Sounds like you want savapage https://www.savapage.org/
It by default runs on its own port but that is easy fixable with a reverse proxy.
Sounds like you want savapage https://www.savapage.org/
It by default runs on its own port but that is easy fixable with a reverse proxy.
Is it then also the "state of being poisoned-ring"?
The structure is changing, many distributions already are merging more and more of the duplicated subdirectories in /usr/ with the counterparts in / but it takes time to complete that and at the moment those subdirectories are often still there but as symlinks to be compatible with older software (and sysadmins).
Yes, that is true. I was speaking in the context of very early Unix/Linux before initrd was a thing.
In german it is "Ehe-Ring" which literally translates to marriage ring
And I still don't know what's the point in separating /bin, /sbin, /usr/bin and /usr/sbin.
This goes back to the olden days when disk space was measured in kilo and megabytes. /sbin/ and /usr/sbin have the files needed to start a bare bone Unix/Linux system, so that you could boot from a 800kb floppy and mount all other directories via network or other storage devices as needed.
It gets even more complicated nowadays because most DE will mount removable drives somewhere in folders like /run/$USER/
Mostly historical reasons, /home was often a network mounted directory, but /root must be local.
And only regular users have their home in /home
It should be part of Lutris since 5.17 Not sure if or how it works with flatpack though, should you use that.
As far as I understood this is due to preferring ULWGL for proton/wine in lutris now.
Well then the answer will most likely be: because they can and want to do it.
As far as I know no engine out there is able to do what the creation engine can, and that is having world spaces with tons of persistent dynamic objects. If they would switch to another engine they would loose one of their core elements of the game, the possibility to take all the junk that is laying around in the world or to add things literally wherever the player wants. But this feature comes with the price that the world spaces have to be comparted in cells which are separate by loading screens. This can be minimized with streaming and dynamic data transfers but this has its limits too, even more so on resources constraint systems like consoles.