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Kazu Kun

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Posts posted by Kazu Kun

  1. Absolutely amazing

    It has definitely came a long way!

    I don't know if the amazing run-time is because of my new computer, or because of long hard work done by you guys! But regardless its sooo smooth now that i couldn't complain either way

    GREAT JOB WILD FIRE GAMES STAFF! :)

    AND THANK YOU TO ALL THOSE WHO CONTRIBUTE!

    • Like 1
  2. I think it should be pure white and then around the edge you'll see a thick red line outlining the CD, then have the cross ( thus demonstrating the games emblem of course :) ) and on the side in the middle, just have 0 A.D.

    and right underneath it following about halfway through the a and the D start the last part

    A Wildfire Games Project.

  3. I don't because when I try to go back to normal browsing, or reading books online or anything of that sort, any time i right click, theres about 6 more options cause of jdownloader (or w.e svn you would use.. )

  4. So I was thinking instead of making us go through all the awful troubles of having to get a SVN Client, and getting all that junk,

    Why not just Integrate a [update Button] into the Home Screen of the game that works as a SVN Client, and updates the 0 A D game? - After it finishes the update, 0 A D will restart, using all the newest little gadgets that you all put so much hard work and time into!

    I think this should be a TOP priority :)

    Opinions?

  5. The only way to reproduce this is with these civilizations. (I don't know if the Persians won't respond to anyone or if it's just the Spartans)

    Random (Not Campaign)

    - Map (Deep Forest) - Please note that there was ABSOLUTELY NO WATER on this map.

    - Map Size (Small) - 2 players

    - Conquest,

    Reveal Map [Enabled]

    Team Lock [Enabled]

    ___________________________

    Player 1 (Spartans)

    Player 2 (Persians) - Qbot

    - Details

    37 Minutes into the game I decided to go ahead and destroy him since I had my base fully built, militia was well produced, and walls set up.

    Throughout all the game all he had produced was.

    8 Buildings ( 4 Houses, 1 Market, 3 Towers )

    And only had 5 Units created, while I killed 13.

    - Problem

    Obviously the problem is the AI isn't responding very well on this map, it will kinda poop itself and sit there and waits to be changed.

  6. That's interesting, which OS are you on? Can you provide the system_info.txt generated by the game (in user the logs directory)?

    [system_info.txt]

    (generated 2012-02-18 17:06:54 UTC)

    OS : WinXP SP 3 (5.1.2600)
    CPU : IA-32, AMD Athlon 64 X2 Dual Core Processor 4000+ (1x2x1), 2.11 GHz
    Memory : 1535 MiB; 615 MiB free
    Graphics Card : NVIDIA GeForce GT 520;
    OpenGL Drivers : 4.2.0; nvoglnt.dll (6.14.12.8558)
    Video Mode : 1280x1024:32
    Sound Card : SB Audigy; USB Audio Device;
    Sound Drivers :

    OpenGL Extensions:
    GL_ARB_base_instance
    GL_ARB_blend_func_extended
    GL_ARB_color_buffer_float
    GL_ARB_compatibility
    GL_ARB_compressed_texture_pixel_storage
    GL_ARB_conservative_depth
    GL_ARB_copy_buffer
    GL_ARB_depth_buffer_float
    GL_ARB_depth_clamp
    GL_ARB_depth_texture
    GL_ARB_draw_buffers
    GL_ARB_draw_buffers_blend
    GL_ARB_draw_indirect
    GL_ARB_draw_elements_base_vertex
    GL_ARB_draw_instanced
    GL_ARB_ES2_compatibility
    GL_ARB_explicit_attrib_location
    GL_ARB_fragment_coord_conventions
    GL_ARB_fragment_program
    GL_ARB_fragment_program_shadow
    GL_ARB_fragment_shader
    GL_ARB_framebuffer_object
    GL_ARB_framebuffer_sRGB
    GL_ARB_geometry_shader4
    GL_ARB_get_program_binary
    GL_ARB_gpu_shader5
    GL_ARB_gpu_shader_fp64
    GL_ARB_half_float_pixel
    GL_ARB_half_float_vertex
    GL_ARB_imaging
    GL_ARB_instanced_arrays
    GL_ARB_internalformat_query
    GL_ARB_map_buffer_alignment
    GL_ARB_map_buffer_range
    GL_ARB_multisample
    GL_ARB_multitexture
    GL_ARB_occlusion_query
    GL_ARB_occlusion_query2
    GL_ARB_pixel_buffer_object
    GL_ARB_point_parameters
    GL_ARB_point_sprite
    GL_ARB_provoking_vertex
    GL_ARB_robustness
    GL_ARB_sample_shading
    GL_ARB_sampler_objects
    GL_ARB_seamless_cube_map
    GL_ARB_separate_shader_objects
    GL_ARB_shader_atomic_counters
    GL_ARB_shader_bit_encoding
    GL_ARB_shader_image_load_store
    GL_ARB_shader_objects
    GL_ARB_shader_precision
    GL_ARB_shader_subroutine
    GL_ARB_shading_language_100
    GL_ARB_shading_language_420pack
    GL_ARB_shading_language_include
    GL_ARB_shading_language_packing
    GL_ARB_shadow
    GL_ARB_sync
    GL_ARB_tessellation_shader
    GL_ARB_texture_border_clamp
    GL_ARB_texture_buffer_object
    GL_ARB_texture_buffer_object_rgb32
    GL_ARB_texture_compression
    GL_ARB_texture_compression_bptc
    GL_ARB_texture_compression_rgtc
    GL_ARB_texture_cube_map
    GL_ARB_texture_cube_map_array
    GL_ARB_texture_env_add
    GL_ARB_texture_env_combine
    GL_ARB_texture_env_crossbar
    GL_ARB_texture_env_dot3
    GL_ARB_texture_float
    GL_ARB_texture_gather
    GL_ARB_texture_mirrored_repeat
    GL_ARB_texture_multisample
    GL_ARB_texture_non_power_of_two
    GL_ARB_texture_query_lod
    GL_ARB_texture_rectangle
    GL_ARB_texture_rg
    GL_ARB_texture_rgb10_a2ui
    GL_ARB_texture_storage
    GL_ARB_texture_swizzle
    GL_ARB_timer_query
    GL_ARB_transform_feedback2
    GL_ARB_transform_feedback3
    GL_ARB_transform_feedback_instanced
    GL_ARB_transpose_matrix
    GL_ARB_uniform_buffer_object
    GL_ARB_vertex_array_bgra
    GL_ARB_vertex_array_object
    GL_ARB_vertex_attrib_64bit
    GL_ARB_vertex_buffer_object
    GL_ARB_vertex_program
    GL_ARB_vertex_shader
    GL_ARB_vertex_type_2_10_10_10_rev
    GL_ARB_viewport_array
    GL_ARB_window_pos
    GL_ATI_draw_buffers
    GL_ATI_texture_float
    GL_ATI_texture_mirror_once
    GL_S3_s3tc
    GL_EXT_texture_env_add
    GL_EXT_abgr
    GL_EXT_bgra
    GL_EXT_bindable_uniform
    GL_EXT_blend_color
    GL_EXT_blend_equation_separate
    GL_EXT_blend_func_separate
    GL_EXT_blend_minmax
    GL_EXT_blend_subtract
    GL_EXT_compiled_vertex_array
    GL_EXT_Cg_shader
    GL_EXT_depth_bounds_test
    GL_EXT_direct_state_access
    GL_EXT_draw_buffers2
    GL_EXT_draw_instanced
    GL_EXT_draw_range_elements
    GL_EXT_fog_coord
    GL_EXT_framebuffer_blit
    GL_EXT_framebuffer_multisample
    GL_EXTX_framebuffer_mixed_formats
    GL_EXT_framebuffer_object
    GL_EXT_framebuffer_sRGB
    GL_EXT_geometry_shader4
    GL_EXT_gpu_program_parameters
    GL_EXT_gpu_shader4
    GL_EXT_multi_draw_arrays
    GL_EXT_packed_depth_stencil
    GL_EXT_packed_float
    GL_EXT_packed_pixels
    GL_EXT_pixel_buffer_object
    GL_EXT_point_parameters
    GL_EXT_provoking_vertex
    GL_EXT_rescale_normal
    GL_EXT_secondary_color
    GL_EXT_separate_shader_objects
    GL_EXT_separate_specular_color
    GL_EXT_shader_image_load_store
    GL_EXT_shadow_funcs
    GL_EXT_stencil_two_side
    GL_EXT_stencil_wrap
    GL_EXT_texture3D
    GL_EXT_texture_array
    GL_EXT_texture_buffer_object
    GL_EXT_texture_compression_dxt1
    GL_EXT_texture_compression_latc
    GL_EXT_texture_compression_rgtc
    GL_EXT_texture_compression_s3tc
    GL_EXT_texture_cube_map
    GL_EXT_texture_edge_clamp
    GL_EXT_texture_env_combine
    GL_EXT_texture_env_dot3
    GL_EXT_texture_filter_anisotropic
    GL_EXT_texture_format_BGRA8888
    GL_EXT_texture_integer
    GL_EXT_texture_lod
    GL_EXT_texture_lod_bias
    GL_EXT_texture_mirror_clamp
    GL_EXT_texture_object
    GL_EXT_texture_shared_exponent
    GL_EXT_texture_sRGB
    GL_EXT_texture_sRGB_decode
    GL_EXT_texture_storage
    GL_EXT_texture_swizzle
    GL_EXT_texture_type_2_10_10_10_REV
    GL_EXT_timer_query
    GL_EXT_transform_feedback2
    GL_EXT_vertex_array
    GL_EXT_vertex_array_bgra
    GL_EXT_vertex_attrib_64bit
    GL_EXT_import_sync_object
    GL_IBM_rasterpos_clip
    GL_IBM_texture_mirrored_repeat
    GL_KTX_buffer_region
    GL_NV_alpha_test
    GL_NV_blend_minmax
    GL_NV_blend_square
    GL_NV_complex_primitives
    GL_NV_conditional_render
    GL_NV_copy_depth_to_color
    GL_NV_copy_image
    GL_NV_depth_buffer_float
    GL_NV_depth_clamp
    GL_NV_explicit_multisample
    GL_NV_fbo_color_attachments
    GL_NV_fence
    GL_NV_float_buffer
    GL_NV_fog_distance
    GL_NV_fragdepth
    GL_NV_fragment_program
    GL_NV_fragment_program_option
    GL_NV_fragment_program2
    GL_NV_framebuffer_multisample_coverage
    GL_NV_geometry_shader4
    GL_NV_gpu_program4
    GL_NV_gpu_program4_1
    GL_NV_gpu_program5
    GL_NV_gpu_program_fp64
    GL_NV_gpu_shader5
    GL_NV_half_float
    GL_NV_light_max_exponent
    GL_NV_multisample_coverage
    GL_NV_multisample_filter_hint
    GL_NV_occlusion_query
    GL_NV_packed_depth_stencil
    GL_NV_parameter_buffer_object
    GL_NV_parameter_buffer_object2
    GL_NV_path_rendering
    GL_NV_pixel_data_range
    GL_NV_point_sprite
    GL_NV_primitive_restart
    GL_NV_register_combiners
    GL_NV_register_combiners2
    GL_NV_shader_atomic_counters
    GL_NV_shader_buffer_load
    GL_NV_texgen_reflection
    GL_NV_texture_barrier
    GL_NV_texture_compression_vtc
    GL_NV_texture_env_combine4
    GL_NV_texture_expand_normal
    GL_NV_texture_lod_clamp
    GL_NV_texture_multisample
    GL_NV_texture_rectangle
    GL_NV_texture_shader
    GL_NV_texture_shader2
    GL_NV_texture_shader3
    GL_NV_transform_feedback
    GL_NV_transform_feedback2
    GL_NV_vertex_array_range
    GL_NV_vertex_array_range2
    GL_NV_vertex_attrib_integer_64bit
    GL_NV_vertex_buffer_unified_memory
    GL_NV_vertex_program
    GL_NV_vertex_program1_1
    GL_NV_vertex_program2
    GL_NV_vertex_program2_option
    GL_NV_vertex_program3
    GL_NVX_conditional_render
    GL_NVX_gpu_memory_info
    GL_OES_depth24
    GL_OES_depth32
    GL_OES_depth_texture
    GL_OES_element_index_uint
    GL_OES_fbo_render_mipmap
    GL_OES_get_program_binary
    GL_OES_mapbuffer
    GL_OES_packed_depth_stencil
    GL_OES_rgb8_rgba8
    GL_OES_standard_derivatives
    GL_OES_texture_3D
    GL_OES_texture_float
    GL_OES_texture_float_linear
    GL_OES_texture_half_float
    GL_OES_texture_half_float_linear
    GL_OES_texture_npot
    GL_OES_vertex_array_object
    GL_OES_vertex_half_float
    GL_SGIS_generate_mipmap
    GL_SGIS_texture_lod
    GL_SGIX_depth_texture
    GL_SGIX_shadow
    GL_SUN_slice_accum
    GL_WIN_swap_hint
    WGL_EXT_swap_control

    SMBIOS:

  7. So I noticed people like to place their, funny pictures/uncalled for 2 cents in the wrong places, Thus I'm making a release thread! PUT ALL YO FUNNY STUFF HERE!

    (Please put your pictures, etc. in a spoiler to keep from stretching the page )

    I will start with this :)

    [Warning: Has graphic language in the image]

    jjo6qr.jpg
  8. Just realized a thing, a minor thing, but still =) At least it should be easy to change: we usually write "0 A.D." with the periods as it is an abbreviation. If it's not possible to change, no big deal, but if you can please do. If nothing else it will look more professional and serious ;)

    Sure, I'm starting up steam now, so I will be able to edit it :)

    ~ Edit ~

    Ah, well I had to remake the group, but its still the same link and all that, and there isn't many members in it, so i just re-invited them all to the new one recreated under the correct name :)

    So its all set and good to go!

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