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Command Line Parameters
When you start OOTP, you can use several interesting command line parameters. On PC Windows, you would right-click on the OOTP shortcut and add the parameters to the end of the content of the "target" text box.
On a Mac, it's a little bit more difficult:
  • open the console or terminal app
  • locate the application folder with the cd command
  • locate the actual executable file in the application bundle with
  • - cd "OOTP Baseball 12.app"
  • - cd "Contents"
  • - cd "MacOS"
  • Start the executable with "./OOTP Baseball 12" (use the quotes and add parameters behind the second quote)

On Linux it depends on your GUI system. Or you could do the same as mentioned above for the Mac.


Disable sound system. No sound files will be loaded at all.


Disable Facegen.


OOTP will not look for patches and will not install any patches.


OOTP will use the c:path (replace c:path with the actual path on your system) as "user data path", i.e. the path which contains the saved_games folder.


OOTP will use the c:path (replace c:path with the actual path on your system) as "customizable data path", i.e. the path which contains the data folders like /database, /logos and so on.


After starting the game, it will automatically load the "current league", i.e. the league that was loaded last time.


load_league=myleague.lg will automatically load a certain league. This way you could easily create shortcuts for your favorite leagues.


Ignored on all operating systems but PC Windows. Just add the token use_opengl_blit to the command line to force OOTP using OpenGL to blit the screen buffer to the display on PC Windows. By default, OOTP uses the Windows GDI API.


All screen operations will use the OpenGL API.


Same as above.


Only Facegen and 3D ball park screens will use the OpenGL API. Screen blitting on Windows will use Windows GDI API.


Same as above.


Do not use OpenGL at all. Facegen and 3D ball park features will be disabled.


Same as above.


OpenGL will use the shader API.


Same as above.


OpenGL will not use the shader API. Use this in case of compatibility problems with the shader API.


Same as above.
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