Hi,
An updated version of After The Fall is now available to download.
This is a near Total Conversion of Quake that was originally released by a talented team of developers in 1997.
I've made a lot of mostly subtle changes to the game in order to improve it, including :
- Around 200 edits to entities, fixing bugs and improving gameplay.
- Revisions to the artwork, correcting pixels and replacing more of Quake's leftover assets.
Many thanks to Seven for doing some additional programming.
I hope you enjoy the game!
The Following patch was created by DARKHALO2K in 2020.
Original post: Quakeone.com
===========================
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
===========
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.
- 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.
- Replacement demo files that highlight the singleplayer experience and prioritise smaller file sizes.
==================
Requirements
==================
If playing with one of the official versions of Quake, the full version of that game is required.
If using a modern port of the engine, such as DarkPlaces, this game requires at least the PAK file from the shareware version of Quake.
The PAK files will need to be in the same folder.
==================
Known Issues
==================
- It's possible to become stuck in two areas of the first level and at one point in the second level.
To fix the problem with water1.wav spamming errors in console with this patch, just delete water1.wav from PAK2.PAK. Somehow it got corrupted when they copied it to the new PAK file. The original in PAK0.PAK works fine.
Yes, I think that cleared out the problem.
There is a problem with this pak, or I don't maybe I'm having problems.
On second map game gives error, as console says "Host_error:num_for_Edict:bad_point.
Maybe it is because, I'm using wrong source port to run - quakespasm spiked.
Also feels like there is no way to proceed on start of the 2nd map.