Game Fails to Load or Connect to Server


(Silvanoshi) #1

Following yesterday’s update, a couple of issues have been raised by a number of bombers:

[ul]
[li]The individual is unable to load the game[/li][li]The individual is unable to connect to a server[/li][/ul]
Obvously there can be many reasons for these type of issues occuring, but one of the more prominent ones is coming about as a result of file modification.

If you have tweaked your config files for whatever reason, you may need to take the following steps to restore them to their default values.

[ul]
[li]Close both Dirty Bomb and the Nexon Launcher[/li][li]Go to the file location: C:\Users\username\Documents\My Games\UnrealEngine3\ShooterGame\Config[/li][li]Delete the .ini files located there[/li][li]Launch the Nexon Launcher and game - default ini files should be generated[/li][/ul]
With that done your game should load and connect to servers without issue. If not, then you were afflickted by a different problem.

Silvanoshi


(Violator) #2

I’m not even able to download the latest patch :(. Launcher updated but sits there with the (now 7 including DB) nexon game shortcuts. Having the same issue I had back in November which I raised a ticket for that nexon took a whole 5 months to reply to :o whereby the following happens if you click on the DB icon in the launcher:


This time though there’s been no attempt to download the patch, its just stuck at 100% verifying.

Not manually modified any files btw

EDIT: apparently it does verifying first now? Seems to be downloading ok.


(Hundopercent) #3

I did this and I still can’t even login to the Nexon Launcher. I don’t believe logging into the launcher would have anything to do with a modified DB .ini file


(Ceres) #4

The question is how to fix this without deleting our configs…


(PixelTwitch) #5

The new update changed a lot of the config commands meaning that new ones are not being set (and we have read only) and old ones may no longer work. I am afraid its new config time.


(Ceres) #6

Why you do this to me, pixel!


(PixelTwitch) #7

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EditPackages=GFxUIEditor
EditPackages=IpDrv
EditPackages=OnlineSubsystemPC
EditPackages=OnlineSubsystemGameSpy
EditPackages=OnlineSubsystemLive
EditPackages=OnlineSubsystemSteamworks
bBuildReachSpecs=FALSE
EditPackages=SubstanceAir
EditPackages=SubstanceAirEd
bGroupingActive=TRUE
bCustomCameraAlignEmitter=TRUE
CustomCameraAlignEmitterDistance=100.0
bDrawSocketsInGMode=FALSE
bSmoothFrameRate=FALSE
MinSmoothedFrameRate=5
MaxSmoothedFrameRate=120
FarClippingPlane=0
TemplateMapFolders=..\..\ShooterGame\Content\Maps\Templates
EditPackagesOutPath=..\..\ShooterGame\Script
FRScriptOutputPath=..\..\ShooterGame\ScriptFinalRelease
EditPackages=SDEngine
EditPackages=SDPCEngine
EditPackages=SDPS3Engine
EditPackages=SDEditor
EditPackages=ShooterGame
EditPackages=ShooterEditor
EditPackages=ShooterGameContent
InEditorGameURLOptions=

[UnrealEd.UnrealEdEngine]
AutoSaveIndex=0
PackagesToBeFullyLoadedAtStartup=EditorMaterials
PackagesToBeFullyLoadedAtStartup=EditorMeshes
PackagesToBeFullyLoadedAtStartup=EditorResources
PackagesToBeFullyLoadedAtStartup=EngineMaterials
PackagesToBeFullyLoadedAtStartup=EngineFonts
PackagesToBeFullyLoadedAtStartup=EngineResources
PackagesToBeFullyLoadedAtStartup=Engine_MI_Shaders
PackagesToBeFullyLoadedAtStartup=ShooterMapTemplateIndex

[Engine.DataStoreClient]
GlobalDataStoreClasses=Engine.UIDataStore_Strings
GlobalDataStoreClasses=Engine.UIDataStore_GameResource
GlobalDataStoreClasses=Engine.UIDataStore_Fonts
GlobalDataStoreClasses=Engine.UIDataStore_Registry
GlobalDataStoreClasses=Engine.UIDataStore_InputAlias
PlayerDataStoreClassNames=SDEngine.SDOnlineGameSession
PlayerDataStoreClassNames=SDEngine.SDOnlineGameSearch

[DevOptions.Shaders]
AutoReloadChangedShaders=True
bAllowMultiThreadedShaderCompile=True
bAllowDistributedShaderCompile=False
bAllowDistributedShaderCompileForBuildPCS=True
NumUnusedShaderCompilingThreads=1
ThreadedShaderCompileThreshold=1
MaxShaderJobBatchSize=30
PrecompileShadersJobThreshold=40000
bDumpShaderPDBs=True
bPromptToRetryFailedShaderCompiles=True

[DevOptions.Debug]
ShowSelectedLightmap=False

[StatNotifyProviders]
BinaryFileStatNotifyProvider=true
XmlStatNotifyProvider=false
CsvStatNotifyProvider=false
StatsNotifyProvider_UDP=true
PIXNamedCounterProvider=false

[StatNotifyProviders.StatNotifyProvider_UDP]
ListenPort=13000

[RemoteControl]
SuppressRemoteControlAtStartup=False

[LogFiles]
PurgeLogsDays=3
LogTimes=True

[AnimationCompression]
CompressCommandletVersion=2	// Bump this up to trigger full recompression. Otherwise only new animations imported will be recompressed.
DefaultCompressionAlgorithm=AnimationCompressionAlgorithm_RemoveLinearKeys
TranslationCompressionFormat=0
RotationCompressionFormat=1
AlternativeCompressionThreshold=1.f
ForceRecompression=False
bOnlyCheckForMissingSkeletalMeshes=False
KeyEndEffectorsMatchName=IK
KeyEndEffectorsMatchName=eye
KeyEndEffectorsMatchName=weapon
KeyEndEffectorsMatchName=hand
KeyEndEffectorsMatchName=attach
KeyEndEffectorsMatchName=camera

[IpDrv.OnlineSubsystemCommonImpl]
MaxLocalTalkers=1
MaxRemoteTalkers=16
bIsUsingSpeechRecognition=false

[IpDrv.OnlineGameInterfaceImpl]
LanAnnouncePort=14001
LanQueryTimeout=5.0
LanPacketPlatformMask=1

[OnlineSubsystemLive.OnlineSubsystemLive]
LanAnnouncePort=14001
VoiceNotificationDelta=0.2

[Engine.StaticMeshCollectionActor]
bCookOutStaticMeshActors=TRUE
MaxStaticMeshComponents=100

[Engine.StaticLightCollectionActor]
bCookOutStaticLightActors=TRUE
MaxLightComponents=100

[CpuUsage]
SamplingRate=250

[LiveSock]
bUseVDP=True
bUseSecureConnections=true
MaxDgramSockets=64
MaxStreamSockets=16
DefaultRecvBufsizeInK=256
DefaultSendBufsizeInK=256
SystemLinkPort=14000

[CustomStats]
LD=Streaming fudge factor
LD=FrameTime
LD=Terrain Smooth Time
LD=Terrain Render Time
LD=Decal Render Time
LD=Terrain Triangles
LD=Decal Triangles
LD=Decal Draw Calls
LD=Static Mesh Tris
LD=Skel Mesh Tris
LD=Skel Verts CPU Skin
LD=Skel Verts GPU Skin
LD=30+ FPS
LD=Total CPU rendering time
LD=Total GPU rendering time
LD=Occluded primitives
LD=Projected shadows
LD=Visible static mesh elements
LD=Visible dynamic primitives
LD=Texture Pool Size
LD=Physical Memory Used
LD=Virtual Memory Used
LD=Audio Memory Used
LD=Texture Memory Used
LD=360 Texture Memory Used
LD=Animation Memory
LD=Vertex Lighting Memory
LD=StaticMesh Vertex Memory
LD=StaticMesh Index Memory
LD=SkeletalMesh Vertex Memory
LD=SkeletalMesh Index Memory
LD=Decal Vertex Memory
LD=Decal Index Memory
LD=Decal Interaction Memory
MEMLEAN=Virtual Memory Used
MEMLEAN=Audio Memory Used
MEMLEAN=Animation Memory
MEMLEAN=FaceFX Cur Mem
MEMLEAN=Vertex Lighting Memory
MEMLEAN=StaticMesh Vertex Memory
MEMLEAN=StaticMesh Index Memory
MEMLEAN=SkeletalMesh Vertex Memory
MEMLEAN=SkeletalMesh Index Memory
MEMLEAN=Decal Vertex Memory
MEMLEAN=Decal Index Memory
MEMLEAN=Decal Interaction Memory
MEMLEAN=VertexShader Memory
MEMLEAN=PixelShader Memory
GameThread=Async Loading Time
GameThread=Audio Update Time
GameThread=FrameTime
GameThread=HUD Time
GameThread=Input Time
GameThread=Kismet Time
GameThread=Move Actor Time
GameThread=RHI Game Tick
GameThread=RedrawViewports
GameThread=Script time
GameThread=Tick Time
GameThread=Update Components Time
GameThread=World Tick Time
GameThread=Async Work Wait
GameThread=PerFrameCapture
GameThread=DynamicLightEnvComp Tick
Mobile=ES2 Draw Calls
Mobile=ES2 Draw Calls (UP)
Mobile=ES2 Triangles Drawn
Mobile=ES2 Triangles Drawn (UP)
Mobile=ES2 Program Count
Mobile=ES2 Program Count (PP)
Mobile=ES2 Program Changes
Mobile=ES2 Uniform Updates (Bytes)
Mobile=ES2 Base Texture Binds
Mobile=ES2 Detail Texture Binds
Mobile=ES2 Lightmap Texture Binds
Mobile=ES2 Environment Texture Binds
Mobile=ES2 Bump Offset Texture Binds
Mobile=Frustum Culled primitives
Mobile=Statically occluded primitives
SplitScreen=Processed primitives
SplitScreen=Mesh draw calls
SplitScreen=Mesh Particles
SplitScreen=Particle Draw Calls

[MemorySplitClassesToTrack]
Class=AnimSequence
Class=AudioComponent
Class=AudioDevice
Class=BrushComponent
Class=CylinderComponent
Class=DecalComponent
Class=DecalManager
Class=DecalMaterial
Class=Font
Class=Level
Class=Material
Class=MaterialInstanceConstant
Class=MaterialInstanceTimeVarying
Class=Model
Class=ModelComponent
Class=MorphTarget
Class=NavigationMeshBase
Class=ParticleModule
Class=ParticleSystemComponent
Class=PathNode
Class=ProcBuilding_SimpleLODActor
Class=RB_BodyInstance
Class=RB_BodySetup
Class=ReachSpec
Class=Sequence
Class=SkeletalMesh
Class=SkeletalMeshComponent
Class=SoundCue
Class=SoundNode
Class=SoundNodeWave
Class=StaticMesh
Class=StaticMeshActor
Class=StaticMeshCollectionActor
Class=StaticMeshComponent
Class=Terrain
Class=TerrainComponent
Class=Texture2D
Class=UIRoot

[MemLeakCheckExtraExecsToRun]
Cmd=obj list class=StaticMesh -Alphasort -DetailedInfo
Cmd=obj list class=StaticMeshActor -ALPHASORT -DetailedInfo
Cmd=obj list class=StaticMeshCollectionActor -ALPHASORT -DetailedInfo
Cmd=obj list class=TextureMovie -Alphasort -DetailedInfo
Cmd=obj list class=Level -ALPHASORT -DetailedInfo
Cmd=lightenv list volumes
Cmd=lightenv list transition
Cmd=ListThreads

[ConfigCoalesceFilter]
FilterOut=ShooterEngine.ini
FilterOut=ShooterEditor.ini
FilterOut=ShooterInput.ini
FilterOut=ShooterLightmass.ini
FilterOut=ShooterGame.ini
FilterOut=ShooterGameDedicatedServer.ini
FilterOut=ShooterUI.ini
FilterOut=ShooterCompat.ini
FilterOut=ShooterEngineG4WLive.ini
FilterOut=ShooterEngineG4WLiveDedicatedServer.ini
FilterOut=ShooterEngineNoLive.ini
FilterOut=ShooterEngineNoLiveDedicatedServer.ini
FilterOut=ShooterEditorKeyBindings.ini
FilterOut=ShooterEditorUserSettings.ini
FilterOut=ShooterEngineGameSpy.ini
FilterOut=ShooterEngineSteamworks.ini
FilterOut=Descriptions.int
FilterOut=Editor.int
FilterOut=EditorTips.int
FilterOut=UnrealEd.int
FilterOut=WinDrv.int
FilterOut=XWindow.int
FilterOut=GfxUIEditor.int
FilterOut=Properties.int

[TaskPerfTracking]
bUseTaskPerfTracking=FALSE
RemoteConnectionIP=10.1.20.20
ConnectionString=Provider=sqloledb;Data Source=guiltyspark.splashdamage.local;Initial Catalog=EngineTaskPerf;Connection Timeout=2;Integrated Security=SSPI
RemoteConnectionStringOverride=Data Source=guiltyspark.splashdamage.local;Initial Catalog=EngineTaskPerf;Integrated Security=SSPI;Pooling=False;Asynchronous Processing=True;Network Library=dbmssocn

[TaskPerfMemDatabase]
bUseTaskPerfMemDatabase=TRUE
RemoteConnectionIP=192.168.0.39
ConnectionString=Provider=sqloledb;Data Source=guiltyspark.splashdamage.local;Initial Catalog=PerfMem;Connection Timeout=2;Integrated Security=SSPI
RemoteConnectionStringOverride=Data Source=guiltyspark.splashdamage.local;Initial Catalog=PerfMem;Integrated Security=SSPI;Pooling=True;Asynchronous Processing=True;Network Library=dbmssocn

[MemoryPools]
FLightPrimitiveInteractionInitialBlockSize=512
FModShadowPrimitiveInteractionInitialBlockSize=512

[SystemSettings]
bFirstRun=FALSE
bUseMaxQualityMode=False
StaticDecals=False
DynamicDecals=False
UnbatchedDecals=False
DecalCullDistanceScale=1.0
DynamicLights=False
DynamicShadows=False
LightEnvironmentShadows=False
CompositeDynamicLights=False
SHSecondaryLighting=False
DirectionalLightmaps=False
MotionBlur=False
MotionBlurPause=False
MotionBlurSkinning=0
DepthOfField=False
AmbientOcclusion=False
Bloom=False
bAllowLightShafts=False
bUseARGB8=False
Distortion=False
FilteredDistortion=False
DropParticleDistortion=False
bAllowDownsampledTranslucency=False
SpeedTreeLeaves=False
SpeedTreeFronds=False
OnlyStreamInTextures=False
LensFlares=False
FogVolumes=False
FloatingPointRenderTargets=False
OneFrameThreadLag=True
UseVsync=False
UpscaleScreenPercentage=True
Fullscreen=True
AllowD3D11=False
AllowOpenGL=False
AllowRadialBlur=False
AllowSubsurfaceScattering=False
AllowImageReflections=False
AllowImageReflectionShadowing=False
bAllowSeparateTranslucency=False
bAllowPostprocessMLAA=False
bAllowHighQualityMaterials=False
bAllowWeatherEffect=False
bAllowPostProcess=False
SkeletalMeshLODBias=1
ParticleLODBias=0
DetailMode=0
MaxDrawDistanceScale=1
ShadowFilterQualityBias=0
MaxAnisotropy=0
MaxMultiSamples=0
bAllowD3D9MSAA=False
bAllowTemporalAA=False
TemporalAA_MinDepth=500
TemporalAA_StartDepthVelocityScale=100
MinShadowResolution=32
MinPreShadowResolution=4
MaxShadowResolution=256
MaxWholeSceneDominantShadowResolution=336
ShadowFadeResolution=64
PreShadowFadeResolution=8
ShadowFadeExponent=.25
ResX=1920
ResY=1080
ScreenPercentage=100.000000
SceneCaptureStreamingMultiplier=1.000000
ShadowTexelsPerPixel=1.27324
PreShadowResolutionFactor=.5
bEnableVSMShadows=False
bEnableBranchingPCFShadows=False
bAllowHardwareShadowFiltering=False
TessellationFactorMultiplier=1.0
bEnableForegroundShadowsOnWorld=False
bEnableForegroundSelfShadowing=False
bAllowWholeSceneDominantShadows=False
bUseConservativeShadowBounds=False
ShadowFilterRadius=2
ShadowDepthBias=.012
PerObjectShadowTransition=60
CSMSplitPenumbraScale=.5
CSMSplitSoftTransitionDistanceScale=4
CSMSplitDepthBiasScale=.5
CSMMinimumFOV=40
CSMFOVRoundFactor=4
UnbuiltWholeSceneDynamicShadowRadius=20000
UnbuiltNumWholeSceneDynamicShadowCascades=3
WholeSceneShadowUnbuiltInteractionThreshold=50
bAllowFracturedDamage=False
NumFracturedPartsScale=1.0
FractureDirectSpawnChanceScale=1.0
FractureRadialSpawnChanceScale=1.0
FractureCullDistanceScale=1.0
bForceCPUAccessToGPUSkinVerts=false
bDisableSkeletalInstanceWeights=false
HighPrecisionGBuffers=False
MobileFeatureLevel=0
MobileFog=True
MobileSpecular=True
MobileBumpOffset=True
MobileNormalMapping=True
MobileEnvMapping=True
MobileRimLighting=True
MobileColorBlending=True
MobileVertexMovement=True
MobileLODBias=-0.5
MobileBoneCount=75
MobileBoneWeightCount=2
MobileUsePreprocessedShaders=True
MobileFlashRedForUncachedShaders=False
MobileWarmUpPreprocessedShaders=True
MobileCachePreprocessedShaders=False
MobileProfilePreprocessedShaders=False
MobileUseCPreprocessorOnShaders=True
MobileLoadCPreprocessedShaders=True
MobileSharePixelShaders=True
MobileShareVertexShaders=True
MobileShareShaderPrograms=True
MobileEnableMSAA=False
MobileContentScaleFactor=1.0
MobileVertexScratchBufferSize=150
MobileIndexScratchBufferSize=10
ApexLODResourceBudget=1000000000000000000000.0
ApexDestructionMaxChunkIslandCount=2147483647
ApexDestructionMaxChunkSeparationLOD=1.0
bEnableParallelAPEXClothingFetch=False
TEXTUREGROUP_World=(MinLODSize=64,MaxLODSize=64,LODBias=0)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=64,MaxLODSize=64,LODBias=0)
TEXTUREGROUP_WorldSpecular=(MinLODSize=64,MaxLODSize=64,LODBias=0)
TEXTUREGROUP_Character=(MinLODSize=64,MaxLODSize=64,LODBias=0)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=64,MaxLODSize=64,LODBias=0)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=64,MaxLODSize=64,LODBias=0)
TEXTUREGROUP_Weapon=(MinLODSize=64,MaxLODSize=64,LODBias=0)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=64,MaxLODSize=64,LODBias=0)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=64,MaxLODSize=64,LODBias=0)
TEXTUREGROUP_Vehicle=(MinLODSize=64,MaxLODSize=64,LODBias=0)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=64,MaxLODSize=64,LODBias=0)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=64,MaxLODSize=64,LODBias=0)
TEXTUREGROUP_Cinematic=(MinLODSize=64,MaxLODSize=64,LODBias=0)
TEXTUREGROUP_Effects=(MinLODSize=64,MaxLODSize=64,LODBias=0)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=64,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Skybox=(MinLODSize=64,MaxLODSize=64,LODBias=0)
TEXTUREGROUP_UI=(MinLODSize=64,MaxLODSize=64,LODBias=0)
TEXTUREGROUP_Lightmap=(MinLODSize=64,MaxLODSize=64,LODBias=0)
TEXTUREGROUP_Shadowmap=(MinLODSize=64,MaxLODSize=64,LODBias=0,NumStreamedMips=3)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=64,LODBias=0)
TEXTUREGROUP_MobileFlattened=(MinLODSize=8,MaxLODSize=64,LODBias=0)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=64,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=64,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_ImageBasedReflection=(MinLODSize=64,MaxLODSize=64,LODBias=0,MinMagFilter=aniso,MipFilter=linear,MipGenSettings=TMGS_Blur5)
TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=linear,MipFilter=linear)

[SystemSettingsEditor]
ResX=1280
ResY=720

[SystemSettingsSplitScreen2]
bAllowWholeSceneDominantShadows=False
bAllowLightShafts=False
DetailMode=1

[SystemSettingsMobile]
BasedOn=SystemSettings
Fullscreen=True
DirectionalLightmaps=False
DynamicLights=False
SHSecondaryLighting=False
StaticDecals=True
DynamicDecals=False
UnbatchedDecals=False
MotionBlur=FALSE
MotionBlurPause=FALSE
DepthOfField=FALSE
AmbientOcclusion=FALSE
Bloom=FALSE
Distortion=FALSE
FilteredDistortion=FALSE
DropParticleDistortion=TRUE
FloatingPointRenderTargets=FALSE
MaxAnisotropy=2
bAllowLightShafts=FALSE
DynamicShadows=False

[SystemSettingsMobileTextureBias]
BasedOn=SystemSettingsMobile
TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=linear,MipFilter=point)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)

[SystemSettingsIPhone3GS]
BasedOn=SystemSettingsMobileTextureBias
MobileEnableMSAA=True

[SystemSettingsIPhone4]
BasedOn=SystemSettingsMobile
MobileContentScaleFactor=2.0

[SystemSettingsIPodTouch4]
BasedOn=SystemSettingsMobileTextureBias
MobileContentScaleFactor=2.0

[SystemSettingsIPad]
BasedOn=SystemSettingsMobileTextureBias
MobileFeatureLevel=1
MobileFog=False
MobileSpecular=False
MobileBumpOffset=False
MobileNormalMapping=False
MobileEnvMapping=False
MobileRimLighting=False
MobileContentScaleFactor=0.9375

[SystemSettingsIPad2]
BasedOn=SystemSettingsMobile
MobileEnableMSAA=True

[SystemSettingsAndroid]
BasedOn=SystemSettingsMobileTextureBias

[Engine.PhysicsLODVerticalEmitter]
ParticlePercentage=100

[Engine.OnlineSubsystem]
NamedInterfaceDefs=(InterfaceName="RecentPlayersList",InterfaceClassName="Engine.OnlineRecentPlayersList")
AsyncMinCompletionTime=0.0

[Engine.OnlineRecentPlayersList]
MaxRecentPlayers=100
MaxRecentParties=5

[VoIP]
VolumeThreshold=0.1
bHasVoiceEnabled=true

[FullScreenMovie]
bForceNoMovies=FALSE
LoadMapMovie_NUF=SGLoadingScreen.NUFLoading
LoadMapMovie=SGLoadingScreen.OBJLoading
bShouldStopMovieAtEndOfLoadMap=TRUE

[IPDrv.WebConnection]
MaxValueLength=512
MaxLineLength=4096

[IPDrv.WebServer]
ApplicationPaths[0]=/ServerAdmin
ApplicationPaths[1]=/images
ListenPort=80
MaxConnections=18
ExpirationSeconds=86400
bEnabled=false

[IPDrv.WebResponse]
IncludePath=/Web
CharSet=iso-8859-1

[TextureTracking]
#TextureName=T_GD_Traffic_Crosswalk_01

[AnimNotify]
Trail_MaxSampleRate=200.0

[Engine.UIDataStore_OnlinePlayerData]
PartyChatProviderClassName=Engine.UIDataProvider_OnlinePartyChatList
PlayerStorageClassName=SDEngine.SDOnlineProfileSettings
ProfileSettingsClassName=SDEngine.SDOnlineProfileSettings
ProfileProviderClassName=SDEngine.SDProfileSettingsProvider
StorageProviderClassName=SDEngine.SDStorageProvider
ProfileDataExtension=.ue3profile

[Engine.LocalPlayer]
EyefinityFOVThreshold=140.0
AspectRatioAxisConstraint=AspectRatio_MaintainXFOV

[MobileSupport]
bShouldCachePVRTCTextures=False
bShouldFlattenMaterials=False
FlattenedTextureResolutionBias=0
UDKRemotePort=41765
UDKRemotePortPIE=41766

[Engine.GameViewportClient]
bDebugNoGFxUI=FALSE
bUseHardwareCursorWhenWindowed=TRUE

[ContentComparisonReferenceTypes]
+Class=AnimSet
+Class=SkeletalMesh
+Class=SoundCue
+Class=StaticMesh
+Class=ParticleSystem
+Class=Texture2D

[Configuration]

[SDEngine.SDEngineExtensions]
HttpClassName=ShooterGame.SGHttp
ConnectivityManagerClassName=ShooterGame.SGConnectivityManager

[ShooterGame.SGEngineExtensions]
m_DedicatedServerAutoProfileTime=10.0
m_DedicatedServerAutoProfileCooldown=180.0
m_DedicatedServerAutoProfileNumPlayers=10

[OnlineSubsystemPC.OnlineSubsystemPC]
ProfileDataDirectory=.\Shooter\SaveData
ProfileDataExtension=.ue3profile

[SDEngine.SDProfile]
bDisableOfflineSaves=false
bDisableOnlineSaves=false
bUseMostRecentSave=false

[SDEngine.SDOnlineSubsystem]
ProfileDataDirectory=.\Shooter\SaveData
ProfileDataExtension=.ue3profile

[SDEngine.SDVisibilityManager]
m_VisibilityValidityTime=0.2f

[SDPCEngine.SDOnlineSubsystemFireline]
m_SettingsClassName=SDEngine.SDFirelineSettings
m_PlayerInterfaceClassName=ShooterGame.SGOnlinePlayerInterfaceFireline
m_ServerHeartbeatGap=25.0
m_ClientHeartbeatGap=240.0
m_JoinTimeout=30.0
m_RequestRetryCooldownTimeMultiplier=2.0
m_RequestMaxRetry=6
m_SessionMaxRetry=2
m_MaxUnansweredHeartbeatAllowed=3
m_ManifestIndexName=index

[SDPCEngine.SDOnlineGameInterfaceFireline]
m_SessionRetryTimeCooldown=120.0

[SDPCEngine.SDOnlinePlayerInterfaceFireline]
m_MaxLoginStepTime=10.0

[SDPCEngine.SDFireteamPlayersObjectsManager]
FireteamPlayerObjectCollectionClassName=ShooterGame.SGFireteamPlayerObjectCollection

[Windows.StandardUser]
MyDocumentsSubDirName=UnrealEngine3

[OnlineSubsystemGameSpy.OnlineSubsystemGameSpy]
bHasGameSpyAccount=true
EncryptedProductKey=NotForShip
ProfileDataDirectory=../ShooterGame/SaveData
ProfileDataExtension=.ue3profile
ProductID=11097
NamespaceID=40
PartnerID=33
GameID=1727
StatsVersion=7
NickStatsKeyId=1
PlaceStatsKeyId=2
LocationUrlsForInvites=shooterpc
LocationUrl=shooterpc
bShouldUseMcp=true

[OnlineSubsystemSteamworks.OnlineSubsystemSteamworks]
bUseVAC=true
GameDir=unrealtest
GameVersion=1.0.0.0
Region=255
CurrentNotificationPosition=8
ResetStats=0

[SDEngine.SDGameStatsManager]
GAME_STATS_VERSION=19

[GameplayStats.JSON]
Enabled=false

[GameplayStats.Fireline]
Enabled=true

[GameplayStats.Echo]
Enabled=true
PlaytestOnly=true
Frequency=5.0
ContentEncoding=zlib
MonitorUpload=true
MonitorUploadFrequency=10.0

[GameplayStats.Unreal]
Enabled=true
Frequency=0.25

[PacketSimulationSettings]
PktLoss=0
PktLag=0
PktLagVariance=0

[SDAudioPackages]
PackageNames=SFX.pck
PackageNames=Default.pck

[SDSoundSystem]
uIOMemorySize=4096
fTargetAutoStmBufferLength=380
fMaxCacheRatio=2.0
uDefaultPoolSize=16384
uLEngineDefaultPoolSize=16384
uCommandQueueSize=128
HDREnable=1
HDREnableBoost=0
HDRSettingIndex=1
HDRMaxSize0=35
HDRMinSize0=26
HDRReleaseRate0=20
HDRMaxSize1=65
HDRMinSize1=48
HDRReleaseRate1=30
HDRMaxSize2=68
HDRMinSize2=45
HDRReleaseRate2=20
MuteOnLostFocus=0
OcclusionMinValue=0.15
OcclusionMaxValue=0.35
OcclusionMinDistance=156
OcclusionMaxDistance=1072

[SDTestServer]
Dedicated=true
Listen=false

[ShooterGame.SGDTServer]
m_DTPort=7999
m_DTLogging=false

[ShooterGame.SGClientVoice]
m_DTPort=8432
m_DTLogging=false

[SDEngine.SDFirelineBatchUpdateObject]
m_MaxUpdateAttempts=5
m_BaseRetryDelay=1.7f

[IniVersion]
0=1400717999.000000
1=1403609539.000000

[AppCompat]
CompatLevelComposite=3.000000
CompatLevelCPU=5.000000
CompatLevelGPU=3.000000
MeasuredCPUScore=90.680870


(Ceres) #8

I would test that right away but… you know… nexon…


(Glottis-3D) #9

why cant we have a REALY advanced options menu. so that no cfgs are nessesary?


(Mustang) #10

This is what I’d like to see.


(Silvanoshi) #11

Hey folks, a lot of the login/loading issues that were experienced on the 28th were actually to do with the Nexon service being offline. So that should not be an issue anymore.

Maybe further down the line folks, but right now that’s low priority in comparison to getting more gameplay and other UI functionality in place :).