Wolfenstein: The New Order

Wolfenstein: The New Order

Barrett Feb 23, 2017 @ 8:42pm
Wolfenstein: New Order won't launch at all
Hi,
I played through Wolfenstein on my old PC and had a blast. Once I reinstalled it on my new PC it won't launch at all. My Nvidia driver is at 378.66. As soon as I launch the game the Steam window pops and a black screen comes up. And when I click anywhere on the black screen the "Wolfenstein: New Order is not responding" messager comes up.
Specs:
Windows 10 64-bit
EVGA GTX 970 SC
Intel Core i5-7600 3.5GHz

Any ideas?

UPDATE: 4 months later, I installed the game and it now works 100% perfectly. Wow
Last edited by Barrett; Apr 27, 2017 @ 1:47pm
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Showing 1-15 of 29 comments
cheshirm Feb 24, 2017 @ 11:50am 
look in C:\users\YOURID\Saved Games\MachineGames\Wolfenstein the New Order\base

look at the qconsole.log. will tell you whats wrong
Barrett Feb 24, 2017 @ 10:23pm 
Originally posted by cheshirm:
look in C:\users\YOURID\Saved Games\MachineGames\Wolfenstein the New Order\base

look at the qconsole.log. will tell you whats wrong

Thanks for your reply, I managed to find the qconsole.log and the thing that stood out most to me is the error "wolfConfig.cfg file is missing". How can I get this file? I've already uninstalled and reinstalled the game and the same issue continues.

cheshirm Feb 25, 2017 @ 2:36am 
I believe the game generates that .cfg file from your system hardware/software. so the problem may be it cant determine your hardware/software configuration or the game doesn have permission to write out the .cfg file. running an antivirus? see if turning that off temporarily solves the problem. try running steam/the game in admin mode. or post the qconsole.log - maybe something else is wrong and the game crashed before the .cfg file was generated. might be an entry in the windows event viewer/reliability monitor indicating which dll failed.
Barrett Feb 25, 2017 @ 7:58pm 
Originally posted by cheshirm:
I believe the game generates that .cfg file from your system hardware/software. so the problem may be it cant determine your hardware/software configuration or the game doesn have permission to write out the .cfg file. running an antivirus? see if turning that off temporarily solves the problem. try running steam/the game in admin mode. or post the qconsole.log - maybe something else is wrong and the game crashed before the .cfg file was generated. might be an entry in the windows event viewer/reliability monitor indicating which dll failed.


So I got a chance to look at the qconsole again and noticed that these were the 2 main reasons why I guess the game won't work:


WARNING: Config file "wolfConfig.cfg" not found
Command line is: C:\STEAM\steamapps\common\Wolfenstein.The.New.Order\WolfNewOrder_x64.exe


WARNING: (Sys_GetCurrentThreadPlaformAffinity) Not supported on windows/xboxes



Except the second one popped up multiple times. I don't have any anti-virus programs, just Windows Defender on Win10. It's just odd to see something like this, there are so many people online that are running this game perfectly on Win10 and it won't even launch for me.
cheshirm Feb 26, 2017 @ 2:56am 
I have windows 10 and I have that warning line multiple times in my log. and the game runs fine. I guess post the log.
Barrett Feb 28, 2017 @ 7:34pm 
Originally posted by cheshirm:
I have windows 10 and I have that warning line multiple times in my log. and the game runs fine. I guess post the log.

Sorry for the late reply, I'll try to post majority of the qconsole in parts:

log file 'qconsole.log' opened on Sat Feb 25 23:11:33 2017

1 CPU package, 4 physical cores, 4 logical cores
3504 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & SSSE3 & SSE41 & SSE42 & AVX
32768 kB 1st level cache, 262144 kB 2nd level cache, 6291456 kB 3rd level cache
8144 MB System Memory
Winsock Initialized
Found interface: {7DD90C9C-542E-47C3-9DAD-1729F5106FA6} Killer E2500 Gigabit Ethernet Controller - 0.0.0.0 NULL netmask - skipped
Found interface: {4FA0A712-0114-49CE-AAAC-1935A273C2B3} Qualcomm Atheros AR938x Wireless Network Adapter - 192.168.1.9/255.255.255.0
Found interface: {0037DADA-17FB-4BFD-9BE1-553AACD7556A} Microsoft Wi-Fi Direct Virtual Adapter - 0.0.0.0 NULL netmask - skipped
Sys_InitNetworking: adding loopback interface
Executing default.cfg for device #0...
execing joystick.cfg
Executing default.cfg for device #1...
execing joystick.cfg
Executing default.cfg for device #2...
execing joystick.cfg
Executing default.cfg for device #3...
execing joystick.cfg
idLib::SetProduction( PROD_PRODUCTION )
OpenDLCFileHandles: 0 packages mounted.
WARNING: Config file "wolfConfig.cfg" not found
Command line is: C:\STEAM\steamapps\common\Wolfenstein.The.New.Order\WolfNewOrder_x64.exe
providerName: NVIDIA
driverDesc: NVIDIA GeForce GTX 970
driverVersion: 21.21.13.7866
found nVidia driver 21.21.13.7866 (limit: 9.18.13.3523)
------- Initializing renderSystem --------
PreliminaryRenderSetup
---registered window class
---registered fake window class
---registered context window class
GetWGLExtensionsWithFakeWindow: OpenGL Vendor: "NVIDIA Corporation"
GetWGLExtensionsWithFakeWindow: OpenGL Renderer: "GeForce GTX 970/PCIe/SSE2"
GetWGLExtensionsWithFakeWindow: OpenGL version: "4.5.0 NVIDIA 378.66"
---using WGL_EXT_swap_control
---using WGL_EXT_swap_control_tear
CreateOpenGLContextForCurrentThread: Assuming pre-checked Graphics Vendor: "NVIDIA Corporation"
CreateOpenGLContextOnDC: Using gl version 3.2
created OpenGL 3.2 context
CreateOpenGLContextForCurrentThread: Actually got context with Vendor: "NVIDIA Corporation"
CreateOpenGLContextForCurrentThread: Assuming pre-checked Graphics Vendor: "NVIDIA Corporation"
CreateOpenGLContextOnDC: Using gl version 3.2
created OpenGL 3.2 context
CreateOpenGLContextForCurrentThread: Actually got context with Vendor: "NVIDIA Corporation"
----- GL_Init -----
OpenGL version 4.5
GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture
GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer
GL_ARB_arrays_of_arrays GL_ARB_base_instance
GL_ARB_bindless_texture GL_ARB_blend_func_extended
GL_ARB_buffer_storage GL_ARB_clear_buffer_object
GL_ARB_clear_texture GL_ARB_clip_control
GL_ARB_color_buffer_float GL_ARB_compatibility
GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth
GL_ARB_compute_shader GL_ARB_compute_variable_group_size
GL_ARB_conditional_render_inverted GL_ARB_copy_buffer
GL_ARB_copy_image GL_ARB_cull_distance
GL_ARB_debug_output GL_ARB_depth_buffer_float
GL_ARB_depth_clamp GL_ARB_depth_texture
GL_ARB_derivative_control GL_ARB_direct_state_access
GL_ARB_draw_buffers GL_ARB_draw_buffers_blend
GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex
GL_ARB_draw_instanced GL_ARB_enhanced_layouts
GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility
GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility
GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location
GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport
GL_ARB_fragment_program GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock
GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4
GL_ARB_get_program_binary GL_ARB_get_texture_sub_image
GL_ARB_gl_spirv GL_ARB_gpu_shader5
GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64
GL_ARB_half_float_pixel GL_ARB_half_float_vertex
GL_ARB_imaging GL_ARB_indirect_parameters
GL_ARB_instanced_arrays GL_ARB_internalformat_query
GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata
GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range
GL_ARB_multi_bind GL_ARB_multi_draw_indirect
GL_ARB_multisample GL_ARB_multitexture
GL_ARB_occlusion_query GL_ARB_occlusion_query2
GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query
GL_ARB_pixel_buffer_object GL_ARB_point_parameters
GL_ARB_point_sprite GL_ARB_post_depth_coverage
GL_ARB_program_interface_query GL_ARB_provoking_vertex
GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior
GL_ARB_robustness GL_ARB_sample_locations
GL_ARB_sample_shading GL_ARB_sampler_objects
GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture
GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops
GL_ARB_shader_atomic_counters GL_ARB_shader_ballot
GL_ARB_shader_bit_encoding GL_ARB_shader_clock
GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote
GL_ARB_shader_image_load_store GL_ARB_shader_image_size
GL_ARB_shader_objects GL_ARB_shader_precision
GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine
GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod
GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array
GL_ARB_shading_language_420pack GL_ARB_shading_language_include
GL_ARB_shading_language_packing GL_ARB_shadow
GL_ARB_sparse_buffer GL_ARB_sparse_texture
GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp
GL_ARB_stencil_texturing GL_ARB_sync
GL_ARB_tessellation_shader GL_ARB_texture_barrier
GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range
GL_ARB_texture_compression GL_ARB_texture_compression_bptc
GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map
GL_ARB_texture_cube_map_array GL_ARB_texture_env_add
GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3 GL_ARB_texture_filter_minmax
GL_ARB_texture_float GL_ARB_texture_gather
GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat
GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two
GL_ARB_texture_query_levels GL_ARB_texture_query_lod
GL_ARB_texture_rectangle GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8
GL_ARB_texture_storage GL_ARB_texture_storage_multisample
GL_ARB_texture_swizzle GL_ARB_texture_view
GL_ARB_timer_query GL_ARB_transform_feedback2
GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced
GL_ARB_transform_feedback_overflow_queryGL_ARB_transpose_matrix
GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit
GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object
GL_ARB_vertex_program GL_ARB_vertex_shader
GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_viewport_array GL_ARB_window_pos
GL_ATI_draw_buffers GL_ATI_texture_float
GL_ATI_texture_mirror_once GL_S3_s3tc
GL_EXT_texture_env_add GL_EXT_abgr
GL_EXT_bgra GL_EXT_bindable_uniform
GL_EXT_blend_color GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate GL_EXT_blend_minmax
GL_EXT_blend_subtract GL_EXT_compiled_vertex_array
GL_EXT_Cg_shader GL_EXT_depth_bounds_test
GL_EXT_direct_state_access GL_EXT_draw_buffers2
GL_EXT_draw_instanced GL_EXT_draw_range_elements
GL_EXT_fog_coord GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats
GL_EXT_framebuffer_multisample_blit_scaledGL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4
GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil
GL_EXT_packed_float GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object GL_EXT_point_parameters
GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage
GL_EXT_provoking_vertex GL_EXT_raster_multisample
GL_EXT_rescale_normal GL_EXT_secondary_color
GL_EXT_separate_shader_objects GL_EXT_separate_specular_color
GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store
GL_EXT_shader_integer_mix GL_EXT_shadow_funcs
GL_EXT_sparse_texture2 GL_EXT_stencil_two_side
GL_EXT_stencil_wrap GL_EXT_texture3D
GL_EXT_texture_array GL_EXT_texture_buffer_object
GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp
GL_EXT_texture_env_combine GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax
GL_EXT_texture_integer GL_EXT_texture_lod
GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp
GL_EXT_texture_object GL_EXT_texture_shared_exponent
GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode
GL_EXT_texture_storage GL_EXT_texture_swizzle
GL_EXT_timer_query GL_EXT_transform_feedback2
GL_EXT_vertex_array GL_EXT_vertex_array_bgra
GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangle
Barrett Feb 28, 2017 @ 7:34pm 
Originally posted by cheshirm:
I have windows 10 and I have that warning line multiple times in my log. and the game runs fine. I guess post the log.

Part 2

s
GL_EXT_import_sync_object GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control
GL_KHR_debug GL_KHR_no_error
GL_KHR_robust_buffer_access_behavior GL_KHR_robustness
GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control
GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count
GL_NV_bindless_texture GL_NV_blend_equation_advanced
GL_NV_blend_equation_advanced_coherent GL_NV_blend_square
GL_NV_command_list GL_NV_compute_program5
GL_NV_conditional_render GL_NV_conservative_raster
GL_NV_conservative_raster_dilate GL_NV_copy_depth_to_color
GL_NV_copy_image GL_NV_depth_buffer_float
GL_NV_depth_clamp GL_NV_draw_texture
GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility
GL_NV_ES3_1_compatibility GL_NV_explicit_multisample
GL_NV_fence GL_NV_fill_rectangle
GL_NV_float_buffer GL_NV_fog_distance
GL_NV_fragment_coverage_to_color GL_NV_fragment_program
GL_NV_fragment_program_option GL_NV_fragment_program2
GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples
GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4
GL_NV_geometry_shader_passthrough GL_NV_gpu_program4
GL_NV_internalformat_sample_query GL_NV_gpu_program4_1
GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended
GL_NV_gpu_program_fp64 GL_NV_gpu_shader5
GL_NV_half_float GL_NV_light_max_exponent
GL_NV_multisample_coverage GL_NV_multisample_filter_hint
GL_NV_occlusion_query GL_NV_packed_depth_stencil
GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2
GL_NV_path_rendering GL_NV_path_rendering_shared_edge
GL_NV_pixel_data_range GL_NV_point_sprite
GL_NV_primitive_restart GL_NV_register_combiners
GL_NV_register_combiners2 GL_NV_sample_locations
GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters
GL_NV_shader_atomic_float GL_NV_shader_atomic_fp16_vector
GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load
GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection
GL_NV_texture_barrier GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4 GL_NV_texture_multisample
GL_NV_texture_rectangle GL_NV_texture_shader
GL_NV_texture_shader2 GL_NV_texture_shader3
GL_NV_transform_feedback GL_NV_transform_feedback2
GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range
GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit
GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program
GL_NV_vertex_program1_1 GL_NV_vertex_program2
GL_NV_vertex_program2_option GL_NV_vertex_program3
GL_NV_viewport_array2 GL_NV_viewport_swizzle
GL_NVX_conditional_render GL_NVX_gpu_memory_info
GL_NVX_multigpu_info GL_NVX_nvenc_interop
GL_NV_shader_thread_group GL_NV_shader_thread_shuffle
GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent
GL_SGIS_generate_mipmap GL_SGIS_texture_lod
GL_SGIX_depth_texture GL_SGIX_shadow
GL_SUN_slice_accum GL_WIN_swap_hint
WGL_EXT_swap_control
X..GL_AMD_multi_texsubimage not found
Couldn't find proc address for: glGetMultiQueryObjectuivAMD
---using GL_ARB_texture_multisample
---using GL_ARB_texture_compression
---using GL_EXT_texture_compression_s3tc
---using GL_EXT_texture_filter_anisotropic
---using GL_EXT_direct_state_access
---using GL_ARB_sampler_objects
---using GL_ARB_vertex_buffer_object
---using GL_ARB_map_buffer_range
---using GL_ARB_draw_elements_base_vertex
---using GL_ARB_vertex_array_object
---using GL_ARB_vertex_program
---using GL_ARB_get_program_binary
---using GL_ARB_uniform_buffer_object
---using GL_ARB_occlusion_query
---using GL_EXT_timer_query
---using GL_EXT_framebuffer_object
---using GL_EXT_framebuffer_blit
---using GL_ARB_pixel_buffer_object
---using GL_EXT_pixel_buffer_object
---using GL_EXT_depth_bounds_test
---using GL_ARB_sync
---using GL_ARB_debug_output
Free vram: 3907.16MiB
CreateOpenGLContextForCurrentThread: Assuming pre-checked Graphics Vendor: "NVIDIA Corporation"
CreateOpenGLContextOnDC: Using gl version 3.2
created OpenGL 3.2 context
CreateOpenGLContextForCurrentThread: Actually got context with Vendor: "NVIDIA Corporation"
Initializing OpenGL subsystem
ShowGameWindow: (0, 0) 1920 x 1080, full screen
OpenCachedPagesFile: C:\STEAM\steamapps\common\Wolfenstein.The.New.Order\virtualtextures\_vmtr.pages
21 pages locked in C:\STEAM\steamapps\common\Wolfenstein.The.New.Order\virtualtextures\_vmtr.pages
0.0 seconds for FinishFeedback()
PHYSICAL_PAGES_POOL_VMTR
------------------------
total : 1024
locked : 6
current: 6
free : 1018
100 % empty hash table entries
100 % pages 0 steps down the hash chain
0 % pages 1 step down the hash chain
0 % pages 2 steps down the hash chain
0 % pages > 2 steps down the hash chain
------------------------
0.0 seconds to load and lock 21 pages
S 4096 4096 1 linr DXT5 clmp 16384k _physicalvmtrpages1
S 4096 4096 1 linr DXT1 clmp 8192k _physicalvmtrpages0
S 4096 4096 1 linr DXT5 clmp 16384k _physicalvmtrpages2
S 128 128 1 linr DXT5 clmp 16k _physicaluniquepages1
S 128 128 1 linr DXT1 clmp 8k _physicaluniquepages0
S 128 128 1 linr DXT5 clmp 16k _physicaluniquepages2
S 128 128 1 linr DXT5 clmp 16k _physicaluniquediffuseonlypages1
S 128 128 1 linr DXT5 clmp 16k _physicaluniquediffuseonly2pages1

virtual texture 1:
S 2048 2048 12 nmn RG clmp 10922k _vmtrpagetable
pool: VMTR
Page file: C:\STEAM\steamapps\common\Wolfenstein.The.New.Order\virtualtextures\_vmtr.pages
header.magic: 0x77339904
header.pagesWide: 2048
header.numLevels: 12
header.layoutVersion: 0
header.diskOffsetScale: 2
Pages resident per level: 0 0 0 0 0 0 0 0 0 4 1 1
Pages resident: 6
Pages locked: 6
10.7 total megs of page table images
----- Initializing Sound System ------
0: Speakers (SteelSeries Siberia Elite)
2 channels, 44100 Hz
Front Left and Front Right
Default Console Device, Multimedia Device, Communications Device, and Game Device
1: BenQ EW2750ZL-8 (NVIDIA High Definition Audio)
2 channels, 48000 Hz
Front Left and Front Right
2: Realtek Digital Output (Realtek High Definition Audio)
8 channels, 48000 Hz
Front Left, Front Right, Front Center, Low Frequency, Back Left, Back Right, Side Left, and Side Right
3: BenQ EW2750ZL-C (NVIDIA High Definition Audio)
2 channels, 48000 Hz
Front Left and Front Right
Using device 0
sound system initialized.
--------------------------------------
----- Initializing Decls -----
124 types, 0 declSource in 0 ms
------------------------------
Initializing class hierarchy
Reading strings/english.lang as UTF-8
7154 strings read

------- Input Initialization -------
Initializing DirectInput...
mouse: DirectInput initialized.
keyboard: DirectInput initialized.
------------------------------------
Loading named resource block: "init"
0.0 seconds to read 2579k table header
Resources skipped by layer tests: 0
Load 877 resources using 872 of 15069 total resource files, 0 streamed
--------- EndBackgroundLoads() ----------
IO: 0 seeks, 23 reads, 2MB, 43.1MB/s
Read sleep msec: 0
Decompress sleep msec: 0
Foreground sleep msec: 2
Decompress work msec: 1
Ringbuf: freeWait 0/0, dataWait 13/11
Total msec: 86
0.1 seconds to preload resources
Start time of bink logo video in ms: 1318
Loading named resource block: "common"
WARNING: idRenderSystemLocal::FreeBinkVideo: BinkRequestStopAsyncThread/BinkWaitStopAsyncThread failed
WARNING: (Sys_GetCurrentThreadPlaformAffinity) Not supported on windows/xboxes.
WARNING: (Sys_SetCurrentThreadPlaformAffinity) Not supported on windows/xboxes.
WARNING: (Sys_SetCurrentThreadPlaformAffinity) Not supported on windows/xboxes.
WARNING: (Sys_GetCurrentThreadPlaformAffinity) Not supported on windows/xboxes.
WARNING: (Sys_SetCurrentThreadPlaformAffinity) Not supported on windows/xboxes.
WARNING: (Sys_SetCurrentThreadPlaformAffinity) Not supported on windows/xboxes.
Couldn't create FileCacheHeader.bin
0.1 seconds to read 2579k table header
Resources skipped by layer tests: 0
Load 11168 resources using 14023 of 15069 total resource files, 0 streamed
--------- EndBackgroundLoads() ----------
IO: 1 seeks, 948 reads, 62MB, 42.0MB/s
Read sleep msec: 0
Decompress sleep msec: 0
Foreground sleep msec: 2
Decompress work msec: 381
Ringbuf: freeWait 9625/298, dataWait 606/568
Total msec: 15230
15.4 seconds to preload resources
cheshirm Mar 1, 2017 @ 2:47am 
up to where it cut off, your log looks like mine. I have win 10 and an nvidia 750ti. other than adding firewall exception, I didnt do anything special - just download, install and run. some things to check here - maybe its a problem with steam:
https://support.steampowered.com/kb_article.php?ref=9828-SFLZ-9289

perhaps the redistributable libraries didnt install. go to ...\steam\steamapps\common\Wolfenstein the new order\_CommonRedist
and install DirectX and the 4 C++ libraries in vcredist

check the windows event viewer/reliability monitor - maybe there is a crash event that could narrow down the problem.
Michiel de Ruyter Apr 27, 2017 @ 1:31pm 
I also can't start this game, I installed it under Windows 7. I have no problems with other games, the driver is as fresh as it can be (updated to the newest one 2 days ago) and I verified that other games do work after this game failed to launch. I guess now we know that this problem is not exclusive for Windows 10, also for Windows 7 it is problematic.

I will post the log in the next paragraphc and in the next post because it is too long for 1 post but first I want to post a little rant aimed at Valve. I realy hope that one of Valve its employees will read it.
There is no bigger sin for a developer than to sell a game that can't even start after installing it. There simply are no excuses for it. Worse is that Valve won't allow the user to write a review about the game and "not recommend" it because he didn't play the game! That would be fine if the game would start but if the game doesn't start...
It pisses me off even more because I had already written the review, then don't open the review window and say that I am not allowed to review because I couldn't play the game. I try to stay polite but this has to be said. Come on guys (@Valve), these things are not that complicated, it just is a matter of using Steam yourself and being a critical user, then you discover these kind of issues.

All right, having said that and hoping that I can get a refund if I can't fix it. Here is the contents of the log file. Any help would be appreciated.

log file 'qconsole.log' opened on Thu Apr 27 21:57:02 2017

1 CPU package, 4 physical cores, 4 logical cores
2660 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & SSSE3 & SSE41 & SSE42
32768 kB 1st level cache, 262144 kB 2nd level cache, 8388608 kB 3rd level cache
8176 MB System Memory
Winsock Initialized
Found interface: {D1C45CA2-5996-4F53-B419-13E4ACA61654} Intel(R) 82578DC Gigabit Network Connection - 192.168.1.55/255.255.255.0
Sys_InitNetworking: adding loopback interface
Executing default.cfg for device #0...
execing joystick.cfg
Executing default.cfg for device #1...
execing joystick.cfg
Executing default.cfg for device #2...
execing joystick.cfg
Executing default.cfg for device #3...
execing joystick.cfg
idLib::SetProduction( PROD_PRODUCTION )
OpenDLCFileHandles: 0 packages mounted.
WARNING: Config file "wolfConfig.cfg" not found
Command line is: D:\Games\SteamLibrary\steamapps\common\Wolfenstein.The.New.Order\WolfNewOrder_x64.exe
providerName: Advanced Micro Devices, Inc.
driverDesc: AMD Radeon HD 7800 Series
driverVersion: 22.19.157.3
found AMD driver 22.19.157.3 (limit: 14.100.0.0)
------- Initializing renderSystem --------
PreliminaryRenderSetup
---registered window class
---registered fake window class
---registered context window class
GetWGLExtensionsWithFakeWindow: OpenGL Vendor: "ATI Technologies Inc."
GetWGLExtensionsWithFakeWindow: OpenGL Renderer: "AMD Radeon HD 7800 Series"
GetWGLExtensionsWithFakeWindow: OpenGL version: "4.5.13474 Compatibility Profile Context 22.19.157.3"
---using WGL_EXT_swap_control
X..WGL_EXT_swap_control_tear not found
CreateOpenGLContextForCurrentThread: Assuming pre-checked Graphics Vendor: "ATI Technologies Inc."
CreateOpenGLContextOnDC: Using gl version 3.2
created OpenGL 3.2 context
CreateOpenGLContextForCurrentThread: Actually got context with Vendor: "ATI Technologies Inc."
CreateOpenGLContextForCurrentThread: Assuming pre-checked Graphics Vendor: "ATI Technologies Inc."
CreateOpenGLContextOnDC: Using gl version 3.2
created OpenGL 3.2 context
CreateOpenGLContextForCurrentThread: Actually got context with Vendor: "ATI Technologies Inc."
----- GL_Init -----
OpenGL version 3.2
---using GL_ARB_tessellation_shader
GL_AMDX_debug_output GL_AMD_blend_minmax_factor
GL_AMD_conservative_depth GL_AMD_debug_output
GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend
GL_AMD_framebuffer_sample_positions GL_AMD_gcn_shader
GL_AMD_gpu_shader_int64 GL_AMD_interleaved_elements
GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete
GL_AMD_performance_monitor GL_AMD_pinned_memory
GL_AMD_query_buffer_object GL_AMD_sample_positions
GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_atomic_counter_ops
GL_AMD_shader_stencil_export GL_AMD_shader_stencil_value_export
GL_AMD_shader_trace GL_AMD_shader_trinary_minmax
GL_AMD_sparse_texture GL_AMD_stencil_operation_extended
GL_AMD_texture_cube_map_array GL_AMD_texture_texture4
GL_AMD_transform_feedback3_lines_trianglesGL_AMD_transform_feedback4
GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index
GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility
GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays
GL_ARB_base_instance GL_ARB_bindless_texture
GL_ARB_blend_func_extended GL_ARB_buffer_storage
GL_ARB_clear_buffer_object GL_ARB_clear_texture
GL_ARB_clip_control GL_ARB_color_buffer_float
GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage
GL_ARB_compute_shader GL_ARB_conditional_render_inverted
GL_ARB_conservative_depth GL_ARB_copy_buffer
GL_ARB_copy_image GL_ARB_cull_distance
GL_ARB_debug_output GL_ARB_depth_buffer_float
GL_ARB_depth_clamp GL_ARB_depth_texture
GL_ARB_derivative_control GL_ARB_direct_state_access
GL_ARB_draw_buffers GL_ARB_draw_buffers_blend
GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect
GL_ARB_draw_instanced GL_ARB_enhanced_layouts
GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location
GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport
GL_ARB_fragment_program GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments
GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB
GL_ARB_geometry_shader4 GL_ARB_get_program_binary
GL_ARB_get_texture_sub_image GL_ARB_gl_spirv
GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64
GL_ARB_half_float_pixel GL_ARB_half_float_vertex
GL_ARB_imaging GL_ARB_indirect_parameters
GL_ARB_instanced_arrays GL_ARB_internalformat_query
GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata
GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range
GL_ARB_multi_bind GL_ARB_multi_draw_indirect
GL_ARB_multisample GL_ARB_multitexture
GL_ARB_occlusion_query GL_ARB_occlusion_query2
GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object
GL_ARB_point_parameters GL_ARB_point_sprite
GL_ARB_program_interface_query GL_ARB_provoking_vertex
GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior
GL_ARB_sample_shading GL_ARB_sampler_objects
GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture
GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters
GL_ARB_shader_ballot GL_ARB_shader_bit_encoding
GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote
GL_ARB_shader_image_load_store GL_ARB_shader_image_size
GL_ARB_shader_objects GL_ARB_shader_precision
GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object
GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples
GL_ARB_shader_texture_lod GL_ARB_shading_language_100
GL_ARB_shading_language_420pack GL_ARB_shading_language_packing
GL_ARB_shadow GL_ARB_shadow_ambient
GL_ARB_sparse_buffer GL_ARB_sparse_texture
GL_ARB_stencil_texturing GL_ARB_sync
GL_ARB_tessellation_shader GL_ARB_texture_barrier
GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range
GL_ARB_texture_compression GL_ARB_texture_compression_bptc
GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map
GL_ARB_texture_cube_map_array GL_ARB_texture_env_add
GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3 GL_ARB_texture_float
GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge
GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels
GL_ARB_texture_query_lod GL_ARB_texture_rectangle
GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui
GL_ARB_texture_snorm GL_ARB_texture_stencil8
GL_ARB_texture_storage GL_ARB_texture_storage_multisample
GL_ARB_texture_swizzle GL_ARB_texture_view
GL_ARB_timer_query GL_ARB_transform_feedback2
GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced
GL_ARB_transform_feedback_overflow_queryGL_ARB_transpose_matrix
GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit
GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object
GL_ARB_vertex_program GL_ARB_vertex_shader
GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_viewport_array GL_ARB_window_pos
GL_ATI_draw_buffers GL_ATI_envmap_bumpmap
GL_ATI_fragment_shader GL_ATI_separate_stencil
GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3
GL_ATI_texture_float GL_ATI_texture_mirror_once
GL_EXT_abgr GL_EXT_bgra
GL_EXT_bindable_uniform GL_EXT_blend_color
GL_EXT_blend_equation_separate GL_EXT_blend_func_separate
GL_EXT_blend_minmax GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array GL_EXT_copy_buffer
GL_EXT_copy_texture GL_EXT_depth_bounds_test
GL_EXT_direct_state_access GL_EXT_draw_buffers2
GL_EXT_draw_instanced GL_EXT_draw_range_elements
GL_EXT_fog_coord GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4
GL_EXT_histogram GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil GL_EXT_packed_float
GL_EXT_packed_pixels GL_EXT_pixel_buffer_object
GL_EXT_point_parameters GL_EXT_polygon_offset_clamp
GL_EXT_provoking_vertex GL_EXT_rescale_normal
GL_EXT_secondary_color GL_EXT_separate_specular_color
GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix
GL_EXT_shadow_funcs GL_EXT_stencil_wrap
GL_EXT_subtexture GL_EXT_texgen_reflection
GL_EXT_texture3D GL_EXT_texture_array
GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc
GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc
GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp GL_EXT_texture_env_add
GL_EXT_texture_env_combine GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer
GL_EXT_texture_lod GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp GL_EXT_texture_object
GL_EXT_texture_rectangle GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent
GL_EXT_texture_snorm GL_EXT_texture_storage
GL_EXT_texture_swizzle GL_EXT_timer_query
GL_EXT_transform_feedback GL_EXT_vertex_array
GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit
GL_IBM_texture_mirrored_repeat GL_INTEL_fragment_shader_ordering
GL_KHR_context_flush_control GL_KHR_debug
GL_KHR_robust_buffer_access_behavior GL_KHR_robustness
GL_KTX_buffer_region GL_NV_blend_square
GL_NV_conditional_render GL_NV_copy_depth_to_color
GL_NV_copy_image GL_NV_depth_buffer_float
GL_NV_explicit_multisample GL_NV_float_buffer
GL_NV_half_float GL_NV_primitive_restart
GL_NV_texgen_reflection GL_NV_texture_barrier
GL_OES_EGL_image GL_SGIS_generate_mipmap
GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
GL_SUN_multi_draw_arrays GL_WIN_swap_hint
WGL_EXT_swap_control
X..GL_AMD_multi_texsubimage not found
---using GL_ARB_texture_multisample
---using GL_ARB_texture_compression
---using GL_EXT_texture_compression_s3tc
---using GL_EXT_texture_filter_anisotropic
---using GL_EXT_direct_state_access
---using GL_ARB_sampler_objects
---using GL_ARB_vertex_buffer_object
---using GL_ARB_map_buffer_range
---using GL_ARB_draw_elements_base_vertex
---using GL_ARB_vertex_array_object
---using GL_ARB_vertex_program
---using GL_ARB_get_program_binary
---using GL_ARB_uniform_buffer_object
---using GL_ARB_occlusion_query
---using GL_EXT_timer_query
---using GL_EXT_framebuffer_object
---using GL_EXT_framebuffer_blit
---using GL_ARB_pixel_buffer_object
---using GL_EXT_pixel_buffer_object
---using GL_EXT_depth_bounds_test
---using GL_ARB_sync
---using GL_ARB_debug_output
Free vram: 1876.00MiB
- cut -
Last edited by Michiel de Ruyter; Apr 27, 2017 @ 1:33pm
Michiel de Ruyter Apr 27, 2017 @ 1:31pm 
...
Free vram: 1876.00MiB
CreateOpenGLContextForCurrentThread: Assuming pre-checked Graphics Vendor: "ATI Technologies Inc."
CreateOpenGLContextOnDC: Using gl version 3.2
created OpenGL 3.2 context
CreateOpenGLContextForCurrentThread: Actually got context with Vendor: "ATI Technologies Inc."
Initializing OpenGL subsystem
ShowGameWindow: (0, 0) 1920 x 1080, full screen
OpenCachedPagesFile: D:\Games\SteamLibrary\steamapps\common\Wolfenstein.The.New.Order\virtualtextures\_vmtr.pages
21 pages locked in D:\Games\SteamLibrary\steamapps\common\Wolfenstein.The.New.Order\virtualtextures\_vmtr.pages
0.0 seconds for FinishFeedback()
PHYSICAL_PAGES_POOL_VMTR
------------------------
total : 1024
locked : 6
current: 6
free : 1018
100 % empty hash table entries
100 % pages 0 steps down the hash chain
0 % pages 1 step down the hash chain
0 % pages 2 steps down the hash chain
0 % pages > 2 steps down the hash chain
------------------------
0.0 seconds to load and lock 21 pages
S 4096 4096 1 linr DXT5 clmp 16384k _physicalvmtrpages1
S 4096 4096 1 linr DXT1 clmp 8192k _physicalvmtrpages0
S 4096 4096 1 linr DXT5 clmp 16384k _physicalvmtrpages2
S 128 128 1 linr DXT5 clmp 16k _physicaluniquepages1
S 128 128 1 linr DXT1 clmp 8k _physicaluniquepages0
S 128 128 1 linr DXT5 clmp 16k _physicaluniquepages2
S 128 128 1 linr DXT5 clmp 16k _physicaluniquediffuseonlypages1
S 128 128 1 linr DXT5 clmp 16k _physicaluniquediffuseonly2pages1

virtual texture 1:
S 2048 2048 12 nmn RG clmp 10922k _vmtrpagetable
pool: VMTR
Page file: D:\Games\SteamLibrary\steamapps\common\Wolfenstein.The.New.Order\virtualtextures\_vmtr.pages
header.magic: 0x77339904
header.pagesWide: 2048
header.numLevels: 12
header.layoutVersion: 0
header.diskOffsetScale: 2
Pages resident per level: 0 0 0 0 0 0 0 0 0 4 1 1
Pages resident: 6
Pages locked: 6
10.7 total megs of page table images
----- Initializing Sound System ------
0: Speaker (Sound Blaster X-Fi Surround 5.1 Pro)
2 channels, 48000 Hz
Front Left and Front Right
Default Console Device, Multimedia Device, Communications Device, and Game Device
1: Digital Audio (S/PDIF) (High Definition Audio Device)
2 channels, 44100 Hz
Front Left and Front Right
2: Speakers (High Definition Audio Device)
2 channels, 44100 Hz
Front Left and Front Right
3: Digital Audio (S/PDIF) (High Definition Audio Device)
2 channels, 44100 Hz
Front Left and Front Right
4: 1 - 24MP76 (AMD High Definition Audio Device)
2 channels, 48000 Hz
Front Left and Front Right
5: SPDIF-Out (Sound Blaster X-Fi Surround 5.1 Pro)
2 channels, 48000 Hz
Front Left and Front Right
Using device 0
sound system initialized.
--------------------------------------
----- Initializing Decls -----
124 types, 0 declSource in 0 ms
------------------------------
Initializing class hierarchy
Reading strings/english.lang as UTF-8
7154 strings read

------- Input Initialization -------
Initializing DirectInput...
mouse: DirectInput initialized.
keyboard: DirectInput initialized.
------------------------------------
Loading named resource block: "init"
0.0 seconds to read 2579k table header
Resources skipped by layer tests: 0
Load 877 resources using 872 of 15069 total resource files, 0 streamed
CrashHandler: Aborting, as com_enableCrashHandler is not set.
Vazul Apr 29, 2017 @ 3:02pm 
With AMD Cards: Reroll back to 17.4.1 and disable AMD Relive
bLaCk0uT May 1, 2017 @ 11:07am 
I can confirm that using AMD 17.4.1 drivers work for me (no matter what type of AMD GPU u have). It fixed and solved the black screen crash after launch for me. Works even with Relive turned on, but you can set it to off to be sure.

It doesn't matter if you have Windows 7/8/10. It is all about the AMD drivers.

If you own own RX 5xx series, you are screwed until the drivers are fixed, since the oldest driver for these is 17.4.3., and due to some OpenGL changes, it screws id5tech based games and several others.

For 3 hours I was desperately looking for a solution knowing that the game worked for me previously and I'm happy I can play this game again.
MaximusNukeage Jun 16, 2017 @ 2:02am 
I have the 17.4.4 drivers and am having this issue. does anyone else have the same problem?
Dan Nukem Jun 16, 2017 @ 2:41am 
guys u need DDU ur amd divers DO NOT update on top of old divers
Xan Jun 23, 2017 @ 6:37pm 
Originally posted by Suchy:
I am having the same issue with R9 390.

edit: nevermind, update to 17.6.2 fixed it.

THIS. If you have the R9 390 this will fix the issue. I've spent near 10 hours trying to get this game to launch, and the optional update was what fixed it. The 17.6.2 version fixes the crash on launch at least for the R9 390.
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Date Posted: Feb 23, 2017 @ 8:42pm
Posts: 29