (FindLiveObjects: 2.634574 ms CreateObjectMapping: 1.020387 ms
MarkObjects: 51.371937 ms DeleteObjects: 0.103330 ms)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 20423.
Total: 56.850887 ms (FindLiveObjects: 3.102004 ms CreateObjectMapping: 1.206800 ms
MarkObjects: 51.662727 ms DeleteObjects: 0.078195 ms)
LOAD [INFO] Dressing of |103| Core/HumanMale New Larry(Guard - Seek And Destroy
Aggressive) completed in: 2.683701
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Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 20390.
Total: 56.242775 ms (FindLiveObjects: 3.007401 ms CreateObjectMapping: 1.082524 ms
MarkObjects: 51.242771 ms DeleteObjects: 0.106472 ms)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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MAIN [INFO] Initializing |102 as character named logan with sheet CG Human Street
Samurai
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Unloading 214 unused Assets to reduce memory usage. Loaded Objects now: 20689.
Total: 59.368172 ms (FindLiveObjects: 3.054877 ms CreateObjectMapping: 1.455701 ms
MarkObjects: 53.495796 ms DeleteObjects: 0.518746 ms)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 20690.
Total: 57.938999 ms (FindLiveObjects: 2.978776 ms CreateObjectMapping: 0.884940 ms
MarkObjects: 53.173588 ms DeleteObjects: 0.092508 ms)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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Unloading 5 unused Assets to reduce memory usage. Loaded Objects now: 20652.
Total: 58.347084 ms (FindLiveObjects: 2.967256 ms CreateObjectMapping: 1.030161 ms
MarkObjects: 53.318455 ms DeleteObjects: 0.134748 ms)
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PLYR [INFO] |102| HumanMale logan(Player) has successfully added item Ceska Black
Scorpion
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PLYR [INFO] |102| HumanMale logan(Player) has successfully added item Benelli
Raffaello
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PLYR [INFO] |102| HumanMale logan(Player) has successfully added item Fichetti Frag
Grenade
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PLYR [INFO] |102| HumanMale logan(Player) has successfully added item Basic Medkit
(Filename:
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PLYR [INFO] |102| HumanMale logan(Player) has successfully added item Doc Wagon
Basic Trauma Kit
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EFF [WARN] Animation Event timed out: OnAction for player |102| HumanMale
logan(Player)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
MAIN [INFO] =BEGINTEAM=2= shadowrunners:0 TS2 TF1 #1
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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WRLD [INFO] |102| HumanMale logan(Player) IS INTERACTING WITH
OBJECT:InteractableObject-Prop (Paper Stacks 2)1405
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
WRLD [INFO] Conversation has ended between: |102| HumanMale logan(Player) and: |
102| HumanMale logan(Player)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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WRLD [INFO] civilians:0 USED DEFAULT TURNS PER ROUND: 1
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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WRLD [INFO] Conversation has ended between: |102| HumanMale logan(Player) and: |
102| HumanMale logan(Player)
(Filename:
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PLYR [INFO] 102| has been teleported toTile@ 2,-6, cover:NONE, playerAtTile:None,
playerClaimTile:None
props:Prop (6x6 Panel 03)1384
buffs:None
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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MAIN [INFO] Initializing |110 as character named Renraku Security with sheet
Lonestar_Lv1_Heavy_SMG
(Filename:
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ngineDebug.cpp Line: 54)
MAIN [INFO] Initializing |111 as character named Renraku Security with sheet
Lonestar_Lv1_Heavy_SMG
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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WRLD [INFO] Conversation has ended between: |102| HumanMale logan(Player) and: |
103| Core/HumanMale New Larry(Guard - Seek And Destroy Aggressive)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
AI [INFO] |103| Core/HumanMale New Larry(Guard - Seek And Destroy Aggressive) new
queued Objective OverrideMoveTo
(Filename:
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
AI [INFO] Team Changed ||104| Story/SamWatts Sam Watts(Guard - Seek And Destroy
Aggressive) (Player)| is now allied to |104| clearing attacked me memory
(Filename:
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ngineDebug.cpp Line: 54)
AI [INFO] Team Changed ||104| Story/SamWatts Sam Watts(Guard - Seek And Destroy
Aggressive) (Player)| is now allied to |103| clearing attacked me memory
(Filename:
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ngineDebug.cpp Line: 54)
AI [INFO] Team Changed ||104| Story/SamWatts Sam Watts(Guard - Seek And Destroy
Aggressive) (Player)| is now allied to |105| clearing attacked me memory
(Filename:
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ngineDebug.cpp Line: 54)
AI [INFO] Team Changed ||104| Story/SamWatts Sam Watts(Guard - Seek And Destroy
Aggressive) (Player)| is now allied to |102| clearing attacked me memory
(Filename:
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
AI [INFO] Team Changed ||103| Core/HumanMale New Larry(Guard - Seek And Destroy
Aggressive) (Player)| is now allied to |103| clearing attacked me memory
(Filename:
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
AI.VITAL [INFO] |103| Core/HumanMale New Larry(Guard - Seek And Destroy Aggressive)
IS STARTING turn=1
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ngineDebug.cpp Line: 54)
AI [INFO] |103| Core/HumanMale New Larry(Guard - Seek And Destroy Aggressive) Chose
MoveTo Objective
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
AI.VITAL [INFO] |103| Core/HumanMale New Larry(Guard - Seek And Destroy Aggressive)
IS ENDING with ap=0
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
AI [INFO] |103| Core/HumanMale New Larry(Guard - Seek And Destroy Aggressive) new
queued Objective OverrideSeekAndDestroy
(Filename:
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
AI [INFO] THE CHANCE MY ATTACK HITS IS: 0.2222222 vs |104| Story/SamWatts Sam
Watts(Player) (Player) with AR 1 AK98
(Filename:
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
AI [INFO] |110| Lonestar/HumanMaleLonestarGuard Renraku Security(Guard - Seek And
Destroy Aggressive) cannot evaluate attacks, no AP
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
AI.MOVE [INFO] 111| SetDestinationByAI(11.0, 0.0, -12.0)
(Filename:
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
AI [INFO] THE CHANCE MY ATTACK HITS IS: 0.2981482 vs |104| Story/SamWatts Sam
Watts(Player) (Player) with Pi 1 Ceska Black Scorpion
(Filename:
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
AI.VITAL [INFO] |111| Lonestar/HumanFemaleLonestarCaptain Renraku Security(Guard -
Seek And Destroy Aggressive) IS ENDING with ap=0
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
AI.VITAL [INFO] |103| Core/HumanMale New Larry(Guard - Seek And Destroy Aggressive)
IS STARTING turn=2
(Filename:
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ngineDebug.cpp Line: 54)
AI [INFO] |103| Core/HumanMale New Larry(Guard - Seek And Destroy Aggressive) Chose
Seek and Destroy Objective
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
AI.VITAL [INFO] |103| Core/HumanMale New Larry(Guard - Seek And Destroy Aggressive)
IS ENDING with ap=0
(Filename:
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ngineDebug.cpp Line: 54)
MAIN [INFO] =ENDTEAM=9= gangers:0 TF2
(Filename:
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
AI.MOVE [INFO] 110| SetDestinationByAI(11.0, 0.0, -12.0)
(Filename:
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
MAIN [INFO] =BEGINTEAM=10= gangers:0 TS3 TF2 #1
(Filename:
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ngineDebug.cpp Line: 54)
AI.VITAL [INFO] |103| Core/HumanMale New Larry(Guard - Seek And Destroy Aggressive)
IS STARTING turn=3
(Filename:
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ngineDebug.cpp Line: 54)
AI [INFO] |103| Core/HumanMale New Larry(Guard - Seek And Destroy Aggressive) Chose
Seek and Destroy Objective
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
PLYR [INFO] 103| ismoving no path
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
AI [INFO] THE CHANCE MY ATTACK HITS IS: 0.6481481 vs |104| Story/SamWatts Sam
Watts(Player) (Player) with Spell Lightning Bolt 1
(Filename:
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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AI.VITAL [INFO] |103| Core/HumanMale New Larry(Guard - Seek And Destroy Aggressive)
IS ENDING with ap=0
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MAIN [INFO] Initializing |112 as character named Renraku Security with sheet
Lonestar_Lv1_Heavy_SMG
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LOAD [INFO] Beginning dressing of: |112| Core/ElfMale Renraku Security(Guard - Seek
And Destroy Aggressive)
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Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 28733.
Total: 74.591591 ms (FindLiveObjects: 3.554773 ms CreateObjectMapping: 1.584514 ms
MarkObjects: 68.518486 ms DeleteObjects: 0.113453 ms)
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Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 28687.
Total: 75.422768 ms (FindLiveObjects: 3.634365 ms CreateObjectMapping: 1.579976 ms
MarkObjects: 69.335007 ms DeleteObjects: 0.084479 ms)
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MAIN [INFO] Initializing |113 as character named Renraku Security with sheet
Lonestar_Lv1_Human_Pistol
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CAM [WARN] Camera is panning! Better stop current pan since points fit
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PLYR [INFO] 111| RemovePlayerFromTeam lonestar
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Unloading 149 unused Assets to reduce memory usage. Loaded Objects now: 28671.
Total: 76.907097 ms (FindLiveObjects: 3.727572 ms CreateObjectMapping: 1.541227 ms
MarkObjects: 68.641373 ms DeleteObjects: 2.165399 ms)
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AI.VITAL [INFO] |103| Core/HumanMale New Larry(Guard - Seek And Destroy Aggressive)
IS STARTING turn=4
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AI [INFO] |103| Core/HumanMale New Larry(Guard - Seek And Destroy Aggressive) Chose
Seek and Destroy Objective
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AI.MOVE [INFO] AIMoveRemainingAP favored atk nonexistent or doesnt require move
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AI.VITAL [INFO] |103| Core/HumanMale New Larry(Guard - Seek And Destroy Aggressive)
IS ENDING with ap=0
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Unloading 74 unused Assets to reduce memory usage. Loaded Objects now: 28827.
Total: 78.290886 ms (FindLiveObjects: 4.030581 ms CreateObjectMapping: 2.009007 ms
MarkObjects: 67.754333 ms DeleteObjects: 3.686728 ms)
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AI.VITAL [INFO] |110| Lonestar/HumanMaleLonestarGuard Renraku Security(Guard - Seek
And Destroy Aggressive) IS ENDING with ap=1
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AI [INFO] THE CHANCE MY ATTACK HITS IS: 0.1666667 vs |104| Story/SamWatts Sam
Watts(Player) (Player) with Pi 1 Ceska Black Scorpion
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WRLD [INFO] civilians:0 USED DEFAULT TURNS PER ROUND: 1
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Unloading 58 unused Assets to reduce memory usage. Loaded Objects now: 28739.
Total: 75.868904 ms (FindLiveObjects: 4.018363 ms CreateObjectMapping: 1.517140 ms
MarkObjects: 66.523445 ms DeleteObjects: 3.017874 ms)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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AI [INFO] 113 Performing Attack:Shoot (Single) AP remaining:1
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WRLD [INFO] gangers:0 USED DEFAULT TURNS PER ROUND: 1
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AI [INFO] AI 112 selected target=|104| Story/SamWatts Sam Watts(Player) (Player)
ctg=ENEMY weight = 456.25
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AI [INFO] THE CHANCE MY ATTACK HITS IS: 0.3 vs |104| Story/SamWatts Sam
Watts(Player) (Player) with Pi 1 Ceska Black Scorpion
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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AI [INFO] THE CHANCE MY ATTACK HITS IS: 0.2833333 vs |104| Story/SamWatts Sam
Watts(Player) (Player) with Pi 1 Fichetti Security 500
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WRLD [INFO] civilians:0 USED DEFAULT TURNS PER ROUND: 1
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MAIN [INFO] Initializing |114 as character named Renraku Mage with sheet
Lonestar_Lv1_Human_Mage
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MAIN [INFO] Initializing |115 as character named Renraku Shaman with sheet
Lonestar_Lv1_Human_Mage
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LOAD [INFO] player bundle not loaded VERY EXPENSIVE LOAD OCCURING:
seattle:characters_spirit
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Unloading 293 unused Assets to reduce memory usage. Loaded Objects now: 29034.
Total: 78.643814 ms (FindLiveObjects: 3.878727 ms CreateObjectMapping: 1.524122 ms
MarkObjects: 68.553055 ms DeleteObjects: 3.857084 ms)
Unloading 70 unused Assets to reduce memory usage. Loaded Objects now: 29171.
Total: 74.396454 ms (FindLiveObjects: 3.891993 ms CreateObjectMapping: 1.386581 ms
MarkObjects: 68.105865 ms DeleteObjects: 0.197584 ms)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 29180.
Total: 74.955345 ms (FindLiveObjects: 3.737346 ms CreateObjectMapping: 1.342247 ms
MarkObjects: 68.961838 ms DeleteObjects: 0.097046 ms)
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Unloading 2 unused Assets to reduce memory usage. Loaded Objects now: 29346.
Total: 76.711960 ms (FindLiveObjects: 4.123090 ms CreateObjectMapping: 1.760106 ms
MarkObjects: 69.835602 ms DeleteObjects: 0.121133 ms)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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Unloading 54 unused Assets to reduce memory usage. Loaded Objects now: 29095.
Total: 78.435760 ms (FindLiveObjects: 3.940167 ms CreateObjectMapping: 1.943727 ms
MarkObjects: 70.306175 ms DeleteObjects: 1.412763 ms)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
AI [INFO] |115| Core/HumanFemale Renraku Shaman(Guard - Seek And Destroy
Aggressive) Chose MoveTo Objective
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
WRLD [INFO] gangers:0 USED DEFAULT TURNS PER ROUND: 1
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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AI.VITAL [INFO] |112| Core/ElfMale Renraku Security(Guard - Seek And Destroy
Aggressive) IS STARTING turn=9
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AI [INFO] THE CHANCE MY ATTACK HITS IS: 0.3333333 vs |104| Story/SamWatts Sam
Watts(Player) (Player) with Pi 1 Ceska Black Scorpion
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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PLYR [INFO] ActionComplete SRC:|114| Lonestar/HumanMaleLonestarMage Renraku
Mage(Guard - Seek And Destroy Aggressive) (Player) ->|105| Standard/OrkFemaleShaman
Sangoma(Player) (Player) with Flamethrower Spell Flamethrower 1 HIT:1 MIS:0
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LOAD [INFO] player bundle not loaded VERY EXPENSIVE LOAD OCCURING:
seattle:characters_spirit
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MAIN [INFO] Initializing |117 as character named Inferno with sheet Spirit Fire
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AI.MOVE [INFO] 114| SetDestinationByAI(5.0, 0.0, -10.0)
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AI [INFO] THE CHANCE MY ATTACK HITS IS: 0.5964912 vs |102| HumanMale logan(Player)
(Player) with Spell Flamethrower 1
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AI.MOVE [INFO] 115| SetDestinationByAI(1.0, 0.0, -2.0)
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Unloading 181 unused Assets to reduce memory usage. Loaded Objects now: 29767.
Total: 82.409790 ms (FindLiveObjects: 3.769812 ms CreateObjectMapping: 1.775815 ms
MarkObjects: 70.803627 ms DeleteObjects: 5.223418 ms)
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PLYR [INFO] !EmergencyInterrupt while moving ||115| Core/HumanFemale Renraku
Shaman(Guard - Seek And Destroy Aggressive) (Player)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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AI [INFO] THE CHANCE MY ATTACK HITS IS: 0.2037037 vs |104| Story/SamWatts Sam
Watts(Player) (Player) with SP Spell Flamethrower 1
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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AI [INFO] THE CHANCE MY ATTACK HITS IS: 0.6349207 vs |102| HumanMale logan(Player)
(Player) with Spell Flamethrower 1
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AI [INFO] 114 Performing Attack:Flamethrower AP remaining:1
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CAM [WARN] Camera is panning! Better stop current pan since points fit
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AI.MOVE [INFO] AIMoveRemainingAP favored atk nonexistent or doesnt require move
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CAM [WARN] Camera is panning! Better stop current pan since points fit
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Unloading 77 unused Assets to reduce memory usage. Loaded Objects now: 29839.
Total: 78.853622 ms (FindLiveObjects: 3.878029 ms CreateObjectMapping: 1.404035 ms
MarkObjects: 69.686890 ms DeleteObjects: 3.092230 ms)
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PLYR [INFO] 117| Player DOWNED override, revivableFalse
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Unloading 39 unused Assets to reduce memory usage. Loaded Objects now: 29349.
Total: 75.802933 ms (FindLiveObjects: 3.637856 ms CreateObjectMapping: 1.754172 ms
MarkObjects: 67.673347 ms DeleteObjects: 1.956294 ms)
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Unloading 51 unused Assets to reduce memory usage. Loaded Objects now: 29737.
Total: 74.713776 ms (FindLiveObjects: 3.739441 ms CreateObjectMapping: 1.827131 ms
MarkObjects: 66.813194 ms DeleteObjects: 1.402988 ms)
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AI [INFO] THE CHANCE MY ATTACK HITS IS: 0.6349207 vs |102| HumanMale logan(Player)
(Player) with Spell Flamethrower 1
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AI.MOVE [INFO] 114| SetDestinationByAI(15.0, 0.0, -12.0)
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WRLD [INFO] lonestar:0 USED DEFAULT TURNS PER ROUND: 1
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AI [INFO] THE CHANCE MY ATTACK HITS IS: 0.99 vs |104| Story/SamWatts Sam
Watts(Player) (Player) with Spell Flamethrower 1
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ngineDebug.cpp Line: 54)
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PLYR [INFO] 114| Player DOWNED , revivableFalse
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ngineDebug.cpp Line: 54)
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Unloading 68 unused Assets to reduce memory usage. Loaded Objects now: 29115.
Total: 76.121300 ms (FindLiveObjects: 3.695456 ms CreateObjectMapping: 1.625358 ms
MarkObjects: 65.911140 ms DeleteObjects: 4.059905 ms)
WRLD [INFO] Conversation has ended between: |102| HumanMale logan(Player) and: |
104| Story/SamWatts Sam Watts(Player)
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CAM [WARN] Attempting to pan cam to point not in active camera region: Main... Use
teleport camera trigger?
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WRLD [INFO] Conversation has ended between: |102| HumanMale logan(Player) and: |
106| Story/SamWatts Sam Watts(Guard - Seek And Destroy Aggressive)
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Unloading 376 unused Assets to reduce memory usage. Loaded Objects now: 18454.
Total: 53.487415 ms (FindLiveObjects: 2.700901 ms CreateObjectMapping: 1.198073 ms
MarkObjects: 40.929638 ms DeleteObjects: 7.740350 ms)
Unloading 662 unused Assets to reduce memory usage. Loaded Objects now: 11276.
Total: 38.429111 ms (FindLiveObjects: 1.345389 ms CreateObjectMapping: 0.709348 ms
MarkObjects: 28.799494 ms DeleteObjects: 6.789082 ms)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 11276.
Total: 32.181469 ms (FindLiveObjects: 1.427075 ms CreateObjectMapping: 0.750541 ms
MarkObjects: 29.149281 ms DeleteObjects: 0.048872 ms)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 11276.
Total: 31.689949 ms (FindLiveObjects: 1.280458 ms CreateObjectMapping: 0.654890 ms
MarkObjects: 28.879086 ms DeleteObjects: 0.053061 ms)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 11276.
Total: 31.837612 ms (FindLiveObjects: 1.280458 ms CreateObjectMapping: 0.650701 ms
MarkObjects: 29.051884 ms DeleteObjects: 0.049221 ms)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 11276.
Total: 31.494110 ms (FindLiveObjects: 1.274174 ms CreateObjectMapping: 0.650003 ms
MarkObjects: 28.709776 ms DeleteObjects: 0.052363 ms)
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UnloadTime: 8.795297 ms
Unloading 1 Unused Serialized files (Serialized files now loaded: 20 / Dirty
serialized files: 0)
Unloading 65 unused Assets to reduce memory usage. Loaded Objects now: 7534.
Total: 24.640797 ms (FindLiveObjects: 0.380507 ms CreateObjectMapping: 0.693988 ms
MarkObjects: 21.883690 ms DeleteObjects: 0.835369 ms)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 7534.
Total: 24.411095 ms (FindLiveObjects: 0.919151 ms CreateObjectMapping: 0.611603 ms
MarkObjects: 22.064169 ms DeleteObjects: 0.031418 ms)
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Unloading 3 Unused Serialized files (Serialized files now loaded: 22 / Dirty
serialized files: 0)
Unloading 66 unused Assets to reduce memory usage. Loaded Objects now: 9931.
Total: 30.321871 ms (FindLiveObjects: 1.181317 ms CreateObjectMapping: 0.632200 ms
MarkObjects: 26.534952 ms DeleteObjects: 1.093695 ms)
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LOAD [INFO] Atlas 'PROP_Atlas (Unlit)' wastes 0.8 MB (19.3%) over 1 page(s)
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MAIN [INFO] Initializing |118 as character named Dresden with sheet BaseCivilian
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MAIN [INFO] Initializing |119 as character named Jake Armitage with sheet
Story_Jake
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
C:/BuildAgent/work/cac08d8a5e25d4cb/Runtime/ExportGenerated/StandalonePlayer/UnityE
ngineDebug.cpp Line: 54)
(Filename:
C:/BuildAgent/work/cac08d8a5e25d4cb/Runtime/ExportGenerated/StandalonePlayer/UnityE
ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
Untracked bundle is being loaded again seattle_audio_chicasting
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
C:/BuildAgent/work/cac08d8a5e25d4cb/Runtime/ExportGenerated/StandalonePlayer/UnityE
ngineDebug.cpp Line: 54)
(Filename:
C:/BuildAgent/work/cac08d8a5e25d4cb/Runtime/ExportGenerated/StandalonePlayer/UnityE
ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
(Filename:
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ngineDebug.cpp Line: 54)
Untracked bundle is being loaded again seattle_audio_bugs
(Filename:
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
Unloading 202 unused Assets to reduce memory usage. Loaded Objects now: 14246.
Total: 34.673611 ms (FindLiveObjects: 1.532500 ms CreateObjectMapping: 0.737974 ms
MarkObjects: 31.060543 ms DeleteObjects: 0.497800 ms)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
LOAD [INFO] player bundle not loaded VERY EXPENSIVE LOAD OCCURING:
seattle:characters_core
(Filename:
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ngineDebug.cpp Line: 54)
MAIN [INFO] Initializing |102 as character named logan with sheet CG Human Street
Samurai
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
Unloading 215 unused Assets to reduce memory usage. Loaded Objects now: 14544.
Total: 35.532024 ms (FindLiveObjects: 1.669692 ms CreateObjectMapping: 0.738323 ms
MarkObjects: 31.630255 ms DeleteObjects: 0.612651 ms)
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 14551.
Total: 36.731491 ms (FindLiveObjects: 1.599525 ms CreateObjectMapping: 0.848635 ms
MarkObjects: 33.396996 ms DeleteObjects: 0.081686 ms)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
Unloading 5 unused Assets to reduce memory usage. Loaded Objects now: 14532.
Total: 35.921608 ms (FindLiveObjects: 1.625707 ms CreateObjectMapping: 0.725057 ms
MarkObjects: 32.609451 ms DeleteObjects: 0.101933 ms)
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ngineDebug.cpp Line: 54)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
(Filename: Line: 1494)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
MAIN [INFO] =ENDTEAM=1= shadowrunners:0 TF1
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ngineDebug.cpp Line: 54)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
MAIN [INFO] =BEGINTEAM=1= civilians:0 TS1 TF0 #2
(Filename:
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ngineDebug.cpp Line: 54)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
MAIN [INFO] =ENDTEAM=1= civilians:0 TF1
(Filename:
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ngineDebug.cpp Line: 54)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
WRLD [INFO] shadowrunners:0 USED DEFAULT TURNS PER ROUND: 1
(Filename:
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
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ngineDebug.cpp Line: 54)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
(Filename: Line: 1494)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost
Skipped rendering frame because GfxDevice is in invalid state (device lost)
HandleD3DDeviceLost
HandleD3DDeviceLost: still lost