AssaultCube Documentation

The Team

AssaultCube

AssaultCube is developed by various people around the world. People that enjoy making this game together. This page tells you who works on the game behind the scenes, from the original developers, to the community that enhances the game with their great contributions.

Thank you to everyone participating to help us make AssaultCube what it is today...

Project Leaders

ärkefiende Coding, Windows packaging, VisualStudio configuration, documentation.
Nigel “RandumKiwi” Linux packaging, maps, site design, documentation, config/menus.
James “jamz” Harris Community maintenance extraordinaire, textures, documentation.
These are the main areas of contribution. They also do a lot of other different work (like testing) on the game.

Active Developers

Alejandro “Toca” Mapmodels, sounds, textures, some code.
Shane “Bukz” Pinkley Coding, cubescript, documentation, maps: ac_stellar, ac_edifice, Akimbo
Luc@s Coding, hosting, Akimbo.
Ronald_Reagan Mac OS X packaging, coding.
Cleaner 3D art, md3 mapmodel conversion/packaging optimization, Akimbo
Joseph “X-Ray_Dog” Hosting, Wiki editor and maintenance, Akimbo
stef Coding (Bug fixes, new modes, servers, etc).
These are the main areas of contribution. They also do a lot of other different work (like testing) on the game.

Inactive/Retired Developers

Adrian “driAn” Henke Coding (OpenAL, OpenGL, gameplay).
Markus “makkE” Bekel Models, skins, animation, 2D art, textures, maps, sounds.
Andrew “Arghvark” Davis Coding, the original project leader & game conception.
Florian “flowtron” Schulte Coding, web hosting, administration.
Goran “GeneralDisarray” Dejanovic Coding (OpenGL), sounds, some 2D art.
Lee “eihrul” Salzman Coding (OpenGL, Enet libraries, Cube2 backports, etc).
Mr.Floppy Models, skins, animation, 2D art, textures, maps, sounds.
wahnfred Coding, Apple Xcode, Mac OS X packaging.
Rafael “Brahma” Coding (server-side scrutiny, masterserver, etc).
tempest Coding, documentation.
V-Man Cubescript, documentation.
These are the main areas of contribution. They have also done a lot of other different work (like testing) on the game.
Some of these developers may still help us out, from time-to-time, on a consultancy basis.

Community Mappers

ShadowMap: ac_elevation.
WotwotMap: ac_power (Also: textures).
daMfr0Map: ac_snow.
MitaMANMap: ac_depot (Also: textures).
Shane NiebMap: ac_desert2, ac_desert3 (Also: mapmodels, 2D-art).
ArchangelMap: ac_urban.
DogDancingMap: ac_shine, ac_scaffold (Also: textures).
R4zorMap: ac_sunset, ac_gothic, ac_ingress, ac_wasteland.
HaloMap: ac_arctic, ac_lainio, ac_stellar, ac_wasteland.
BenWasHereMap: ac_arid.
RuthlessMap: ac_iceroad, ac_ingress.
UndeadMap: ac_cavern, ac_iceroad, ac_swamp.
Pablo “RatBoy” CiamarraMap: ac_rattrap.
JibaMap: ac_arabian, ac_avenue, ac_industrial.
DES ClanMap: ac_outpost.
BrettMap: ac_industrial.
optusMap: ac_edifice.
ExodusSMap: ac_cavern, ac_swamp.
fundogMap: ac_venison.
Sanzo''Map: ac_industrial, ac_terros.
DaylixXMap: ac_terros.

Special thanks

Wouter “Aardappel” van Oortmerssen, Lee “eihrul” Salzman & others The original CUBE game/engine.
Elliot “Verbal_” Lockwood Advice, back-in-the-day testing.
Rick Helmus Original bot code.
Julian “absinth” Mayer Original Mac OS X packager.
Zac “dtd” Jarco Previous hosting.
Grenadier (aurhat) Some code contributions/fixes.
KanslozeClown Code contributions, advice & previous hosting.
Chris Robinson OpenAL-Soft advice.
Apollo Wiki guru.
Dani "Medusa" Server monitoring.
VonDrakula Additional code.
SKB Additional code.

Resources

Paul “JCDPC” Cash Laptop mapmodel, textures.
Topher (Death Illustrated) Some crosshairs.
leileilol of OpenArena Bullethole image.
Steini Skymaps.
Attila “Antiklimax” Feher New sniper scope.
Stephanos "RaZgRiZ" Vlastos Explosion texture.
Deb "Lady NightHawk" Murtagh Canyons1 skymap.
Simon "socksky" O'CallaghanIceStation/Nightball/Graveyard skymaps.
Darren “HitmanDaz[MT]” Pattenden Playermodels.
sitters Minecart/Rails mapmodels.
Lewis Communications New AssaultCube logo.
Matthew Welch "White Rabbit" font.
Kell “Kothic” McDonald At Sea skymap.
Emil “Humus” Persson Powerlines skymap.

Texture resources

Articool Boeck Craig Fortune Digital Flux
www.mayang.com www.afflict.net Golgotha team NOCTUA graphics
Chris Zastrow 3D Cafe GRsites Lemog 3D
www.imageafter.com Rohrschach DrunkenM Kurt Keslar
John Solo www.openfootage.net    

Sound resources

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