This page documents command-line arguments added or changed in TheSuperHackers engine source compared with the retail source release. It does not repeat every retail command-line argument.
| Argument | Value | Availability | Description |
|---|---|---|---|
-headless |
None | Release and debug builds | Runs the game without a window, graphics, input, or audio. Intended for replay simulation and can be combined with -replay. Also disables intro and sizzle playback. |
-replay |
Replay filename ending in .rep |
Release and debug builds | Starts replay playback or simulation from the command line. The argument can be repeated, can include wildcards, and must refer to a file in the replay folder or one of its subfolders. It disables intro, sizzle, and shell-map startup and allows another game instance to already be running. |
-jobs |
Positive process count | Release and debug builds | Used with -replay. Runs replay simulations in separate processes, up to the supplied count at the same time. If omitted, replay simulations run sequentially in the same process. |
-noshaders |
None | Release and debug builds | Forces the low-feature GPU path by setting the chipset type used by the renderer. In the retail source this switch was exposed for Zero Hour; the current code exposes it for both Generals and Zero Hour. |
-forcefullviewport |
None | Release and debug builds | Forces full viewport mode by setting ViewportHeightScale to 1.0. This supports Control Bar Pro style addons and mirrors the GenTool/fullviewport.dat integration. |
Examples:
generals.exe -headless -replay "Last Replay.rep"
generals.exe -headless -replay "*.rep" -jobs 4
generals.exe -forcefullviewport
| Argument | Value | Current Behavior |
|---|---|---|
-win |
None | Forces windowed startup. It is now parsed before the game window is created. |
-fullscreen |
None | Forces fullscreen startup. It is now parsed before the game window is created. |
-nologo |
None | Disables the startup logo and is now available in release builds. |
-noShellAnim |
None | Disables shell/window animations and is now available in release builds. |
-useWaveEditor |
None | Enables the water/wave editor mode and is now available from the non-debug engine-init argument table. |
| Argument | Value | Availability | Description |
|---|---|---|---|
-SaveDebugCRCPerFrame |
Output folder | Builds with DEBUG_CRC enabled |
Stores CRC debug logging in a separate file for each frame. If the first CRC logging frame is unset, this sets it to 0. The output folder is deleted and recreated for every started game. |
-SaveDebugCRCPerFrame is intended for replay analysis and is commonly used with the existing CRC
debug arguments, for example -ignoreAsserts -DebugCRCFromFrame 0 -LogObjectCRCs.