plans = {
1.month => {standard: 10, pro: 50, enterprise: 100},
1.year => {standard: 100, pro: 500, enterprise: 1000}
}
plans.each do |interval, details|
details.each do |name, amount|
Billing::Plan::Factory.find_or_create_by!(name: , interval:, amount:)
end
endHN user
drzel
Love Pico CSS. I've used it for close to a decade on https://www.fortressone.org - just works, and looks pretty enough out of the box.
FortressOne is a fork of 1996 QuakeWorld Team Fortress. International tournaments are still played and streamed in Twitch. Next weekend there will be players from around the world meeting in Sydney Australia for a in-person LAN event.
Not really an app, but I really missed playing the 1997 multiplayer-only game QuakeWorld Team Fortress, so I forked it and made FortressOne. It worked! We play most days, and wonderful community has grown around it.
Great moments in this vid. Captures the scene in Australia in 2003. Focussed on Team Fortress. https://m.youtube.com/watch?v=ESzTCRsz7vY
Many of the people captured in this video still play today and have enduring friendships.
Someone do pushing shit uphill with a stick.
The copied data will one day get out of sync. And you will have a difficult and urgent issue to solve.
Query complexity on the other hand requires knowledge, to make the query work and again to make it fast. But it won’t be urgent, and having made it work you will be a better developer.
Of course, sometimes we need to copy / cache etc. but avoid it if you can.
Yep I’m in this code base a lot, and there’s a lot of this. Some of it by John’s own hand. But you know, if it works, it works. I’ve added plenty of my own bugs in the same spirit.
Modern QuakeWorld has the option of enabling ‘air step’ which allows surfing up stairs. I don’t think the deathmatch purists use it, but it’s become standard in FortressOne (modern QWTF fork).
In 1997 I played my first online multiplayer game. It was QuakeWorld Team Fortress. It was incredible, janky, fast, ugly, complicated and absorbing. I found a community of other players through IRC and devoted 8 hours a day to playing this treasure.
By 2005 (a very decent shelf life), the game was all but dead. This was a significant part of my life gone.
In 2018 I found the source, forked it and began FortressOne, a modern port of this classic game.
There are now a thousand people on our discord channel and daily games in four continents. I’m over the moon but more work needs to be done. This year my goal is to get it on steam.
FortressOne, a fork of the 1996 Quake mod Team Fortress. Though there are only a few dozen players, for them, and me, the game and the friendships that have built up around it means the world.
not sure about that red 10-ball tho.
When your toddler wants something, think very hard before you say no. If any amount of screaming, crying, moaning, is going to change your mind, then just save yourself the hassle and say yes. Meanwhile, your toddler will learn that when you do say no, a tantrum won't change it.
I maintain a free, open source, fast paced shooter that really only works with <100ms pings. To this end I have a dozen servers around the globe. Each server runs a docker-compose with four instances of the game server (each for 24 players), along with some auxiliary services that do things like download updates, upload match demos and statistics.
I frequently need to re-provision new servers and close existing ones.
I've been doing all this with the help of docker-machine (now deprecated), and a collection of handy bash scripts. While this has worked, it's become more and more fragile and I need something better.
For years I've resisted Kubernetes because I keep hearing "premature optimisation", but at this point I'm not sure I have any other options. So before I dive head-long into Kuburnetes by what feels like necessity, how else could I possibly: - Push button provisioning of new hosts across a number of cloud providers - Monitoring so I can restart services under certain conditions. - Notification of failures etc. - Automatic / continuous deployment across all servers and regions.
Nope.
I have all those things, but I used a very specific email address for AWS.
Basically, name+unique_identifier@domain.tld
The unique_identifier is unique to this AWS account.
Nope.
Yep the email address is of the format: name+serverlocationyear@domain.tld and has absolutely only ever been used for this one purpose.
FortressOne (modern fork of QuakeWorld Team Fortress). Disclaimer I am a core contributor.
Not exactly only for me, but I created a pick-up bot for my Discord server. Goes good. https://discord.fortressone.org
I’ve been working on a fork of 1996 Quake Team Fortress mod on and off for a decade. There are a small group of dedicate players and that’s enough for me to be able to play the game I love.
Can anyone recommend the best alternative to Spotify that still has Neil Young? Ideally with a linux client and the ability to control one device from another device's linked client.
I listen to quite a bit of Neil Young and not-so-much Joe Rogan.
Yep! Both USA and Australians ping < 100ms to Guam. We’ve also done quite a bit of work to add anti-lag, making it better than ever.
Blatant self-plug:
We've been working on an open source fork of Quake Team Fortress for a few years now: https://www.fortressone.org
If you like remastered Quake (particularly multi-player), you'll probably enjoy it. Organised games happen most days.
FortressOne dev here. We use a Discord and it was the perfect fit for us. Since we're game focused. A forum simply would not have worked. It's a matter of the right tool for the job as usual. Though, it might be nice to publish the logs somewhere.
FortressOne dev here. Noticed quite a few 'TF' bots that I hadn't heard of. Anyone know more about these? Or even just the vanilla bots? Looking for something that can bunny hop mostly.
- No front defending (allow attackers to arrive at base unimpeeded).
- No cuss or pipes on spawns.
- Warn team mates before cuss jumping.
- Stay left! Or right in North America
QuakeWorld Team Fortress / FortressOne | www.fortressone.org
FortressOne is a free open source game, with community around it. We need help! https://www.FortressOne.org
Guilty as charged: https://github.com/drzel/vim-repo-edit
Above only works on vim. But has the advantage of working within vim, so no need to open a new instance, and with no external dependencies beyond git.
Nice. I see Jarred had a similar idea to me after seeing github1s. For those with vim and without node: https://github.com/drzel/vim-repo-edit