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

Florian “flowtron” Schulte Coding, web hosting, administration.
Nigel “RandumKiwi” Maps, site design, documentation, config/menus.
Rafael “Brahma” Coding (server-side scrutiny, masterserver, etc).
These are the main areas of contribution. They do a lot of other stuff too, on the game, but also in real life.

Active Developers

Lee “eihrul” Salzman Coding (OpenGL, Enet libraries, Cube2 backports, etc).
Alejandro “Toca” Mapmodels, sounds, textures.
“BCFH|Ärkefiende” NSIS (Windows-Installer), VisualStudio "2K.x", and more.
“Wahnfred” XCode wrangler, Mac Packaging
..and a good guy to have along coding.
says flowtron
These are the main areas of contribution. They do a lot of other work (like "testing") on the game too.

Inactive/Retired Developers

Adrian “driAn” Henke Coding (OpenAL, OpenGL, gameplay).
Markus “makkE” Bekel Models, skins, animation, 2D art, textures, maps, sounds.
stef Coding (Bug fixes, new modes, servers, etc).
Andrew “Arghvark” Davis Coding, the original project leader & game conception.
These were their main areas of contribution. They too did whatever the project threw our way. Some of these developers may still do work for us, 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.
Mr.FloppyMap: ac_keller, ac_werk (Also: textures, forum graphics).
DogDancingMap: ac_shine, ac_scaffold (Also: textures).
R4zorMap: ac_sunset, ac_gothic.
HaloMap: ac_arctic.
BenWasHereMap: ac_arid.
Ruthless / UndeadMap: ac_iceroad.
Pablo “RatBoy” CiamarraMap: ac_rattrap.
JibaMap: ac_arabian.
DES ClanMap: ac_outpost.

Special thanks

Wouter “Aardappel” van Oortmerssen & others The Cube Game/Engine.
Elliot “Verbal_” Lockwood Advice, previous tester.
Rick Helmus Bot code.
Julian “absinth” Mayer Packaging of AssaultCube for Mac OS X.
Zac “dtd” Jarco Previous Hosting.
Grenadier (aurhat) Small code contributions/fixes.
KanslozeClown Code contributions, advice & previous hosting.
Chris Robinson OpenAL-Soft advice.
Lewis Communications New AssaultCube logo.
General Disarray Improving the voicecom sounds, some 2D art.
Franz Additional code.
SKB Additional code.

Resources

Paul “JCDPC” Cash Laptop mapmodel, textures.
Topher (Death Illustrated) Some crosshairs.
leileilol of OpenArena Bullethole image.
Steini Skyboxes.
Attila “Antiklimax” Feher New sniper scope.
SimonOC Nightball/Graveyard skymap.
LadyNightHawk InhCanyons skymap.
Sock Iceflow skymap.
Darren “HitmanDaz[MT]” Pattenden Playermodels.
Cleaner & sitters Minecart/Rails mapmodels.

Texture resources

Craig Fortune
Golgotha team
GRsites
Rohrschach
Kurt Keslar
DrunkenM
Jamz
NOCTUA graphics
John Solo

Sound resources

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

Download it here:

Help! How do I?

If you need some help with anything at all, please first search through the official documentation.

If you still can't find the answer you need, search the wiki, and the forums, and if you still can't find the answer, post a thread on the forum explaining your situation.

You may also try IRC for a real-time response, but be patient (at least 30mins), as people "idle" in IRC, and may take time to respond.

By Rabid Viper Productions
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