I hope this is where it stops. Current laws aren’t too favourable towards projects like these and the IA depends heavily on donations so I don’t think they’d be able to withstand multiple drawn out court battles. I’m just waiting to see what gets affected exactly and to what extent.
Time and money consuming, new hard drive, install windows, install the exe and check if that wasn’t a malware, or a VM, GPU pass trough, install win and starfield
Yeah, this is probably the way I’d go about it. Dedicated hard drive, separate/no network access, no access to other files. Who cares if it is malware if it can’t get to anything.
Map Legend
Red - Corporate Relationship & Ownership
Orange - Paid Relationship or Paid Affiliates (Dashes)
Blue - Cooperation or Partnership (These companies may share staff, resources, networks, or facilities with one another).
Purple - Corporate Media Relationship & Ownership
Brown - Legal Dispute
Hover over nodes to highlight relationships
Use right-click to focus on select areas
Go back to the tracker you got the file from and re-download the torrent. Make sure your client is pointing to the correct location where the file is stored. [set location, verify local data] and it should just seed it.
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.
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.
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.
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.
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).
Damn, I just recently switched to Ungoogled Chromium, just for YouTube (still use Firefox for everything else.) I did this for HDR and RTX Video Super Resolution, since Firefox supports neither. Looks like I’m going to have to live without now.
Detecting that the game runs on an emulator should be rather trivial I imagine.
In theory, it’s also rather trivial to remove these checks from the game binaries (if you have the knowledge, but enough people have).
What Denuvo does is it not only implements these checks very effectively, but it also modifies/obfuscates/encrypts the game binary/code in a lot of ways. I honestly don’t know a lot about how it works, but this deep integration makes it very hard to remove.
There are two ways you’d circumvent Denuvo DRM. Either by emulating all checks and whatever Denuvo wants in order to verify the game copy is “legit”, or to completely remove Denuvo from the game binary. Both have proven to be very hard and a lot of work. There are likely only very few people out there with the expertise to do it, and of these people, most of them probably work for Denuvo (most people understandably prefer getting money for what they are doing as opposed to street cred), and most others don’t bother.
There’s one known cracker who calls herself “EMPRESS”, but even she doesn’t crack nowhere near all Denuvo games, as it’s simply too time consuming.
Some people assume that the Switch version of Denuvo will be less powerful, but I honestly doubt it’s that much less effective. I don’t think Denuvo would announce Switch availability if they’d think it wouldn’t be effective, they have a lot of high-paying customers to lose (or not to gain).
It’s always a battle between DRM companies and the cracking scene, but with Denuvo it has been a steep uphill battle so far.
But recently PLEX says they will be blocking Hetzner hosting in the next few weeks. I’ve been considering moving to Jellyfin for a while, but I’m worried they will do the same thing in future.
Jellyfin: Completely autonomous of anything outside.
Plex: Authenticates with Plex servers so you need an external account
Jellyfin is a fully self-sufficient software not calling outside.
Jellyfin has no tracking, phone-home, or central servers collecting your data. We believe in keeping our software open and transparent. We’re also not in the media business, so the only media you see is your own.
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