This section features a newslist by dates plus hosted articles and reports about events and goings-on.
- The 3rd European Adonthell Meeting 2002 - by Cirrus
- The 2nd European Adonthell Meeting 2001 - by Cirrus
- The 1st European Adonthell Meeting 2000 - by Cirrus
- Waste's Edge 0.3.6 released - Sunday September 25 22:17 2016 - Kai Sterker
As promised in January, to make sure that Adonthell - Waste's Edge continues to run on todays operating systems, an updated release is now available. Unlike originally planned, v0.3.6 is not just a bugfix release, but contains the following new features and changes:
- Re-recorded music, courtesy of ZhayTee
- 9 unlockable in-game achievements
- An in-game settings screen
- A letterbox screen mode to preserve the 4:3 aspect ratio
- Config file and saved games use standard OS locations
- Configuring a different font actually works
- Fixes to NLS support
- Adonthell dialogue editor ported to GTK+ 2
- Support for both Python 2 and Python 3
- Switched from SDL 1.2 to SDL 2
- Compiles with g++ 6.2 and clang 3.8
- Included a proper manual
Updated binaries for Linux (64bit), OSX (32bit PPC and 64bit Intel) and Windows (32 and 64bit) are ready to download too.
Finally, the source code has been migrated from CVS to GIT.
Enjoy the game and don't hesitate to contact us if you run into issues or to share your thoughts.
- Development on Hold - Sunday January 24 15:25 2016 - Kai Sterker
Lack of news updates should already have been indication enough, but now it is official: development on Adonthell has stopped. Lack of participation is one factor. After all, the social aspect of open source development is part of the fun and helps a lot with staying motivated.
But the bigger aspect is that there is no longer the need for creating a story driven RPG for Linux, as plenty of those are readily available, as this incomplete selection shows:
- Divinity: Original Sin Enhanced Edition
- Lords of Xulima
- Pier Solar
- Pillars of Eternity
- Serpent in the Staglands
- Shadowrun: Dragonfall
- Wasteland 2
- The Witcher 2
and more are on their way, such as:
- Hero-U: Rogue to Redemption
- Kingdom Come: Deliverance
- Project Resurgence
- Shroud of the Avatar: Forsaken Virtues
- Torment: Tides of Numenera
- Underworld Ascendant
- The Witcher 3
So what now?
While no new code will be written in the foreseeable future, my intention is to preserve what we already have created. The first step has already been taken, a complete rewrite of the website's underlying HTML. Over the next months, I will also ensure that the Waste's Edge source code is in a compilable state and update binary packages as needed.
Then there's still the fascinating story of Dun Barethsol waiting to be told, in one way or another. It may not happen soon, but if a chance presents itself, it would make for a fun experience with lots of reactivity and replay value.
And, of course, we'll still be answering communication directed to our mailing lists.
- New OSX binary - Saturday December 28 22:40 2013 - Kai Sterker
While Adonthell - Waste's Edge still runs fine on most systems, the old PPC package for Mac OS X hasn't been working on anything more recent than version 10.5 of the OS. To celebrate the upcoming 12th anniversary of the initial Waste's Edge release, a version compiled for x86_64 based Macs that has been verified to work on 10.6 and 10.9 and hopefully anything in between is now available for download. Enjoy!
- A new home - Saturday February 18 14:37 2012 - Kai Sterker
After being hosted for more than 10 years by the folks at Linuxgames.com, the Adonthell website fell victim to their rigorous server cleanup. So it's time to say thanks for the great service and publicity we had while being your guests!
Taking the opportunity, we've also shed years of accumulated cruft from the site and are now happy to present it in its former glory at GNU Savannah.
So does this mean it will see more frequent updates in the future, then? Well, depending on the progress we make on Adonthell v0.4, it might. But until there are results consumable by a wider audience, development is best followed on our Wiki or the adonthell-devel mailing list.
Check out the Road Map if you are curious or thinking about contributing.
- Shift in focus and style - Saturday June 04 12:21 2011 - Kai Sterker
It's been nearly a year since announcing the plan to re-release Waste's Edge as the next milestone on the road to version 0.4. Some time in that period, we decided to not simply keep using the v0.3 visuals, but settle for a more distinct artistic style, reminiscent of classic console RPGs. Since then, long-time artist Cirrus has been hard at work to bring life to that idea:
In order to keep him and future artists happy, coding switched focus to improve the tools needed to bring the graphics into the game, modeller and mapedit. Most notably, both support zooming now, making them usable on high resolution displays. Future plans include filtering of the object list in mapedit, simple placement of walls and defining groups of objects that can be moved around or placed onto the map together.
While all this is good news in principle, it means that in the meantime, no progress on the engine itself will be made, unless we get some helping hands for that. On the graphics side, character sprites are also a bit of an open issue. Help in that area and with the graphics in general is certainly appreciated. All in all, v0.4 and Waste's Edge will still need some time to finish, but on the bright side, they'll be polished and accompanied by a capable tool set.
- No release yet - Monday February 28 20:16 2011 - Kai Sterker
After a lot of progress during the first half of 2010, things quieted down a lot in the second half. So we're still a good deal away from a v0.4 release. Development seems getting back on track, lately, but contributors are highly welcome all the same!
On the bright side, the underlying GUI code is pretty much finished and it's time to start working on the actual user interface. More exciting is the recent update of the graphic subsystem to support hardware acceleration through SDL 1.3 and OpenGL. The following table shows how rendering times have improved on my various test machines:
CPU GPU Resolution Time/Frame [ms] Core2 2.5GHz Nvidia 9600 GT 1280x1024 15 < 1 Core2 2.1GHz Nvidia 8600 M 1920x1080 50 5 G3 800MHz Radeon 7500 M 1024x768 150 7
Can't say what amazes me more: that Adonthell 0.4 will run super smooth on a 9 year old iBook, or that the iBook still runs at all :-). Anyway, netbooks, tablets, smartphones ... here we come!
P.S.: Thanks again for all your help, Sam!
- Galleries are back - Saturday July 03 18:15 2010 - Kai Sterker
After a long period without much change, it's about time for a refresh of the Adonthell website. Today we'll start with the screenshot and artwork galleries. Those have been restored and extended with new material.
As the release of Adonthell v0.4 draws nearer, we'll keep adding to the galleries and give other areas of the site a facelift too. And if you don't hear much in between, worry not: it means we're busy writing code or polishing graphics :-).
- Artists Wanted - Friday July 02 18:35 2010 - Kai Sterker
With the ongoing development of the Adonthell engine, we have switched our focus from supplying tech previews at regular intervals to re-releasing Waste's Edge and building the next demo game, Dun Barethsol, upon that.
We're confident that the coding part can be finished by the end of the year and grumbel has done a wonderful job at recreating most of Waste's Edge graphics in the resolution used by the new engine. However, we're still lacking all the character animations, so getting these done is one of the highest priorities right now.
If you know how to animate sprites or want to start learning, your help would be much appreciated! But please be aware that we can only accept art and graphics that are licensed under GPL2+ and/or CC-by-sa.
We do have a template humanoid male sprite that could serve as a reference
and there is also a first frame for those NPCs that will make an appearance in Dun Barethsol, so you won't have to start from scratch if you don't want to.
To get in touch with us, visit #adonthell at irc.freenode.net or drop a few lines to adonthell-devel (subscription required). And of course, we won't say nay to other contributions either.