piracy

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mateomaui, (edited ) w How would someone, hypothetically, pirate Baldur's Gate 3 without being able to torrent?

If you’re acquiring a GOG release somewhere, it should be the regular, normal installer because GOG releases don’t have DRM that needs cracking. Someone just needs to first get it legally from GOG and then share it somewhere. If you scan it with antivirus and it finds something, get rid of it and try another source.

Otherwise without torrenting, you’d have to find a place with direct downloads.

edit: though you may want to wait longer for them to patch more bugs etc, because if you don’t have a source to download the GOG updates only, downloading 100+ GB each time is a pain.

blakeus12,
@blakeus12@hexbear.net avatar

Thank you!

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

“Hello kids”

style99, w How would someone, hypothetically, pirate Baldur's Gate 3 without being able to torrent?
@style99@kbin.social avatar

"there hands"

"nefarious no-gooders"

"to these pirates"

"illegal files"

"of course"

Am I reading an AI trying to sound hip and trendy?

WarmSoda,

I’m assuming it’s an 80 yo on drugs.

Mothra,
@Mothra@mander.xyz avatar

It’s supposed to be their hands, not there, haven’t yet seen AI making mistakes on purpose but I guess it could if prompted

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

I just run all games behind a firewall. Hopefully that blocks unity from learning about steam installs too.

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

I hope game developers can shift to different game engines! Can’t imagine how difficult that could be since I don’t even know more than some basic python.

admin,

It’s pretty much a “develop from zero” situation. You can import assets, but will probably have to at least fix them up. If you are lucky, the two engines use the same language, but probably not. For example Unity uses C# while UE5 uses C++. And then you didn’t even get to the parts where you actually use use the engine. Everything that touches the capabilities of the specific game engine need to be rewritten. That is off the top of my head: interaction, physics engine usage, collision engine usage, AI stuff etc.

Sethayy,

Godot also supports c# but 90% of the functions would be editor calls (maybe someone could make a translator)

riquisimo,

Probably difficult difficult limes difficult. Like rebuilding a wood frame house into a concrete block house.

You can reuse parts (doors, windows, etc) but not everything comes apart easily, and it’s still a lot of work reassembling things. Even the parts you should be able to reuse, you may end up replacing since they don’t “disassemble” easily.

redcalcium,

Maybe not for their current games, but for their future games.

Serdan,

Still sucks if you’ve got a team that’s really good at Unity, but yeah

ZILtoid1991,
@ZILtoid1991@kbin.social avatar

It's usually quite difficult, since most other engines use C++, which is pretty different from C# in many aspects. My engine (PixelPerfectEngine - 2D game engine primarily aimed at retro pixelart games, link: https://github.com/ZILtoid1991/pixelperfectengine ) is written in D, which is much closer to C# in a lot of aspects, however my engine is far less capable than Unity, still needs a lot of development, and also has it's own quirks that make some features inconveinent to implement or add.

Serdan,

How does your engine compare to MonoGame?

ZILtoid1991,
@ZILtoid1991@kbin.social avatar

Mine is quite minimalistic, and relies for the D runtime and standard library (or other D libraries) for many things. Also my engine is primarily geared towards retro pixelart games, and works as such. Currently, the CPU renders to a low-res texture (as seen in emulators), which is then stretched to a higher resolution, later on it'll replaced by custom shaders that do color lookup and render directly to a texture (which is quite complicated, simpler methods would cause easily misalignable pixels, thus defeating the engine's purpose, even if some likes the "smooth" scaling from other engines).

exododo, w A way to disable laugh tracks?

But how would you know when something is funny then? (canned laughter)

Draconic_NEO,
@Draconic_NEO@lemmy.dbzer0.com avatar

You just have to use your judgement and laugh at what you find funny on your own, if you need peer pressure (opinions of others) to find something funny then it’s not really funny to you and maybe isn’t even funny for many people to begin with.

This might be controversial but maybe many Sitcoms that do this were never funny in the first place and used laugh tracks because try as they might they had to force people to find it funny via artificial peer pressure, that either constitutes of a crowd being told to laugh on cue, or a recording of them doing so, which is what a laugh track is.

Here’s the key point and why we stopped using them, things aren’t funny, people think certain things are funny, and they also think plenty of things are not funny, and like it or not people are not always going to find the same things funny.

jameskirk,
@jameskirk@startrek.website avatar

It was a joke, man.

superkret,

I think the response may have been one too, at your expense.

LazerFX,

I always thought it was because the earliest stuff was actually filmed infront of a live audience (Like a theatre) who did laugh, so when switching to non-live-audience stuff, the viewing public would be ‘put off’ by no laughter, so they injected it with canned laughter… then as time went on they realised this was rubbish and stopped it.

But maybe I’m just missing the joke in the previous two comments, I dunno.

Draconic_NEO,
@Draconic_NEO@lemmy.dbzer0.com avatar

In the earlier days it was like that but as time went on it became a technique known as sweetening to make the joke seem funnier, sometimes they would even use it to fill in silence or dead air since that was frowned upon (I wonder why people said TV rots your brain for the longest time… can’t be related to any of these practices could it?).

The beginning part is essentially saying that if people need laugh-tracks to find things funny they are dry and humor-less, a joke at their expense but also at the same time it’s 100% sincere, a person who can’t find things funny without others lacks a sense of humor.

SquishyPandaDev, w So, Unity is charging game developers per video game install now...
@SquishyPandaDev@yiffit.net avatar

Hey boss Unreal is eating some of our market shares, what should we do?

Boss: Isn’t obvious, we drive the company off the cliff. Duh

God executives are the dumbest mother fuckers

BruceTwarzen,

It's actually remarkable.

alignedchaos,

Not dumb, just selfish, contemptuous of their users, and willing to destroy anything they have legal rights to for a cash grab.

Serdan,

Same guy: kotaku.com/unity-john-riccitiello-monetization-mo…

Hindsight is 20/20, but maybe devs should have seen this coming 😑

SquishyPandaDev,
@SquishyPandaDev@yiffit.net avatar

The problem, from what I understand, is that the fees apply retroactive. So your 2018 Unity game will now have to start paying

Serdan,

That’s my understanding as well. You could have a game on Steam that you haven’t even updated in years, and then you suddenly have to start paying for new installs from existing owners.

Actually, it’s potentially even worse. You could have a game that you released and then later removed from every storefront, but if people keep installing it, Unity will demand payment.

style99, w Free Download Manager site redirected Linux users to malware for years
@style99@kbin.social avatar

And we really only have a few reddit and stackexchange posts to verify that this is not a fake event?

This whole story looks like disinformation.

snowbell,
@snowbell@beehaw.org avatar

Really?

Cqrd,

Disinformation against who? Linux? lol

Kaspersky is fairly trusted in the security world for finding malware and attack vectors.

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

Unity is the worst.

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

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?

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)

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.

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.

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

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

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