Probably depends on the background as well. They could have hardware running (multiplayer server) that gets so little activity that there is no benefit and only loses them money.
It also doesn’t look like the game has steam integration.
Probably depends on the background as well. They could have hardware running (multiplayer server) that gets so little activity that there is no benefit and only loses them money.
It also doesn’t look like the game has steam integration.
Could also be “Continous Integration” (from CI/CD - Continous integration/Continous deployment/delivery)
judging by the “Why build a new CI?” section their old “CI” was built on Azure DevOps so I would go with Continous Integration here.
My neighbour asked me to take a look at her refrigerator because it wasn’t working. I am a software developer.
Unraid “supports” docker compose. You can install and use it but you won’t be able to utilize how unraid handles docker containers.
All that unraid does is make docker more accessible for the normal user. In the end the container template constructs a docker run command.
So you could use portainer to manage stacks through a webui or install compose and have to SSH into the unraid server all the time.
as a player, Streaming boxes that have an Android OS are great but Google Supplies Android TV as the default launcher with those devices which has gone downhill for a while now.
80% of your UI is now covered with Ads.
So if you switch to something like an Nvidia Shield or something like that definitely use a different launcher instead of Android TV. I currently use the Projectivy Launcher which is so god damn clean and only contains what I want to see.
I had the pleasure recently to create an ffmpeg command to transcode a video into HEVC 10bit with quicksync.
I had tha previously running completely fine on my Nvidia GPU. You would think that it would just be replacing the parameter which device or hardware acceleration to use.
Yeah, turns out that there are like 4 ways to set the quality value of the transcoded output, CRF didn’t work for some reason with quick sync so you need to use global quality or something. I spend days on this trying to figure this out, DAYS.
It is a very powerful tool but every time I have to use it, it is too complicated and I have to spend hours or days to get it working.
A year or so ago I actually tried to get into Jellyfin and it wasn’t really that pleasant experience.
A bit of background: I am mainly a Java and JavaScript developer and have used Plex for over a decade now. I even developed a Plugin for Plex with Python. Naturally, Jellyfin came across my radar so I checked it out but they didn’t have a Metadata Provider for the Metadata Source that I needed for some of my Libraries. There were alternatives but this would require to completely change my libraries which I wasn’t interested in.
So, I set out to just do it myself. I did know some C# but was by far not as up-to-date as you could be but I didn’t really care because I wanted to see how that project went and if I could get into it I could learn more about C# while doing it.
However, while I could get the Plugin compiled and loaded into a Jellyfin instance and even get some metadata downloaded, I quickly hit brick walls. From what I could tell, there weren’t even method comments for, you know, methods you need to implement so that you can write a metadata provider.
Not being able to resolve this through trial and error or looking at other currently active Providers (who seem to all do things differently, so no consistency) I asked on the Jellyfin Subreddit for help and got told to use the Matrix Chat instead. This was already annoying because that isn’t how you amass knowledge that someone can fall back to and find when they have questions because Matrix is a walled garden. Regardless I asked there as well and didn’t get any help or the responses didn’t really help me.
So, I shelved the project.
What I want to say here is that FOSS Projects like Jellyfin should prioritize their documentation. The easier it is for people to understand how things work and “get into” the project the more people would be willing to actively contribute. I know that what I described above could just be my inexperience or lack of understanding and knowledge of C# and everything around it but I would imagine that many developers are in the same situation as me and would like to contribute but can’t get over those hurdles. This is even worse for new developers who might want to stretch their legs in the Open Source community but are still learning.
Reading this with “we need developers” and “you can contribute to our documentation” looks a bit contradictory to me because shouldn’t the “experienced” contributor not create the documentation?
Well, i mean i would be all for that but in reality it might not be that easy. It could rely on dependencies that are proprietary that cannot be shipped or provided with the project.
It could alone be that the connection is hard coded in the game itself so instead of just booting up the server and being able to play you would now have to do something to the game itself too that it finds your server. Nothing really that cannot be addressed, I mean people could do that with ragnarok online private servers but not something your normal gamer could do.