Big black areas in my game.


(Dowscar) #1

(Sorry for the undescriptive title)
I’ve noticed, as of late, big patches of black in the game. It seems to mostly be when I’m not looking at an area. Shortly after turning to look at one of these “patches”, the textures pop in. But turning around screws it up again. Making it pretty tough to play. Included a few screenshots.


(Crispy) #2

There are a few possibilities:

Hardware
The hardware is incompatible with the game. In some cases this can prevent the game from running, in others it can slow down or delay important processes in the game. Please confirm your system specs by posting a DxDiag (see my signature).

Drivers
Lots of bad stuff can happen if your graphics drivers aren’t up to date. See my signature on how to update them.

Corrupt Installation/Update
Sometimes files transferred during installation or updates are incomplete or corrupt. This can be remedied by verifying the integrity of your files on Steam (see below).

Verify integrity of game cache

[ol]
[li]Open your Steam Games Library[/li][li]Right-click on Brink and select Properties[/li][li]Click on the Local Files tab and select Verify integrity of game cache[/li][li]Boot Brink and report back with the results[/li][/ol]


(Dowscar) #3

Well, I haven’t changed my hardware since getting the game, but this problem only started up recently, and I already updated my drivers with no luck. I also tried verifying the integrity of the game cache multiple times.


(Crispy) #4

Some quick questions:

When did you get the game?
When was the last time you played it without this issue?
When was the first time you played it with this issue?

I’ll still need to see your DxDiag.


(Dowscar) #5

I got it on release.
Last time I played it without this issue was probably about a month back. I’d say the issue started about two weeks ago.
DxDiag ishere


(Crispy) #6

There haven’t been any updates to the game files in the period you describe, so this is probably a hardware or driver issue.

Driver Date/Size: 9/8/2011 12:32:58, 862720 bytes

This seems to indicate you are not running the latest drivers. They seem to be either 11.8 or 11.9 (depending on your Windows timezone settings). It’s worth investigating why you are led to believe your drivers are up to date when they appear to be 1 or 2 versions behind. If your drivers haven’t updated correctly this could cause issues such as this one. Try performing a full uninstall and full reinstall of your AMD drivers (again, the official info from AMD on how to do this is in my signature).


(Dowscar) #7

Alright, I updated to the latest ones, but the game still isn’t working properly.


(Crispy) #8

What date does your DxDiag now read for your drivers? (did your drivers update correctly?)


(Dowscar) #9

Driver Date/Size: 10/12/2011 15:13:00, 867328 bytes

Installed the latest ones on their website after uninstalling the ones I had.


(Crytiqal) #10

Post a new Dxdiag so Crispy can see if they installed correctly


(Dowscar) #11

Alright, new dxdiag here


(Crispy) #12

Driver Date/Size: 10/12/2011 15:13:00, 867328 bytes
Yup, your drivers are now more current.

I’ll look into why this is happening to you, but as the game files haven’t changed in that period I’m curious as to the cause.


(Crispy) #13

Still looking into this. In the meantime I would recommend trying the following two steps to help rule out some form of data corruption:

Regenerate Game Media

[ol]
[li]If one exists, delete the generated folder from [b]…\Users#user#\AppData\Local\splash damage\brink\base[/b].
[/li][li]Boot Brink from Steam and report back with the results
[/li][/ol]

This has resolved similar graphical glitches in the past.

Delete local game content

[ol]
[li]Open your Steam Games Library
[/li][li]Right-click on Brink and select Properties
[/li][li]Click on the Local Files tab and select Delete local game content
[/li][li]Boot Brink and report back with the results
[/li][/ol]

In some cases this has resolved similar issues. Please bear in mind that you’ll have to redownload the game again for this action. Your Save Files will remain intact (Customization preferences and Campaign/unlock progress).


(Dowscar) #14

I don’t seem to have a Splash Damage folder in the Local folder, which I’m assuming is a bad thing. I’ll be sure to try the other solution, though. :slight_smile:


(Dowscar) #15

Alright, I deleted the local data and reinstalled, but I still have the problem.


(Crispy) #16

[QUOTE=Dowscar;385942]I don’t seem to have a Splash Damage folder in the Local folder, which I’m assuming is a bad thing.[/QUOTE]No, I think we must have moved it to non-user storage at some stage. I was making sure there wasn’t a conflict with old data being present.

[QUOTE=Dowscar;385972]Alright, I deleted the local data and reinstalled, but I still have the problem.[/QUOTE]Okay, I’m going to ask you to produce a log file that may provide more clues. Here’s how to do it:

[ol]
[li]Go into your Steam Library, and right-click on Brink
[/li][li]Click ‘Properties’
[/li][li]Click ‘Set launch options…’
[/li][li]Paste the following: +set logFileName “OcclusionPortals_$Y.$M.$D_$h.$m.$s.log” +set logfile 2
[/li][li]Run Brink from Steam and quit as soon as you have produced the issue.
[/li][li]Retrieve the logfile:
[/li][LIST=1]
[li]Go to …\Program Files (x86)\Steam\userdata#steamid#\22350\local\base
[/li][li]Find the file called OcclusionPortals_xxxx.log
[/li][li]Paste the contents of the log file within CODE tags
[/li][/ol]
[/LIST]


(Dowscar) #17
log file 'OcclusionPortals_2011.11.25_20.58.33.log' opened on 2011-11-25, 20:58:33
Client
si_version: Brink 1.0.23679.48133  win-x86 Sep  5 2011 12:03:42
g_version: 
Unknown command 'path'
Loaded pak000.sdpk2
Loaded pak001.sdpk2
Loaded pak002.sdpk2
Loaded pak003.sdpk2
Loaded pak004.sdpk2
Loaded pak005.sdpk2
Loaded pak006.sdpk2
Loaded pak007.sdpk2
Loaded pak008.sdpk2
Loaded zzzdlc000.sdpk2
Loaded zzzdlcenglish000.sdpk2
Loaded zzzenglish000.sdpk2
Loaded zzzenglish001.sdpk2
Loaded zzzenglish002.sdpk2
Loaded zzzenglish003.sdpk2
Loaded zzzenglish004.sdpk2
Loaded zzzenglish005.sdpk2
Loaded zzzenglish006.sdpk2
Loaded zzzenglish007.sdpk2
Current search path:
C:\Program Files (x86)\Steam\userdata\38287922\22350\local/base
C:\Users\Kyle\AppData\Local\Splash Damage\Brink/base
c:\program files (x86)\steam\steamapps\common\brink/base
zzzenglish007.sdpk2
zzzenglish006.sdpk2
zzzenglish005.sdpk2
zzzenglish004.sdpk2
zzzenglish003.sdpk2
zzzenglish002.sdpk2
zzzenglish001.sdpk2
zzzenglish000.sdpk2
zzzdlcenglish000.sdpk2
zzzdlc000.sdpk2
pak008.sdpk2
pak007.sdpk2
pak006.sdpk2
pak005.sdpk2
pak004.sdpk2
pak003.sdpk2
pak002.sdpk2
pak001.sdpk2
pak000.sdpk2
file system initialized.
--------------------------------------
Loaded 3854 manifest elements in 28 ms - 192Kb
Discarded 0 manifest elements
Max filename length: 0 characters
Brink 1.0.23679.48133  win-x86 Sep  5 2011 12:03:42
execing 'brinkconfig.cfg'
r_offsetfactor is read only.
r_offsetunits is read only.
r_shadowPolygonOffset is read only.
r_shadowPolygonFactor is read only.
r_multiSamples is read only.
couldn't exec 'autoexec.cfg'
Vendor: 1002 Device: 689E
3000 MHz AMD CPU with MMX & 3DNow! & SSE & SSE2 & SSE3 & HTT
4 logical cores
4 physical cores
HT enabled
4096 MB System Memory
1024 MB Video Memory
Initializing performance queries
Winsock Initialized
Found interface: {21BF2767-954C-44A7-9C1B-16E24E32EB37} Realtek RTL8168D/8111D Family PCI-E Gigabit Ethernet NIC (NDIS 6.20) - 192.168.0.8/255.255.255.0
Sys_InitNetworking: adding loopback interface
--- Loading sequence: init ---
sound index file 'generated/preload/sound/pc/english/init.soundpreload' is zero length
------- Initializing render context --------
Initializing OpenGL subsystem
...calling LoadLibrary( 'wtsapi32.dll' ): succeeded
...initializing Windows Terminal Server API
...registered window class
...registered fake window class
...calling LoadLibrary( 'opengl32' ): succeeded
...initializing QGL
...using WGL_ARB_create_context_profile
...using WGL_ARB_multisample
...using WGL_EXT_framebuffer_sRGB
----- R_InitOpenGL -----
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: ATI Radeon HD 5800 Series
GL_VERSION: 4.1.11161 Compatibility Profile Context
Vendor: 1002 Device: 689E
...using GL_ARB_multitexture
...using GL_ARB_texture_cube_map
...using GL_ARB_texture_non_power_of_two
...using GL_ARB_texture_compression
...using GL_EXT_texture_compression_s3tc
...using GL_EXT_texture_filter_anisotropic
   maxTextureAnisotropy: 16.000000
...using GL_1.4_texture_lod_bias
...using GL_EXT_texture3D
...using GL_EXT_texture_rectangle
...using GL_ARB_texture_rectangle
...using GL_EXT_stencil_wrap
...using GL_ARB_vertex_buffer_object
...using GL_ARB_vertex_program
...using GL_ARB_fragment_program
X..GL_EXT_depth_bounds_test not found
...using GL_ARB_point_sprite
...using GL_ARB_occlusion_query
...using GL_ARB_framebuffer_object
...using GL_EXT_packed_depth_stencil
...using GL_EXT_blend_minmax
...using GL_ARB_multisample
...using GL_ARB_shader_objects
...using GL_ARB_vertex_shader
...using GL_ARB_fragment_shader
...using GL_ARB_shadow
...using GL_EXT_gpu_program_parameters
...using GL_ARB_draw_buffers
X..GL_GREMEDY_string_marker not found
...using GL_EXT_texture_compression_latc
...using GL_EXT_texture_sRGB
...using GL_ARB_pixel_buffer_object
...using GL_NV_float_buffer
...using GL_ARB_texture_rg
...using GL_ARB_half_float_vertex
...using GL_ARB_sampler_objects
X..GL_NV_vertex_buffer_unified_memory not found
X..GL_NV_shader_buffer_load not found
...using GL_ARB_sync
...using GL_ARB_timer_query
X..GL_ARB_tesselation_shader not found
X..GL_ARB_debug_output not found
----- Initializing Sound System Stage 1 ------
...initializing XAudio2
...Succeeded
3 Sound Playback Devices Found:
...Speakers (2- Logitech G35 Headset)
...Digital Audio (S/PDIF) (High Definition Audio Device)
...Speakers (High Definition Audio Device)
3 Sound Capture Devices Found:
...Speakers (2- Logitech G35 Headset)
...Digital Audio (S/PDIF) (High Definition Audio Device)
...Speakers (High Definition Audio Device)
----- Sound System Stage 1 Initialized  -----
Brink using MMX & SSE & SSE2 & SSE3 for SIMD processing
enabled Flush-To-Zero mode
enabled Denormals-Are-Zero mode
----- Initializing Decls -----
Build is packaged - decl_useBinaryCache is read-only
Loaded generated/decl2/dlc1/system_dep.declb 112 entries in 18 ms
Loaded generated/decl2/base/system_dep.declb 2036 entries in 43 ms
dlc1/table: binary database of 32 entries (7.30Kb) loaded in 0 ms
base/table: binary database of 66 entries (13.43Kb) loaded in 25 ms
dlc1/material: binary database of 781 entries (198.05Kb) loaded in 17 ms
base/material: binary database of 3526 entries (780.78Kb) loaded in 56 ms
dlc1/skin: binary database of 2 entries (2.18Kb) loaded in 0 ms
base/skin: binary database of 193 entries (15.94Kb) loaded in 29 ms
base/soundclass: binary database of 42 entries (5.34Kb) loaded in 1 ms
dlc1/sound: binary database of 119 entries (43.93Kb) loaded in 3 ms
base/sound: binary database of 1962 entries (453.13Kb) loaded in 47 ms
dlc1/soundfx: binary database of 3 entries (2.19Kb) loaded in 1 ms
base/soundfx: binary database of 22 entries (8.26Kb) loaded in 1 ms
base/soundmixer: binary database of 49 entries (9.37Kb) loaded in 1 ms
dlc1/reverb: binary database of 6 entries (3.20Kb) loaded in 1 ms
base/reverb: binary database of 33 entries (6.30Kb) loaded in 1 ms
base/movie: binary database of 16 entries (3.24Kb) loaded in 1 ms
dlc1/particleSystem: binary database of 37 entries (44.32Kb) loaded in 2 ms
base/particleSystem: binary database of 287 entries (373.80Kb) loaded in 13 ms
base/articulatedFigure: binary database of 1 entries (3.18Kb) loaded in 29 ms
dlc1/atmosphere: binary database of 6 entries (25.20Kb) loaded in 1 ms
base/atmosphere: binary database of 30 entries (33.30Kb) loaded in 1 ms
dlc1/ambientCubeMap: binary database of 15 entries (31.37Kb) loaded in 1 ms
base/ambientCubeMap: binary database of 41 entries (49.50Kb) loaded in 3 ms
base/decal: binary database of 9 entries (3.21Kb) loaded in 0 ms
dlc1/surfaceType: binary database of 3 entries (2.19Kb) loaded in 0 ms
base/surfaceType: binary database of 16 entries (2.24Kb) loaded in 0 ms
dlc1/renderProgram: binary database of 4 entries (31.52Kb) loaded in 0 ms
base/renderProgram: binary database of 192 entries (367.97Kb) loaded in 14 ms
base/renderBinding: binary database of 272 entries (19.74Kb) loaded in 18 ms
dlc1/locString: binary database of 188 entries (17.91Kb) loaded in 3 ms
base/locString: binary database of 4199 entries (349.58Kb) loaded in 54 ms
dlc1/model: binary database of 45 entries (45.23Kb) loaded in 2 ms
base/model: binary database of 248 entries (736.29Kb) loaded in 56 ms
dlc1/postProcess: binary database of 10 entries (5.21Kb) loaded in 1 ms
base/postProcess: binary database of 61 entries (18.41Kb) loaded in 2 ms
base/animManager: binary database of 2 entries (5.18Kb) loaded in 1 ms
decl folders scanned and loaded in 16 ms
------------------------------
------- Initializing renderSystem --------
Precaching renderBinding...
Precached renderBinding in 1 ms
WARNING: RES1007: Defaulted - idDeclMaterial: screenrestore
WARNING: RES1007: Defaulted - idDeclMaterial: screenrestorefraction
WARNING: RES1007: Defaulted - idDeclMaterial: ppscreenrestore
WARNING: RES1007: Defaulted - idDeclMaterial: ppscreenrestorefraction
renderSystem initialized.
--------------------------------------
81 strings read from localization/english/strings/maps/aquarium.lang
143 strings read from localization/english/strings/maps/ccity.lang
98 strings read from localization/english/strings/maps/challenges.lang
74 strings read from localization/english/strings/maps/common.lang
122 strings read from localization/english/strings/maps/founders.lang
119 strings read from localization/english/strings/maps/lab.lang
76 strings read from localization/english/strings/maps/reactor.lang
36 strings read from localization/english/strings/maps/recycling.lang
101 strings read from localization/english/strings/maps/refuel.lang
122 strings read from localization/english/strings/maps/resort.lang
87 strings read from localization/english/strings/maps/sectow.lang
104 strings read from localization/english/strings/maps/shipyard.lang
53 strings read from localization/english/strings/maps/terminal.lang
194 strings read from localization/english/strings/abilities.lang
38 strings read from localization/english/strings/admin.lang
184 strings read from localization/english/strings/attachments.lang
316 strings read from localization/english/strings/campaign.lang
206 strings read from localization/english/strings/ccf.lang
569 strings read from localization/english/strings/code.lang
31 strings read from localization/english/strings/dlc1.lang
578 strings read from localization/english/strings/game.lang
120 strings read from localization/english/strings/guis.lang
156 strings read from localization/english/strings/loadtips.lang
741 strings read from localization/english/strings/menus.lang
193 strings read from localization/english/strings/tasks.lang
122 strings read from localization/english/strings/tiparchive.lang
59 strings read from localization/english/strings/weapons.lang
Couldn't open journal files
----- Initializing Sound System Stage 2 ------
Precaching soundfx...
Precached soundfx in 3 ms
Precaching reverb...
Precached reverb in 1 ms
Precaching soundclass...
Precached soundclass in 2 ms
Precaching soundmixer...
Precached soundmixer in 4 ms
----- Sound System Stage 2 Initialized  ----
execing 'localization/english/defaultbinds.cfg'

------- Input Initialization -------
Initializing DirectInput8...
...calling LoadLibrary( 'user32.dll' ): succeeded
...initializing Raw Input
mouse: Raw Input initialized.
...calling LoadLibrary( 'imm32.dll' ): succeeded
...initializing Input Method Editor
------------------------------------
game using MMX & SSE & SSE2 & SSE3 for SIMD processing
enabled Flush-To-Zero mode
enabled Denormals-Are-Zero mode
base/ammoDef: binary database of 36 entries (5.32Kb) loaded in 2 ms
base/invItemDef: binary database of 72 entries (101.24Kb) loaded in 2 ms
base/itemPackageDef: binary database of 70 entries (9.99Kb) loaded in 2 ms
base/stringMap: binary database of 280 entries (320.42Kb) loaded in 12 ms
base/damageDef: binary database of 78 entries (16.06Kb) loaded in 31 ms
base/damageFilter: binary database of 64 entries (29.43Kb) loaded in 2 ms
dlc1/campaignDef: binary database of 2 entries (2.18Kb) loaded in 19 ms
base/campaignDef: binary database of 4 entries (3.19Kb) loaded in 1 ms
base/quickChatDef: binary database of 198 entries (41.50Kb) loaded in 3 ms
dlc1/mapInfoDef: binary database of 2 entries (2.20Kb) loaded in 1 ms
base/mapInfoDef: binary database of 29 entries (13.52Kb) loaded in 13 ms
base/toolTip: binary database of 377 entries (50.30Kb) loaded in 8 ms
base/targetInfo: binary database of 7 entries (2.20Kb) loaded in 1 ms
base/proficiencyItem: binary database of 192 entries (23.93Kb) loaded in 4 ms
base/rankDef: binary database of 25 entries (4.47Kb) loaded in 17 ms
base/gui: binary database of 21 entries (75.44Kb) loaded in 1 ms
base/teamInfo: binary database of 2 entries (3.18Kb) loaded in 1 ms
base/task: binary database of 68 entries (20.96Kb) loaded in 3 ms
base/requirement: binary database of 48 entries (6.36Kb) loaded in 1 ms
base/guiTheme: binary database of 1 entries (2.18Kb) loaded in 1 ms
base/animStateMachine: binary database of 8 entries (2.30Kb) loaded in 1 ms
dlc1/camera: binary database of 10 entries (2.29Kb) loaded in 1 ms
base/camera: binary database of 59 entries (7.98Kb) loaded in 2 ms
dlc1/entityDef: binary database of 56 entries (118.45Kb) loaded in 4 ms
base/entityDef: binary database of 509 entries (589.13Kb) loaded in 18 ms
base/selectableItem: binary database of 93 entries (12.52Kb) loaded in 26 ms
base/bodyType: binary database of 3 entries (5.21Kb) loaded in 1 ms
base/playerClass: binary database of 4 entries (3.19Kb) loaded in 1 ms
base/botBehavior: binary database of 7 entries (5.24Kb) loaded in 1 ms
dlc1/effectTimeline: binary database of 37 entries (7.32Kb) loaded in 1 ms
base/effectTimeline: binary database of 321 entries (70.93Kb) loaded in 6 ms
base/botObjective: binary database of 80 entries (25.11Kb) loaded in 3 ms
base/botPersonality: binary database of 5 entries (3.23Kb) loaded in 1 ms
base/botDifficulty: binary database of 1 entries (3.18Kb) loaded in 1 ms
base/unlock: binary database of 167 entries (21.13Kb) loaded in 3 ms
game decl folders scanned and loaded in 16 ms
Initializing event system
...668 event definitions
Initializing class hierarchy
...132 classes, 73480 bytes for event callbacks
WARNING: RES1007: Defaulted - sdTexture: _msaaaltimage
WARNING: RES1007: Defaulted - sdTexture: _viewcolor
WARNING: RES1007: Defaulted - sdTexture: _screenlighting
WARNING: RES1007: Defaulted - sdTexture: _speculartable
WARNING: RES1007: Defaulted - sdTexture: _screendepth
WARNING: RES1007: Defaulted - sdTexture: _borderclamp
WARNING: RES1007: Defaulted - sdTexture: _screenmip2_1
WARNING: RES1007: Defaulted - sdTexture: _diffusionmask
WARNING: RES1007: Defaulted - sdTexture: _msaaimage
--- Completed loading sequence in 13.69s ---
FinishResourceLoads in 373 ms
--- Loading sequence: gameinit ---
loading sound index 'generated/preload/sound/pc/english/gameinit.soundpreload' with 4522 entries
Loaded sound index in 64 ms
Allocating 251696 bytes for spawning entities.
Server size: 468
Client size: 7248
Session size: 66904
--------- Initializing Game ----------
gamename: baseBrink-1
gamedate: Sep  5 2011
Initializing global UI namespaces
...10 namespaces
...46 properties
Precaching teamInfo...
WARNING: RES1007: Defaulted - idDeclSoundShader: sounds/music/disguise_blown
Parsed source gui 'democharge' in 3 ms
Precached teamInfo in 273 ms
Precaching playerClass...
Precached playerClass in 0 ms
Precaching bodyType...
Parsed source gui 'weapons/scope_01' in 2 ms
Precached bodyType in 577 ms
Precaching quickChatDef...
Precached quickChatDef in 90 ms
Precaching selectableItem...
Precached selectableItem in 408 ms
Precaching rankDef...
Precached rankDef in 4 ms
Precaching unlock...
Precached unlock in 47 ms
Precaching proficiencyItem...
Precached proficiencyItem in 11 ms
Precaching botObjective...
Precached botObjective in 26 ms
Precaching botPersonality...
Precached botPersonality in 3 ms
Precaching botDifficulty...
Precached botDifficulty in 1 ms
Precaching invItemDef...
Precached invItemDef in 6 ms
Precaching campaignDef...
Precached campaignDef in 2 ms
Precaching ammoDef...
Precached ammoDef in 0 ms
Precaching toolTip...
Precached toolTip in 45 ms
Precaching movie...
Precached movie in 232 ms
Precaching locString...
Precached locString in 158 ms
Precaching requirement...
Precached requirement in 4 ms
Precaching mapInfoDef...
WARNING: sound file localization/sounds/vo/cutscenes/mok_lb_load_screen_01 is not in the sound index - do you need to regenerate the index?
WARNING: RES1010: Invalid operation - generated/sound/nolocalization/msadpcm/localization/sounds/vo/cutscenes/mok_lb_load_screen_01.msadpcm: not being loaded in the optimal (.preload) order, are your .soundpreload files up to date?
WARNING: sound file localization/sounds/vo/cutscenes/mok_lb_load_screen_01 is not in the sound index - do you need to regenerate the index?
WARNING: sound file localization/sounds/vo/cutscenes/che_lb_load_screen_001 is not in the sound index - do you need to regenerate the index?
WARNING: RES1010: Invalid operation - generated/sound/nolocalization/msadpcm/localization/sounds/vo/cutscenes/che_lb_load_screen_001.msadpcm: not being loaded in the optimal (.preload) order, are your .soundpreload files up to date?
WARNING: sound file localization/sounds/vo/cutscenes/che_lb_load_screen_001 is not in the sound index - do you need to regenerate the index?
WARNING: sound file localization/sounds/vo/cutscenes/mok_ft_load_screen_01 is not in the sound index - do you need to regenerate the index?
WARNING: RES1010: Invalid operation - generated/sound/nolocalization/msadpcm/localization/sounds/vo/cutscenes/mok_ft_load_screen_01.msadpcm: not being loaded in the optimal (.preload) order, are your .soundpreload files up to date?
WARNING: sound file localization/sounds/vo/cutscenes/mok_ft_load_screen_01 is not in the sound index - do you need to regenerate the index?
WARNING: sound file localization/sounds/vo/cutscenes/che_ft_load_screen_001 is not in the sound index - do you need to regenerate the index?
WARNING: RES1010: Invalid operation - generated/sound/nolocalization/msadpcm/localization/sounds/vo/cutscenes/che_ft_load_screen_001.msadpcm: not being loaded in the optimal (.preload) order, are your .soundpreload files up to date?
WARNING: sound file localization/sounds/vo/cutscenes/che_ft_load_screen_001 is not in the sound index - do you need to regenerate the index?
Precached mapInfoDef in 368 ms
Precaching campaignDef...
Precached campaignDef in 0 ms
WARNING: RES1007: Defaulted - sdDeclPostProcess: _default
WARNING: RES1007: Defaulted - sdDeclAmbientCubeMap: _default
Parsed source gui 'mainmenu_new' in 396 ms
Parsed source gui 'purewait' in 8 ms
Parsed source gui 'system' in 10 ms
Parsed source gui 'messagebox' in 25 ms
WARNING: RES1007: Defaulted - idDeclSoundShader: sounds/gui/sec_rank_up
WARNING: RES1007: Defaulted - idDeclSoundShader: sounds/gui/res_rank_up
Parsed source gui 'tallybox' in 49 ms
Parsed source gui 'guis/demos/hud' in 8 ms
Parsed source gui 'hud' in 82 ms
Parsed source gui 'limbo' in 62 ms
Parsed source gui 'chat' in 3 ms
Parsed source gui 'takeviewnote' in 2 ms
Parsed source gui 'scoreboard' in 22 ms
Parsed source gui 'endgamereview' in 96 ms
Parsed source gui 'taskmenu' in 22 ms
Parsed source gui 'infobox' in 9 ms
Parsed source gui 'chatlayer' in 8 ms
Parsed source gui 'commandpostmenu' in 25 ms
Parsed source gui 'fademenu' in 4 ms
Parsed source gui 'cutscene' in 4 ms
Parsed gui 'guis/demos/hud' in 6 ms
Initializing global player 0 UI namespaces
...12 namespaces
...135 properties
LoadNetVars: Server loaded default table with 2242 entries
--- Completed loading sequence in 8.11s ---
FinishResourceLoads in 00:01
=== Restore Profile 'REAL SOVIET DAMAGE' ===
Server config changed to: Custom
DisconnectSafe: Appending cmd system disconnect...
Parsed gui 'mainmenu_new' in 279 ms
Parsed gui 'messagebox' in 1 ms
Parsed gui 'tallybox' in 5 ms
Parsed gui 'system' in 1 ms
game initialized.
--------------------------------------
------------- Initialized in 00:26 -------------
[BINK] pubdevlegal_splash.bik: ran from memory
--- Common Initialization Complete ---
=== D I S C O N N E C T ===
=== Profile Apply ===
execing 'localization/english/defaultbinds.cfg'
idCVarCallback_VoicePackChanges::OnChanged()
****introstart****
Spent 1163ms waiting
Spent 1410ms total
Finished compositing contextId -2 team security (0) cinematic: true
Spent 129ms waiting
Spent 419ms total
Finished compositing contextId -2 team resistance (1) cinematic: true
Spent 268ms waiting
Spent 645ms total
Finished compositing contextId -2 team security (0) cinematic: true
Spent 403ms waiting
Spent 872ms total
Finished compositing contextId -2 team resistance (1) cinematic: true
Server config changed to: Standard
Joining session...
Clan guid for team 'security' set to '0'
Clan guid for team 'resistance' set to '0'
client 0 connected.
OnClientConnect: Clearing abilities for client 0
idGameLocal::ServerGetBestTeamAndCampaign - FINAL CAMPAIGN IS campaign_security
0 given player class 'soldier' (clients desired player class)
WARNING: RES1010: Invalid operation - idDeclModelDef: char/upper/res/tyresbelts_arms: Touched outside of loading sequence
--- Loading sequence: maps/mp/aquarium_loading ---
sound index file 'generated/preload/sound/pc/english/maps/mp/aquarium_loading.soundpreload' is zero length
Parsed source gui 'loadscreen' in 25 ms
Parsed gui 'loadscreen' in 4 ms
--- Completed loading sequence in 0.20s ---
--- Loading sequence: maps/mp/aquarium ---
loading sound index 'generated/preload/sound/pc/english/maps/mp/aquarium.soundpreload' with 618 entries
Loaded sound index in 54 ms
--------- Map Initialization ---------
Loaded in 437 ms
Map: maps/mp/aquarium.entities
   16 KB passage memory used to build PVS
   35 msec to calculate PVS
  103 areas
  254 portals
   13 areas visible on average
    1 KB PVS data
LoadNetVars: Server loaded default table with 2242 entries
SetMapXPDisconnect: Disconnect
SetPreMapRankLevel: 14
SetPreMapRankLevelXP: 6613
----------- Game Map Init ------------
Clan guid for team 'security' set to '0'
Clan guid for team 'resistance' set to '0'
WARNING: RES1007: Defaulted - sdDeclLocStr: game/obj/new_objective_message
Loaded 'c:\program files (x86)\steam\steamapps\common\brink/gamescriptx86.dll'
  102 classes
  445 functions
  154 variables
Minimum map load time based on loadscreen sound shader: 45882
----------- Loading Map Bot Actions ------------
----------- Loading Map AAS ------------
[Load AAS Binary]
loading 'maps/mp/aquarium.aas_playerb'
WARNING: RES1007: Defaulted - idDeclSoundShader: sounds/commander/security/enemy_repaired_primary
WARNING: RES1007: Defaulted - idDeclSoundShader: sounds/commander/security/enemy_destroyed_primary
WARNING: RES1007: Defaulted - idDeclSoundShader: sounds/commander/resistance/enemy_destroyed_primary
WARNING: RES1007: Defaulted - idDeclSoundShader: sounds/commander/resistance/enemy_building_primary
WARNING: RES1007: Defaulted - idDeclSoundShader: sounds/commander/resistance/enemy_built_primary
WARNING: idAnimManagerLocal::StubStreamingAnim - stubbing failure!
WARNING: idAnimManagerLocal::StubStreamingAnim - stubbing failure!
WARNING: RES1007: Defaulted - idDeclSoundShader: sounds/commander/security/st_prisoner_down
WARNING: sound file sounds/ambience/labs/waterside is not in the sound index - do you need to regenerate the index?
WARNING: RES1010: Invalid operation - generated/sound/nolocalization/msadpcm/ambience/labs/waterside.msadpcm: not being loaded in the optimal (.preload) order, are your .soundpreload files up to date?
WARNING: sound file sounds/ambience/labs/waterside is not in the sound index - do you need to regenerate the index?
   16 KB passage memory used to build PVS
   31 msec to calculate PVS
  103 areas
  254 portals
   13 areas visible on average
    1 KB PVS data
   16 KB passage memory used to build PVS
   52 msec to calculate PVS
  103 areas
  254 portals
   13 areas visible on average
    1 KB PVS data
--------------------------------------
...Queued local player char: 0 context id: -1 team: security (0) required: true
...Queued n cutscene ccf context id: 1 team: resistance required: true name: 'char/characters/cutscenes/stage1/damien.ccfinstance'
...Queued n cutscene ccf context id: 2 team: resistance required: false name: 'char/characters/cutscenes/stage1/dhafer.ccfinstance'
...Queued n cutscene ccf context id: 3 team: resistance required: false name: 'char/characters/cutscenes/stage1/ryan.ccfinstance'
...Queued random team ccf context id: 17 team: resistance required: false name: 'char/characters/mp_bots/goodcop_bot.ccfinstance'
...Queued random team ccf context id: 18 team: resistance required: false name: 'char/characters/mp_bots/firestarter_bot.ccfinstance'
...Queued random team ccf context id: 19 team: resistance required: false name: 'char/characters/mp_bots/bot_08.ccfinstance'
...Queued random team ccf context id: 20 team: resistance required: false name: 'char/characters/mp_bots/bot_06.ccfinstance'
...Queued random team ccf context id: 21 team: resistance required: false name: 'char/characters/mp_bots/bot_05.ccfinstance'
...Queued c cutscene ccf context id: 1 team: security required: true name: 'char/characters/cutscenes/stage1/alec.ccfinstance'
...Queued c cutscene ccf context id: 2 team: security required: true name: 'char/characters/cutscenes/stage1/ray.ccfinstance'
...Queued c cutscene ccf context id: 3 team: security required: true name: 'char/characters/cutscenes/stage1/richie.ccfinstance'
...Queued random team ccf context id: 17 team: security required: false name: 'char/characters/mp_bots/goodcop_bot.ccfinstance'
...Queued random team ccf context id: 18 team: security required: false name: 'char/characters/mp_bots/firestarter_bot.ccfinstance'
...Queued random team ccf context id: 19 team: security required: false name: 'char/characters/mp_bots/bot_08.ccfinstance'
...Queued random team ccf context id: 20 team: security required: false name: 'char/characters/mp_bots/bot_06.ccfinstance'
Queued 8 resistance ccfs
Queued 8 security ccfs
Total 16 ccfs queued
WARNING: notificationPopup: hud - Event 'onPropertyChanged' could not find property 'gui.blockInvites'
Parsed gui 'hud' in 74 ms
WARNING: notificationPopup: limbo - Event 'onPropertyChanged' could not find property 'gui.blockInvites'
Parsed gui 'limbo' in 89 ms
Parsed gui 'chat' in 1 ms
Parsed gui 'takeviewnote' in 0 ms
Parsed gui 'scoreboard' in 6 ms
Parsed gui 'democharge' in 1 ms
WARNING: Consider Simplifying GUI Expression '( icompare ( gui . activeMenu , "End_Game_Menu" ) && icompare ( gui . activeNonInteractiveMenu , "TallyTable" ) == 0 && icompare ( gui . activeNonInteractiveMenu , "StopWatchInfo" ) == 0 )' in scope 'chatParent'
Parsed gui 'endgamereview' in 111 ms
Parsed gui 'taskmenu' in 3 ms
Parsed gui 'infobox' in 0 ms
Parsed gui 'chatlayer' in 1 ms
Parsed gui 'commandpostmenu' in 5 ms
Parsed gui 'fademenu' in 1 ms
Parsed gui 'cutscene' in 0 ms
Spawning entities
WARNING: idAnimManagerLocal::StubStreamingAnim - stubbing failure!
WARNING: idAnimManagerLocal::StubStreamingAnim - stubbing failure!
WARNING: Thread '': InitBotTypes: Unknown bot class '' for key 'bot_class' on 'escort_bot_controller'
Static items: spawned 0 models, 436 lights, 3029 collision
WARNING: sdGameMapScriptState::CallClassEvent Failed to set up data for Event Call 'bindToJoint'
bot classes set
Resetting bot skills...
Bot skills reset
Opening lower outer doors
Opening lower inner doors
STOP pushing player from LOWER doorways
Opening upper outer doors
STOP pushing player from UPPER doorways
Closing upper inner doors
elevator_state.elevator_at_bottom_powered_off()
elevator_state =  10
elevator_state.destroyed_elevator_at_bottom()
Elevator is powered off, so go to bottom
elevator_state =  10
...1261 entities spawned, 0 inhibited

InitFromNewMap: 'maps/mp/aquarium.entities'
0: 'aqrint_csc' StopCutscene...
0: 'aqsint_csc' StopCutscene...
0: 'aqoutro_csc' StopCutscene...
0: 'aqmid_csc' StopCutscene...
Spent 10ms waiting
Spent 411ms total
Finished compositing contextId -1 team security (0) cinematic: false
Spent 90ms waiting
Spent 421ms total
Finished compositing contextId 1 team resistance (1) cinematic: false
Spent 212ms waiting
Spent 599ms total
Finished compositing contextId 2 team resistance (1) cinematic: false
Spent 203ms waiting
Spent 532ms total
Finished compositing contextId 3 team resistance (1) cinematic: false
Spent 80ms waiting
Spent 407ms total
Finished compositing contextId 17 team resistance (1) cinematic: false
Spent 72ms waiting
Spent 340ms total
Finished compositing contextId 18 team resistance (1) cinematic: false
Spent 250ms waiting
Spent 631ms total
Finished compositing contextId 19 team resistance (1) cinematic: false
Spent 251ms waiting
Spent 659ms total
Finished compositing contextId 20 team resistance (1) cinematic: false
Spent 166ms waiting
Spent 538ms total
Finished compositing contextId 21 team resistance (1) cinematic: false
Spent 168ms waiting
Spent 475ms total
Finished compositing contextId 1 team security (0) cinematic: true
Spent 75ms waiting
Spent 403ms total
Finished compositing contextId 2 team security (0) cinematic: true
Spent 55ms waiting
Spent 388ms total
Finished compositing contextId 3 team security (0) cinematic: true
Spent 309ms waiting
Spent 721ms total
Finished compositing contextId 17 team security (0) cinematic: false
Spent 174ms waiting
Spent 560ms total
Finished compositing contextId 18 team security (0) cinematic: false
Spent 160ms waiting
Spent 435ms total
Finished compositing contextId 19 team security (0) cinematic: false
Spent 196ms waiting
Spent 517ms total
Finished compositing contextId 20 team security (0) cinematic: false
--- Completed loading sequence in 17.95s ---
----- idSoundCache::EndLevelLoad -----
_vmtrpages: locked 1106846 bytes (8.44 cache lines) in physical image, 0 cache lines in disk cache
maps/mp/aquarium: locked 295080 bytes (2.25 cache lines) in physical image, 0 cache lines in disk cache
Virtual textures loaded and locked in 0.42s
0: 'aqrint_csc' StopCutscene...
0: 'aqsint_csc' StopCutscene...
...precaching anims for actor: ( maps/mp/aquarium.entities ) aqsint_actor_1
...precaching anims for actor: ( maps/mp/aquarium.entities ) aqsint_actor_2
...precaching anims for actor: ( maps/mp/aquarium.entities ) aqsint_actor_3
...precaching anims for actor: ( maps/mp/aquarium.entities ) aqsint_extra_5
...precaching anims for actor: ( maps/mp/aquarium.entities ) aqsint_extra_6
...precaching anims for actor: ( maps/mp/aquarium.entities ) aqsint_player
0: 'aqoutro_csc' StopCutscene...
0: 'aqmid_csc' StopCutscene...
=== Allow user to skip loading screen ===
-----------------------------------
00:20 to load maps/mp/aquarium.entities
sdAbilityManager::OnLocalPlayerClassChanged: 0
Received abilities from client 0
...'grenade_molotov' set as bind 0
...'grenade_flash' set as bind 1
...'landmine' set as bind 8
...'extra_plates' set as bind 9
...'charge' set as bind 16
...'spotting' set as bind 17
...'repairing' set as bind 18
...'disarming' set as bind 19
...'building' set as bind 20
...'revive' set as bind 21
...'hacking' set as bind 22
...'hardened_skin' set as bind 23
...'power_maximum_increase' set as bind 24
...'sprinting_reload' set as bind 25
...'spider_sense' set as bind 26
...'search_bodies1' set as bind 27
...'magic_fingers' set as bind 28
...'armor_piercing_rounds' set as bind 29
...'power_rate_increase' set as bind 30
...'extra_layers1' set as bind 31
...'extra_magazine' set as bind 32
...'gear_head1' set as bind 33
...'grenade_mastery' set as bind 34
...'give_ammo' set as bind 56
...'life_buff1' set as bind 57
...'weapon_buff1' set as bind 58
...'disguise_self' set as bind 59
27 abilities set
done setting 27 local abilities
All Stats Cleared
OnIntroCutsceneStart 
99: Cinematic (correct) model for 'aqsint_actor_1' composited (uses id 1, expected id 1), ccfIndex 9
99: Cinematic (correct) model for 'aqsint_actor_2' composited (uses id 2, expected id 2), ccfIndex 10
99: Cinematic (correct) model for 'aqsint_actor_3' composited (uses id 3, expected id 3), ccfIndex 11
99: Non-cinematic (correct) model for 'aqsint_extra_5' composited (uses id 17, expected id -2), ccfIndex 12
99: Non-cinematic (correct) model for 'aqsint_extra_6' composited (uses id 18, expected id -2), ccfIndex 13
99: Non-cinematic (correct) model for 'aqsint_player' composited (uses id -1, expected id -1), ccfIndex 0
OnIntroCutsceneEnd 
Player Team: security
Fade in victory splash
All Stats Cleared
All Stats Cleared
Syncing stats to clients...
Mapscripts: setup objective from match state
...OnMatchStatePrimary 0
...OnMatchStateOther 0 0
...OnMatchStateOther 1 0
...OnMatchStateOther 2 0
...OnMatchStateOther 3 0
...OnMatchStateOther 4 0
...OnMatchStateOther 5 0
...OnMatchStateOther 6 0
...OnMatchStateOther 7 0
...OnMatchStateOther 8 0
...OnMatchStateOther 9 0
...OnMatchStateOther 10 0
...OnMatchStateOther 11 0
...OnMatchStateOther 12 0
...OnMatchStateOther 13 0
...OnMatchStateOther 14 0
...OnMatchStateOther 15 0
...OnMatchStateOther 16 0
...OnMatchStateOther 17 0
Mapscripts: done setting up objective from match state
8 mins to go
client 15 connected.
OnClientConnect: Clearing abilities for client 15
Syncing match state to client 15
Finished compositing contextId 1 team security (0) cinematic: false
Finished compositing contextId 3 team security (0) cinematic: false
client 14 connected.
OnClientConnect: Clearing abilities for client 14
Syncing match state to client 14
client 13 connected.
OnClientConnect: Clearing abilities for client 13
Syncing match state to client 13
client 12 connected.
OnClientConnect: Clearing abilities for client 12
Syncing match state to client 12
client 11 connected.
OnClientConnect: Clearing abilities for client 11
Syncing match state to client 11
client 10 connected.
OnClientConnect: Clearing abilities for client 10
Syncing match state to client 10
client 9 connected.
OnClientConnect: Clearing abilities for client 9
Syncing match state to client 9
client 8 connected.
OnClientConnect: Clearing abilities for client 8
Syncing match state to client 8
Finished compositing contextId 2 team security (0) cinematic: false
client 7 connected.
OnClientConnect: Clearing abilities for client 7
Syncing match state to client 7
client 6 connected.
OnClientConnect: Clearing abilities for client 6
Syncing match state to client 6
client 5 connected.
OnClientConnect: Clearing abilities for client 5
Syncing match state to client 5
client 4 connected.
OnClientConnect: Clearing abilities for client 4
Syncing match state to client 4
client 3 connected.
OnClientConnect: Clearing abilities for client 3
Syncing match state to client 3
client 2 connected.
OnClientConnect: Clearing abilities for client 2
Syncing match state to client 2
client 1 connected.
OnClientConnect: Clearing abilities for client 1
Syncing match state to client 1
WARNING: Attempting to add the same actor buff more than once
Resetting bot skills...
Bot skills reset
WARNING: Bot 3 failed to perform objective buff_player_metabolism because of time expiration limits when performing (bot action index: -1)
play Question
entered
play Question
entered

=== D I S C O N N E C T ===
--------- Game Map Shutdown ----------
SetMapXPDisconnect: Disconnect
SetPreMapRankLevel: 14
SetPreMapRankLevelXP: 6613
--------------------------------------
client 0 disconnected.
client 1 disconnected.
client 2 disconnected.
client 3 disconnected.
client 4 disconnected.
client 5 disconnected.
client 6 disconnected.
client 7 disconnected.
client 8 disconnected.
client 9 disconnected.
client 10 disconnected.
client 11 disconnected.
client 12 disconnected.
client 13 disconnected.
client 14 disconnected.
client 15 disconnected.
1: Freeing unused ccf with id 1 for team 1
Spent 13ms waiting
Spent 390ms total
Finished compositing contextId -2 team security (0) cinematic: true
1: Freeing unused ccf with id 2 for team 1
Are you sure?
Spent 393ms waiting
Spent 753ms total
Finished compositing contextId -2 team resistance (1) cinematic: true
------------ Game Shutdown -----------
--------------------------------------
Shutdown event system
DeclManager freed game media in 2 sweeps
Shutting down sound hardware
idRenderSystem::Shutdown()
Shutting down OpenGL subsystem
...releasing DC
...destroying window
...resetting display
...shutting down QGL
...unloading OpenGL DLL
...unloading Windows Terminal Server API DLL


(Dowscar) #18

Has there been any luck in reproducing the issue? I’d love to be able to play Brink again.


(Crispy) #19

This is a pretty rare occurrence that we’ve not been able to reproduce first hand. Based on the behaviour, it’s possible that enabling V-sync could work around the issue.


(Dowscar) #20

I’ve actually been playing with V-sync on since the start. Tried disabling, and that didn’t help either.