dubcity wrote:Iso doesn't work with gdemu. I'll check out the new cdi when I get home from work. Thanks
Here's a CDI I just made - works with DEMUL, REICAST and GDEMU.
See post #1 for the official GDEMU download.
Credit goes to DARKHALO2K (Pip Nayler) for the release. Awesome Quake MOD!
Credit goes to link9133 for the cover art.
See the original post for all the details.
==================================
After The Fall - 2020 Update
==================================
Author : Pip Nayler
Website :
http://www.pipnayler.com
Twitter : @pipnayler
Facebook: facebook.com/pipnayler
Email :
[email protected]
Date : 26/06/20
===========
About
===========
After The Fall is a near Total Conversion of Quake that was originally released in 1997 by a talented team of developers.
This update aims to improve upon the original experience with some additional polish, including:
- Fixes for several game breaking bugs (inc. an inescapable room, inescapable wind tunnels, and an uncompletable level).
- The inclusion of the "Previous Weapon" command.
- Removed incomplete entities that would cause error messages to display on screen.
- Made some events easier to trigger, and some instant death situations more forgiving.
- Set a sequence in ATFDE1M2 to only trigger on normal difficulty or above, bypassing a platforming section on easy.
- Setting several Secret Areas to register correctly, removing one that was not well hidden.
- Player spawn adjusted in two levels, several enemy locations altered, removed or replaced.
- Speed adjustments for several lifts and platforms, adding pauses to some.
- Altering the entrance to Nightmare difficulty, making it possible to revert to an easier difficulty.
- Fixed a platform that wouldn't appear in some engines.
- Removed entities from ATFDE1M1 and ATFDE1M2 that caused sound issues.
- Removed entities (electric conductors) from ATFDE4M4 that caused visual warping.
- Changed the trigger for a door in ATFDE1M1 to streamline navigation.
- Some item locations tweaked, swapping some for other items.
- Added health and ammo to several key areas.
- Added a sound to a destructible wall in ATFDE1M2 to make it more noticeable.
- Added a gravity lift to a pit in ATFE5M2 that was difficult to escape.
- Replaced a promotional image of Quake 2 for a more suitable texture.
- Removing track listings, which would play a song if there was a CD in the disc drive.
- Giving names to levels so that they would appear in the save/load menu.
- Re-written plot to better suit the scenario and the removal of in-game storytelling messages.
- Gameplay messages re-written for consistency.
- Removal of civilian NPC's that didn't suit the scenario.
- Removal of unused assets from the PAK file.
- Regenerated mipmaps for three textures, one of which was previously corrupted.
- Corrected pixels on weapons, enemies, textures, and HUD elements.
- A new skin for one enemy and replacement HUD images for two items.
- Replacements for leftover art assets from Quake.
- Re-naming the "Help/Ordering" menu to "About" and including the new Prologue for better context.
- Darkening the "Multiplayer" title from the main menu as that feature is not supported by Makaqu.
- Replacement demo files that highlight the singleplayer experience and prioritise smaller file sizes.
- A Dreamcast specific config file for Makaqu.
============
Engine
============
This release runs on Makaqu 1.3.1, a Dreamcast port of the Quake engine by "mankrip" and "BlackAura".
Further versions of the engine are available but render two of the weapons incorrectly.
Alternative engine ports are available but each currently has their own issues with the game.
==================
Known Issues
==================
- This build is incompatible with RGB SCART.
- It's possible to become stuck in two areas of the first level and at one point in the second level.
- Playing through large sections of the game can result in a crash as memory becomes exhausted.
========================
Texture Resolution
========================
This build makes use of a console command to reduce the texture quality. This saves memory, slightly improving performance and greatly improving reliability.
If you would like to play with full texture resolution, bring down the console and enter the following command :
d_mipcap 0
This greatly reduces reliability, with the game likely to crash after playing through a couple of levels or suffering multiple deaths.
===========================
Credits - 2020 Update
===========================
Bug Fixes & Revisions:
- Pip Nayler
Engine Specialist:
- "mankrip"
Additional Programming:
- "Seven"
Logo Font:
- Warpaint by "Chepi Dev"
Special Thanks:
- Kirsty Baker
- Paul Mackie
- Tom Charnock
- Alex Hunt
And a very special "thank you" to everyone that supported this project during its development.
=============================
Credits - 1997 Original
=============================
Models & Skins:
- Dave Biggs
Programming & Art:
- Alexander Cohen
Lead Level Designer:
- Douglas Magee
Level Design:
- Marc Rousell
- Russel Hayward
Models:
- Llewellyn Collins
Original Plot:
- Brad King
Additional Models:
- "Shiro"
- Michael Boon
Additional Art:
- Scott Fanetti
Additional Sound:
- Kevin Bowen
Tools:
- Geoff Phillips