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Fallout 1 to 2 engine conversion

Home Page: https://nma-fallout.com/threads/218045/

Batchfile 0.05% C 21.91% Shell 0.06% Perl 0.03% C# 0.34% Pascal 76.17% HLSL 0.40% CMake 0.03% C++ 1.01%
fallout fallout1 fallout2

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fo1in2's Issues

Fill_W not uncovering all zones till the map edge

Minor but somewhat annoying issue:

Unlike in Fo1, the Fill_W flag in Fo2 (set in worldmap.txt) doesn't uncover zones up to the very end of the left screen side.

Ocean

This is some odd behavior, as it doesn't look consistent... Here is the Fo1 worldmap with the zones and how they will uncover right now: https://i.imgur.com/vjz4BJi.png

As you can see, everything works fine until we are reaching the zone row at the height of the cathedral location. There suddenly Fill_W doesn't reach to the map border anymore.
That gets worse once more in the very last row.

Maybe there is some engine limitation going on here?
Anything we can do about this?

[Debug] Force specific encounter

Don't really care how it would be enabled, i just need something to repeat specific encounter(s) over and over again on runs with debug stuff enabled. Both fluff and non-fluff should be supported.

Money not showing in dialog

Minor visual glitch that happens after going to the barter screen and then back. The amount of bottle caps is not shown anymore, after clicking on any dialog answer the value is shown again.

Flavour text missing

Just started a new play-through and noticed the text that appears in your display monitor re large amounts of rat faeces in the second cave of the starting area doesn't appear.

Also the door control is described as destroyed when hovering over it, not w/e the blurb is in FO1.

GHA

Various additions/tweaks/improvements related to repository Actions. Updated from time to time to not forget about something.


  • add lexx-friendly way to manually trigger worflows
    while there is dispatch.sh already, it runs under bash, so yeah... making same thing as .exe can be fun little project to refresh memory how to work with REST APIs in C#

  • sfall compilation as part of daily updates
    i'm removing AppVeyor installs from all organization repos soon, so whole setup has to be ported to Actions at some point
  • playerify documentation
    package should be released with all README.md files renamed to README.txt and tweaked a little to get rid of some markdown/html syntax
    • [path](path) -> path
    • get rid of html used for images?
  • disable sfall debug messages when creating release package
  • when creating draft release, use NEWS.md as default text
  • when creating draft release, previous draft should be removed
  • convert all repository_dispatch scenarios to workflow_dispatch
  • remove repository_dispatch triggers

Name for script F1 barter.

Change the name for the global script changing the barter formula to f1, the script name must have the prefix z gl_z_... in order for the script hook to be executed first.

New tool: Merge maps / swap elevations

Need a small new tool: Merge / Swap map elevations in a map file.

Map files can be saved and loaded in .txt format. Merging is possible to do manually, but it's a real bitch, because the file can become really, really long and it's easy to lose track.

The merge tool doesn't need to be complicated. I'm thinking about:

  1. Load map A
  2. Load map B
  3. Define if copy to elevation 0, 1, 2
  4. New .txt file is created that can be used in the BIS mapper.

Swapping elevations in the same map file is even easier. Just have to rename elev: 0 etc. with a simple search&replace. Having this feature available in the same tool would be a tad more convenient, though.

More details about merging here:
https://falloutmods.fandom.com/wiki/Merging_maps

Example map file (huge, takes a while to load):
https://fodev.net/pastebin/?p=73

Obviously this would also be useful for other Fo2 mods.

Gizmo corpse issue

Gizmo corpse phase 2 is a container object with animation (flies around the decomposing body).

The game sees this animation as "open/close" and thus will open/close the "container" constantly, which makes it impossible for the player to access the loot interface.

A workaround for this currently is to instead use the stealing skill on the container to access the loot window. Need to find some effective way to fix this (preferably something that doesn't involve making an extra fly-animation).

JunkTown dialogues not matching accomplished quests

Likely not a bug from this mod itself , but coming back to JunkTown later in the game (after killing Gizmo, etc.) is as if no JunkTown citizen remember the Vault Dweller. The dialogues even include an option to ask who is Gizmo, when everyone should actually know that it is the Vault Dweller who killed him.

No background music

Apologies if I am missing something out but I have no music background or virtually none (I think I heard some in Shady Sands once or twice randomly).

How to activate the background music? Could there be an issue with the music files path?

Is there maybe even a music mod addressing this issue?

For example in the Hub everything completely silence except for the random bird noise. I just arrived in Necropolis and complete silence again.

Talking Head - initial face reactions

Bit of a weird issue. As far as I can tell, all the Fo1 reaction macros are working as intended. Yet instead of "Neutral", all characters start with "Good" mood faces.

I did some tests on Aradesh: Base reaction is 45, and thus his reaction level is 2 (Neutral).
If I disable the get_reaction macro, all values are 0 and Aradesh reacts negative, as it should be.

The mood value in start_gdialog() isn't doing anything either, no matter the value I type in.

tl;dr - To me it seems like there is a bug in the engine and instead of showing the neutral face, it is always the smiling face?
Can be reproduced as well: Just insult Aradesh a little bit, then talk to him again... he will be smiling, no matter what the players reaction values are.

Blind Killian guard(s)

If you're helping to deal with Kenji, there's a chance one of guards (most likely the one near window) misses and hits player ("Oops!"). Once Kenji is done everyone in store attacks player's party even if there's no reason to be so rude (player hides weapon after dealing killing blow, none of party members missed during fight).

Crash when trying to take over Adytum with Blades

I am experiencing a reproducible crash/memory corruption when accepting to assist Blades/Razor with the Adytum takeover and the actual fight starts. Sometimes the crash occurs right away, sometimes after some NPCs making their moves. Might be just a regular FO2 engine bug, but reporting here anyway. If I take the route of NOT assisting Blades, everything seems to work just fine.

Version is release v1.0.1700. FO2 version is the GOG/EU one, if that matters. I am playing under Linux, with Wine 4.0.3 (Debian package).

I've not encountered any other issues with Fo1in2 yet, very impressive work 🥇

Savegame attached right before the choice to talk to with Razor -> help with fight.

f1in2_v1.0.1700_adytum_fight_crashes_SLOT01.zip

First mission in Shady Sands not accessible [bug?]

I talked with Seth about the Radscorpions and after doing various things in Shady Sands i no longer have the options to go to the Radscorpions cave, how is this possible?

Attached the associated saved game (please let me know if more info is needed).
SLOT03.zip

Wrong mods for 10mm AP?

So I tried setting DamageFormula=0 to get F2 defaults, but somehow 10mm AP parameters all all wrong:

Captura de pantalla de 2020-01-05 02-53-57

That's the latest release.

Suggestion of FIXT configuration if only a few options chosen

I am interested in having a very few options from FIX. From what i read the Fo1in2 mod already takes care of all the bugs corrected by FIXT and even takes care of the bugs introduced by FIXT so i would like to absolutely avoid re-introducing bugs.

I am interested in activating the following options:

[FIXT]
; Does Agatha exist in Shady Sands?
GVAR_AGATHA_IS_ENABLED=1

; Able to have intimate relations with Lorri?
GVAR_BOS_LORRI_SEX_ENABLED=1

; Do the "active" hookers exist in The Hub's Downtown?
GVAR_ENABLE_HOOKERS=1

But it is indicated that "Most of [these] settings will only work if GVAR_FIXT_ENABLED=1 (cf below), which may reintroduce bugs i'm afraid. So what is the best way to activate the options above? Put GVAR_FIXT_ENABLED to 0 or to 1? Or should none of the options above be activated to avoid bugs?

[FIXT]
; Enable / Disable all Fixt additions?
; Most of the following settings will only work if this is set to 1!
GVAR_FIXT_ENABLED=0

Red dots while traveling on the worldmap

Unlike Fallout 1, there are no red dots marking the path traveled in Fallout 2.

This feature requires some serious hacking skills, which makes it very unlikely to get implemented.
Still keeping the issue ticket, though, just in case.

Caleb Dialog Bug

Caleb's Dialog (Chief Guards in Adytum) has some wrong references after one spoke to Zimmerman.
Since the dialogue file is literally the same as vanilla, I smell a script bug? Hopefully it's one of the very last scripts to fix for LA, at least an easy one, I know how... "wild" the scripts for LA where originally ^^"

In short:

Line 1 references: {140} answer {145}, should be: {142} answer {145}
Line 2 references: {141} answer {146}, should be: {143} answer [146}
Line 3 references: {142} end dialog, should be: {144}
See also Screenshot w/ german translation applied

In detail:

Line 1 references line {140}{}{Alright, I get the picture. I'll go talk to Zimmerman.}, wich is the PC End Dialog option before talking with Zimmerman, but answers with {145}{}{They're all to the north of here. You won't be able to miss their stench. Anything else?}, wich is the answer to {142}{}{Where are the Blades?}

Line 2 references {141}{}{So, Zimmerman gave you the scoop on the Blades. Whatever. I'm sure he'll want to know when you've done the job.}, wich is his greeting after speaking with Zimmerman, but answers with {146}'Cause its a waste of our time. I got better things to do than get out there and kill a few skags. Take more time showerin' up afterwards than dealin' with them. Anything else?, wich is the answer to {143}{}{Why haven't you guys taken care of it yourself?}

Line 3 references {142}{}{Where are the Blades?}, which is the PC End Dialog line, which should be {144}{}{Yeah, I'll be back when the job's done.}

The Cathedral: robe + red badge not working

I am at the Cathedral and Lasher gave me the red badge. I also have the required robe (from Boneyard). Normally the Nightkins should not attack me however they do even when i have the robe, the badge and i left my companions outside the cathedral (except for the dog, i cannot tell them to wait so i told they could leave).

According to this post this is due to a bug in the game because of the dog. Is there any chance to fix the bug? Also i assume telling the characters to leave will have the same effect as them waiting (i.e. they will stay at the same place permanently and we can tell them to join us back even after many days).

Crashing using german installations

After following the installation procedure using german versions of Fallout 1 and 2, it crashes while showing the "Get Ready" splash screen.
Crash message: "An integer divide by zero was encountered at address 006fe75c"

Using both english versions works fine.

Also, how do you use Fallout1in2 with your Uncut patch (http://fallout-files.de/index.php?c=details&f_id=8). Or is it not necessary?

Standalone mods as additional release assets

So i was thinking... maybe we could take some standalone mini-mods, pack them, and attach to releases? None of optional mods is bigger than 1MB, yet to get mini-mod only you need whole repo/package or download files one-by-one - that's stupidity on wheels.

Sure they can be packed by hand etc., but they'll be much easier to find/link (even if they don't get any updates) than digging in modding board.

Release package cannot be extracted

https://nma-fallout.com/threads/fallout-et-tu-beta-release.218045/page-13#post-4351645

https://www.winhelponline.com/blog/zip-error-0x80004005-extract-copy-unspecified-error/

The above error messages appear if the .zip file is compressed or encrypted using an algorithm which Windows doesn’t support. Windows supports Deflate, Deflate64 compression methods.

If the .zip file was originally compressed using BZip2, LZMA, PPMd or any other mechanism, Windows’ default compressed files handler will throw the error 0x80004005 as it doesn’t know how to unpack those files.

Changing "player encounter"-map

In Fo2 when the player is on the worldmap and enters a local map on his own, the game will always load map [000] (from Maps.txt), which is a desert terrain.

To get the intended Fo1 behavior, I have added a map script to map 0 that checks the current terrain and then teleports the player into the correct terrain-based map (desert, mountains, etc). This works, but on some hardware the transition between these maps is noticable.

It would be good if we could override the default map 0 with a custom one (read/write byte?) to circumvent this and move the player into the correct map right from the beginning.

We are already tracking the player on the worldmap in gl_worldmap.ssl, so additionally overriding the default "player encounter"-map on the run would be a non-issue. We just need to be able to override it.

(If current terrain == mountains then set map 000 to mountains, etc)

Cannot get high resolution on fresh new install of Fo1, Fo2 and this mod

Very excited to start using what looks a fabulous work, however cannot start playing Fallout 1 with the InterfaceUpscaled mod (infamous warning message appears).

My screen resolution is 1920 x 1080 but the game appears to be 800 x 680.

The steps i did were:

  • Install Fallout 1 and 2 from the Steam Fallout Classic Collection
  • Downloaded, unzip and installed the v1.1.1946 release (by startingUNDAT.EXE, etc. as described in the instructions)
  • Modify ddraw.ini to uncomment the PatchFile4=mods\InterfaceUpscaled line

However as soon as the game starts with my character on the screen i get a warning message saying the resolution is too low. When i looked in the file f2_res.ini i could see that i got the following parameters:

GRAPHICS_MODE=2
; Set the Fullscreen resolution here.
SCR_WIDTH=1280
SCR_HEIGHT=720

Note that i have Windows 10, i.e. native DirectX 12

Any help would be greatly appreciated.

Party Control - Hard-coded dialog?

Dogmeat speaks english in the party member control panel: Clicking "use best weapon" or "use best armor" will pick a random dialog line from the proto.msg file (670 to 676).

The canine companions in Fo2 are using lines 677 and 678, but as this isn't set in script, I'm assuming this behavior is hardcoded (proto based?). Also couldn't find anything in the party.txt or ai*.txt files.

In any case, as of now I don't think I can fix this on my own.

Punching bag animation issue

ZSPNCHBG currently plays the hand animation (use object) and then the attack animation.

Tried overwriting the "use object" animaton via useanimobj hook script:

procedure useanimobj_handler begin
   variable
      critter := get_sfall_arg,
      target := get_sfall_arg,
      use_anim := get_sfall_arg;

   if (obj_pid(target) == PID_PUNCHING_BAG) then begin
      if (get_script(target) == SCRIPT_ZSPNCHBG) then begin
         set_sfall_return(-1);
      end
   end
end

This works, but only the first time unless the player moves move away after running the code. Standing on the same hex next to the object and "using" it again will now play no animation at all.

The Master - Animation issue

This is a bug that is also present in Fallout 1.

When entering the map with the Master for the very first time, his graphic is shown on the wrong position. It is necessary to run animate_stand_obj(self_obj) on map_enter to correct this (Fallout 1 is doing it this way). However, this takes a few seconds and if the player gets moved to him via (as example) Morpheus, it is very visible and ugly.

The Master bug

He will also correct himself after a while without running animate_stand_obj() but that takes even longer.

Thought about adding an extended black-fade period to fake it away, but script-wise I really don't want to, because it can lead to some horrible shit. :x Besides, the fade isn't necessary the same speed for every player anyway.

I'm assuming this is a "simple" animation issue, but after toying with the *.frm offsets for a couple hours I felt defeated and gave up.

At this point I don't know how to fix this. It's not super important, but maybe some day...

The Master animation.

  • The Master: plays custom death animation on critical w/ better criticals, despite not actually being dead. He is still targettable, and when he goes to attack his sprite is reverted to the correct one. This happened 5 - 10 times to me with a character with finesse trait, better criticals & sniper perks

Forcing credits music to play earlier

The game title track ("A Kiss to build a dream on" / AKISS.acm in Fo2) will start playing once the credit screen is visible. However, in Fo1 the music starts earlier: once the vault dweller movies are playing.

Example here.

As far as I am aware, there currently is no way of playing music earlier - and if there is, then it likely will collide with the music from the credits... because it would have to blend into the next following ambient music track.

No idea what to do about it. It's not a super serious issue, but watching the player character walk away with nothing but silence over it is kinda shitty.

Bugged leather jacket animation

Meaning that old stuttery running animation, it's still this way in final version. Fixed it myself by using hmmaxxat.frm from killap, just thought I'd let you guys know. Really amazing work so far!

Economy / Barter formula

The current Fo1 barter formula is working as intended, but the problem is... it's highly flawed.

Prices are easily fucked up, and it's pretty common to be able to buy items cheap and re-sell it at the same merchant for a higher prices. Best example for this is Mitch in the Hub: You can buy a Geiger Counter for ~500 caps and sell it back for up to 650 caps.
This is a big no-no.

The question now is:

  • Will we tweak the Fo1 barter formula to prevent this, or ...
  • ... will we revert back to the Fo2 formula and instead add stronger barter modifiers?

At the end of the day, the price calculation will not be "vanilla Fo1" anymore. It's just a matter of how to best approach this issue.

Game crash in Adytum

There is an issue with storming Boneyard with the help of the Blades gang after outfitting them with laser guns and combat armour. When the first of the blade members shoots a Regulator the whole game crashes every time. There is no way around it that I can see.

Check if full optimization explodes scripts

Just a reminder for future selves to check if scripts compiled with -O2 aka Full optimization breaks anything. ToDo on next full run, whenever it gonna be.

22:31 < lexx> i'm pretty sure there is a reason why i have not set it to full

Party member can't use weapon after levelup

After a party member levels up, he will get "stuck without a weapon."

Example:

  • Party member has a weapon in the hands and a levelup happens.
  • The critter visuals now switch to unarmed frames.
  • The active weapon can't be used anymore now, as the weapon frames are "missing".

How to fix this ingame / workaround:
Talk to the party member and command to either put away the weapon, or use the control panel to "use the best weapon."

This is a vanilla Fo2 engine issue.
Maybe refreshing the critter frames after a levelup could solve it? Or force holstering the weapon.

Can't kill the Overseer

In the endgame sequence, when the Overseer is walking away from the player, there are a few issues:

  • Because the Overseer has no dodge animations, the player will not attack and animate if the attack would miss.
  • This results in the player having to click multiple times on the Overseer critter. Sometimes it eats APs, sometimes it doesn't (can't really reproduce that reliably).

Not sure how to handle this. Maybe doing some script magic via Hook Script?

Cannot repair water pump in Necropolis?

Hello! Not sure this is an issue with Fo Et Tu, but maybe?

I have an item with the exact image as "Junk" (that I found in the Deathclas section in the LA Boneyard, I think), however, for me the item is called "Pump Parts", not "Junk". I have not found any parts/junk in the sewers of Necropolis. Inspecting the "Pump parts", gives instruction "These parts could probably be used by Miles to fix the hydroponic farms". So is it the wrong item?

Standing in front of the broken water pump in Necropolis, I want to repair it. I'm bad at repair, only 17% according to skilldex. I have Tool.

When I try:

  1. Equip "Pump Parts" and try "use on" (yellow crosshair) on the pump results in message: "This item cannot be used on the pump"
  2. Equip "Tools" on right hand, with "Pump parts" equipped in left hand, and "using Tools" on pump results in message: "This item cannot be used on the pump"
  3. Using tools, but with "Pump parts" not equipped (but in inventory) results in same message: "This item cannot be used on the pump"
  4. Using repair skill (yellow crosshair) often results in "You fail to repair the water pump", but sometimes results in "You fail to repair the water pump. It might need a new fuse". and sometimes
    "You cannot repair the water pump without a replacement vacuum pump"
  5. Right clicking on the water pump and selecting inventory (identical to equipping and "use on"???) results in "this item cannot be used on the pump".

Sooo.... hmm... what am I doing wrong? Do I have the wrong item? Should the item be named "Junk", but unfortunately they share the same image, and unfortunately this incorrect item has the misleading name "pump parts" (which really sounds promising, right?).

Or is it a bug in Fo Et Tu?

I downloaded the version "Fallout1in2 v1.1.1946" from Github.

Vanilla sfall compatibility

  • Create comfy codecave(s) for custom asm
    While using _defam is safe now, it still requires rfall and custom hooks to prepare/restore that memory area. Once we have a better place for all of our stuff, we can move on to other points.

  • Port VirtualProtect stuff to codecave(s)
    This is currently written to ___begtext during rfall initialization, and used by at least one of voodoo macros, so it has to be done sooner or later.

  • Tweak existing voodoo macros to use codecave(s) instead of _defam
    With sfall-asm this shouldn't take much time, i think; minor edits to some of patchfiles, regenerate macros/procedures and update voodoo header. Once this point is done, mod should be vanilla-friendly already. Features which still needs rfall are experiments and does not affect gameplay in any way.

  • Re-visit voodoo macros and officially ask sfall team to support required features :)
    This one is kinda optional - even if we fail all speech checks here, previous points will ensure that mod will continue to work with vanilla sfall without loosing any of our beloved features.

I'm setting milestone for this one to v1.2 as v1.1 is around the corner i wouldn't want to delay it if we won't be able to finish all what's needed before deadline, for w/e reason. So battleplan is:

  • v1.1 releases as planned, with ingame fixes/features already in place and rfall requirement
  • v1.2 focus on making mod work with vanilla sfall; for a most part this shouldn't need Lexx's attention (except final tweaks and testing), so he can work on his other project in peace without distractions... unless he decides to jump in on his own :>

I consider vanilla compatibility important enough to justify separate release, even if it won't introduce anything visible to players. Feel free to disagree.

Possibilty to add translations via BGforge's web based translation tool

I'm currently translating various Fallout 2 mods (UPU,RPU etc) from BGforgeNet to german. The translation is done via Weblate, a web based translation tool, at https://tra.bgforge.net/. After you connect your git repo to it, everyone, who is registered, can help with translating string by string, without caring for the formatting of the source files.
Since you ask for help and this project surely gets more popular in the future, I think it could be a good idea to consider this opportunity.
Info on how to set this up can be found here: https://forums.bgforge.net/viewtopic.php?f=9&t=26

Armor Destroy Mod keeps failing

For whatever reasons, the global script (gl_destroy_armor.ssl) keeps failing at times, and won't destroy armor of killed critters. I have no idea why, and don't know how to make it 100% fool proof.

My idea is to simply delete the mod + edit critters in all maps and remove their armors the easy way... just delete them and call it a day.

These armors aren't good for the game anyway. They ruin the game balance within the first few hours, the player will swim in money, and never has to buy any set of armor in the first place.
In a way, it's worse than the Turbo Plasma Rifle.

Thoughts?

"Tell me about" dialog function

This feature is not impossible to implement, but also requires advanced skills to pull off.

We started experimenting with it, but so far nothing serious has been accomplished.
At this point it's not very likely to happen anytime soon (or at all), though.

Status:

  • the "tell me about"-button appears too early / is visible too long.
  • lowercase / uppercase characters should not matter when comparing keywords.
  • move keys / letters to .ini file for multi-language support.
  • using dialog options to enter the barter screen breaks the TMA function when returning to dialog mode.
  • the "input box" fake obviously has no text appearing in it
  • the barter button needs to be disabled while the input box is open.
  • Pressing the "switch hands" button on the main interface will open the barter interface.
  • the ok/cancel buttons on the input box fake will be moved to the background after clicking anywhere on the fake image.
  • the buttons aren't correctly aligned, because of the damn window rounding issue (the fake input box graphic has 512px width and works because of that).
  • can't delete text. Only refresh the input with hitting enter-key, or pressing the ok-button.
  • would be good to somehow fetch the last used Reply() from the critter, so that it can be printed again after the input box has been closed (like it happens in Fo1). Maybe a new get_dialog_message?

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