Spent 11ms waiting
Spent 290ms total
Finished compositing contextId 3 team security (0) cinematic: false
Spent 50ms waiting
Spent 352ms total
Finished compositing contextId 17 team security (0) cinematic: false
Spent 103ms waiting
Spent 348ms total
Finished compositing contextId 18 team security (0) cinematic: false
Spent 34ms waiting
Spent 291ms total
Finished compositing contextId 19 team security (0) cinematic: false
Spent 33ms waiting
Spent 247ms total
Finished compositing contextId 20 team security (0) cinematic: false
Spent 11ms waiting
Spent 265ms total
Finished compositing contextId 21 team security (0) cinematic: false
Spent 12ms waiting
Spent 280ms total
Finished compositing contextId 1 team resistance (1) cinematic: true
Spent 11ms waiting
Spent 305ms total
Finished compositing contextId 2 team resistance (1) cinematic: true
Spent 9ms waiting
Spent 255ms total
Finished compositing contextId 3 team resistance (1) cinematic: true
Spent 145ms waiting
Spent 446ms total
Finished compositing contextId 17 team resistance (1) cinematic: false
Spent 46ms waiting
Spent 352ms total
Finished compositing contextId 18 team resistance (1) cinematic: false
Spent 15ms waiting
Spent 325ms total
Finished compositing contextId 19 team resistance (1) cinematic: false
Spent 139ms waiting
Spent 453ms total
Finished compositing contextId 20 team resistance (1) cinematic: false
--- Completed loading sequence in 8.36s ---
----- idSoundCache::EndLevelLoad -----
_vmtrpages: locked 1106846 bytes (8.44 cache lines) in physical image, 0 cache lines in disk cache
maps/mp/sectow: locked 411188 bytes (3.14 cache lines) in physical image, 0 cache lines in disk cache
Virtual textures loaded and locked in 0.13s
342804: 'statk_csc' StopCutscene...
342804: 'stdef_csc' StopCutscene...
342804: 'stmid_csc' StopCutscene...
342804: 'stsint_csc' StopCutscene...
342804: 'strint_csc' StopCutscene...
...precaching anims for actor: ( maps/mp/sectow.entities ) strint_actor_1
...precaching anims for actor: ( maps/mp/sectow.entities ) strint_actor_2
...precaching anims for actor: ( maps/mp/sectow.entities ) strint_actor_3
...precaching anims for actor: ( maps/mp/sectow.entities ) strint_player
=== Allow user to skip loading screen ===
-----------------------------------
00:26 to load maps/mp/sectow.entities
Migration primary match state: 2
Migration other match state 0: 0
Migration other match state 1: 0
Migration other match state 2: 1
Migration other match state 3: 1
Migration other match state 4: 0
Migration other match state 5: 0
Migration other match state 6: 0
Migration other match state 7: 0
Migration other match state 8: 0
Migration other match state 9: 0
Migration other match state 10: 0
Migration other match state 11: 0
Migration other match state 12: 0
Migration other match state 13: 0
Migration other match state 14: 0
Migration other match state 15: 0
Migration other match state 16: 0
Migration other match state 17: 0
All Stats Cleared
kareem joined the Resistance
juli19 joined the Resistance
WARNING: Thread '': GetNetVarFloat: 'pistol_04_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
WARNING: Thread '': GetNetVarFloat: 'assault_rifle_02_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
WARNING: Thread '': GetNetVarFloat: 'pistol_03_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
WARNING: Thread '': GetNetVarFloat: 'pistol_04_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
WARNING: Thread '': GetNetVarFloat: 'pistol_02_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
Mina joined the Resistance
WARNING: Thread '': GetNetVarFloat: 'assault_rifle_02_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
WARNING: Thread '': GetNetVarFloat: 'pistol_02_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
Jerry joined the Resistance
WARNING: Thread '': GetNetVarFloat: 'pistol_02_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
WARNING: Thread '': GetNetVarFloat: 'assault_rifle_02_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
1: Freeing unused ccf with id 2 for team 0
OnIntroCutsceneStart
370444: Cinematic (correct) model for 'strint_actor_1' composited (uses id 1, expected id 1), ccfIndex 9
370444: Cinematic (correct) model for 'strint_actor_2' composited (uses id 2, expected id 2), ccfIndex 10
370444: Cinematic (correct) model for 'strint_actor_3' composited (uses id 3, expected id 3), ccfIndex 11
370444: Non-cinematic (correct) model for 'strint_player' composited (uses id -1, expected id -1), ccfIndex 0
Finished compositing contextId 2 team resistance (1) cinematic: false
Finished compositing contextId 3 team resistance (1) cinematic: false
1: Freeing unused ccf with id 17 for team 0
1: Freeing unused ccf with id 19 for team 0
1: Freeing unused ccf with id 19 for team 1
1: Freeing unused ccf with id 20 for team 1
Spent 272ms waiting
Spent 626ms total
Finished compositing contextId -2 team resistance (1) cinematic: false
Spent 28ms waiting
Spent 292ms total
Finished compositing contextId -2 team resistance (1) cinematic: false
Spent 248ms waiting
Spent 490ms total
Finished compositing contextId 19 team security (0) cinematic: false
Spent 116ms waiting
Spent 523ms total
********************
FATAL ERROR: AllocRenderModel called from a different thread for 'animations/weapons/grenade_launcher_01/world/grenade_01.staticmodel'
********************
mouse: Failed to remove raw input device
...unloading Raw Input DLL
------- 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
------------------------------------
AllocRenderModel called from a different thread for 'animations/weapons/grenade_launcher_01/world/grenade_01.staticmodel'
mouse: Failed to remove raw input device
...unloading Raw Input DLL
Shutting down OpenGL subsystem
...releasing DC
...destroying window
...shutting down QGL
...unloading OpenGL DLL
...unloading Windows Terminal Server API DLL