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Assault-Cube

Assault Cube Linux FPS Game

AssaultCube logo AssaultCube: README About

AssaultCube is a total conversion of Wouter van Oortmerssen´s FPS called Cube. AssaultCube encourages players from all platforms to play by being multi-platform (Available on: Windows, Linux and Mac OS X), partially open-source and low on system and networking requirements. It is set in a realistic looking environment (as best that's possible with this engine) while gameplay stays fast and arcade. This game is all about team oriented, multi-player fun.

The contents of this README:

Documentation
Help!
Contribute
Authors
License

Documentation Basics

Getting started - How to install and make AssaultCube work.
Graphics drivers - Updating your graphics drivers helps you get the best out of many 3D games, such as AssaultCube.
Introduction - Basic information about the game including gameplay, modes, weapons.
The interface - What AssaultCube looks and works like.
The basics - Learn how to play AssaultCube, by learning the basics.
Special maneuvers - Special gameplay maneuvers, such as: rifle jump, rifle sprint, etc.
Common F.A.Q's - Answers to some common questions not covered else-where in this readme.

Advanced

Reference - Documentation of available commands and variables.
Command line - Command line arguments
Servers - Information on how to set up your own server, administration of servers, running LAN games.
AssaultCube/Cube engine - How the AssaultCube/Cube engine works.

Mapping/Modding

Map editing: Interface & controls - An introduction to the interface & controls used in map editing.
Map editing: Beginners - Start map editing!
Map editing: Entities - Learn how to place lights, spawns, mapmodels, etc.
Map editing: Tips, tricks and advice - Some handy tips and tricks that aren't mentioned elsewhere.
Map editing: Config files - Learn how to add custom content through the configuration files.
Map editing: Official maps - Information about creating maps suitable for the official AssaultCube distribution.
Player skins - How to add custom playerskins to the game.
Custom mods - How 3rd party developers can extend the game.
CubeScript - A CubeScript introduction.

Misc

Known issues - Known problems in AssaultCube.
AssaultCubes history - Changes on this game.

Help!

If you need help when running AC, follow these steps:

Search this documentation for a solution, make sure you read the relevant sections.
Try some of the online resources. Especially the AssaultCube wiki, which contains user created content. You may find the wiki's FAQ to be handy.
Visit the AssaultCube forum and use its search functionality. If you don't find any useful stuff, post a detailed question there. Please be respectful and follow the forum rules.
Visit the Cube Engine forum. Although most things discussed in these forums may be irrelevant, AssaultCube is based from Cube, so someone may have an answer there. Make sure you use its search functionality first before posting a detailed question there. Please respect their forum rules.

Instead of posting to the forum, you can also ask the people in our IRC channel: #assaultcube on Quakenet. Contribute Online Resources

The AssaultCube Wiki (work in progress) contains additional documentation created by the community.
Download custom user-made content on quadropolis.us
Map making tutorial on cubeengine.com

Community

Help and discussions on the AssaultCube forum.
Development, testing and gaming on IRC #assaultcube on Quakenet.
Report bugs on the SourceForge bug tracker.
Submit patches here.

Authors - Rabid Viper Productions Project Leaders Flowtron Universal team member, additional code, admin, community chief. Nigel “RandumKiwi” Maps, documentation, tester, team janitor. Brahma Coder, anti-cheat, analysis and community liason. Active Developers/Contributors Lee “eihrul” Salzman Coder, OpenGL expert, Enet Library, Cube2 backporting. Toca Mapmodels, sounds, textures, documentation, other stuff. Sebastian “aerkefiende” NSIS (Windows-Installer), VisualStudio "2K.x", and more Wahnfred XCode wrangler, Mac Packaging Mr.Floppy Maps, textures, models and map management Inactive Developers and Project Consultants Adrian “driAn” Henke Lead coder, OpenAL, OpenGL, gameplay code. Markus “makkE” Bekel Lead artist, models, skins, animations, mapping, 2D-art, textures, sounds. stef Bug fixes, additional code, server stuff, new modes. Community Mappers Shadow Map: ac_elevation. Wotwot Map: ac_power, plus textures. daMfr0 Map: ac_snow. MitaMAN Map: ac_depot, plus textures. Shane Nieb Map: ac_desert2, ac_desert3, plus mapmodels, 2D-art and hosting. Archangel Map: ac_urban. DogDancing Map: ac_shine, ac_scaffold, plus textures. R4zor Map: ac_sunset, ac_gothic. KC Map: ac_arctic. BenWasHere Map: ac_arid RuThLe$$ / Undead Map: ac_iceroad Pablo "RatBoy" Ciamarra Map: ac_rattrap Jiba Map: ac_arabian DES Clan Map: ac_outpost Special thanks Wouter “Aardappel” van Oortmerssen and others The Cube Game/Engine. Andrew “Arghvark” Davis Previous project leader, game concept, code. Elliot “Verbal_” Lockwood Q&A, advisor, lead tester, pro-coffee service. Rick Helmus Bot code. Julian “absinth” Mayer Packaging AssaultCube for Mac. Zac “dtd” Jarco Hosting. Grenadier (aurhat) Small code contributions/fixes. KanslozeClown Code contributions and advice. Chris Robinson OpenAL-Soft advice. François “Brett” Villars Extensive play testing. Gibstick Scripts and miscellaneous fixes. Bukz Scripts and maps. Kirin Code contributions and fixes, client stuff, advice. V-Man AntiCheat discussion and scripts. GeneralDisarray Code advice, 1.1 voice com, and scripts. Drakas Ladder server hosting and tournaments organization. pwnage Ladder server hosting and tournaments organization. R4zor and others AssaultCube Community Map Pack jamz Server hosting, financial support, active war against the cheaters. http://www.lewiscommunications.com/ Logo, media and web support. Apollo Wiki Guru Resources Paul “JCDPC” Cash Mapmodels, textures. Topher (Death Illustrated) Some crosshairs. leileilol of OpenArena Bullethole image. Steini Skyboxes. Attila “Antiklimax“ Feher Amazing new sniper scope. SimonOC Nightball/Graveyard skymap. LadyNightHawk InhCanyons skymap. Sock Iceflow skymap. Darren “HitmanDaz[MT]” Pattenden Playermodels. Kell At-sea skymap. Texture resources

Articool (http://www.articool.de)
Boeck (http://www.boeckmania.de)
Craig Fortune
Digital Flux (http://www.digitalflux.com)
http://www.mayang.com
http://www.afflict.net
Golgotha team
NOCTUA graphics
Chris Zastrow (http://www.newlogicmedia.com)
3D Cafe (http://www.3dcafe.com)
GRsites
Lemog 3D (http://lemog.club.fr)
http://www.imageafter.com
Rohrschach
http://www.mayang.com
Kurt Keslar
John Solo
http://www.openfootage.net/
DrunkenM

Sound resources

DCP
wildweasel (Vote sounds)
Tremulous team (Gib sound)
mwl500
fonogeno
Lukas Zapletal & Ludek Horacek (Music)
livindead
NoiseCollector
droboide
nicStage
acclivity
Syna Max
ermine
ReWired
nofeedbak
vuzz
mich3d
Rhedcerulean
www.soundsnap.com
dommygee
fresco
WIM
ignotus
acclivity
Bahutan

Also thanks to kurtis84, player1, quase, exis, talou, and others for testing. For 1.1 testing the list comes to: Robtics, TheCrema, RIPBillyMays, Ronald_Reagan. Thanks to flowtron and exis for organising the 0.93 AssaultCube Release Cup. License

AssaultCube is FREEWARE, you may freely distribute the AssaultCube installer/archive unmodified on any media. You may re-compress using different archival formats (i.e. zip/tgz/rpm/deb/dmg), any changes beyond that require explicit permission.

AssaultCube is distributed WITHOUT WARRANTY, you may use it for any purpose as long as you do not blame us for any damages incurred.

This game consists of many different packages with different licenses. The ENTIRE AssaultCube package MAY be redistributed as mentioned above. But if you wish to redistribute/use/modify it in a different way you will need to adhere to the licenses for the packages that you are using.

This is where you can find some of these licenses:

docs/package_copyrights.txt
source/README.txt
source/README_CUBEENGINE.txt

Rabid Viper Productions

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