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<title>README</title>
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<body>
<h1>About</h1>
<p>
AssaultCube is a total conversion of <a href="http://strlen.com" target="_blank">Wouter van Oortmerssen´s</a> FPS called
<a href="http://cubeengine.com" target="_blank">Cube</a>. AssaultCube encourages players from all platforms to play by
being multi-platform (Available on: Windows, Linux and OSX), <a href="#license">partially open-source</a> 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.
</p>
<p>
The contents of this README:
</p>
<ul>
<li>
<a href="#documentation">Documentation</a>
</li>
<li>
<a href="#help">Help!</a>
</li>
<li>
<a href="#contribute">Contribute</a>
</li>
<li>
<a href="#authors">Authors</a>
</li>
<li>
<a href="#license">License</a>
</li>
</ul>
<h1 id="documentation">Documentation</h1>
<h2>Basics</h2>
<ul>
<li>
<a href="getstarted.xml">Getting started</a> - How to install and make AssaultCube work.
</li>
<li>
<a href="introduction.xml">Introduction</a> - Basic information about the game including gameplay, modes, weapons.
</li>
<li>
<a href="interface.xml">The interface</a> - What AssaultCube looks and works like.
</li>
<li>
<a href="basics.xml">The basics</a> - Learn how to play AssaultCube, by learning the basics.
</li>
<li>
<a href="maneuvers.xml">Special maneuvers</a> - Special gameplay maneuvers, such as: rifle jump, rifle sprint, etc.
</li>
</ul>
<h2>Advanced</h2>
<ul>
<li>
<a href="reference.xml">Reference</a> - Documentation of available commands and variables.
</li>
<li>
<a href="commandline.xml">Command line</a> - Command line arguments
</li>
<li>
<a href="server.xml">Servers</a> - Information on how to set up your own server, administration of servers, running LAN games.
</li>
<li>
<a href="cubeengine.xml">AssaultCube/Cube engine</a> - How the AssaultCube/Cube engine works.
</li>
</ul>
<h2>Modding</h2>
<ul>
<li>
<a href="mapediting.xml">Map editing</a> - Information about creating maps for AssaultCube.
</li>
<li>
<a href="mappers_readme.txt">Mappers readme</a> - Read this if you want to create maps suitable for the
official AssaultCube distribution.
</li>
<li>
<a href="cubescript.xml">CubeScript</a> - A CubeScript introduction.
</li>
</ul>
<h2>Misc</h2>
<ul>
<li>
<a href="knownissues.xml">Known issues</a> - Known problems in AssaultCube.
</li>
<li>
<a href="history.xml">AssaultCubes history</a> - Changes on this game.
</li>
</ul>
<h2 id="online resources">Online Resources</h2>
<ul>
<li>
The <a href="http://assault.cubers.net/wiki" target="_blank">AssaultCube Wiki</a> (work in progress)
contains additional documentation created by the community.
</li>
<li>
<a href="http://www.ri-ac.co.nr" target="_blank">RandumIdiot's AssaultCubing</a> has some good guides available to players.
</li>
<li>
Download custom user-made content on <a href="http://www.quadropolis.us/taxonomy/term/24" target="_blank">quadropolis.us</a>
</li>
<li>
<a href="http://cubeengine.com/docs/editing.html" target="_blank">Map making tutorial</a> on cubeengine.com
</li>
</ul>
<h1 id="help">Help!</h1>
<p>
If you need help when running AC, follow these steps:
</p>
<ol>
<li>
Search this documentation for a solution, make sure you read the relevant sections.
</li>
<li>
Try some of the <a href="#online resources">online resources</a>. Especially the
<a href="http://assault.cubers.net/wiki/" target="_blank">AssaultCube wiki</a>, which contains user
created content. You may find the wiki's <a href="http://assault.cubers.net/wiki/FAQ" target="_blank">FAQ</a> to be handy.
</li>
<li>
Visit the <a href="http://assault.cubers.net/forum" target="_blank">AssaultCube forum</a> and use its
<a href="http://assault.cubers.net/forum/search.php" target="_blank">search</a> functionality. If you
don't find any useful stuff, post a detailed question there. Please be respectful and follow the forum
rules.
</li>
<li>
Visit the <a href="http://www.cubeengine.com/forum.php4" target="_blank">Cube Engine forum</a>. 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.
</li>
</ol>
<p>
Instead of posting to the forum, you can also ask the people in our IRC channel: <a href="irc://quakenet/assaultcube">#assaultcube</a> on <a href="http://staff.quakenet.org/servers.phtml" target="_blank">Quakenet</a>.
</p>
<h1 id="contribute">Contribute</h1>
<ul>
<li>
Help and discussions on the <a target="_blank" href="http://assault.cubers.net/forum">AssaultCube forum</a>.
</li>
<li>
Development, testing and gaming on IRC <a href="irc://quakenet/assaultcube">#assaultcube</a> on <a href="http://staff.quakenet.org/servers.phtml" target="_blank">Quakenet</a>.
</li>
<li>
Report bugs on the SourceForge <a href="http://sourceforge.net/tracker/?group_id=123597&atid=697089" target="_blank">bug tracker</a>.
</li>
<li>
Submit patches <a href="http://sourceforge.net/tracker/?group_id=123597&atid=697091" target="_blank">here</a>.
</li>
</ul>
<h1 id="authors">Authors - Rabid Viper Productions</h1>
<h2>Project Leaders</h2>
<table>
<tr>
<td width="200">
Adrian <i>“driAn”</i> Henke
</td>
<td>
Lead coder, OpenAL, OpenGL, gameplay code
</td>
</tr>
<tr>
<td>
Markus <i>“makkE”</i> Bekel
</td>
<td>
Lead artist, models, skins, animations, mapping, 2D-art, textures, sounds.
</td>
</tr>
</table>
<h2>Active Developers/Contributors</h2>
<table>
<tr>
<td width="200">
Lee <i>“eihrul”</i> Salzman
</td>
<td>
Coder, OpenGL expert, Enet Library, Cube2 backporting.
</td>
</tr>
<tr>
<td>
RandumIdiot
</td>
<td>
Mapping, documentation, tester, clean-up crew, other easy things.
</td>
</tr>
<tr>
<td>
Flowtron
</td>
<td>
Universal team member, additional code, admin, community chief.
</td>
</tr>
</table>
<h2>Community Mappers</h2>
<table>
<tr>
<td width="200">
Shadow
</td>
<td>
Map: ac_elevation.
</td>
</tr>
<tr>
<td>
Wotwot
</td>
<td>
Map: ac_power, plus textures.
</td>
</tr>
<tr>
<td>
daMfr0
</td>
<td>
Map: ac_snow.
</td>
</tr>
<tr>
<td>
MitaMAN
</td>
<td>
Map: ac_depot, plus textures.
</td>
</tr>
<tr>
<td>
Shane Nieb
</td>
<td>
Map: ac_desert2, plus mapmodels, 2D-art and hosting.
</td>
</tr>
</table>
<h2>Special thanks</h2>
<table>
<tr>
<td width="200">
Wouter <i>“Aardappel”</i> van Oortmerssen and others
</td>
<td>
The Cube Game/Engine.
</td>
</tr>
<tr>
<td>
Andrew <i>“Arghvark”</i> Davis
</td>
<td>
Previous project leader, game concept, code.
</td>
</tr>
<tr>
<td>
Elliot <i>“Verbal_”</i> Lockwood
</td>
<td>
Q&A, advisor, lead tester, pro-coffee service.
</td>
</tr>
<tr>
<td>
Rick Helmus
</td>
<td>
Bot code.
</td>
</tr>
<tr>
<td>
Julian <i>“absinth”</i> Mayer
</td>
<td>
Packaging AssaultCube for Mac.
</td>
</tr>
<tr>
<td>
Zac <i>“dtd”</i> Jarco
</td>
<td>
Hosting.
</td>
</tr>
<tr>
<td>
ac_stef
</td>
<td>
Bug fixes.
</td>
</tr>
<tr>
<td>
Grenadier (aurhat)
</td>
<td>
Small code contributions/fixes.
</td>
</tr>
</table>
<h2>Resources</h2>
<table>
<tr>
<td width="200">
Paul <i>“JCDPC”</i> Cash
</td>
<td>
Laptop mapmodel, textures.
</td>
</tr>
<tr>
<td>
Dietmar <i>“DCP”</i> Pier
</td>
<td>
End-of-match music.
</td>
</tr>
<tr>
<td>
Toca
</td>
<td>
Mapmodels.
</td>
</tr>
<tr>
<td>
Topher (Death Illustrated)
</td>
<td>
Some crosshairs.
</td>
</tr>
<tr>
<td>
leileilol of OpenArena
</td>
<td>
Bullethole image.
</td>
</tr>
<tr>
<td>
Steini
</td>
<td>
Skyboxes.
</td>
</tr>
<tr>
<td>
wildweasel
</td>
<td>
Vote sounds.
</td>
</tr>
<tr>
<td>
Tremulous team
</td>
<td>
Gib sound.
</td>
</tr>
<tr>
<td>
Lukas Zapletal and Ludek Horacek
</td>
<td>
Music (Ping pong).
</td>
</tr>
<tr>
<td>
Attila <i>“Antiklimax“</i> Feher
</td>
<td>
Amazing new sniper scope.
</td>
</tr>
</table>
<h2>Texture resources</h2>
<ul>
<li>
Articool (http://www.articool.de)
</li>
<li>
Boeck (http://www.boeckmania.de)
</li>
<li>
Craig Fortune
</li>
<li>
Digital Flux (http://www.digitalflux.com)
</li>
<li>
http://www.mayang.com
</li>
<li>
http://www.afflict.net
</li>
<li>
Golgotha team
</li>
<li>
NOCTUA graphics
</li>
<li>
Chris Zastrow (http://www.newlogicmedia.com)
</li>
<li>
3D Cafe (http://www.3dcafe.com)
</li>
<li>
GRsites
</li>
<li>
Lemog 3D (http://lemog.club.fr)
</li>
<li>
http://www.imageafter.com
</li>
<li>
Rohrschach
</li>
<li>
http://www.mayang.com
</li>
<li>
Kurt Keslar
</li>
</ul>
<p>
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.
</p>
<h1 id="license">License</h1>
<p>
AssaultCube is FREEWARE, you may freely distribute the AssaultCube installer/archive <i>unmodified</i> 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.
</p>
<p>
AssaultCube is distributed <i>WITHOUT WARRANTY</i>, you may use it for any purpose as long as you do not blame us for any
damages incurred.
</p>
<p>
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.
</p>
<p>
This is where you can find some of these licenses:
</p>
<ul>
<li>
<i><a href="package_copyrights.txt">docs/package_copyrights.txt</a></i>
</li>
<li>
<i><a href="../source/README.txt">source/README.txt</a></i>
</li>
<li>
<i><a href="../source/README_CUBEENGINE.txt">source/README_CUBEENGINE.txt</a></i>
</li>
</ul>
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