piracy

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empireOfLove, (edited ) w Direct Downloads always lead to "check internet connection"
@empireOfLove@lemmy.one avatar

This is why internet download manager (and other, similar download manager softwares) were originally created. Download managers track the amount of a file you’ve downloaded and will repeatedly retry when interrupted without restarting from zero.

Getting Warez in the pre-P2P era meant grabbing bits and pieces over a glacial ISDN or 33.6k modem line (if you were lucky- some of us bastards got 28.8k, or even 14.4k…) Everything was “direct download”. You had to use a download manager for anything larger than 30 megabytes because the chances of your line being interrupted were very very high, either by other phone users or by your ISP booting you off because you looked like a zombie modem being connected for 24 hours straight.

They still have their place. Try something open source like JDownloader. Or just pirate the pro version of IDM.

radau, w What is your go to music grabbing solution?

Lidarr for most, soulseek (slskd) for anything Lidarr can’t get in FLAC

GammaGames, w Direct Downloads always lead to "check internet connection"

Have you tried a download manager?

d3lta19, w What is your go to music grabbing solution?

Soulseek is all I ever user

downhomechunk,

Soulseek (nicotine) gang unite!

tootbrute, w What is your go to music grabbing solution?

Spot-dl

Install with pipx

Carter, w What is your go to music grabbing solution?

Qobuz-dl.

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

Maybe that will give Godot a serious chance for second place I guess, Unity ocupied that for far too long anyway!

Blackmist,

Doubt it. They’ll go to Unreal.

Godot needs console support if it wants to displace Unity. Open source is a noble goal, but it’s going to lock you out of certain markets.

Gamey,

Unreal is first place already so that wouldn’t matter too much for Godots place but you are partly right, people probably won’t switch to Godot. What I think you get very wrong is the chance for open source offerings in that area, the reason why so many big developers still have in house engines is control but those engines get more expensive as the scope of games increases, I think that wiuld be the perfect spot for open source to occupy but it’s questionable if that will ever happen.

Blackmist,

No, I mean that they legally can’t support say PS5 and still be 100% open source. There would need to be a closed source wrapper, and that’s what they don’t want.

godotengine.org/…/godot-consoles-all-you-need-kno…

Which is fine, they can do what they want, but it means they can never be the choice of a developer that wants to put their game on as many platforms as possible.

Gamey,

Oh, sorry I missunderstood that! That’s certainly a issue and probably should be outlawed but it doesn’t make it impossible perse, if the interest would be big enough someone could probably write some sort of modular component to add, you can modify it after all and there is no requirement for the wnd product to be open source but again, if anything like that actually happens is highly questiknable, I wish the DMA identified consoles as Gatekeepers! :(

Blackmist,

Yeah, I’m not sure how consoles avoided that.

It would sure be nice to run whatever I wanted on my consoles. Top of my list would be SteamLink for Switch.

Avoiding piracy is a thorny one for them. They’ve really locked that shit down in recent years. The last time I saw any was for the Xbox 360, where everyone at work had their drives altered and laughed at me for being a mug that still bought games, and then I laughed as they all got banned at once during the Great Purge of 2009. I think piracy was one of the reasons that the PS3 Linux thing was discontinued as well.

TeryVeneno,

I’m pretty sure the people behind Godot actually started a company to solve this exact issue, so it should be fine these days.

lemann, w How would someone, hypothetically, pirate Baldur's Gate 3 without being able to torrent?

> nefarious no-gooders
> illegal files
> All out of curiosity of course

Not today CIA 👋

blakeus12,
@blakeus12@hexbear.net avatar

this research is delving into illegal and very bad things! i wouldnt want anyone thinking i am doing something illegal! this is all for research

mrjfilippo, w What is your go to music grabbing solution?

Soulseek (nicotine+) and Slavart on divolt (FLAC files from Deezer and Qobuz).

cecilkorik, w So, Unity is charging game developers per video game install now...
@cecilkorik@lemmy.ca avatar

Godot is looking much better to me today than it did yesterday.

GuyFi, w What is your go to music grabbing solution?

I literally make a Spotify playlist then run it through a website that lets me download metadata and a MP3 of the song (usually it’s from YouTube). I usually look on Bandcamp for albums I like tho because .flac sounds slightly better.

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?

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

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

Unity is the worst.

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