piracy

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EddyBot, (edited ) w With PLEX blocking Hetzner Hosting, I'm thinking of Moving to Jellyfin, but I have some questions.

If Jellyfin would do such stupid thing, somebody would fork it to a new project
in fact this did already happened in the past: Jellyfin was forked of Emby after they changed their license

cooopsspace,

Jellyfin is unable to do that because they don’t have centralised auth like Plex does.

Appoxo,
@Appoxo@lemmy.dbzer0.com avatar

Not like it could be implemented.
But the the community would (as OP said) fork the project.

cooopsspace, (edited )

There’s absolutely zero way that is going to get pulled into the actual Jellyfin project, hence a fork is unnecessary.

It’s unreasonable to take responsibility for apps a user runs on their server.

But when you all of a sudden see a heap of Plex IP addresses hitting your provider with mass media sharing rings you’ve got problems.

Jellyfin however is just serving HTTP/S. Thats it. You can’t ban Nginx or Apache.

DrQuint, w Is It Farewell To The Internet Archive?

Uh zlib and sci hub are both still alive.

Pearlescence,

Sci-Hub stopped adding new articles since its court case and Z-Lib had most of its domains seized by the US. I didn’t say they were dead, but tried to convey that they were attacked and forced to either cease their operations or shrink significantly.

janguv,

Right but zlib is full strength at this point, and libgen remained unaffected. Annas archive gives an extensive coverage of it all.

princessnorah,
@princessnorah@lemmy.blahaj.zone avatar

Can you chuck me a link, can’t find the post.

oozynozh, (edited )
Appoxo,
@Appoxo@lemmy.dbzer0.com avatar

Not like theres a certain onion to connect to it…

Pssk, (edited ) w Which cracks and repacs works best on linux?
@Pssk@lemmy.ml avatar

You can find games like this one in rutracker which require no installation, decompression or dwarfs thing, only the files. Just like what you’d have after installing a repack

EuroNutellaMan,

Semi-related but do you happen to know where I can find the guide to rutracker?

Pssk, (edited )
@Pssk@lemmy.ml avatar

It is not fully private. You can browse without an account but cant use the site’s search. If you don’t want to create an account you can use a search engine like duckduckgo like adding site:rutracker.org to your query

EuroNutellaMan, (edited )

No I mean there was a guide on how to use rutracker or something

EDIT: Turns out it has been deleted, at least the one I found in the past

Draconic_NEO, w Can they even track pirated installs ?
@Draconic_NEO@lemmy.dbzer0.com avatar

Not really, they just go by if the game isn’t selling well, or rather isn’t selling well enough for them, obviously they have to be careful not to do it too aggressively otherwise otherwise they’ll come off as being greedy or whiny about poor sales, which isn’t a good look on any dev (especially if it’s not actually related to piracy, then it hurts their argument).

They’ve just been careful enough to only whip out the crybaby arguments when it’ll work in their favor and seem enough like piracy, as opposed to doing it too much or at the wrong time and seeming salty about low sales (to be fair that’s exactly what’s happening, but people think they know more about who buys vs who pirates, rather than who buys vs who doesn’t).

pjhenry1216, w Can they even track pirated installs ?

Will probably be enforced via licensing. Maybe even self reported. Probably has a clause giving them permission to perform audits of your sales.

CrypticCoffee,

I doubt they will spend that much time. Just state you owe us x. If you appeal, you have to proove sales from your different channels.

pjhenry1216,

There is no way they'll just make up a bunch of invoices for small developers. That would be too time consuming, plus they'd need to show reasonable effort in determining the invoice. It's best to just let the devs do all the work with the fear that an audit can cost them so much more money than they'd save if they lied.

CrypticCoffee,

They have telemetry. They probably know when a game is downloaded. They probably don’t know if it’s legitimate. They just auto bill based on telemetry and leave devs to dispute or suck the big one. Only effort needs to go into disputes. Big clients will obviously get quicker resolution.

No company would trust devs to be honest about downloads and it would be too expensive to verify.

They don’t need to audit much, just need a steam, epic, and itch total downloads figures.

pjhenry1216,

They'd have to do best effort against charging devs for pirated copies.

Telemetry is also easily blocked. As a business, I'd trust that a lot less. It's why many enterprise licenses are simply self reported. The punishment isn't worth lying enough to make a difference.

Most companies would trust devs as the devs are not big enough to survive a legal fight they'd certainly lose with prejudice, meaning they'd pay court costs as well.

teft, w Can they even track pirated installs ?
@teft@startrek.website avatar

Why couldn’t someone set up a script to install, uninstall, and reinstall Unity games on a loop? That would fuck with their numbers hardcore.

ExceedinglyPanWoofer,

If I’m reading this right, it isn’t even the real numbers they’re working with. It’s their “proprietary data model.”

SomeBoyo,

They don’t care. That would fuck the creator instead.

wolfshadowheart,
@wolfshadowheart@kbin.social avatar

Right but if it's something that's affecting every single creator then why would anyone continue to want to use Unity

SomeBoyo,

As far as I know the developer community, doesn’t want to continue using it.

Yglorba, (edited )

The only reason people will continue using Unity is because they’ve already made )or are in the process of making) a game using it and switching to something else would waste massive amounts of time and effort. Unity is depending on this - this is basically them squeezing everything out of existing customers without regard for long term growth.

Remember, the whole idea here is that Unity is demanding payments for already existing games. They clearly don’t care about whether people keep using Unity for new games in the future; the executives who made this decision will have cashed out and will be long gone by the time all the existing Unity games in the pipeline are done and things dry up.

hitmyspot,

They will try to sell based on future payments owed, or projected earnings. Then they will be sued by a big guy for breach of contract, having changed the terms without consent.

Then the money will disappear. Already, the engine will be abandoned. Unity is dead now.

Foss is available and with the programming community now incentivised to use it, it should do well. That might be their play. They knew the end was nigh.

pirate,

What’s the best FOSS alternative to Unity that you know of, if any?

hitmyspot,

I don’t develop games but from reading Godot seems ready for mainstream. I use blender for 3d production in industry. It’s also Foss and powerful.

doom_and_gloom, w Can they even track pirated installs ?
@doom_and_gloom@lemmy.ml avatar

Don’t forget, this is a publicly traded company.

All info from them should only be considered PR until verified through strict testing, which is difficult because it is a black box.

Jaysyn, w Can they even track pirated installs ?
@Jaysyn@kbin.social avatar

Which company will become insolvent 1st, Twitter or Unity?

rockhandle,
@rockhandle@lemm.ee avatar

I would place my bets on unity. It has tougher competition imo

fernandorincon, w Can they even track pirated installs ?

I’m sure they can track the installation. Not sure if they can tell it was pirated.

Petter1,

I guess that would depend on the cracker…

aport, w Can they even track pirated installs ?

Unity jumped the shark.

Engine was trash anyway. Unreal for lyfe.

bionicjoey,

Proprietary software A is bad. Long live proprietary software B!

(Or maybe check out Godot)

sanpedropeddler,

Unreal is open source, although it isn’t free. I would certainly prefer it to unity though.

Euphoma,

Its not open source, its source available because you can’t distribute modifications to unreal.

MossyFeathers,

Nah, unity is/was a good engine. The reason why it has a bad reputation is for the same reason that Game maker used to have a bad reputation. Almost everyone who’s learning how to make games uses Unity because it’s easy to use, is extremely well documented, and has a massive store full of add-on scripts, programs, model sets, etc. As such, all the poorly optimized games and 0-effort asset flips end up being made in unity (though I’ve seen some unreal games that make even the most poorly optimized Unity game look good). The result? Even though there are a number of high-quality, highly-regarded games that use unity, it has a reputation for being a shitty engine.

Don’t believe me? Keep an eye on Godot or Unreal. If unity sticks to their new license, then it’s highly likely that one of those engines will become the new “newbie engine” and gain a reputation for being shitty.

Mikina, (edited )

I disagree. I’ve been/am working on several pretty large projects in Unity (some of them sold hundreds of thousands copies), and especially once you start porting to consoles, the experience goes to shit. Their support is vague, documentation is plainly wrong in some places - I’ve once spent few days figuring out how to use a documented and explained feature, only to find out later that there’s a closed few years old bug on their issue tracker that it’s actually not supported, and the documentation only does not explains it very well. (The feature was multiple hits per single Raycast in jobs, here are the docs. According to the bug resolution, only one hit per ray is supported, and the docs only don’t explain it very well. The docs are still the same.)

You also inevitably run into issues that you simply don’t have in other engines - it’s closed source. You have no idea how is something implemented, or whether something isn’t working because you are doing it wrong, or if it’s Unity bug/fault. In Unreal, if something doesn’t work, you can always just check the engine code, and either fix it yourself, or better understand why it’s not working. If you need to slightly modify some engine behavior, you’re out of luck with Unity - you have to resort to ugly hacks that sometimes work, but usually at a cost. In Unreal, you just modify the engine code and be done with it.

Trusting Unity with any feature is also a gamble. Have you started developing a multiplayer game on Unet? Tough, we don’t want to support that anymore. But, we will create a better multiplayer system, just wait for it! Then they removed Unet, and the new networking relacement is widely regarded as pretty much unusable - or at lest it was last time I checked. Thankfully, there are a few amazing open source networking addons.

In general, while Unity is an ok-ish game engine for smaller hobby projects (but for that, Godot is better), it’s really an awful and frustrating experience once your project size grows and you need to build bigger games, or if you start porting your games to consoles.

And it’s also really apparent from the way they communicate and threat you company that they don’t give a fuck and only want your money.

dingus, (edited ) w Can they even track pirated installs ?
@dingus@lemmy.ml avatar

It would mean every Unity game was not-so-secretly shipped with code that phones home to the Unity company upon install.

Either they’ve been egregiously spying on gamers for years (and by extension, game developers using Unity have just been fine with that), or they’re lying through their teeth.

EddyBot,

Unity includes telemetry for some time
I believe you can’t actually disable the telemetry (or Unity intro logo) in the “free” version

dingus,
@dingus@lemmy.ml avatar

So then this falls under “devs didn’t care” because it was useful information for them and they didn’t see how it could be used negatively.

MossyFeathers,

Probably the opposite actually. The devs who utilize the feature probably enjoy having some numbers to look at and analyze. They’re trying to make a game that people enjoy after all; the more info they have on how you’re playing the game, the better. The devs who don’t use it probably aren’t even aware that it exists. Additionally, I’m not sure if it requires a subscription to view the telemetry (the page suggests you have to sign up for it in some capacity), but if it does then it makes sense that devs might believe that it’s something that’s disabled until you manually enable it.

Personally, I know if I was a dev I’d be checking that shit every day. I like watching the funny numbers go up and down.

randompepsi, w Can they even track pirated installs ?

No, they can not. This is just a standard PR response.

lukas, (edited )
@lukas@lemmy.haigner.me avatar

When crackers don’t patch out the phone line, they can.

Edit: Only in some cases, though. They can detect popular ways to crack games, like Steam DRM stubs. If the game has zero identifiable information about the buyer and no or an unsupported DRM, they’re SOL.

ce_,

and how exactly is unity going to know whether it was gotten legitimately or not? the only way the developers wouldn’t get charged is if crackers patched it out

lukas,
@lukas@lemmy.haigner.me avatar

They can’t detect everything, but let’s look at Steam as an example. If the game detects Steam DRM, then the game knows that they should’ve bought the game on Steam. They can check whether the Steam DRM is a stub and therefore a crack, or get your local Steam account ID and cross-check whether you bought the game with a Steam API.

lukas,
@lukas@lemmy.haigner.me avatar

But you’re also correct that the developers don’t get charged when crackers patch out the phone line.

genoxidedev1,

Idc about anything right now I'm hungry af and the only thing I was able to read was crackers fml

laylawashere44,

The thing is that most Unity games don’t even have DRM in the first place. At most most will have the Steam DRM which is trivial to bypass. And Unity Games released on GOG will be especially at risk.

yote_zip, w Can they even track pirated installs ?
@yote_zip@pawb.social avatar

Now I can finally download a game 100000x to bankrupt a game company, just like they always said we could.

Nilz,

We have come full circle. Hurray?

kniescherz,

Well you would just have to download it once. But install it 1000000 times. Sounds like a lot of work.

meat_popsicle,

Easy enough to do with PowerShell and just leaving the box running.

CaptainAniki,

I could easily write some bash with ADB to do that over and over and over again on an old android phone

50MYT,

Does EA use unity…

remotelove,

Doesn’t matter. Regardless of what Unity said their “Enterprise” plan was, it doesn’t matter.

B2B deals just work differently since both companies have more at stake. If a company like EA used Unity, there is no way Unity would want to lose that contract and EA couldn’t afford to drop Unity. Large companies will likely go through a few short renegotiation meetings, if that.

Plus, lawyers. If Unity even tries to force this on its larger customers, they are going to be hauled into court and most likely lose. When they lose, Unity will likely be liable for court costs as well.

HughJanus, w Can Pirate's Bay be considered "safe" if it is used only for non-executable multimedia content?

You can check justwatch.com to see if it’s available anywhere for streaming or purchase. I dunno how they do it but they’re amazing at tracking this sort of thing.

riley0, w Is It Farewell To The Internet Archive?
@riley0@lemmy.dbzer0.com avatar

And it was IA’s increased activity during the pandemic that spurred the current trouble. Brewster Kahle is a saint.

Pearlescence, (edited )

That’s what I read as well. You would think they would’ve gotten some leeway since it was done during an event comparable to war and they were following the footsteps of other digital libraries. They had a pretty stellar reputation and system in place for nearly a decade already, so I can only assume that they were simply waiting for an opportunity to target them.

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