Taking place in realistic environments, with fast, arcade gameplay, it's addictive and fun!With efficient bandwidth usage, it's low-latency and can even run over a 56 Kbps connection.It's tiny too, weighing in at a lightweight about 50 MB package available for Windows, Mac and Linux.On the correct settings, it can even run on old hardware (Pentium III and above).
Assault Cube Game
AssaultCube, formerly ActionCube, is an open source first-person shooter video game, based on Cube and use the same engine, the Cube Engine. Although the main focus of AssaultCube is multiplayer online gaming, a single-player mode consists of computer-controlled bots.
AssaultCube is available for free on Microsoft Windows, Linux, macOS, FreeBSD and Android.[2][3][4] The game engine is free software, however parts of the accompanying game media, such as the graphics, are released under non-free licenses, the CC BY-NC-SA Creative Commons license,[5] which makes the overall game freeware.
AssaultCube was designed to be more realistic and team-oriented than Cube while keeping Cube's distinctive fast-paced gameplay. In comparison to other games, AssaultCube is slower than Quake but faster than Counter-Strike.[6] There are two different teams in AssaultCube, called the "Cubers Liberations Army" (CLA) and the "Rabid Viper Special Forces" (RVSF).
Another feature of the game is the potential for using the recoil of the weapons (which pushes one backwards) to reach and perform moves that were previously impossible. This was also included intentionally, allowing players to achieve faster movement and jump higher. This feature was inherited from Cube, though it was absent in the original release of AssaultCube.
Despite its simplistic graphics and gameplay, AssaultCube maintained a consistent player base of hundreds of players, with over 60 user-run servers online at any given time around 2009.[7] AssaultCube had several gaming clans, some of which participate in organized tournaments.[8] AssaultCube's engine is an improved version of Cube. These improvements include several features from the Cube 2 Engine, such as more menu features and the possibility to set variables in scripts with the syntax variable = value (the old syntax, alias variable value, still works).
AssaultCube retains an in-game mapping feature from the original Cube game, resulting in a variety of custom maps. The diverse nature of the Cube engine's mapping feature allows for creativity and almost endless possibilities for custom maps. Another aspect of AssaultCube is the ease at which custom maps can be shared. These created maps can be played online fairly easily if they comply with quality pre-requisites.
AssaultCube started out as ActionCube in July 2004 by a few members of the Cube community. The first official release was in November 2006. The plan was to create an entirely new game incorporating Cube's simplicity and movement style in a more realistic environment.[9]
AssaultCube, then under the name ActionCube, was named "Free Game of the Month" by the German video game magazine PC Action in February 2007.[13] AssaultCube was downloaded between 2006 and March 2017 alone over SourceForge 7,456,000 times.[14]
The AssaultCube/Cube engine is simplicity itself. The whole map consists of a large 2D array of "cubes",each with a floor and ceiling height, textures (for floor/ceiling/wall) and other properties.These cubes are grouped 2x2 at a time recursively into a "quad tree", which is used to hold biggercubes which can be rendered faster. For those who have edited doom, this is very similar tohaving a lot of square sectors but at overlapping sizes. This results in a map that can't haveroom over room (yet), and is pretty cubic, except for the odd slope/slant here and there.
AssaultCube/Cube renders this world by first determining which cubes are visible using a "dynamic occlusion culling"algorithm and frustum culling. You can see the effect of this when you switch to edit mode (E),and then fly out above a map: you'll see parts of the map dropping away as you move. The remainingcubes are then rendered in their most efficient size (i.e. cube will render a mixture of 1x1 2x2 4x4etc. size cubes, depending on whether they have the same properties: height, texturing etc.).
If you are on a fast system, or you are playing a simple/small map, AssaultCube/Cube will simply render allof these visible cubes (this is indicated by LOD at its maximum of 250 on the hud). AssaultCube/Cube can howevermake complex maps run fast even on slower computers by a technique called LOD: this will render cubesthat are further away using bigger approximations (2x2 and up), even the properties of the constituentcubes don't match exactly. This reduces the amount of polys to be rendered tremendously, and thus allowseven slow machines to have a consistent frame rate (cube will adapt the LOD figure every frame to aimfor the fps you specify). The downside is of course, that if the approximations are visible closeup, thiscan lead to ugly graphical glitches (this is called "popup" because it changes as you move). So in theend, the choice is up to you: good FPS or constant visual quality (most engines only cater for the latter).
You will notice that AssaultCube/Cube plays better on a high ping connection than most games out there.The reason for this is that many things in AssaultCube/Cube are done clientside, not justmovement (as is common in games today) but also aim (the fat-client/thin-server model).
The benefits of this are that the effects of lag are minimised, and someone on a 200 ping cancompete on an almost even playing field with someone with a 20 ping, the disadvantages are mainlyin that its harder to combat cheating. Recently though, AssaultCube has become slightly moreserver side to add some cheat prevention into the game, but still does many things client-side.Advantages for server administrators are that AssaultCube/Cube servers use virtually no CPUand very little bandwidth, even with a lot of clients (you can host a 4 player game on a modem!).
If the connection has packetloss.There is no direct indicator of packetloss, instead the "packet jump" figure is provided on the scoreboard.Packet jump says as much as the amount of milliseconds that pass between updates from the indicated player.If it is significantly unstable or very high (>80) then your gameplay may be hampered (players jumping from place to place).Ideally it is a steady 40 or lower. A consistent packet jump is more vital to gameplay than ping.
AssaultCube uses player prediction based on extrapolation using the physics model,in an attempt to be both as up to date as possible with regard to the game state,and as realistic with regard to physics. However, under packet loss this model breaksdown and player movement becomes choppy.
If ping is high (either yours or someone you play with), some actions may appear lagged.The effect of ping is generally that the players in a game are effectively playing moreand more separate games, as someone with a high ping is "playing in the past". The localeffects of this are masked out by client side movement & shooting, but may become noticable across players:
All map editing is done internally within the game itself. Press E to enter map-editing mode.In-game map editing promotes easy learning of how to edit maps, as well as co-operativemap editing. It also makes testing the map (using bots, seeing how it looks like within the game's environment, etc.) quite easy.Creating a new map is quite easy, but it takes time to learn the skills needed to create one of fair quality.
AssaultCube is a free first-person-shooter based on the game Cube. It's set in a realistic-looking environment, while gameplay stays fast and arcade-like. This game is all about team oriented multiplayer fun. AssaultCube is fast and runs on old hardware, with the correct settings you can run it on a P3 800Mhz gf2. Thanks to the efficient networking code, AssaultCube requires very little bandwidth, you can play it with a dialup connection. Create new maps (virtual worlds) together with other people online. The cooperative editmode makes it possible...
It appears that even though upstream commit bb43045 supposedly fixed this issue, in cube.h on line 68 #define PRODUCTION remains commented, which causes the master server browser to break because it attempts to connect to the master server for the Git version. This should be fixed with a sed in the PKGBUILD until upstream fixes it properly.
Free single and multi player 1st person shooter game with some satisfying fast oldskool gameplay. A large variety of gameplay modes from classic SP to fast 1 on 1 MP and objective based teamplay, with a great variety of original maps to play on.
Level editing has never been so much fun: a press of a key allows you to modify the geometry / textures / entities in-game, on the fly. Even more novel, you can make maps together with others online, in the unique "coop edit" mode (!)
The engine, though designed for simplicity and elegance as opposed to feature & eyecandy checklists, still competes nicely thanks to its novel "6-directional heighfield deformable cube octree" world structure that is the basis for its in-game editing. Occlusion culling, pixel & vertex shaders, very accurate lightmapping, robust custom physics system, network system, models, sound, scripting...
Cube is the original game that started it all. Though it has been surpassed in almost every way by Cube 2, it is a game in its own right. Most importantly, it comes with over 100 (!) maps, most of which are not available in Cube 2, with extensive single and multi player content.
AssaultCube is probably the best Cube "mod" ever created. It comes with all new content and is playable asa standalone game. The gameplay provides a more "realistic" gameplay experience than Cube, featuring more modern weaponry and environments. Many gameplay modesare provided including CTF. 2ff7e9595c
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