# 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:

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

## 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