I think that there's some confusion surrounding my work on After The Fall.
The mod was always known as a memory hog, which was why Bero used screenshots of it running on his Quake engine port, back in the day. However, you can get the game to run on Titanium's port simply by swapping out one of the sound effects for the female enemy.
My work is more of an update than a port, as the version that you will have tried with nuQuake features two or three game-breaking bugs and numerous broken entities that take up resources and takes away from the overall polish of the game.
All of my work has been on the mod's assets except for a Makaqu specific config file.
I'm a big fan of the Dreamcast, having owned one since launch and lurking around the community since the dcemulation days (having helped talk Ian Michael in to releasing "RADQuake Final", back in the day), and I simply want to make something cool for the community; a fairly polished game to play.
When complete, I will be offering the revised PAK file for download on its own, which people can play with whatever build of the Quake engine that they want, but my focus is on also offering a pre-compiled .cdi image with printable cover art that will hopefully feel like a new release and simplify the burning process for people.
I am absolutely amazed by the work being done on nuQuake, and I would obviously prefer to take advantage of its hardware rendering, but the current audio and visual issues prevent it from feeling like a polished release. I've also encountered a crash when completing a level (an assertion failure, glTexImage2D).
I'm not an engine coder, at least not when it comes to Quake or the Dreamcast, and if you are happy to consider my suggestions on bugs and features, then I would very much like to target nuQuake for my release.
Keep up the incredible work, and thank you for sharing it with the community!