I think it’s a qoute from some sitcome, I don’t remember where I heard it. But it’s “Not watching the ads is like stealing TV!”. And it’s about just changing the channel during an ad break. It’s clearly a joke, too. But maybe some people actually believe that.
I don’t recommend doing this. The dialog is far worse with the awkward gaps of silence.
I remember watching a few short vids on Youtube where people were making claims that Friends is unfunny garbage with out without the laugh track, but the truth is the awkward silences kill all jokes.
I use Lidarr for most music grabs. spotdl when Lidarr fails to find (which is uncommon since I use usenet). Then I use beets to manage music files <a href="">https://github.com/beetbox/beets</a> .
I have beets setup to run as a cron every 10 min, and it looks in the location that nzbget downloads to, and it automatically converts, fixes ID3s via musicbrainz db, and moves the completed files to my music section. Anything that beets doesnt see as a 95% match, I then manually run the script and choose the correct musicbrainz ID for the band/album.
It works well, and you can trigger LMS (logitech media server) and Airsonic to update automatically. So if something goes in all automated, then your players will also ‘just’ have it available.
That sounds like a dream. We’re there any specific tutorials you followed and could recommend or did you just try to click things into place until it all worked smoothly?
So Lidarr/NZBGet (or whatever you use) are pretty straight forward.
It gets complex with beets. Not that it is inherently complex, it just has an absolute shit ton of options. You want to start with a yaml config, and just get the feel of how it operates. There are lots of “howto’s” online, but unfortunately “beets” is a way to simple search. So you need to beef it with some specifics related to ahem music.
The manual and github do have it well documented. I would suggest starting with a subset of your collection, and just tinkering, (move files from /home/a to /home/b, convert to mp3 and fix ID3). It comes together pretty quickly. But the configurables of beets is crazy (in a good way).
Other things like triggering scans from LMS etc, they are documented on their respective sites.
I’ll fess up - its not immediately for the faint hearted, but its probably not that hard for most people - who actually read documents and learn.
You do not have to run a local of Musicbrainz (I do - because I can, it removes API limits but its expensive in storage and data) just point to the public instance. Also you could do Headphones, but I moved away from that years ago and have had a much happier experience with Lidarr.
I’d like a mouse with variable friction. Pair that with haptic feedback and you could make some very cool use cases, like simulating lock picking in RPGs.
Not exactly the same but sort of related: the first time I played the New Vegas DLC Honest Hearts, I accidentally shot a character that is meant to be a companion, turned him and essentially all quest characters hostile and basically forced the game to direct me from the opening of the DLC to the final mission because I couldn’t do anything to side with anyone. I thought it was the shortest most bullshit DLC with not nearly enough to do for at least a few years before I played it again and realized how much I missed.
Disco Elysium is probably the best implementation of the ‘Fail Forward’ ideology I’ve seen in a game - not ‘Game Over’ per se, because running out of Health or Morale will give you a game over, along with some nonstandard endings, but failing important story-related checks doesn’t lock you out of the story, you’re just encouraged to go explore other parts of the world - raising the skill associated with the check you failed opens it up again, and certain objects, thoughts, or interactions can also open them up again. In the same vein, failing noncritical checks can often lead to more interesting and/or advantageous outcomes than succeeding. As an example:
spoilerOne red check (noncritical, can’t be retried) you make early on is to try to remember your name via Conceptualization. Succeed, and you’ll just admit to yourself that you can’t remember. Fail, and you immediately land on ‘Raphael Ambrosious Cousteau.’ You can then spend the rest of the game referring to yourself as RAC, with humorous reactions from pretty much everyone who hears it, and if you do it enough, you unlock a thought that raises your Savoir Faire and Espirit de Corps skills.
Prince of Persia (2008) is a game where you can’t die. You get a companion, Elika, early on and whenever you are on the verge of dying, she jumps in and rescues you. They even use that mechanic for a little puzzle later in the game where you have to find the real Elika out of a bunch of illusions and the solution is to
spoilerjump of the nearest ledge towards your death, real Elika jumps in and saves you.
All the Wing Commander games featured branching story lines, where things would take different paths depending on if you lost or won a mission. Even if you got yourself killed you still got a funeral cutscene ending your story instead of just a Game Over screen.
Eurofighter Typhoon had an interesting concept where you took controller over multiple pilots at once across a lengthy war campaign. You could switch between them freely at any time, the remaining ones switch to AI when not controlled by you. If one got killed, injured or ended up as POW, you could just switch to another one and continue as usual. The missions you would have to fly were dynamically generated based on how the war progressed and your success and failures. Basically a flightsim with an RTS running underneath, along with story cutscenes for some important moments. The game had some rough spots and arguably EF2000 or Falcon 4 did the dynamic war campaign better, but at least on paper what Typhoon was trying to do was really interesting. Rather sad that 20 years later we still hardly ever see games that do the small scale and large scale simulation at the same time.
Here’s a whole bunch of modpack on Curseforge. There’s some more on FeedTheBeast, Modrinth and ATLauncher (I think). The scene is alive and well, although many of the old mods (like buildcraft and industrial craft) have long been replaced by newer mods.
Your best bet on jumping back in is a quest-based pack on a fairly recent version of the game. The last one I played was FTBSkies, which was pretty cool and included questlines for all major mods to guide you.
I’m really excited to sit down and play sea of stars. Probably will be a solid three or four months though. Sorry chain of echoes, I don’t think I’m going to be able to fit you in any time soon.
Command and Conquer 3. I’m not very familiar with the series but I’m enjoying it, at least now that I figured out why the campaign was so hard. Apparently they patched the game balance after release with multi-player in mind and didn’t consider the consequences for single-player. So after a small mod to restore the original resource gather rates, the game is a great time.
As a super casual player, I’m mostly enjoying the spectacle of the campaign. Coming from rts like age of Empires 2, which has a sometimes pretty strict population cap in it’s missions (and also medieval technology), being able to build up an unlimited army of giant tanks and mecha is pretty fun. Maybe that loses its novelty at some point. Speaking of novelties, the fmv cutscenes are an interesting choice. I realize they were a fad when the original game was released, but I respect that they decided to preserve that portion of the series’ identity.
The use of only one resource is strange. It feels like there are only a couple places on the map (the tiberium fields) that actually matter, and the rest is just empty space. I haven’t seen what the multi-player maps look like, maybe they add neutral buildings or something to give the players something to fight over. They’ve been a couple of those so far.
My opinion is also heavily influenced by the fact that the game is from the time before all the modern bullshit with microtransactions and stuff. Like, I paid for a game, and I received an actually complete game that doesn’t try to sell me a bunch more stuff. Wild. Having just moved on from Immortals: Fenyx Rising, which really suffered from being a Ubisoft game despite its charming setting and characters really drives that point home.
I actually am a really big fan of FMV in video games. If that’s a subject that interests you, you should look at the games made by Sam Barlow. His big one recently was Immortality though he kind of made his name with Her Story and The Lies we Tell.
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