NoX Core (noxsdl) test build, 2026-10-16 (commit 32d60f8)

  Unofficial fan project, not affiliated with or endorsed by Electronic Arts or Westwood
  Studios. Nox is a trademark of Electronic Arts Inc. Needs your own copy of the game; no game
  files are included. Licence: GNU GPL v3 or later (LICENSE); see NOTICE.txt and
  THIRD_PARTY_NOTICES.txt.

SETUP
  Unzip anywhere and run noxsdl.exe: the game's own main menu (Multiplayer, pick or create a
  character, Options). No install needed; the Visual C++ runtime DLLs are included.

  noxsdl.exe is unsigned for now, because the project hasn't been open-sourced yet; it will
  be signed once it is. Windows may warn about an unknown publisher meanwhile. On the blue
  "Windows protected your PC" screen choose More info, then Run anyway. To avoid the
  "Open File - Security Warning" on every start, right-click the downloaded zip before
  unzipping it, choose Properties, tick Unblock and press OK.

  noxsdl finds your Nox install by itself, as OpenNox does: GOG (Galaxy or the offline
  installer), Origin, Nox Reloaded and the original CD install, through the registry and their
  usual folders. To use another copy, set the NOX_DATA environment variable to its folder (the
  one with GAME.EXE, video.bag, thing.bin), or start noxsdl with --game-dir FOLDER.

  Each run writes noxsdl-log.txt next to noxsdl.exe; it says which Nox folder was used. If
  nothing happens, look there first.

  HD images and HD movies are separate downloads on the website: unzip either one next to
  noxsdl.exe (README-HD-images.txt, in that download, says more). Options' "Use HD Images" turns the images
  on. They're only updated when the art changes, so keep them when you get a new build. The HD
  images of 2026-10-13 and later need this build or a newer one (older builds show the original
  art with them).

  Files noxsdl writes in your Nox folder:
    nox.cfg      when you close Options: the game's own settings and key bindings, in the
                 game's format (the original game reads it too)
    noxsdl.cfg   noxsdl's own switches (frame rate, bloom, lighting, smooth effects,
                 smoothing, brightness, the kill feed, mouse acceleration and speed, display, vsync,
                 and a game you host's update rate and map vote)
    Save\*.plr   characters you create
    maps\<map>\user.rul, <name>.rul   a game you host's rules (Server Settings' Go and Advanced)
    maps\DEL_LOB, maps\DEL_1   a Delving Mode game you host: its generated lobby and level,
                 deleted again when the game ends
    maps\UTD_LOB, maps\UTD_1   an Undead Tide game you host: the same
    tide_records.txt   the best Undead Tide runs in games you host


NEW SINCE THE LAST BUILD (2026-10-14, seventh build)

  Fixes from a pass over memory use and crashes:
    Cleansing flames leaving your sight could make the game read freed memory (a possible crash).
    Games you host: kicking a player who had a vote of their own running could crash the server; a
    lasting spell that set off a monster generator's script could too.
    Games you host: connections that never finish joining are dropped after 10 seconds, as in the
    original (enough of them could make the server refuse everyone as full).
    Closing the game with the 3D view used is clean.
    Without the HD images, the game keeps less image memory over a long session (a 128 MB budget).

NEW IN THE SEVENTH BUILD OF 2026-10-14

  Solo and games you host: arriving on a new map through an exit while running no longer leaves you
    frozen, running on the spot as if against an invisible wall (the wizard campaign's second map,
    Wiz02A, showed it first; any map reached by an exit could). Loading a save made there frees you.
  Things carried to the next map keep their place in the game's order, as in the original, and a
    creature or body carried along no longer disappears there.

NEW IN THE SIXTH BUILD OF 2026-10-14

  Line of sight: no more thin lit line between a shadow's soft edge and its black (beside pillars
    and columns, along the top and left edges of shadows).

NEW IN THE FIFTH BUILD OF 2026-10-14

  Servers running the original game: with Smooth Movement or Smooth Network your own character runs
    at an even pace (the original game sends its place rounded, in steps of 6 and 8). Smooth Network
    suits these servers best: it also evens out their uneven timing.
  Line of sight works out what's seen as the original game does: things off screen or behind walls
    no longer show for a moment as you come into an area (mana obelisks did, with Fade Objects), and
    the pickup ring no longer shows on them. Effects, name plates, health bars, team names and the
    dots over your creatures appear, fade and go with what they belong to; sparks out of sight go.
  Loose particles (sparkles, fire on something behind a wall) no longer show over the black.
  Walls: walls just past the edge of the screen are drawn whole instead of cut off, a corner you see
    is no longer cut through its pillar, and low walls stay drawn across a door's shadow. (The
    console's "noxsdl walls classic on" shows walls as the original game draws them.)
  Games you host: Meteor's explosion shows again.
  HD images: a new pack, see-through parts (glows, the Death Ball's rim, water ripples) in the
    original's colours.

NEW IN THE FOURTH BUILD OF 2026-10-14
  Games you host (and NoX Core servers that run this version): your own character moves evenly
    when running and stops without the small back-and-forth. The server now tells noxsdl the exact
    place the original game's update leaves out; players on the original game get the same updates
    as before.

NEW IN THE THIRD BUILD OF 2026-10-14

  Games you host: the change in the first build of 2026-10-14 that stopped your character going
    back and forth a little as you stop running is taken back: it made running look uneven.
    Stopping can show that small back-and-forth again until a better fix is ready.

NEW IN THE SECOND BUILD OF 2026-10-14

  Options: the advanced panel has two tabs, General and More. More holds the settings changed
    least often: Soft Shadow Edge, Fade Objects, Render GUI and Frame Rate.
  Fade Objects works (on by default, as in the original): something you saw stays drawn for a
    second after it leaves your line of sight, fading out, before it's hidden. The map's own
    scenery (furniture, doors, bushes, obelisks) fades too, effects on a fading thing go with it,
    and Ghosts are see-through by distance, as in the original.
  Games you host: your own server no longer waits for your screen. A slow frame, loading the map
    as you join, opening Server Settings or the first map vote no longer hitches the other
    players. Leaving the game no longer freezes the window while the router's port is closed,
    and leaving a Delving Mode game no longer waits for its next levels to finish.
  HD images: the floor never waits more than half a second for its HD art; long sessions use less
    memory; floor edges are smooth at the HD size. A new HD pack: animated scenery (torches,
    flames, candles, gears, elevators, portcullises, fountains, water ripples, lava and mud),
    missiles and spell effects (fireballs, lightning, meteors, explosions, poofs), breaking barrels,
    bones and debris, and every monster generator.
  Solo: ending a chapter while the game saved could freeze the game for good; fixed.

NEW IN THE FIRST BUILD OF 2026-10-14
  Line of sight works out what you see exactly as the original game does: a wall junction seen
    from one side no longer shows its hidden arm, half-seen doors and pillars show as they should,
    box-shaped obstacles block sight with their real shape, and the view's shake in an earthquake
    no longer shakes what you can see.
  Options' Soft Shadow Edge (the original's soft edge along the line of sight's shadow) works, on
    by default as in the original.
  Capture the Flag: the flag icons left of the health and mana tubes, as the original shows them
    (each team's flag at home, carried or dropped; your own team's framed), with their tooltips.
  The weapon-swap key's letter sits in the weapon ring's tab again, and the HUD's key letters and
    counts are drawn at the game's own text size.
  With HD images, window borders and spell icons no longer show dark seams or lines at their edges
    at window sizes that scale them unevenly.
  Games you host: stopping a run no longer shows your character going back and forth a little, and
    running into a wall no longer jitters.

NEW IN THE SECOND BUILD OF 2026-10-13

  HD images: a new, much larger HD pack (the Ember Demon and the Urchin, trees, bushes, rocks,
    furniture, statues, obelisks and the rest of the static scenery, every wall and every door),
    in a GPU-compressed format: a smaller download than before, a quarter of the video memory and
    far faster to load. It needs this build.
  HD images load ahead: a map's own images while it loads (it's shown once they're in, about a
    second), the ones any map can need at start-up, so the original low-resolution art no longer
    shows first and swaps to HD a moment later, and there are no hitches as new parts of a map
    come into view.
  The developer test commands are no longer in the program.

NEW IN THE FIRST BUILD OF 2026-10-13

  Server Settings: the Server Name, Lesson / Capture Limit and Time Limit fields can be typed in
    again (a click on one used to lose the keys at once).
  Without the HD images, window borders (the login screen's box, dialogs) no longer show a dark
    tick at every join between their pieces at window sizes that scale the menus unevenly.
  Games you host: a player running into another player, a creature or a box is no longer shown
    going on past where they stop, then pulled back. The server's frame is also a little cheaper.

NEW IN THE SECOND BUILD OF 2026-10-12

  Host Custom: the mode's drop-down sits under the title, so its open list no longer covers OK
    and Cancel.
  Undead Tide: a wizard's or conjurer's mana tube shows the run's XP (as the original game's
    client does, which has no window of the run's); the run's strip and results show the stage.
  Meteor Shower: its meteors are seen falling, not only bursting on the ground (in games a NoX
    Core server hosts).

NEW IN THE FIRST BUILD OF 2026-10-12

  The program is now called NoX Core (its window's title), and the download carries its licence
    (GNU GPL v3 or later) and notices.
  Downloads: the HD image pack is its own download now, to get once and keep beside noxsdl.exe;
    it's only updated when the art changes.
  On servers you don't host: an update that comes out of order (as packets sometimes do over the
    internet) no longer puts you, or anything, back a step. F10's counter shows "late N" when it
    happens.
  Undead Tide:
    Stages: the night's guardian comes at dawn, and only its fall wins the night; it carries the
      party to a new biome, harder, till the tide takes everyone. Harder throughout.
    Difficulty: Adventurer, Veteran, Nightmare or Oblivion, chosen in the lobby with ?difficulty;
      NoX Core asks at the gate.
    25 more powers (12 to 15 for each class), 16 pickups, armour only for the party's classes, and
      more creatures in each biome, some with specials.
    No ankhs; scenery doesn't block you; fewer effects at once (soul gems merge, one swarm or cloud
      at a time).
  Delving Mode: an ambush room's walls open again from a lever outside, for a fallen player who
    comes back after they shut.
  Delving Mode and Undead Tide: quitting never overwrites your character with the mode's
    stripped one.

NEW IN THE FOURTH BUILD OF 2026-10-11

  Host Custom: the game list's Host Quest/Delve button is now Host Custom, with a drop-down of
    Quest, Delving Mode and Undead Tide (OK / Cancel).
  Undead Tide, a new survival mode: survive a 20-minute night in a
    generated arena against an ever-growing tide of undead and beasts. You don't cast or swing:
    your weapons fire by themselves (12 to collect by class, from the sword and arrows to
    Fireball, Meteor and a ring of Force of Nature balls), and the soul gems the fallen drop
    level you up, each level a pick of three: a new weapon, a weapon's next level, or one of six
    passives. Elites drop chests with a free pick, rare armour comes warded or repelling, and the
    night's guardian rises two minutes before dawn. A fallen player can be brought back at a
    revive shrine; the lobby's board keeps the best runs. noxsdl shows an XP bar, the clock, your
    weapons' waits, the picks as cards and the results; on the original game the picks come as
    chat lines and you answer 1-3.
  Delving Mode:
    Every run is new (a fresh seed), and a fallen party goes back to the lobby with nothing.
    Records of the deepest runs (?record in chat; the lobby's board tells the best).
    Difficulty modes, chosen in the lobby with ?difficulty: Adventurer, Veteran, Nightmare,
      Oblivion.
    Blessing rooms: one of three run-long boons at the altar (Vigor, Wisdom, Might, Swiftness,
      Thirst, Warding, Renewal, Fortune); noxsdl picks from cards.
    A bonus objective in each fight from depth 2 (Purge, Hunt a named elite, Seals, Swift), with
      a tracker beside the MAP button.
    Elites have traits (Swift, Vampiric, Reflective, Tough, Regenerating); from act 2 some
      guardians are champions played by bots.
    Barrels and crates hold things; at most one shop and two campfires on any way through an
      act; mysteries remade.
  Games you host: your strength, carry capacity, speed and level reach your client, as in the
    original (the inventory's stats were wrong); a respawned player's items show to everyone.

NEW IN THE THIRD BUILD OF 2026-10-11

  The game list: a click outside a game's description box closes it.
  Delving Mode: shopkeepers have names.

NEW IN THE SECOND BUILD OF 2026-10-11

  Quests:
    The shared key: its icon beside the ankh (with its window and sound when the mode turns on),
      and each player's silver and gold keys in the F9 quest list.
    Out of lives, the game over screen: your tallies, then continue with a penalty or quit
      (a 30-second timer on a client).
    Locked quest doors show their silver or gold lock until opened; the GreenZap, a warp's
      explosion and green spark bursts are drawn.
    Quitting a quest you joined saves your character first ("CharacterSaved"), as the original.
  Games you host follow the original more closely: War Cry interrupts spells in the original's
    order and Nullify reaches casting monsters; a teleported player's pixies come along; a
    reflected or bounced missile goes back as far as the original's; quest generators stop
    making monsters once too many are on screen.

NEW IN THE FIRST BUILD OF 2026-10-11

  Host Quest/Delve: the game list's Host Quest button asks whether to host the quest or Delving
    Mode. Delve hosts a Delving Mode game here, as the noxhub servers run it: its lobby, then a
    run of generated levels from its portal, with your multiplayer character.
  Games you host:
    The server's work a frame is about halved again (G_CryptD with 8 players: 0.7 ms down to
      0.35 ms), and objects take a seventh of the memory they did.
    Searches over an area go in the original's order, so outcomes match it where the order
      matters: which of two bodies in one place a missile hits, area damage's reach, what a push
      moves, what's under the cursor.
    Things update in the original's order: a resting dead body's poison and enchantments stand
      still, and a steam pipe doesn't push a player standing still beside it.

NEW IN THE SIXTH BUILD OF 2026-10-10

  Delving Mode:
    Multiclass fixes: a conjurer's mana shows in the stats; glyphs count right; a warrior's
      strength lets any class's weapon be wielded.
    The run's map branches inside an act too, not only at its guardian.
    Crumbling floors are back (with a way round), locked double doors in wide corridors, and
      traps that grow with the depth (fists, fire skulls).
  Spell and ability books in a shop show their tooltips.

NEW IN THE FIFTH BUILD OF 2026-10-10

  Games you host run lighter again: the server's work a frame on a busy quest map is down by
    more than half once more (G_CryptD with 8 players: 1.7 ms down to 0.7 ms), and it uses far
    less memory, with the game playing exactly as before.

NEW IN THE FOURTH BUILD OF 2026-10-10

  Games you host run lighter: about a third of the server's work a frame on a busy quest map
    (G_CryptD with 8 players: 5.0 ms down to 1.7 ms), with the game playing exactly as before.

NEW IN THE THIRD BUILD OF 2026-10-10

  Delving Mode: the run's map reads left to right, the guardian's fork into the next two acts on
    lanes above and below, its rooms spaced out; the HD download draws each room with its own
    icon.

NEW IN THE SECOND BUILD OF 2026-10-10

  Quests: the ankh under your buff icons shows your extra lives ("X 2"), as in the original, with
    its tooltip; the quest player list (F9) shows each player's lives and health.
  Games you host:
    Things move and come to rest as in the original: still bodies no longer keep pushing each
      other every frame, and frozen creatures in mid-air fall.
    Counterspell on a Death Ball breaks it into three fragments that bounce about and hurt, as in
      the original (it just vanished).
    One key opens both halves of a locked double door.
  Delving Mode:
    noxsdl players learn and use every class's spells, abilities and weapons in a run: one book
      and spell bars that take both, with a mana tube. (The original client plays its own class.)
    Loops, ambush rooms that seal until their guards die, locked doors with their key nearby,
      crushers, and a mana obelisk now and then.
    The run's map draws a winding path up each act, forking at its guardian into the next two.

NEW IN THE FIRST BUILD OF 2026-10-10

  Games you host:
    Doors swung all the way open against a rock or other fixture swing shut again, a little late,
      as in the original (CapFlag's double doors stayed open for good).
    A wizard's traps he carried and dropped at his death stay his: he doesn't set them off
      himself, and his trap count goes down again as they go off (he could be stuck unable to
      lay any more).
    A quiver you pick up joins a matching one you carry, as in the original.
    Gold made by map scripts holds gold (it was empty).
    Quest items aren't dropped when you die; dropping a bow takes its endless quiver with it.
    Staffs' magic properties show on other players' clients.
  Hovering a fish no longer counts as aiming at a creature.
  Delving Mode: keyless chests; traps and puzzles wired by the level's script.

NEW IN THE FOURTH BUILD OF 2026-10-09

  Games you host:
    Your creatures have the dot in your team's colour over their heads again (the server never
      told your client which creatures were yours).
    Things switched off from the start stay hidden, such as So_Druid's team flags.
    A player joining or still loading while the end-of-match map vote runs gets into the game and
      sees the vote, instead of a black screen until the next map.
    The server list on XWIS counts people only, not the Bots tab's bots.
  Smooth FX: the Force Field barrier stays round you when you run (it ran ahead).

NEW IN THE THIRD BUILD OF 2026-10-09

  Smooth FX (Options): Force Field is drawn as a glass barrier round you. With Smooth FX off it
    is the original's animation.
  Games you host:
    A two-handed weapon and a shield can't be worn together: equipping one takes the other off,
      as in the original.
    Armour you pick up goes on in place of the starting outfit's (sneakers, a plain wooden
      shield, a plain wizard's robe), as in the original: a steel shield replaces the wooden one,
      boots the sneakers.
    Damage numbers show over players and monster generators too.
    A spent staff cut short mid-swing (a jump, a weapon swap) fires again once recharged (it
      stayed dead for good).
    Poison ends when you respawn.
    Teleport marks show only to the player who made them.
    Solo Quest no longer turns Items Respawn off in nox.cfg.
  Bots: wizards don't teleport in among their enemies, and bots walled in on three sides back
    out and find another way.
  Delving Mode: rooms of many shapes (halls, crosses, rings, pillared halls, caverns), a layout
    style per kind of place, larger levels; floors blend wherever two meet, torches stand on the
    walls; potions picked up on an earlier level work with the quick potion keys.

NEW IN THE SECOND BUILD OF 2026-10-09

  Aiming: with the cursor on a creature or player, attacks and spells aim where it stands, as in the
    original (they aimed at the point under the cursor: over a flying bat's head, past a body).
  A shot whose thrower is killed flies on and is gone as any other (it hung in the air, shaking).
  Solo: a loaded save shows the chests you opened as opened (and broken things as broken).
  Books show what they are in their tooltips in games noxcpp hosts, shops included.
  Delving Mode servers: a MAP button beside the meters shows the run's map.

NEW IN THE FIRST BUILD OF 2026-10-09

  Games you host: after the map changes (Go from the chat map, a match's end, a vote) your
    items are the new map's: swapping weapons works again, and a conjurer's creature cage empties
    (the creatures stay behind, as in the original).
  Equipping needs the strength the item asks for, as in the original (it matters for low-level
    campaign characters), with its message; and no weapon changes during Berserker Charge or
    War Cry. A secondary weapon your class or strength can't use is refused.
  You can join a quest someone else is running (before, the server turned noxsdl away).
  Map vote: the in-game menu's Vote Map calls one and the vote window votes, as noxsdl's own
    messages. Saying "?MapVote" or a map's number in chat is for players on the original game.

NEW IN THE EIGHTH BUILD

  The campaign's scripted scenes end again: in the Conjurer's tunnel collapse and the Wizard's
    urchin ambush the black bars stayed down and you stayed frozen. What the maps' scripts tell
    a monster to do when it reaches a waypoint, dies, sees you and so on now happens.
  Quests: a level's results screen takes your click again to go on.
  F9 shows the scoreboard again, and Home opens Server Settings in a game you host.
  Capture the Flag: flags on the ground are in their team's colour (they showed white until
    picked up).
  Urchins' thrown stones and imps' shots hurt what they hit, as in the original.

NEW IN THE SEVENTH BUILD

  Hosting Capture the Flag or Flag Ball from Server Settings: the teams reach every player again
    (their colours on names, the flags in their colours on the map, and bots that know their
    side). The teams' news was lost as the map changed.
  The minimap shows each flag in its team's colour, as the original does.
  The map vote's window has an arrow at its top right: it folds the window to one line at the
    top of the screen, out of the fight's way, and back.

NEW IN THE SIXTH BUILD

  The game list's Join box: clicking a game opens the original's description of it beside the
    mouse (its name, ping, type, map, players and, for hosted games, the resolution and the
    spells, weapons and armour turned off), with its Join game button. Escape closes it and
    leaves the list, as in the original.
  Players on the original Nox now get the host's Server Settings as the original sends them, and
    everything sent to a joining or map-loading player waits until their game is ready, in the
    original's order.

NEW IN THE FIFTH BUILD

  Players on the original Nox no longer get a black screen when the map changes and they load
    it more slowly than the others, and they now see every player's status as they join.

NEW IN THE FOURTH BUILD

  Players on the original Nox can now join games hosted by noxsdl (or noxserver). Before, they
    timed out connecting ("Timeout waiting for connection acknowledgement") or got a black
    screen after downloading the map.
  Team chat (Backspace) now reaches only your own team, as in the original; before, everyone
    could read it.
  Map vote: say "?MapVote" in chat to call a vote (nothing else does now), once every 5
    minutes. The in-game menu's Vote is now "Vote Map" and calls one, where the server allows it
    (voting switched on, not a quest). On a chat map the vote offers the other chat maps.

EARLIER TODAY (2026-10-08, third build)

  Hosting
  Map voting: when a match ends in a game you host, everyone votes for the next map. Four
    maps for the game's type are offered for 20 seconds; noxsdl players see each map drawn
    from above with its name and click one, players on the original game say its number in
    chat. The most votes wins (no votes: the map cycle's next, as before). During a match
    anyone can say "?MapVote" to call a vote: more than half picking the same map changes it
    at once. Server Settings > Server > General has a Map Vote box to switch it off.
  The camper alarm works: a player who stays in one place too long is marked on everyone's
    map, with the alarm sound (Server > General, and always on in Capture the Flag and
    Elimination, as in the original).
  Update Rate (Server > General): noxsdl players in a game you host get the characters' and
    spells' positions 60 times a second by default (30, 60, 90 or 120). The game itself and
    players on the original game stay at 30. With Smooth Network this cuts the added delay
    from about 50 ms to about 20 ms. Your own server runs on its own thread, so it keeps its
    rate however fast your screen draws.
  Your moves reach a noxcpp server sooner (about 17 ms on average).
  Players who don't have the map get it from your game, as the original sends it.
  Bots tab: the difficulty is a range, from one level to another.

  Graphics and speed
  HD floors: with Use HD Images, all the floors are drawn from new 4x art (Water stays the
    original's). The HD pack is about 20% smaller and loads faster; this build is needed to
    read it.
  Much less graphics memory (about 0.6 GB instead of 1.45 GB with HD images), and new
    images load without hitches.
  The main menu's and the other menus' button text is in the original's large font, centred.
  Lock to 30 FPS draws one frame per server frame.

CONTROLS (the default keys; nox.cfg can change them)
  Right mouse (hold)    move toward the cursor (near: walk, far: run)
  Left mouse (hold)     attack / use; picks items up with the pickup hand, works levers and
                        buttons with the Use hand, talks and trades with the Talk / Trade hand
  Space or middle mouse jump (joins the game / respawns when you're not playing)
  A S D F G             cast the spell bar's spells (warriors: abilities)
  W / E or wheel        previous / next spell set
  R                     spell set 1 (tap again quickly for 2, 3, 4, 5)
  Shift (hold)          the set's spells cast on you / on the target, flipped
  B                     spellbook
  T                     lay a trap / summon a bomber (wizards, conjurers)
  X / C / Z             health / mana / cure poison potion
  I or Q                inventory
  TAB, 1, 2             map, map zoom out / in
  Enter / Backspace     chat / team chat (say "?MapVote" to call a map vote)
  J / K / L             taunt / point / laugh
  V                     swap weapons (also: right-click the inventory's secondary weapon box)
  F1                    console (mute NAME / unmute NAME hide or show a player's chat)
  F10 / F12             network stats / screenshot
  Insert / Delete       brightness up / down
  F9                    scoreboard (press again for the next view, then off)
  F11                   hide / show the HUD
  Home                  Server Settings, in a game you host
  Click a HUD tube      the small health / mana bars beside you on / off
  Page Up / Page Down   game window bigger / smaller
  Escape                in-game menu (after putting down a spell, closing the book)
  Alt+Tab               to another window (the cursor is let go)
  Close the window      leaves the game properly (don't kill the process: the server
                        would have to time the player out; your spell sets are saved then)
  Map viewer (--map): arrows / WASD or right-drag pan, wheel or + / - zoom,
  L lighting, V line of sight, N name plates.

COMMAND-LINE OPTIONS (for a shortcut's Target, after noxsdl.exe)
  --browse               straight to the game list
  --connect HOST[:PORT]  join one server directly (with --name NAME)
  --account NAME         the account name to join with (else your saved online login's)
  --plr FILE             with --connect: the character file whose spell sets to use and save
  --map NAME             look around a map offline (a folder name from the game's maps)
  --game-dir FOLDER      use this Nox folder instead of the one found
  --server HOST[:PORT]   --no-xwis   --size WxH   --class warrior|wizard|conjurer
  --team ID   --hair RRGGBB   --skin RRGGBB   --no-light   --map-cache DIR
  --smoothing off|movement|network|lock30 (Options' Smoothing for this run)
  --display windowed|borderless|fullscreen   --vsync / --no-vsync (Options' Display, VSync)
  --hd-images (Use HD Images for this run)   --image-pack FILE (another HD image pack)
  --no-audio (silent)   --no-gpu (SDL's plain renderer)   --stock-effects   --grid-light
  --no-bloom   --bloom N (how much bloom, 0-1; 0.2 by default)   --no-fps
  --fx-demo / --fx-demo-only GROUP (map viewer: plays effects around the screen centre)
  --host MAP             host a game on that map and join it (with --name, --class ...)
  --host-mode arena|ctf|flagball|kotr|elimination   --host-time MINUTES   --host-lessons N
  --host-teams   --host-port PORT   --host-name NAME   --host-sysop PASSWORD
  --host-bots N          bots in that game (warriors, wizards and conjurers in turn)

NOT DONE YET
  Save Character in the in-game menu, its Vote on servers running the original game (the kick
  vote), the world map for picking a chat map when hosting, latency compensation's hold (its
  switch is there), some sounds in games you host, the quest's lives display and game-over
  screen, the chat's Find / Page, Options and user menu, the HD walls and most other HD art.
