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"After The Fall: A New First Person Shooter For Dreamcast"

13 Comments -

1 – 13 of 13
Blogger DCGX said...

Ooph. That looks like an early PS1 game. By release, does this mean it's like a retail release, or will be freeware?

Tuesday, August 28, 2018

Blogger hoogafanter said...

The lower resolution is kinda rough on the eyes...

Might be a dumb question, but will it being in such a low resolution mess with VGA compatibility?

Tuesday, August 28, 2018

Blogger Anthony817 said...

@DCGX It will be a free ISO.

@hoogafanter, There is a new version of Quake coming called Quake World that looks really good. It will have fully working online multiplayer too. I am sure this could be ported to that version of the engine.

Also, not sure why he didn't go with the Titanium Studios port of Quake, it is fully hardware accelerated and has amazing 480p graphics. Mankrips Quake uses 100% software rendering, so it tends to not look as pretty as the PC version or the other port. Highlight the link below and press ctrl + C to copy the link and then press ctrl + v to paste it into your browser so you can download that from dcevo site. Just check it out for yourself ans see how beautiful Quake 1 can look on DC.

http://dcevolution.sourceforge.net/index.php?id=quake_dcevo_10th_anniversary

Wednesday, August 29, 2018

Blogger DCGX said...

Gotcha. Nice.

Maybe he isn't aware of the other Quake engines?

Wednesday, August 29, 2018

Blogger Tom Charnock said...

It will be released for free, as per the article. Pip tells me this is a way of brushing up on his modding skills with a potential view to creating a new retail game in the future.

Wednesday, August 29, 2018

Comment deleted

This comment has been removed by the author.

Wednesday, August 29, 2018

Blogger pcwzrd13 said...

@Anthony817 The source code for the Titanium Studios port has never been released.

Wednesday, August 29, 2018

Blogger Anthony817 said...

That's right I forgot complex mods can't be ported to it. Still pretty sure Shouma's port of Quake World is going to be worth looking into to see how beautiful it can be. If he can get hardware acceleration working, and then fully working online, it will revolutionize the DC homebrew/indie/modding community.

Wednesday, August 29, 2018

Blogger Pip Nayler said...


I'm pleased to say that the game does indeed support the VGA cable, which is how I've been playing it.

I'm also happy to explain why the game is running on Makaqu over any of the other Quake Engine ports.

Firstly, Makaqu is the result of years of work, and I believe it to be a testament to the positives of the homebrew scene. It came after similar ports such as RADQuake and nxQuake, and includes features that they do not.

For Titanium's QuakeDC, the source was only made available to licensed Dreamcast developers and cannot be released publicly as it includes Microsoft libraries. And, as any release including the compiled binary needs to include it's source in order to comply with the license that the Quake source code was released under, I would be breaking the GPL were I to release with QuakeDC.

Also, the VM support in QuakeDC is highly inefficient, with a single save state able to fill a card in larger levels, and even crash the game in extreme circumstances. This is not very user friendly.

And though QuakeDC does make use of hardware rendering, which does look fantastic, it actually uses more RAM than Makaqu, due to it's use of Windows CE. As such, only select levels from ATF will load, and I am unable to split the larger maps in to separate smaller ones as the relevant files were never released, meaning that large sections of the game would need to be completely re-built.

HexQuake is a mod of QuakeDC that does free up some RAM, but not enough for ATF to run.

Whilst I am very excited to try Shuouma's port of QuakeWorld, it is a multiplayer only engine, with no support for single player games. In fact, I am more interested in his multiplayer enabled build of Makaqu, which would likely be better suited to low latency setups, but should allow for co-op and deathmatch modes to be added to ATF.

DCQuake, by bero, includes the option of a hardware renderer, but it is broken, with missing polygons. Interestingly, he used a screenshot of ATF to highlight the memory limits of his software renderer, but that also has some issues.

Finally, DreamPlaces, a partial port of the DarkPlaces engine, looks great but is incomplete, and so is not suited to full development without first advancing the engine.

In short, I appreciate that everyone has different expectations, but all I can say is that game development is difficult and time consuming; with the seemingly obvious choice not always being workable.

I really do want to make something cool for the community, so thank you for the feedback, and I only hope that you will all try playing the game once it's available for download. Of course, I do understand that my port of ATF wont interest everyone.

Thursday, August 30, 2018

Blogger blondejon said...

PiP thank you so much for your awesome hardwaork in bringing this to the community

Thursday, August 30, 2018

Blogger Anthony817 said...

Wow thanks for the detailed reply Pip! While I can only speak for myself, I was going to play it regardless as I have followed Makaqu development for years so not turned off by the engine as it really is the most advanced port we have thus far.

I am super glad people like you are still making experiences for us for the Dreamcast. Any new projects like that I will always support, especially FPS games!

Also, the aesthetic that mods have in Makaqu makes them super retro looking like the retro indie shooter called Dusk which has overwhelmingly positive reviews on Steam. It looks similar to this graphically as it is obviously replicating mid 90's FPS games. So while it is nice tot have hardware acceleration, it still looks charming in the current aesthetic.

Thanks for bringing this experience over to the DC fully optimized for it! Seriously can't wait to play it! Following you on Twitter now too to stay up to date with development!

Saturday, September 01, 2018

Blogger NightHydra said...

Ok... Wierd Elephant Smoking a Cigarette in the Corner:

Will it be compliant with the Panther DC?? (Maybe in Panther Mode?)

Tuesday, September 04, 2018

Blogger Pip Nayler said...

Hey guys, thanks for the kind words; it's so much easier to stay motivated when you know that you're creating something of interest. Much appreciated!

As for the Panther controller, I can't say for sure as I don't own one, but it likely depends on how the hardware treats the trackball. ATF is running on Makaqu version 1.5.1, so please let me know if you give it a try, and keep in mind that buttons can be reassigned from the options menu.

Wednesday, September 05, 2018

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