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 OSX), 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

Basics

Advanced

Modding

Misc

Online Resources

Help!

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

  1. Search this documentation for a solution, make sure you read the relevant sections.
  2. 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.
  3. 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.
  4. 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

Authors - Rabid Viper Productions

Project Leaders

Adrian “driAn” Henke Lead coder.
Markus “makkE” Bekel Lead artist, models, skins, animations, mapping, 2D-art, textures, sounds.

Active Developers/Contributors

Lee “eihrul” Salzman Coder, Enet Library, Cube2 backporting.
RandumIdiot Mapping, documentation, tester, clean-up crew, other easy things.
Flowtron Universal team member, additional code, admin.

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, plus mapmodels, 2D-art and hosting.

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.
ac_stef Bug fixes.

Resources

Paul “JCDPC” Cash Laptop mapmodel, textures.
Dietmar “DCP” Pier End-of-match music.
Toca Mapmodels.
Topher (Death Illustrated) Some crosshairs.
leileilol of OpenArena Bullethole image.
Kurt Keslar Dummy texture.
Steini Skyboxes.
wildweasel Vote sounds.
Tremulous team Gib sound.
Lukas Zapletal and Ludek Horacek Music (Ping pong).
Attila “Antiklimax“ Feher Amazing new sniper scope.

Texture resources

Also thanks to kurtis84, player1, quase, exis, talou and others for testing. 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: