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hoi4-lotrmod's Issues

Add garisson-capable divisions

vanilla cav are usually the go-to garisson div. There is no vanilla cav
Adding something like "Town Guard" could make sense

Hotfix

  • LTH's "Tackle the Dwarves" focus can no longer steal some else's subjects
  • Enedwaith can no longer yield to Saruman whilst being someone else's subject
  • Adjustment to consumer-good usage of tax policy
  • Fixed Elven Assembly mapmode when the assembly doesn't exist
  • Fixed size of legacy crossbowmen unit models
  • Fixed Lothlorien being able to assemble the elven fellowship after destroying it or giving it to Sauron
  • Fixed newly created generals randomly having elven-faction traits
  • Adjusted heavy infantry stats
  • Added alternate effect to "Eyes of the White Tower" focus if the "La Resistance" DLC isn't present
  • Minor change to Mirkwoods focus paths
  • Fixed Saruman immediately changing his mind after betraying Sauron
  • Re-enabled special forces doctrine (except Paratroopers Doctrine)
  • Fixed GUI issue in doctrine techs

Decision to resurrect Nazgul

since we know the nazguls cannot be killed, and well, kept on being brought back by sauron no matter what, i'd like to suggest an ability that if a nazgul dies in one of the many attempts to get the ring from the fellowship, as mordor you could bring them back, and welp, of course, you can't bring back the nazguls if the one ring is destroyed.

Half all infrastructure numbers

The original values for intrastructure were intended for before NSB, when infrastructure levels were 0-10. Not they are 0-5, so states that should be at half infrastructure are instead maxed out.

Fix GUI errors

These have no impact on gameplay, but they clutter the error-log. Would be good to get rid of them:

[17:01:13][no_game_date][pdx_audio.cpp:1368]: Could not find music named maintheme
[17:01:17][no_game_date][script_enum_database.cpp:29]: duplicate script enum definition: = at common/script_enums.txt:686
[17:01:18][no_game_date][countrytag.cpp:112]: SOV - is not in the tag list
[17:01:20][no_game_date][gameapplication.cpp:789]: The game has loc key collisions. Check logs/text.log for more details
[17:01:24][3018.01.01.12][pdx_audio.cpp:1368]: Could not find music named maintheme
[17:01:28][3020.12.01.02][icon_entry.cpp:37]: Icon definition "" does neither look like a file path nor a GFX entry as it does not start with "GFX_"
[17:01:28][3020.12.01.02][icon_entry.cpp:37]: Icon definition "" does neither look like a file path nor a GFX entry as it does not start with "GFX_"
[17:01:28][3020.12.01.02][icon_entry.cpp:37]: Icon definition "" does neither look like a file path nor a GFX entry as it does not start with "GFX_"
[17:01:30][3020.12.01.02][spritetype.cpp:1115]: Texture gfx/interface/techtree/tech_landdoctrine_researched_anim_strip.dds have forbidden compression, have you tried DXT3?
[17:01:30][3020.12.01.02][spritetype.cpp:1115]: Texture gfx/interface/techtree/tech_doctrine_researching_anim_strip.dds have forbidden compression, have you tried DXT3?
[17:01:30][3020.12.01.02][spritetype.cpp:1115]: Texture gfx/interface/techtree/tech_landdoctrine_researched_anim_strip.dds have forbidden compression, have you tried DXT3?
[17:01:30][3020.12.01.02][spritetype.cpp:1115]: Texture gfx/interface/techtree/tech_landdoctrine_researched_anim_strip.dds have forbidden compression, have you tried DXT3?
[17:01:30][3020.12.01.02][spritetype.cpp:1115]: Texture gfx/interface/techtree/techtree_line_down_strip.dds have forbidden compression, have you tried DXT3?
[17:01:30][3020.12.01.02][spritetype.cpp:1115]: Texture gfx/interface/techtree/techline_center_right_anim_strip.dds have forbidden compression, have you tried DXT3?
[17:01:30][3020.12.01.02][spritetype.cpp:1115]: Texture gfx/interface/techtree/tech_landdoctrine_researched_anim_strip.dds have forbidden compression, have you tried DXT3?
[17:01:30][3020.12.01.02][spritetype.cpp:1115]: Texture gfx/interface/techtree/tech_doctrine_researching_anim_strip.dds have forbidden compression, have you tried DXT3?
[17:01:30][3020.12.01.02][spritetype.cpp:1115]: Texture gfx/interface/techtree/tech_landdoctrine_researched_anim_strip.dds have forbidden compression, have you tried DXT3?
[17:01:30][3020.12.01.02][spritetype.cpp:1115]: Texture gfx/interface/techtree/tech_landdoctrine_researched_anim_strip.dds have forbidden compression, have you tried DXT3?
[17:01:30][3020.12.01.02][spritetype.cpp:1115]: Texture gfx/interface/techtree/tech_landdoctrine_researched_anim_strip.dds have forbidden compression, have you tried DXT3?
[17:01:31][3020.12.01.02][graphics.cpp:1291]: No font with name 
[17:01:31][3020.12.01.02][graphics.cpp:1374]: Failed to create gui object. Could not find sprite type [GFX_fs_map_2_2]
[17:01:31][3020.12.01.02][texturehandler.cpp:160]: Texture Handler encountered missing texture file: gfx/interface/ring_decisions/placeholder_fellowshipmember.dds
[17:01:31][3020.12.01.02][texturehandler.cpp:216]: Couldn't find texture file: 'gfx/interface/ring_decisions/placeholder_fellowshipmember.dds'
[17:03:04][3021.02.24.01][graphics.cpp:1291]: No font with name 
[17:03:04][3021.02.25.01][graphics.cpp:1291]: No font with name 
[17:03:07][3021.03.02.01][graphics.cpp:1291]: No font with name 
[17:03:20][3021.03.03.23][bitmapfont.cpp:1350]: Couldnt find texticon: unit_category_support_battalions_icon_small
[17:03:20][3021.03.03.23][spritetype.cpp:1115]: Texture gfx/interface/techtree/techtree_line_right_strip.dds have forbidden compression, have you tried DXT3?
[17:03:20][3021.03.03.23][spritetype.cpp:1115]: Texture gfx/interface/techtree/techline_center_up_anim_strip.dds have forbidden compression, have you tried DXT3?
[17:03:20][3021.03.03.23][spritetype.cpp:1115]: Texture gfx/interface/techtree/techline_center_top_right_strip.dds have forbidden compression, have you tried DXT3?
[17:03:20][3021.03.03.23][spritetype.cpp:1115]: Texture gfx/interface/techtree/tech_doctrine_researching_anim_strip.dds have forbidden compression, have you tried DXT3?
[17:06:24][3021.06.29.01][graphics.cpp:1291]: No font with name 
[17:08:21][3021.07.27.22][containerwindow.cpp:787]: interface/countrydecisionview.gui (line 87 ): Could not find "icon" in window category_header
[17:08:21][3021.07.27.22][containerwindow.cpp:1009]: interface/countrydecisionview.gui (line 87 ): Could not find "category_collapse_btn" in window category_header
[17:08:21][3021.07.27.22][containerwindow.cpp:787]: interface/countrydecisionview.gui (line 87 ): Could not find "icon" in window category_header
[17:08:21][3021.07.27.22][containerwindow.cpp:1009]: interface/countrydecisionview.gui (line 87 ): Could not find "category_collapse_btn" in window category_header
[17:08:21][3021.07.27.22][containerwindow.cpp:787]: interface/countrydecisionview.gui (line 87 ): Could not find "icon" in window category_header
[17:08:21][3021.07.27.22][containerwindow.cpp:1009]: interface/countrydecisionview.gui (line 87 ): Could not find "category_collapse_btn" in window category_header
[17:08:21][3021.07.27.22][containerwindow.cpp:787]: interface/countrydecisionview.gui (line 87 ): Could not find "icon" in window category_header
[17:08:21][3021.07.27.22][containerwindow.cpp:1009]: interface/countrydecisionview.gui (line 87 ): Could not find "category_collapse_btn" in window category_header
[17:08:21][3021.07.27.22][containerwindow.cpp:787]: interface/countrydecisionview.gui (line 87 ): Could not find "icon" in window category_header
[17:08:21][3021.07.27.22][containerwindow.cpp:1009]: interface/countrydecisionview.gui (line 87 ): Could not find "category_collapse_btn" in window category_header
[17:08:21][3021.07.27.22][graphics.cpp:1374]: Failed to create gui object. Could not find sprite type [GFX_fs_map_1_1]
[17:08:37][3021.08.06.03][containerwindow.cpp:980]: interface/command_character_view.gui (line 2 ): Could not find "header_background" in window command_character_view_window
[17:11:04][3021.10.06.06][containerwindow.cpp:857]: interface/countrytechtreeview.gui (line 3838 ): Could not find "research_MIO" in window unlock_tech_info_window
[17:11:04][3021.10.06.06][containerwindow.cpp:832]: interface/countrytechtreeview.gui(line 3916): Could not find "tech_info_special_description_bottom_margin" in window "statsarea".
[17:11:04][3021.10.06.06][containerwindow.cpp:776]: interface/countrytechtreeview.gui (line 3838 ): Could not find "researchtime_label" in window unlock_tech_info_window
[17:11:04][3021.10.06.06][containerwindow.cpp:832]: interface/countrytechtreeview.gui(line 3916): Could not find "tech_info_special_description_bottom_margin" in window "statsarea".
[17:11:06][3021.10.06.06][bitmapfont.cpp:1350]: Couldnt find texticon: unit_category_front_line_icon_small
[17:11:06][3021.10.06.06][containerwindow.cpp:857]: interface/countrytechtreeview.gui (line 3838 ): Could not find "research_MIO" in window unlock_tech_info_window
[17:11:06][3021.10.06.06][containerwindow.cpp:832]: interface/countrytechtreeview.gui(line 3916): Could not find "tech_info_special_description_bottom_margin" in window "statsarea".
[17:11:06][3021.10.06.06][containerwindow.cpp:776]: interface/countrytechtreeview.gui (line 3838 ): Could not find "researchtime_label" in window unlock_tech_info_window
[17:11:06][3021.10.06.06][containerwindow.cpp:787]: interface/countrytechtreeview.gui (line 3838 ): Could not find "research_progressbar" in window unlock_tech_info_window
[17:11:06][3021.10.06.06][containerwindow.cpp:832]: interface/countrytechtreeview.gui(line 3916): Could not find "tech_info_special_description_bottom_margin" in window "statsarea".
[17:11:07][3021.10.06.06][containerwindow.cpp:857]: interface/countrytechtreeview.gui (line 3838 ): Could not find "research_MIO" in window unlock_tech_info_window
[17:11:07][3021.10.06.06][containerwindow.cpp:832]: interface/countrytechtreeview.gui(line 3916): Could not find "tech_info_special_description_bottom_margin" in window "statsarea".
[17:11:07][3021.10.06.06][containerwindow.cpp:776]: interface/countrytechtreeview.gui (line 3838 ): Could not find "researchtime_label" in window unlock_tech_info_window
[17:11:07][3021.10.06.06][containerwindow.cpp:832]: interface/countrytechtreeview.gui(line 3916): Could not find "tech_info_special_description_bottom_margin" in window "statsarea".
[17:11:16][3021.10.08.01][graphics.cpp:1291]: No font with name 
[17:12:04][3021.11.17.22][containerwindow.cpp:980]: interface/command_character_view.gui (line 2 ): Could not find "header_background" in window command_character_view_window

Sea-province rivers?

If you've ever played Old World Blues, you may have noticed that some of the thicker rivers are made by using sea-provinces (ocean) and stretching them out into the shape of rivers. This is what it looks like:

image

This naturally makes crossing the river a lot more difficult, as you can only cross it through straits or naval invasions.
I can see this bringing the mod some benefits in certain areas:

  • Navy would become far more relevant, as naval control over rivers allows one to stage naval invasions etc. (Think of the Black Ships from Harad invading Minas Tirith by sailing along the river with their ships).
  • Osgiliath could be made into the strategically important crossing point it is supposed to be. Some other locations like Bree can also be made more strategically important.

Potential drawbacks:

  • The endeavour it would take to implement
  • This would obviously upset the balance significantly. Holding as Gondor vs Mordor becomes a whole lot easier when you only need to hold Osgiliath + a few other crossing points.
  • In HoI4 sea provinces can't belong to nation, thus (in the case of just Osgiliath) there would be a long strip of not-Gondor going right through Gondor. This might also lead to the "Gondor"-text showing up weirdly, as it tries to adapt itself around the sea provinces. This doesn't seem to be too much of a problem in OWB:

image

But it might look worse in our case.

Thoughts?

Replace the "World tension" globe with Sauron's eye

In the top-right there is a burning globe that gets more luminsecent the higher WT is. I thought it would be a cool idea to replace it with an Eye-of-Sauron that progressively gets brighter / more intense

White Squares bug

image

Apparently this stuff is showing for some people.

Changing Renderer to DirectX9 seems to fix it (for some people)

and it also seems to be related to the factory/house models

Attempt: Focus tree backgrounds

I recently discovered that you can insert scripted GUIs into other GUI files. (See lothlorien_influence_focustree_scripted_gui) for how it's done.

This means the we could, potentially, add background images /categories (like in the tech-trees) to focus-trees on a per-country basis.

Might be worth experimenting with and seeing what comes of it. Afaik no other mod has done this, so it would be something nice and unique

Resource Rework

The resources obviously don't make much sense for the most part so we should probably change them. Shouldn't be too difficult overall. I also made some of these decisions based on future ideas like replacing armor with horses/trolls/ents/mumakil and stuff like that. At least the names would change but they would act pretty similarly. Here are my thoughts on what to add. ( I picked six since that is how many are in the base game) I'd also have to edit the equipment requirements as well.

Food (Oil)
Replaces Oil
Every unit uses some food
Tanks (aka horses/trolls/mumakil) use more infantry use a bit
Every 100k of the population could use one as well?
Can build farms that give you food? (new building, replaces oil refinery)

Steel
Nearly every equipment uses steel
Otherwise the same as it is now
Could build mines?

Mithril
An extremely rare resource that allows the creation of very strong infantry troops
Only place is from Moria?
Allows Moria to make a big difference after their war for whatever side wins
Would take a moria change to the focus tree
Would allow the building of extremely powerful infantry equipment
Similar to Crystals in Equestria at War

Lumber
Used for weapons and catapults/trebuchets (Artillery)
2 for pikes(Anti-tank 1 steel)
1 for sword(2 steel)
Can build logging camp?

Horses
Used for cavalry (light/medium tanks)

Flax
Strings (Bows, Catapults)
Linen (Support equipment)

Adding unit models

The current units are either reskins of vanilla hoi4 units, or completely unchanged.
Unfortunately, doing anything with 3D models in the Clausewitz engine is a PIA

Some experimentation is going on at the unit-models-experiment branch

Cav/Machines/Eagle/Chariot designers

Last second stuff:

siege tower costs a fraction of a catapult

bonus researches - what are their effects?

Look for bugs and issues on no-dlc build

Note:

  • Create designers
  • Add chassis
  • Add modules
  • Designer Graphics for chassis
  • Base stats and chassis
  • Module Icons
  • Module stats
  • Module unlocks
  • Add Catapult 3D model
  • Add Trebuchet 3D model
  • I need to fix the Division template designer afterwards because I changed the fonts on the stat-screen.
  • Adjust/Set stats on everything
  • Ship names
  • Tank names
  • Change naval designation symbols
  • Fix dropdown in naval dasigner
  • Buildings changes
  • Alternatives for no-dlc plebs
  • Option in the game-rules to turn it off
  • Set proper upgrades (tank_nsb_engine_upgrade etc.)
  • Add Siege Trebuchet
  • Fix Lend-Lease
  • Implement cap to eagles/fellbeasts cap with a scripted GUI at the top
  • Use can_be_lend_leased on eagles/fellbeasts
  • Some shit is still bugged with the eagles/fellbeasts (image and cant build bomber)
  • images get fucked when I change the template
  • light_cavalry_chassis_desc

.

  • Sailing ships should only be able to have oars in 3rd slot
  • Galleys should have oars in first slot
  • Add different types of sails and oars

.

  • Rename sailing_ship -> caravel
  • Rename frigate -> carrack
  • If Mordor has a trebuchet close to Minas Tirith and GON has suffered at least X causalties, you should be able to launch the heads of the dead into the city and lower their war-support
  • Make sure eagles can't be put on the market, and can't be gained from capitulation
  • Module unlocks
  • Module stats
  • Module images

Some place where I could put extra modules:

  • Eagle armor
  • Eagle weapons
  • eagle special
  • Siege Storeys (particularly middle) Maybe something with fire? A mini-catapult? Medicine?
  • Ship defenses
  • Ship superstructure

Stat-related:

  • Carracks and Caravels shouldnt have boarding parties (?)
  • For eagles: Add some base, required modules that don't change stats
  • Buff shore bombardement
  • Buff eagles
  • Additional modules
  • lothlorien defense nerf
  • check if nukes still work
  • check the land-fort effectiveness modifier
  • castle cost up

Replace / Improve default generic decisions

Generic decisions like "Reorgnanize the Rail Network" should be changed.

An example:
Turning "Imrpove Worker Conditions" into
"Placate the Peasants" or "Placate the Aristocracy"
which give stability in exchange for consumer goods or war support

Angmar-Hotfix

  • Fix the bug where all Nazgul are taken away when ambushing on Weathertop
  • Not killing Shelob as Mordor should also lower stability
  • Fix bug where non-alligned people can also accept war proposal against elven country
  • (Supposedly) Argonath raid can fail the stealth check, even though it should not
  • Correct localization errors mentioned in Discord #bug-report by @DancingBear
  • Fix "Industry Effort" not adding the factories to the correct states (Mordor)
  • Fix the request for trolls by Rhun not working correctly
  • Fix Rivendell Elven archer division starting weirdly (empty slot by column 2)
  • Correct title of focus "Expand the civilian" to "Expand the civilian industry" (Angmar)
  • Make sure the nazgulls get killed aswell when the ring is destroyed
  • "Demand Submission" should only be possible if Isengard still exists (Mordor)
  • Making sure AI (Angmar) goes belligerent by using the decisions
  • Fixing Gundabad small flags not showing correctly
  • Fix "Draw Closer to Mordor" depending on Gondor instead of Mordor (generic tree)
  • Fix manual justifying as Mordor being OP

Rework Gondor

  • If Dagorlad is already taken by a country. Make sure that Mordor than doesn't automatic annex it but that it goes through a event.

GFX Search Tool

With the sheer amount of focus icons, news-event pictures, event-pictures, idea-icons etc. that we're starting to accumulate, it might be smart to set up something like this for our mod at some point: https://yard1.github.io/HoI4-GFX-Search/
HoI4 GFX Search
It's very practical because you can just real-time search, and then click on the icons to automatically copy the GFX_xyz entry

Tech rework

It comes down roughly to:

  • Changing Artillery to Bows/Ballistas:
    • Change tech icons
    • Adapt stats
  • Changing Tanks to Cavalry:
    • Change tech icons
    • Adapt stats
  • Do something with planes (Eagles/Nazgul probably)
  • Add custom units
    • Catapults
    • Trebuchets
    • Mumakil
    • Ents
    • Mithril units

I'm probably missing plenty of things, but to get a rough idea of what milestones we should strive towards.
Once everything regarding tech makes more sense, we should also pass over all the focus trees and re-name (+ icons) all the focuses called "Heavy Tank Focus" or similar.

For a project much further into the future: we can also look into including more adequate 3d models for all the custom units. Cavalry should be easy. Trebuchets and Catapults shouldn't be too hard, Mumakil and Ents might be significantly more difficult.

Ithilien crisis decisions

This is a part of the Gondor Rework #80.

Current, preliminary plan:

Mordor "contest" states in Ithilien. Gondor will loose cores on contested states.

In contested states Mordor has two categories of decisions:
Pillage: Raiding, killing and stealing shit, creating general chaos and sowing disorder
Subterfuge: Secretly prepare for the upcoming war in this state by sabotage, hiding weapons and troops, as well as collecting intelligence.

The following decisions will be available:

Pillage:

  • Launch a raid
  • Massacre the population
  • Ambush the garrison

Subterfuge:

  • Sabotage infrastructure
  • Hide weapon-caches
  • Plant sleeper-cells (troops)
  • Collect intelligence

Doing any of these will give a "+1" in that category. IE: launching a raid will give +1 pillage in that state.
If Mordor gets up to +3 in BOTH categories, they straight-up annex the state.

Gondor will have certain decisions and stuff to counter these things.
They will start with basic ones, but can unlock better ones through some "address the Ithilien crisis" focuses.

Unit selection hitbox issue

When clicking on the map, even when no units are anywhere near where you click, you end up selecting a unit.
This is not the case in vanilla and should be fixed.

Possible cause: larger unit 3d models?

Removing the soviets and switzerland

Possible options that might work:

  • Setting all the states in the ocean to have no owner.
  • Setting all the provinces as 'sea' provinces.
  • Removing the provinces as a whole and putting regular naval tiles there. (This might break a bunch of other things)

NOTE: Switzerland currently triggers some important events (IIRC they decide if the ring get captured or not), so if they are removed these decisions need to be given to someone else (like the northern wastes) or changes as to not require an AI in the first place.

Hot-fix

  • Entwoord has research bonussen for planes but can't make planes
  • Delete cities in Harad you cant access
  • Persuade Aragorn to return to Gondor -> shouldn't be possible when assassinated Aragorn
  • Rhun joined the dark pact after refusing an invite from Mordor
  • Look at switching ideologies manually, maybe make that possible earlier on
  • Rivendell declared war on Isengard with no notification for Isengard
  • "Dol Guldur sized by Orcs" event got fired even though it already was a puppet of Mordor
  • Look at Import Mithril from Moria -> Erebor
  • Maybe auto-complete "Secure the Black Gate" if Dagorlad is already in control of Mordor
  • Test if Rhun civil war is still working correctly on the new map. If not, fix civil war
  • Land doctrines buffs (through research) don't seem to work with the new doctrine

Change country tags

Currently all country tags (except a few) are from vanilla hoi4 countries.
For many of these changing their tags to something more intuitive should ba as simple as running a mass search-replace over the whole project.

Hot fixes Dark Pact update

Mordor:

  • Make sure you also get a wargoal if the spiders are in power?
  • Core the black gate outskirts?
  • Making sure Mirkwood gets a warning that we are justifying through focus tree
  • "Conquer Middle-earth" must not be against people in your faction
  • Make "Prepare the army" bypass when Gondor doesnt exist
  • Rework "Raise the Black Gate"
  • Add custom tooltip to "event based focuses"

Dagorlad:

  • Changes leader image to a swamp image

Isengard:

  • Make event when they betrays Sauron

Map make-over

The current map is looking a little bit dated, but recreating it from scratch with mapgen will require all states and victory points to be re-made.

Instead, writing some custom code that "molds" the map into a new shape could be written.

This would first require a "wishlist" of sorts, on how a remade map should look like

Fix historical AI

The AI goes down random paths in the new focus tree
as well as hiring random ideology advisors

They should also be LESS LIKELY to go down a-historical paths, even if istorical AI is not turned on

Small update

  • Angmar -> Claim the North -> Not showing the names of any of the claims.
  • Rivendell -> Organized Licensing -> Not showing a desc nor what it adds
  • Moria -> Hunt down the Balrog! -> Making sure that Balrog is also removed as the leader of the fascist party
  • Generic tree -> unaligned_focus -> focus focus name and icon
  • Angmar -> Reworking political tree
    If Mordor goes "Resist Sauron" but Angmar goes Witch King, then Sauron can continue as the leader of Angmar as a really weird exile
  • Mordor -> proposes anti-elven pact -> mordor wargoal mirkwood, isengard wargoal imladris, angmar wargoal Lindon.
  • Dagorland -> can join a faction with the new focus tree.
  • Isengard -> Rallying the Tribes of dunland has a text error
  • Swords and spears have wrong texts on what they're exclusive with
  • Fixing the Trickleback with negative losses -> has been moved to own issue #67

Isengard tower graphics bug

Several users have reported the isengard tower messing up their screen when zooming in on it.

So far I have failed to replicate this issue.

Map visuals

The map could use some more custom visuals. Perhaps a pergament type look?

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