darkf
darkf
Grenades, spear throwing, etc. need to animate across tiles and explode/damage the enemy.
The move cursor mode has an outline which gets partially obscured when the cursor is over tiles the player cannot move over. jsFO's implementation of this would be a good...
In FO2 it seems to play the idle animation when the player is doing nothing for a few seconds, but I have a hunch the time is random. We need...
Unique weapon animations, reload animations, special animations, etc. need to be implemented.
See #28 -- if we're not exporting pixel data, we don't need numpy; and if we don't export images, we don't need PIL. This brings it more in line with...
It ignores audio currently, it should find the relevant music and sfx files and convert them if available.
AFAIK exportImagesPar is the more advanced version, and supports parallelizing the conversion, which is very desirable. exportImages should probably be removed, and exportImagesPar should gain command line options (related to...
`src/lightmap.ts` is unfinished, generating inaccurate (compared to Fallout 2) lightmaps. This should be completed and verified with Fallout 2 for correctness. See also #8.
We currently use a modified fork of Pathfinding.js (I believe), but it's a bit bloated and generic for our needs. We can implement our own optimized pathfinding working only on...
Some cases fall through, and I'm not quite sure what it should be doing anyway. (IIRC, I ported it from someone else's older C codebase.) This blocks us from compiling...