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  #1  
Old 11-01-2010, 04:37 PM
Crackfight Crackfight is offline
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Posts: 6
Default No Sound

Hello.

I pre-ordered The Ball, but since the release I haven't been able to get sound working. My Google results do not bring aid, as i seem to be the only person i can find with such a problem.

My sound information as best i know atm is:

64bit Windows Vista

SB X-Fi Xtreme Audio: Creative Technology Ltd.
5.1 Surround Sound

Driver Date: 8/3/2009
Driver Version: 5.12.1.2018

24 bit, 96000 Hz (Studio Quality)


I've tried using headphones, the onboard sound, changing through the sound quality, changing from 5.1. I can't seem to get any audio from this game. I need sound

Any help is much appreciated!
Killing Floor works btw
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  #2  
Old 11-01-2010, 09:10 PM
T.W. T.W. is offline
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Can you still hear the normal windows sounds? when you start and reboot?

Try 16 bit, 44100 Hz setting see if that helps.

Do you have any onboard sound on your motherboard? Sometime Steam selects that instead of your PCI soundcard, you can disable the intergrated soundcard in bios, or in "Sound and Audio Device" from the control panel.

Let us know how it goes.

Last edited by T.W.; 11-02-2010 at 12:59 AM.
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  #3  
Old 11-01-2010, 10:42 PM
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zYnthetic zYnthetic is offline
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XAudio2 is a little different than OpenAL. I had to select DolbyDigital rather than the default encoder on my creative panel for surround to work. Granted stereo worked beforehand it's still worth a shot.
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  #4  
Old 11-02-2010, 01:41 AM
Crackfight Crackfight is offline
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No luck at the moment, i tried the 16bit 44100Hz again. Doesn't seem to work. Tried disabling all but onboard sound, using headphones. Nothing

I've been looking through all the Creative programs I've got installed, I can't seem to find DolbyDigital anywhere, maybe I've overlooked it

I've been trying all the settings and combinations i can think of. Should i try redownloading the game? Or perhaps I'm missing some sort of windows DLL file?

This is the only game I have that i cannot get sound working
I have Red Orchestra and Filling Floor, they have sound. (They are the same engine right?)
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  #5  
Old 11-02-2010, 05:58 AM
T.W. T.W. is offline
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Its not on the exact same engine, but it should not be a problem.

Try to reinstall the game, see if that works.
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  #6  
Old 11-02-2010, 09:15 AM
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Hourences Hourences is offline
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Reinstalling is unlikely to work. At best you can reset your settings by deleting the The Ball folder in My Documents My Games.

People reported problems on 7.1 sound systems before, but 5.1 should work. I use a Creative Audigy 2 myself, on a 5.1 setup, and I never had problems. There may be a specific property that does this.

Does the UDK work? The standard UDK you can download at udk.com. We use the same system as the UDK and all the UDK example games.
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  #7  
Old 11-02-2010, 09:33 PM
T.W. T.W. is offline
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Another thing I can think of is the "Audio Enhancements" feature in Vista, which is known to cause issues with audio render, you can disable all the enhancements in the properties section, select playback devices, then speaker.

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  #8  
Old 11-05-2010, 06:08 AM
Crackfight Crackfight is offline
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Sorry i haven't responded, had to work nonstop.

I still can't get the sound working, ive tried disabled the enhancements, doesn't work. There is no sound at all for anything. I tried downloed the UDK and when you load maps in that, there is no sound.

I read that Deeh had no sound too, but fixed it buy installed DirectX into the binaries folder? How is that done, and would that work?

I've tried all the different sound Qualities, i had a problem with Dead Rising 2 having no sound, and changing to 16 Bit 48000Kz (DVD Quality) fixed it(i assumed because it was designed for consoles). But that doesn't work with this game.

I am sad =( I badly want to play this game. What other ideas do you have good sir?
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  #9  
Old 11-05-2010, 01:47 PM
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Hourences Hourences is offline
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There is a log file in My Documents\My Games\The Ball\UDKGame\logs. It is called Launch.log

Can you copy paste its contents here. Perhaps it gives a clue as to why.
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  #10  
Old 11-06-2010, 05:07 AM
Crackfight Crackfight is offline
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Log: Log file open, 11/05/10 20:02:16
Log: ... running in INSTALLED mode
Init: Version: 6699
Init: Epic Internal: 0
Init: Compiled (32-bit): Sep 28 2010 23:44:29
Init: Changelist: 536487
Init: Command line: -DEFENGINEINI=..\..\UDKGame\Config\DefaultEngine.in i
Init: Base directory: d:\games\steam\steamapps\common\the ball\Binaries\Win32\
[0000.11] Init: Computer: *******
[0000.11] Init: User: *******
[0000.11] Init: CPU Page size=4096, Processors=3
[0000.11] Init: High frequency timer resolution =25.000000 MHz
[0000.11] Init: Memory total: Physical=4.0GB Pagefile=8.2GB Virtual=4.0GB
[0000.21] Log: STEAMWORKS initialized 1
[0000.21] Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
[0000.24] Init: WinSock: I am ******* (10.1.1.4:0)
[0000.24] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes.
[0000.24] Init: Object subsystem initialized
[0000.31] Init: OS stats:
[0000.31] Init: Windows XP Service Pack 2
[0000.31] Init: RemoteDesktop=0
[0000.31] Init: Memory stats:
[0000.31] Init: Physical: 4094MB
[0000.31] Init: Virtual: 4095MB
[0000.31] Init: PageFile: 8395MB
[0000.31] Init: CPU stats:
[0000.31] Init: MeasuredPerformanceTime: 212.322 (stored result)
[0000.31] Init: Hyperthreaded: 1
[0000.31] Init: NumProcessorsPerCPU: 1
[0000.31] Init: NumLogicalProcessors: 3
[0000.31] Init: NumPhysicalProcessors: 8195
[0000.31] Init: MaxSpeed: 2800
[0000.31] Init: CurrentSpeed: 2800
[0000.31] Init: CoresPerProcessor: 8195
[0000.31] Init: IsOnBattery: 0
[0000.31] Init: BatteryLevel: -1
[0000.31] Init: Manufacturer: AMD
[0000.31] Init: CPUName: AMD Athlon 64 X2 Dual Core
[0000.31] Init: L1CacheSize: 64
[0000.31] Init: L2CacheSize: 512
[0000.31] Init: Architecture: x64
[0000.31] Init: GPU stats:
[0000.31] Init: VendorID: 000010DE
[0000.31] Init: DeviceID: 00000622
[0000.31] Init: DriverVersion: 8.17.12.5896
[0000.31] Init: DeviceName: NVIDIA GeForce 9600 GT
[0000.31] Init: DriverName: nvd3dum.dll
[0000.31] Init: PixelShaderVersion: 3
[0000.31] Init: VertexShaderVersion: 3
[0000.31] Init: VRAMQuantity: 512
[0000.31] Init: DedicatedVRAM: 495
[0000.31] Init: AdapterCount: 1
[0000.31] Init: SupportsHardwareTnL: 1
[0000.31] Init: GPU DeviceID not found in ini.
[0000.31] Init: Machine detected compatibility level: Composite: 3. CPU: 5. GPU: 3.
[0000.31] Init: Previous detected compatibility level: Composite: 3. CPU: 5. GPU: 3.
[0005.27] Init: Finished loading startup packages in 4.65 seconds
[0005.29] Log: 96703 objects as part of root set at end of initial load.
[0005.29] Log: 0 out of 0 bytes used by permanent object pool.
[0005.29] Log: Initializing Engine...
[0005.31] Init: UEngine initialized
[0005.31] Log: Looking for DLC...
[0005.31] Init: Failed to create XAudio2 interface
[0005.39] Init: Client initialized
[0008.26] Log: Initializing Steamworks
[0008.26] Log: Logged in as 'Heracross'
[0008.27] Log: LoadMap: FrontEndSPL?Name=Player?team=255
[0008.28] Exit: XAudio2 Device shut down.
[0008.29] DevMemory: Virtual memory allocation size: 137.04 MByte (143695872 Bytes)
[0008.45] Log: Game class is 'BallGameEntry'
[0009.11] Log: Primary PhysX scene will be in software.
[0009.11] Log: Creating Primary PhysX Scene.
[0009.11] Log: Bringing World FrontEndSPL.TheWorld up for play (0) at 2010.11.05-20.02.25
[0009.11] Log: Bringing up level for play took: 0.665905
[0009.13] Log: ########### Finished loading level: 0.855185 seconds
[0009.35] Init: Game engine initialized
[0009.35] Log: Initializing Engine Completed
[0009.35] Log: >>>>>>>>>>>>>> Initial startup: 9.35s <<<<<<<<<<<<<<<
[0009.37] Log: FrontEndSPL.TheWorld:PersistentLevel.Main_Sequence .UIAction_OpenScene_0 opening scene 'TBUI_MainMenu TB_UserInterface.Scenes.MainMenu' using player index of -1 (TBLocalPlayer_0)
[0009.38] Log: Switch AmbientOcclusion set to 0
[0009.38] Log: AmbientOcclusion FALSE
[0009.38] Init: System settings changed by exec command:
[0009.38] Init: System Settings:
[0009.38] Init: StaticDecals=true
[0009.38] Init: DynamicDecals=true
[0009.38] Init: UnbatchedDecals=true
[0009.38] Init: DynamicLights=true
[0009.38] Init: DynamicShadows=true
[0009.38] Init: LightEnvironmentShadows=true
[0009.38] Init: CompositeDynamicLights=false
[0009.38] Init: SHSecondaryLighting=true
[0009.38] Init: DirectionalLightmaps=true
[0009.38] Init: MotionBlur=true
[0009.38] Init: MotionBlurPause=true
[0009.38] Init: DepthOfField=true
[0009.38] Init: AmbientOcclusion=false
[0009.38] Init: Bloom=true
[0009.38] Init: UseHighQualityBloom=true
[0009.38] Init: Distortion=true
[0009.38] Init: FilteredDistortion=true
[0009.38] Init: DropParticleDistortion=false
[0009.38] Init: SpeedTreeLeaves=true
[0009.38] Init: bUseMaxQualityMode=false
[0009.38] Init: SpeedTreeFronds=true
[0009.38] Init: OnlyStreamInTextures=false
[0009.38] Init: LensFlares=true
[0009.38] Init: FogVolumes=true
[0009.38] Init: FloatingPointRenderTargets=true
[0009.38] Init: OneFrameThreadLag=true
[0009.38] Init: UseVsync=true
[0009.38] Init: UpscaleScreenPercentage=true
[0009.38] Init: Fullscreen=true
[0009.38] Init: AllowD3D10=false
[0009.38] Init: AllowRadialBlur=true
[0009.38] Init: bEnableBranchingPCFShadows=false
[0009.38] Init: bAllowHardwareShadowFiltering=false
[0009.38] Init: bAllowBetterModulatedShadows=false
[0009.38] Init: bEnableForegroundShadowsOnWorld=false
[0009.38] Init: bEnableForegroundSelfShadowing=true
[0009.38] Init: bAllowWholeSceneDominantShadows=true
[0009.38] Init: bAllowFracturedDamage=true
[0009.38] Init: bForceCPUAccessToGPUSkinVerts=false
[0009.38] Init: bDisableSkeletalInstanceWeights=false
[0009.38] Init: SkeletalMeshLODBias=0
[0009.38] Init: ParticleLODBias=0
[0009.38] Init: DetailMode=2
[0009.38] Init: ShadowFilterQualityBias=0
[0009.38] Init: MaxAnisotropy=4
[0009.38] Init: MaxMultisamples=1
[0009.38] Init: MinShadowResolution=64
[0009.38] Init: MinPreShadowResolution=8
[0009.38] Init: MaxShadowResolution=800
[0009.38] Init: MaxWholeSceneDominantShadowResolution=1344
[0009.38] Init: ResX=1024
[0009.38] Init: ResY=768
[0009.38] Init: UnbuiltNumWholeSceneDynamicShadowCascades=3
[0009.38] Init: WholeSceneShadowUnbuiltInteractionThreshold=20
[0009.38] Init: ShadowFadeResolution=128
[0009.38] Init: PreShadowFadeResolution=16
[0009.38] Init: ScreenPercentage=100.000
[0009.38] Init: SceneCaptureStreamingMultiplier=1.000
[0009.38] Init: FoliageDrawRadiusMultiplier=1.000
[0009.38] Init: ShadowTexelsPerPixel=1.273
[0009.38] Init: PreShadowResolutionFactor=0.500
[0009.38] Init: ShadowFilterRadius=2.000
[0009.38] Init: ShadowDepthBias=0.012
[0009.38] Init: CSMSplitPenumbraScale=0.500
[0009.38] Init: CSMSplitSoftTransitionDistanceScale=4.000
[0009.38] Init: CSMSplitDepthBiasScale=0.700
[0009.38] Init: UnbuiltWholeSceneDynamicShadowRadius=20000.000
[0009.38] Init: ShadowFadeExponent=0.250
[0009.38] Init: NumFracturedPartsScale=1.000
[0009.38] Init: FractureDirectSpawnChanceScale=1.000
[0009.38] Init: FractureRadialSpawnChanceScale=1.000
[0009.38] Init: FractureCullDistanceScale=1.000
[0009.38] Init: DecalCullDistanceScale=1.000
[0009.38] Log: TEXTUREGROUP_World: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_WorldNormalMap: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_WorldSpecular: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_Character: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_CharacterNormalMap: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_CharacterSpecular: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_Weapon: (MinLODSize=1024,MaxLODSize=2048,LODBias=0,MinMagF ilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0009.38] Log: TEXTUREGROUP_WeaponNormalMap: (MinLODSize=1024,MaxLODSize=2048,LODBias=0,MinMagF ilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0009.38] Log: TEXTUREGROUP_WeaponSpecular: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_Vehicle: (MinLODSize=1024,MaxLODSize=2048,LODBias=0,MinMagF ilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0009.38] Log: TEXTUREGROUP_VehicleNormalMap: (MinLODSize=1024,MaxLODSize=2048,LODBias=0,MinMagF ilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0009.38] Log: TEXTUREGROUP_VehicleSpecular: (MinLODSize=1024,MaxLODSize=2048,LODBias=0,MinMagF ilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0009.38] Log: TEXTUREGROUP_Cinematic: (MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_Effects: (MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFi lter=Linear,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0009.38] Log: TEXTUREGROUP_EffectsNotFiltered: (MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_Skybox: (MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_UI: (MinLODSize=1024,MaxLODSize=4096,LODBias=0,MinMagF ilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0009.38] Log: TEXTUREGROUP_Lightmap: (MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_Shadowmap: (MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,NumStreamedMips=3,MipGe nSettings=TMGS_SimpleAverage)
[0009.38] Log: TEXTUREGROUP_RenderTarget: (MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilt er=Aniso,MipFilter=Point,MipGenSettings=TMGS_Simpl eAverage)
[0009.38] Log: TEXTUREGROUP_MobileFlattened: (MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilt er=Aniso,MipFilter=Point,MipGenSettings=TMGS_Simpl eAverage)
[0009.38] Log: TEXTUREGROUP_ProcBuilding_Face: (MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilt er=Aniso,MipFilter=Point,MipGenSettings=TMGS_Simpl eAverage)
[0009.38] Log: TEXTUREGROUP_ProcBuilding_LightMap: (MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilte r=Aniso,MipFilter=Point,MipGenSettings=TMGS_Simple Average)
[0009.38] Log: TEXTUREGROUP_ColorLookupTable: (MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilt er=Aniso,MipFilter=Point,MipGenSettings=TMGS_Simpl eAverage)
[0009.38] Init: Friendly System Settings:
[0009.38] Init: TextureDetail=Level5
[0009.38] Init: WorldDetail=Level5
[0009.38] Init: ShadowDetail=Level5
[0009.38] Init: bUseVSync=1
[0009.38] Init: bUseMSAA=0
[0009.38] Init: ScreenPercentage=100
[0009.38] Init: UpscaleScreenPercentage=1
[0009.38] Init: ResX=1024
[0009.38] Init: ResY= 768
[0009.38] Init: Fullscreen=1
[0009.38] Log: Switch DynamicLights set to 1
[0009.38] Log: DynamicLights TRUE
[0009.38] Init: System settings changed by exec command:
[0009.38] Init: System Settings:
[0009.38] Init: StaticDecals=true
[0009.38] Init: DynamicDecals=true
[0009.38] Init: UnbatchedDecals=true
[0009.38] Init: DynamicLights=true
[0009.38] Init: DynamicShadows=true
[0009.38] Init: LightEnvironmentShadows=true
[0009.38] Init: CompositeDynamicLights=false
[0009.38] Init: SHSecondaryLighting=true
[0009.38] Init: DirectionalLightmaps=true
[0009.38] Init: MotionBlur=true
[0009.38] Init: MotionBlurPause=true
[0009.38] Init: DepthOfField=true
[0009.38] Init: AmbientOcclusion=false
[0009.38] Init: Bloom=true
[0009.38] Init: UseHighQualityBloom=true
[0009.38] Init: Distortion=true
[0009.38] Init: FilteredDistortion=true
[0009.38] Init: DropParticleDistortion=false
[0009.38] Init: SpeedTreeLeaves=true
[0009.38] Init: bUseMaxQualityMode=false
[0009.38] Init: SpeedTreeFronds=true
[0009.38] Init: OnlyStreamInTextures=false
[0009.38] Init: LensFlares=true
[0009.38] Init: FogVolumes=true
[0009.38] Init: FloatingPointRenderTargets=true
[0009.38] Init: OneFrameThreadLag=true
[0009.38] Init: UseVsync=true
[0009.38] Init: UpscaleScreenPercentage=true
[0009.38] Init: Fullscreen=true
[0009.38] Init: AllowD3D10=false
[0009.38] Init: AllowRadialBlur=true
[0009.38] Init: bEnableBranchingPCFShadows=false
[0009.38] Init: bAllowHardwareShadowFiltering=false
[0009.38] Init: bAllowBetterModulatedShadows=false
[0009.38] Init: bEnableForegroundShadowsOnWorld=false
[0009.38] Init: bEnableForegroundSelfShadowing=true
[0009.38] Init: bAllowWholeSceneDominantShadows=true
[0009.38] Init: bAllowFracturedDamage=true
[0009.38] Init: bForceCPUAccessToGPUSkinVerts=false
[0009.38] Init: bDisableSkeletalInstanceWeights=false
[0009.38] Init: SkeletalMeshLODBias=0
[0009.38] Init: ParticleLODBias=0
[0009.38] Init: DetailMode=2
[0009.38] Init: ShadowFilterQualityBias=0
[0009.38] Init: MaxAnisotropy=4
[0009.38] Init: MaxMultisamples=1
[0009.38] Init: MinShadowResolution=64
[0009.38] Init: MinPreShadowResolution=8
[0009.38] Init: MaxShadowResolution=800
[0009.38] Init: MaxWholeSceneDominantShadowResolution=1344
[0009.38] Init: ResX=1024
[0009.38] Init: ResY=768
[0009.38] Init: UnbuiltNumWholeSceneDynamicShadowCascades=3
[0009.38] Init: WholeSceneShadowUnbuiltInteractionThreshold=20
[0009.38] Init: ShadowFadeResolution=128
[0009.38] Init: PreShadowFadeResolution=16
[0009.38] Init: ScreenPercentage=100.000
[0009.38] Init: SceneCaptureStreamingMultiplier=1.000
[0009.38] Init: FoliageDrawRadiusMultiplier=1.000
[0009.38] Init: ShadowTexelsPerPixel=1.273
[0009.38] Init: PreShadowResolutionFactor=0.500
[0009.38] Init: ShadowFilterRadius=2.000
[0009.38] Init: ShadowDepthBias=0.012
[0009.38] Init: CSMSplitPenumbraScale=0.500
[0009.38] Init: CSMSplitSoftTransitionDistanceScale=4.000
[0009.38] Init: CSMSplitDepthBiasScale=0.700
[0009.38] Init: UnbuiltWholeSceneDynamicShadowRadius=20000.000
[0009.38] Init: ShadowFadeExponent=0.250
[0009.38] Init: NumFracturedPartsScale=1.000
[0009.38] Init: FractureDirectSpawnChanceScale=1.000
[0009.38] Init: FractureRadialSpawnChanceScale=1.000
[0009.38] Init: FractureCullDistanceScale=1.000
[0009.38] Init: DecalCullDistanceScale=1.000
[0009.38] Log: TEXTUREGROUP_World: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_WorldNormalMap: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_WorldSpecular: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_Character: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_CharacterNormalMap: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_CharacterSpecular: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_Weapon: (MinLODSize=1024,MaxLODSize=2048,LODBias=0,MinMagF ilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0009.38] Log: TEXTUREGROUP_WeaponNormalMap: (MinLODSize=1024,MaxLODSize=2048,LODBias=0,MinMagF ilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0009.38] Log: TEXTUREGROUP_WeaponSpecular: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_Vehicle: (MinLODSize=1024,MaxLODSize=2048,LODBias=0,MinMagF ilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0009.38] Log: TEXTUREGROUP_VehicleNormalMap: (MinLODSize=1024,MaxLODSize=2048,LODBias=0,MinMagF ilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0009.38] Log: TEXTUREGROUP_VehicleSpecular: (MinLODSize=1024,MaxLODSize=2048,LODBias=0,MinMagF ilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0009.38] Log: TEXTUREGROUP_Cinematic: (MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_Effects: (MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFi lter=Linear,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0009.38] Log: TEXTUREGROUP_EffectsNotFiltered: (MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_Skybox: (MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_UI: (MinLODSize=1024,MaxLODSize=4096,LODBias=0,MinMagF ilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0009.38] Log: TEXTUREGROUP_Lightmap: (MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_Shadowmap: (MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,NumStreamedMips=3,MipGe nSettings=TMGS_SimpleAverage)
[0009.38] Log: TEXTUREGROUP_RenderTarget: (MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilt er=Aniso,MipFilter=Point,MipGenSettings=TMGS_Simpl eAverage)
[0009.38] Log: TEXTUREGROUP_MobileFlattened: (MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilt er=Aniso,MipFilter=Point,MipGenSettings=TMGS_Simpl eAverage)
[0009.38] Log: TEXTUREGROUP_ProcBuilding_Face: (MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilt er=Aniso,MipFilter=Point,MipGenSettings=TMGS_Simpl eAverage)
[0009.38] Log: TEXTUREGROUP_ProcBuilding_LightMap: (MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilte r=Aniso,MipFilter=Point,MipGenSettings=TMGS_Simple Average)
[0009.38] Log: TEXTUREGROUP_ColorLookupTable: (MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilt er=Aniso,MipFilter=Point,MipGenSettings=TMGS_Simpl eAverage)
[0009.38] Init: Friendly System Settings:
[0009.38] Init: TextureDetail=Level5
[0009.38] Init: WorldDetail=Level5
[0009.38] Init: ShadowDetail=Level5
[0009.38] Init: bUseVSync=1
[0009.38] Init: bUseMSAA=0
[0009.38] Init: ScreenPercentage=100
[0009.38] Init: UpscaleScreenPercentage=1
[0009.38] Init: ResX=1024
[0009.38] Init: ResY= 768
[0009.38] Init: Fullscreen=1
[0009.38] Log: Switch DynamicShadows set to 1
[0009.38] Log: DynamicShadows TRUE
[0009.38] Init: System settings changed by exec command:
[0009.38] Init: System Settings:
[0009.38] Init: StaticDecals=true
[0009.38] Init: DynamicDecals=true
[0009.38] Init: UnbatchedDecals=true
[0009.38] Init: DynamicLights=true
[0009.38] Init: DynamicShadows=true
[0009.38] Init: LightEnvironmentShadows=true
[0009.38] Init: CompositeDynamicLights=false
[0009.38] Init: SHSecondaryLighting=true
[0009.38] Init: DirectionalLightmaps=true
[0009.38] Init: MotionBlur=true
[0009.38] Init: MotionBlurPause=true
[0009.38] Init: DepthOfField=true
[0009.38] Init: AmbientOcclusion=false
[0009.38] Init: Bloom=true
[0009.38] Init: UseHighQualityBloom=true
[0009.38] Init: Distortion=true
[0009.38] Init: FilteredDistortion=true
[0009.38] Init: DropParticleDistortion=false
[0009.38] Init: SpeedTreeLeaves=true
[0009.38] Init: bUseMaxQualityMode=false
[0009.38] Init: SpeedTreeFronds=true
[0009.38] Init: OnlyStreamInTextures=false
[0009.38] Init: LensFlares=true
[0009.38] Init: FogVolumes=true
[0009.38] Init: FloatingPointRenderTargets=true
[0009.38] Init: OneFrameThreadLag=true
[0009.38] Init: UseVsync=true
[0009.38] Init: UpscaleScreenPercentage=true
[0009.38] Init: Fullscreen=true
[0009.38] Init: AllowD3D10=false
[0009.38] Init: AllowRadialBlur=true
[0009.38] Init: bEnableBranchingPCFShadows=false
[0009.38] Init: bAllowHardwareShadowFiltering=false
[0009.38] Init: bAllowBetterModulatedShadows=false
[0009.38] Init: bEnableForegroundShadowsOnWorld=false
[0009.38] Init: bEnableForegroundSelfShadowing=true
[0009.38] Init: bAllowWholeSceneDominantShadows=true
[0009.38] Init: bAllowFracturedDamage=true
[0009.38] Init: bForceCPUAccessToGPUSkinVerts=false
[0009.38] Init: bDisableSkeletalInstanceWeights=false
[0009.38] Init: SkeletalMeshLODBias=0
[0009.38] Init: ParticleLODBias=0
[0009.38] Init: DetailMode=2
[0009.38] Init: ShadowFilterQualityBias=0
[0009.38] Init: MaxAnisotropy=4
[0009.38] Init: MaxMultisamples=1
[0009.38] Init: MinShadowResolution=64
[0009.38] Init: MinPreShadowResolution=8
[0009.38] Init: MaxShadowResolution=800
[0009.38] Init: MaxWholeSceneDominantShadowResolution=1344
[0009.38] Init: ResX=1024
[0009.38] Init: ResY=768
[0009.38] Init: UnbuiltNumWholeSceneDynamicShadowCascades=3
[0009.38] Init: WholeSceneShadowUnbuiltInteractionThreshold=20
[0009.38] Init: ShadowFadeResolution=128
[0009.38] Init: PreShadowFadeResolution=16
[0009.38] Init: ScreenPercentage=100.000
[0009.38] Init: SceneCaptureStreamingMultiplier=1.000
[0009.38] Init: FoliageDrawRadiusMultiplier=1.000
[0009.38] Init: ShadowTexelsPerPixel=1.273
[0009.38] Init: PreShadowResolutionFactor=0.500
[0009.38] Init: ShadowFilterRadius=2.000
[0009.38] Init: ShadowDepthBias=0.012
[0009.38] Init: CSMSplitPenumbraScale=0.500
[0009.38] Init: CSMSplitSoftTransitionDistanceScale=4.000
[0009.38] Init: CSMSplitDepthBiasScale=0.700
[0009.38] Init: UnbuiltWholeSceneDynamicShadowRadius=20000.000
[0009.38] Init: ShadowFadeExponent=0.250
[0009.38] Init: NumFracturedPartsScale=1.000
[0009.38] Init: FractureDirectSpawnChanceScale=1.000
[0009.38] Init: FractureRadialSpawnChanceScale=1.000
[0009.38] Init: FractureCullDistanceScale=1.000
[0009.38] Init: DecalCullDistanceScale=1.000
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  #11  
Old 11-06-2010, 05:08 AM
Crackfight Crackfight is offline
Junior Member
 
Join Date: Nov 2010
Posts: 6
Default

[0009.38] Log: TEXTUREGROUP_World: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_WorldNormalMap: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_WorldSpecular: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_Character: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_CharacterNormalMap: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_CharacterSpecular: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_Weapon: (MinLODSize=1024,MaxLODSize=2048,LODBias=0,MinMagF ilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0009.38] Log: TEXTUREGROUP_WeaponNormalMap: (MinLODSize=1024,MaxLODSize=2048,LODBias=0,MinMagF ilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0009.38] Log: TEXTUREGROUP_WeaponSpecular: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_Vehicle: (MinLODSize=1024,MaxLODSize=2048,LODBias=0,MinMagF ilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0009.38] Log: TEXTUREGROUP_VehicleNormalMap: (MinLODSize=1024,MaxLODSize=2048,LODBias=0,MinMagF ilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0009.38] Log: TEXTUREGROUP_VehicleSpecular: (MinLODSize=1024,MaxLODSize=2048,LODBias=0,MinMagF ilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0009.38] Log: TEXTUREGROUP_Cinematic: (MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_Effects: (MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFi lter=Linear,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0009.38] Log: TEXTUREGROUP_EffectsNotFiltered: (MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_Skybox: (MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_UI: (MinLODSize=1024,MaxLODSize=4096,LODBias=0,MinMagF ilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0009.38] Log: TEXTUREGROUP_Lightmap: (MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_Shadowmap: (MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,NumStreamedMips=3,MipGe nSettings=TMGS_SimpleAverage)
[0009.38] Log: TEXTUREGROUP_RenderTarget: (MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilt er=Aniso,MipFilter=Point,MipGenSettings=TMGS_Simpl eAverage)
[0009.38] Log: TEXTUREGROUP_MobileFlattened: (MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilt er=Aniso,MipFilter=Point,MipGenSettings=TMGS_Simpl eAverage)
[0009.38] Log: TEXTUREGROUP_ProcBuilding_Face: (MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilt er=Aniso,MipFilter=Point,MipGenSettings=TMGS_Simpl eAverage)
[0009.38] Log: TEXTUREGROUP_ProcBuilding_LightMap: (MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilte r=Aniso,MipFilter=Point,MipGenSettings=TMGS_Simple Average)
[0009.38] Log: TEXTUREGROUP_ColorLookupTable: (MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilt er=Aniso,MipFilter=Point,MipGenSettings=TMGS_Simpl eAverage)
[0009.38] Init: Friendly System Settings:
[0009.38] Init: TextureDetail=Level5
[0009.38] Init: WorldDetail=Level5
[0009.38] Init: ShadowDetail=Level5
[0009.38] Init: bUseVSync=1
[0009.38] Init: bUseMSAA=0
[0009.38] Init: ScreenPercentage=100
[0009.38] Init: UpscaleScreenPercentage=1
[0009.38] Init: ResX=1024
[0009.38] Init: ResY= 768
[0009.38] Init: Fullscreen=1
[0009.38] Log: Int DetailMode set to 2
[0009.38] Log: DetailMode 2
[0009.38] Init: System settings changed by exec command:
[0009.38] Init: System Settings:
[0009.38] Init: StaticDecals=true
[0009.38] Init: DynamicDecals=true
[0009.38] Init: UnbatchedDecals=true
[0009.38] Init: DynamicLights=true
[0009.38] Init: DynamicShadows=true
[0009.38] Init: LightEnvironmentShadows=true
[0009.38] Init: CompositeDynamicLights=false
[0009.38] Init: SHSecondaryLighting=true
[0009.38] Init: DirectionalLightmaps=true
[0009.38] Init: MotionBlur=true
[0009.38] Init: MotionBlurPause=true
[0009.38] Init: DepthOfField=true
[0009.38] Init: AmbientOcclusion=false
[0009.38] Init: Bloom=true
[0009.38] Init: UseHighQualityBloom=true
[0009.38] Init: Distortion=true
[0009.38] Init: FilteredDistortion=true
[0009.38] Init: DropParticleDistortion=false
[0009.38] Init: SpeedTreeLeaves=true
[0009.38] Init: bUseMaxQualityMode=false
[0009.38] Init: SpeedTreeFronds=true
[0009.38] Init: OnlyStreamInTextures=false
[0009.38] Init: LensFlares=true
[0009.38] Init: FogVolumes=true
[0009.38] Init: FloatingPointRenderTargets=true
[0009.38] Init: OneFrameThreadLag=true
[0009.38] Init: UseVsync=true
[0009.38] Init: UpscaleScreenPercentage=true
[0009.38] Init: Fullscreen=true
[0009.38] Init: AllowD3D10=false
[0009.38] Init: AllowRadialBlur=true
[0009.38] Init: bEnableBranchingPCFShadows=false
[0009.38] Init: bAllowHardwareShadowFiltering=false
[0009.38] Init: bAllowBetterModulatedShadows=false
[0009.38] Init: bEnableForegroundShadowsOnWorld=false
[0009.38] Init: bEnableForegroundSelfShadowing=true
[0009.38] Init: bAllowWholeSceneDominantShadows=true
[0009.38] Init: bAllowFracturedDamage=true
[0009.38] Init: bForceCPUAccessToGPUSkinVerts=false
[0009.38] Init: bDisableSkeletalInstanceWeights=false
[0009.38] Init: SkeletalMeshLODBias=0
[0009.38] Init: ParticleLODBias=0
[0009.38] Init: DetailMode=2
[0009.38] Init: ShadowFilterQualityBias=0
[0009.38] Init: MaxAnisotropy=4
[0009.38] Init: MaxMultisamples=1
[0009.38] Init: MinShadowResolution=64
[0009.38] Init: MinPreShadowResolution=8
[0009.38] Init: MaxShadowResolution=800
[0009.38] Init: MaxWholeSceneDominantShadowResolution=1344
[0009.38] Init: ResX=1024
[0009.38] Init: ResY=768
[0009.38] Init: UnbuiltNumWholeSceneDynamicShadowCascades=3
[0009.38] Init: WholeSceneShadowUnbuiltInteractionThreshold=20
[0009.38] Init: ShadowFadeResolution=128
[0009.38] Init: PreShadowFadeResolution=16
[0009.38] Init: ScreenPercentage=100.000
[0009.38] Init: SceneCaptureStreamingMultiplier=1.000
[0009.38] Init: FoliageDrawRadiusMultiplier=1.000
[0009.38] Init: ShadowTexelsPerPixel=1.273
[0009.38] Init: PreShadowResolutionFactor=0.500
[0009.38] Init: ShadowFilterRadius=2.000
[0009.38] Init: ShadowDepthBias=0.012
[0009.38] Init: CSMSplitPenumbraScale=0.500
[0009.38] Init: CSMSplitSoftTransitionDistanceScale=4.000
[0009.38] Init: CSMSplitDepthBiasScale=0.700
[0009.38] Init: UnbuiltWholeSceneDynamicShadowRadius=20000.000
[0009.38] Init: ShadowFadeExponent=0.250
[0009.38] Init: NumFracturedPartsScale=1.000
[0009.38] Init: FractureDirectSpawnChanceScale=1.000
[0009.38] Init: FractureRadialSpawnChanceScale=1.000
[0009.38] Init: FractureCullDistanceScale=1.000
[0009.38] Init: DecalCullDistanceScale=1.000
[0009.38] Log: TEXTUREGROUP_World: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_WorldNormalMap: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_WorldSpecular: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_Character: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_CharacterNormalMap: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_CharacterSpecular: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_Weapon: (MinLODSize=1024,MaxLODSize=2048,LODBias=0,MinMagF ilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0009.38] Log: TEXTUREGROUP_WeaponNormalMap: (MinLODSize=1024,MaxLODSize=2048,LODBias=0,MinMagF ilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0009.38] Log: TEXTUREGROUP_WeaponSpecular: (MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_Vehicle: (MinLODSize=1024,MaxLODSize=2048,LODBias=0,MinMagF ilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0009.38] Log: TEXTUREGROUP_VehicleNormalMap: (MinLODSize=1024,MaxLODSize=2048,LODBias=0,MinMagF ilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0009.38] Log: TEXTUREGROUP_VehicleSpecular: (MinLODSize=1024,MaxLODSize=2048,LODBias=0,MinMagF ilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0009.38] Log: TEXTUREGROUP_Cinematic: (MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_Effects: (MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFi lter=Linear,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0009.38] Log: TEXTUREGROUP_EffectsNotFiltered: (MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_Skybox: (MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_UI: (MinLODSize=1024,MaxLODSize=4096,LODBias=0,MinMagF ilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Si mpleAverage)
[0009.38] Log: TEXTUREGROUP_Lightmap: (MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_Sim pleAverage)
[0009.38] Log: TEXTUREGROUP_Shadowmap: (MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,NumStreamedMips=3,MipGe nSettings=TMGS_SimpleAverage)
[0009.38] Log: TEXTUREGROUP_RenderTarget: (MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilt er=Aniso,MipFilter=Point,MipGenSettings=TMGS_Simpl eAverage)
[0009.38] Log: TEXTUREGROUP_MobileFlattened: (MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilt er=Aniso,MipFilter=Point,MipGenSettings=TMGS_Simpl eAverage)
[0009.38] Log: TEXTUREGROUP_ProcBuilding_Face: (MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilt er=Aniso,MipFilter=Point,MipGenSettings=TMGS_Simpl eAverage)
[0009.38] Log: TEXTUREGROUP_ProcBuilding_LightMap: (MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilte r=Aniso,MipFilter=Point,MipGenSettings=TMGS_Simple Average)
[0009.38] Log: TEXTUREGROUP_ColorLookupTable: (MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilt er=Aniso,MipFilter=Point,MipGenSettings=TMGS_Simpl eAverage)
[0009.38] Init: Friendly System Settings:
[0009.38] Init: TextureDetail=Level5
[0009.38] Init: WorldDetail=Level5
[0009.38] Init: ShadowDetail=Level5
[0009.38] Init: bUseVSync=1
[0009.38] Init: bUseMSAA=0
[0009.38] Init: ScreenPercentage=100
[0009.38] Init: UpscaleScreenPercentage=1
[0009.38] Init: ResX=1024
[0009.38] Init: ResY= 768
[0009.38] Init: Fullscreen=1
[0009.45] Log: FrontEndSPL.TheWorld:PersistentLevel.Main_Sequence .UIAction_OpenScene_3 opening scene 'UIScene TB_Interface2.splash.nordensplash' using player index of -1 (TBLocalPlayer_0)
[0012.17] Log: FrontEndSPL.TheWorld:PersistentLevel.Main_Sequence .UIAction_OpenScene_5 opening scene 'UIScene TB_Interface2.splash.unreallogosplash' using player index of -1 (TBLocalPlayer_0)
[0019.71] Log: === Critical error: ===
Fatal error!

Address = 0x608153 (filename not found) [in d:\games\steam\steamapps\common\the ball\Binaries\Win32\TheBall.exe]
Address = 0x608153 (filename not found) [in d:\games\steam\steamapps\common\the ball\Binaries\Win32\TheBall.exe]
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  #12  
Old 11-06-2010, 02:37 PM
Hourences's Avatar
Hourences Hourences is offline
The Ball Team
 
Join Date: Jul 2010
Posts: 142
Default

Fun.

We can try the DX9 trick perhaps yes.

Steam\SteamApps\common\the ball\Binaries\DirectX

Go to that folder, and run DXSetup.exe.

I don't think it'll work though. You probably already have a recent DX9 anyhow, most games, the UDK including, install it. In the log file it says it fails to boot the audio engine but it gives no further details...

I am going to continue looking for a solution for you.
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  #13  
Old 11-07-2010, 02:59 AM
Crackfight Crackfight is offline
Junior Member
 
Join Date: Nov 2010
Posts: 6
Default

Ran it, An internal system error occurred.
Decided to run the DirectX Setup again in blind hope. It worked!

Still no sound....
Then i changed sound quality from 24bit 96000Hz to 24bit 48000Hz (which i had tried before) and it worked!

So im guessing the DirectX installer never ran when i downloaded and installed the game off steam. But the game doesn't work in the higher sound.

Thank you so much for your support, excellent customer service, i am very pleased you've made my day!
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