piracy

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BrownianMotion, w What is your go to music grabbing solution?
@BrownianMotion@lemmy.dbzer0.com avatar

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.

Baku,

I like this approach

BrownianMotion,
@BrownianMotion@lemmy.dbzer0.com avatar

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.

Baku,

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?

BrownianMotion,
@BrownianMotion@lemmy.dbzer0.com avatar

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.

BrownianMotion,
@BrownianMotion@lemmy.dbzer0.com avatar

Here you go, someones (slightly horrid) basic layout of how it can work.

https://lemmy.dbzer0.com/pictrs/image/8b854b98-c047-4b74-8395-8f8747578c4c.png

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.

redditReallySucks, w Our first takedown and our move to njal.la
@redditReallySucks@lemmy.dbzer0.com avatar

What provider were you using before? Just to make sure I never use it.

db0,
@db0@lemmy.dbzer0.com avatar

Hetzner

MeowdyPardner,
@MeowdyPardner@kbin.social avatar

Hetzners risk averseness is so annoying. I tried to sign up and rent a dedi to replace my rack mount nas. Considering electric costs I was happy to pay a few hundred a month for substantial storage. Didn't realize they didn't accept privacy.com cards (I don't even use them to cancel, it's just so I can change banks and switch 1 billing link instead of 100). Account rejected and deleted and no response from support.

TheFool, w Guides / Apps for encoding
@TheFool@infosec.pub avatar

ffmpeg, if you need a gui use handbreak

Sourmilk,

I currently use Handbrake (I’m not much without a GUI aha) but it doesn’t seem to have any options for merging / combining video files. I’m hoping to encode here, but the bluray source splits the movie into a couple of video files, and I’d like to combine them first before encoding

TheFool,
@TheFool@infosec.pub avatar

Are you trying to concat streams or just to remux? For remuxing as roawre said there’s also MkvToolNix, which works great (and it has a gui don’t worry)

Sourmilk,

Mkvtoolnix

I’m sorry, I’ve done a poor job explaining. The source has split the movie, intro, and credits into 3 video files, and i’d like to make them one file, before or during the re-encoding process, so that the final movie includes the intro and credits. I’m currently grabbing MKVtoolnix, to see if it can do it, but I completely missed @roawre comment, so thank you for re-iterating, thanks to roawre for the original comment, and thanks to everyone for their responses, getting into this seems overwhelming and i’m so grateful to have your assistance!

Also, the files I have are “.m2ts”, will mkvtoolnix support this, or will I need to encode first? MKVtoolnixs website seems to imply it only really likes .MKV files

TheFool,
@TheFool@infosec.pub avatar

Okay MkvToolnix isn’t the right tool for that afaik, but ffmpeg is and it sucks there isn’t a GUI for it that’s as powerful as the cli which is what I use, luckily you can find a lot of help online,

Apart from that I’m afraid i can’t help much, but good luck with your search!

ItsLeffdePeff, w Guides / Apps for encoding

mkvtoolnix to create a remux then encode that remux

jameskirk, w OST For Games
@jameskirk@startrek.website avatar

If it’s music, it’s on Soulseek!

downhomechunk,

Nicotine is the Linux soulseek client.

Oha,

can confirm

uyuu, w So, Unity is charging game developers per video game install now...

Crackers make their own installers, repackers even more so. So piracy wont count.

ButtonMcLemming, w OST For Games

A site named “Download Soundtracks.”

WhatThaFudge, w Can I override Sonarr season numbers

Same with Futurama… but seems to import well when a proper release is out. Production seasons vs Aired seasons is a pain

AAA, w Z-Library Opens ‘Z-Points’ Around the World to Share Paper Books

Good initiative, but it feels a like the precursor to becoming a legit business.

anteaters, (edited ) w So, Unity is charging game developers per video game install now...
@anteaters@feddit.de avatar

Yeah that’s what tends to happen when you go into complete dependence to a single product of a private company. They will greedily fuck you over at some point and you look like a total dumbass.

yancy, w So, Unity is charging game developers per video game install now...

Unity is going pay to win.

pimento64, w Free Download Manager site redirected Linux users to malware for years

Bad news for the 3 or 4 people out there who didn’t just use the package manager to install everything.

user224,
@user224@lemmy.sdf.org avatar

Look, I was new to GNU+Linux computers. But it seems I was lucky not to get redirected to that malicious repo.

ArcaneSlime,

I’ve had to compile a few things I’ve needed that weren’t in my repos, like jackett, but I go to the project’s git.

odium,

I’ve been forced to install from a website for an uncommon printer driver. It was from the official canon website tho.

techgearwhips, w Can I override Sonarr season numbers

Same thing happened with this show called Top Boy. I ended up just getting it from a DDL website.

empireOfLove, (edited ) w So, Unity is charging game developers per video game install now...
@empireOfLove@lemmy.one avatar

Cracking often includes blocking all networking features of a game to kill any phone-home license checking, so it’s likely that Unity will not know cracked games are getting installed. But it is not guaranteed.

More likely every game dev save for a few big developers (who we don’t give a shit about) is going to drop this radioactive business model like a hot plutonium potato and it will become a non-issue.

PeachMan,
@PeachMan@lemmy.one avatar

Yes and no, IIRC the last time I installed a cracked game (disclaimer: it has been a decade) I was required to install the game first with internet OFF, then replace the .exe with a cracked version. But it’s entirely possible that there are a lot of newbies doing this without blocking traffic, and launching the game with their internet on and without the crack. So Unity might not see EVERY pirate, but they will definitely see SOME. How many, I’m not sure.

firecat,

unity is so bad at DRM, genshin impact got cracked a while ago and people made a private server with no paimon barrier. So not really worry about cracked games.

LoafyLemon,

Usually, cracking doesn't typically result in the blocking of network features. This is why most groups suggest blocking the executable in the firewall.

Sethayy,

Blocks the 1st party networks, but it doesn’t mean they don’t implement their own (or more so that the repackers don’t)

armchair_progamer, (edited ) w So, Unity is charging game developers per video game install now...

I’m not involved in piracy/DRM/gamedev but I really doubt they’ll track cracked installs and if they do, actually get indie devs to pay.

Because what’s stopping one person from “cracking” a game, then “installing” it 1,000,000 times? Whatever metric they use to track installs has to prevent abuse like this, or you’re giving random devs (of games that aren’t even popular) stupidly high bills.

When devs see more installs than purchases, they’ll dispute and claim Unity’s numbers are artificially inflated. Which is a big challenge for Unity’s massive legal team, because in the above scenario they really are. Even if Unity successfully defends the extra installs in court, it would be terrible publicity to say “well, if someone manages to install your game 1,000 times without buying it 1,000 times you’re still responsible”. Whatever negative publicity Unity already has for merely charging for installs pales in comparison, and this would actually get most devs to stop using Unity, because nobody will risk going into debt or unexpectedly losing a huge chunk of revenue for a game engine.

So, the only reasonable metric Unity has to track installs is whatever metric is used to track purchases, because if someone purchases the game 1,000,000 times and installs it, no issue, good for the dev. I just don’t see any other way which prevents easy abuse; even if it’s tied to the DRM, if there’s a way to crack the DRM but not remove the install counter, some troll is going to do it and fake absurd amounts of extra installs.

otter,

That’s what I was thinking.

It’s going to be a legal kerfuffle trying to prove that Unity (or a competitor) doesn’t have an installation farm operating somewhere.

Crazazy,

Whatever metric they use to track installs has to prevent abuse like this

I would be eagerly awaiting a follow-up response from unity from this, because as it stands right now, consensus among gamedev circles is that unity won’t prevent abuse at all, which is just awful for multiple groups of people.

  • someone paying for your game and then re-downloading it every hour would cost you $144 a month
  • someone paying for your game and then re-downloading it every 5 minutes would cost you $1728 a month
  • web games exist, and if the Unity Runtime Download metric is used there, well, that is going to be an expensive bill for anyone putting any sense of monetization in their web game
Sethayy,

Yeah most games are available offline, how would they track these metrics beyond steam/store sales?

And for the web games can they not be self hosted?

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