Proxmox maps user ids between itself and lxc containers and it took me a bit of time to figure it out. I would highly suggest reading the following link as it's how I worked it out. I ended up chown'ing to 101000 which maps to user 1000 - the default user - in my lxcs.
The game's story is thread-bare and incomprehensible in places because a bunch of stuff got cut extremely late to get the game out the door. The entire Zack thing. Yuffie and Vincent had almost everything related to them cut out entirely. And then there was the english localization which fixed some of those issues but added more of its own with the pretty bad translation making things even harder to figure out. Square would end up doing the same thing but far far worse with Xenogears with large chunks of the game removed and replaced with text at the beginning of the second disc to give one example.
Have no idea. Thought people would enjoy seeing someone's collection and be interested in buying some of his collection since he put it up for auction, but I guess not...?
The simplistic explanation here is that Doom's collision detection is basically all on a 2D plane. If you are firing a chain gun towards a wall, it will hit directly in front of you. If an enemy just happens to be on top of that wall and walks in front of you, the chain gun shots will hit them. It's most noticed - and most annoying when it doesn't work when you want it to - with rockets.
While this is INCREDIBLY technical and a lot of it went over my head as someone that isn't deep in the assembly dark arts, it was still far more entertaining than I ever expected it to be.
I just tried the online multiplayer, jumped into a co-op game with someone else in Doom E1M1 and it slowly started filling with players and got both crowded and chaotic. 16 players running around a map is just insane fun.
I ended up playing through the first two episodes of DOOM for the first time in forever because of this release and how good it is. Feeling like tonight is time for episode 3!
Looks like it's a different engine, actually. So yeah, makes sense that if they needed to reimplement features, it's new code that wasn't pulled from Boom, so doesn't need to be GPL.
There are dedicated Jellyfin clients but I mainly just use the web client that is part of the server 90% of the time.