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Reddit /r/piracy in turmoil as a mod caught taking bribes to promote posts
  • Most likely this incident is an indirect result of that coup. After that, they had to rapidly replenish the mod team and didn't have time to vet people, so they ended up with someone like this.

    FWIW my recollection from looking over sunbothersco at the time was that they were a clout-seeker with no meaningful history on /r/piracy - they were repeatedly and aggressively asking to be made top mod of a wide variety of subs at the time, with no real connection between them. It sucks that reddit was forcing out top mods, but I wish they'd at least followed through on their threat to make it democracy, since there's no way we would have ended up with someone like that if the system had been anything but "randomly hand the sub to whoever asks first and loudest."

  • How do I know who to trust on cs.rin.ru?
  • Although, as a practical matter it provides some protection in the sense that most malware is probably not designed to do that and will, at worst, fuck up the Windows environment created by Wine / Proton. It's not something to rely on but it is a bit safer than running something directly on your home machine as a practical matter.

    (Although I guess that depends what the malware does. If it searches every document on your system for credit card numbers and sends them to Albania, that would probably still work.)

  • Where is the true succesor to eMule?
  • tbh it's not really necessary today because there are so many ways to share files. Additionally, the distributed network has major disadvantages:

    1. No meaningful reputation. If you download software from a file-sharing service you're taking a huge risk.

    2. Ease of use. It's a pain in the ass to new users, which means it doesn't thrive the way it needs to.

    And the advantages aren't what they once were. There's so many sites nowadays and it's so easy to set one up that being resistant to takedowns isn't worth the trade-off.

  • Nintendo blitzes GitHub with over 8,000 emulator-related DMCA takedowns
  • I mean, the alternative is Ryujinx, which Nintendo has for some reason ignored for now.

    (Ryujinx's devs are much more cautious about things like banning any references to piracy in their discord and avoiding anything that could look like getting money in exchange for access, both of which may have given them less legal exposure.)

  • Nintendo blitzes GitHub with over 8,000 emulator-related DMCA takedowns
  • As the article mentions, they're releasing the Switch successor soon. I suspect the real reason for this push is to try and scare people off from developing an emulator for that one, at least during the lifetime of the console - it's a bit late to try and kill Switch emulation given that nearly fully-functional emulators already exist.

  • Gog-games is back.
  • Near (the creator of BSNES / Higan, as well as a fan-translator who worked on Mother 3 and Bahamut Lagoon) was driven to suicide. It's a serious issue. And I suspect the sort of people who work on labors of love are often the most susceptible because they're the sort of people who want to listen and who care if people say something is wrong with their work.

  • Gog-games is back.

    Gog-games has returned; if you missed it, they went private for a while, then announced they were coming back in a week. They seem to have come back early.

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    Gog games has now become a invite only site
  • They do occasionally ask for money, but their messaging was always a bit weird.

    While I agree their communications could be vague in some respects, I feel like the actual issue was that they were too specific in one way. They've been clear for a long time that further donations go to buying games from GOG so they can put them on the site (they were clear that they have enough recurring donations to cover the site itself.) The fact that they do this is why they update so much faster than everyone else, since other sites have to wait for games to appear elsewhere and few people bother to distribute updates outside of major ones.

    But I think that this meant that there was a lack of urgency that deterred people from donating. If they just said "give us money if you want us to keep doing this" I suspect people would have donated more.

    I wonder what happened, though? Something made them change course over just a few days - as recently as March 11th, they were posting updates on their Mastodon account.

    Even weirder, the site now has a link to a changlog, listing games they've uploaded but which are not available to anyone except people who were invited.

  • gog-games.to home page message says it's going private
  • I think that addition is mostly interesting because it shows the mindset of the site's owners - they feel bitter and put-upon, like they've put a bunch of work into the site and gotten little or nothing back. Maintaining the site must be a lot of work. Not that surprising that they'd decide to go private, I guess.

  • Nintendo sues Switch emulator Yuzu for ‘facilitating piracy at a colossal scale’
  • My understanding is that Ryujinx has been a lot more cautious in general. When TotK was leaked, simply mentioning it in their discord instantly got you the pirate role (which means they won't give you any sort of support), and continuing to mention it got you a ban. Similarly they crack down hard on even the slightest mention of title keys or the like. They're very upfront that this is done solely for legal reasons, but they're also extremely thorough about cracking down on any discussions that could expose them to legal vulnerabilities.

    They're more cautious in a few other ways, too. They have a patreon but you don't get any newer versions or improved features through it, just cosmetic Discord roles, whereas Yuzu offers the latest releases to Discord subscribers first.

    Both of these things (Yuzu devs and moderators openly discussing how to get title keys in its discord, and the fact that they profited off the TotK leak by locking versions updated to support it better behind donations) were specifically mentioned in Nintendo's lawsuit, so it's likely that Ryujinx being more cautious around potential legal vulnerabilities is what kept them off of Nintendo's radar, at least for now.

    (Of course, if Nintendo does well enough against Yuzu here they might move on to Ryujinx next - but it makes sense that they'd go after the easier target first.)

  • Court blocks $1 billion copyright ruling that punished ISP for its users’ piracy
    arstechnica.com Court blocks $1 billion copyright ruling that punished ISP for its users’ piracy

    "Cox did not profit from its subscribers' acts of infringement," judges rule.

    Court blocks $1 billion copyright ruling that punished ISP for its users’ piracy

    One thing that leaps out at me about this ruling is that courts understand the internet a lot better nowadays. A decade or so ago Sony would have probably gotten away with the argument that Cox profited from the users' piracy; nowadays judges themselves use the internet and are going to go "lolno, they probably would have been Cox customers anyway. It's not like anyone pays for internet connection solely to pirate. And in most areas people don't even have a choice of provider, so how is Cox profiting from this?"

    104
    This community's stance on physical media ownership?
  • I'd disagree when it comes to games. Owning a game on Steam is more valuable than having it on a disk:

    • You get updates automatically without having to think about it at all.

    • You get cloud sharing, making it easily to share things across different platforms.

    • You can play it easily on the Steam deck.

    • You always have access to it anywhere you have an internet connection, and are unlikely to lose or damage it.

    All of these things can be accomplished with enough dedication by a pirate (except cloud sharing, but you can use SyncThing to accomplish something very similar)... but it's a lot more time and effort, enough that buying a game on sale is often worthwhile just from a practical standpoint.

    I think that Gabe Newell's statement that "piracy is a service issue" is correct. Steam partially discourages piracy by simply offering a better experience.

    Like, yes, in theory, Steam could go out of business tomorrow but in practice the chances of that are much lower than me dropping my disks and breaking them, or losing them, or scratching them, or any of the other risks that come with physical ownership.

  • Feeling the lack of moderation now Reddit?
  • Also wasn't the sub basically taken over by one mod who spends their time working their way into as many moderator positions as possible and then not doing anything with them? Looking at their post history they've made like a dozen posts in the last month and one of them was asking to mod another sub.

  • Amazon's Prime Video will start serving ads on January 29 unless you pay extra
  • While I'm all for piracy (obviously), there's always a choice. Decades ago when cable was going through this, TV was at the center of culture and absolutely everyone watched it.

    That's just not true anymore. Even aside from piracy, they have to compete for people's time and attention with videogames, social media, and all sorts of other internet-based entertainment. I suspect a lot of the executives making these decisions don't realize this - they think it's still 20 years ago when having some of your biggest shows on your channel guaranteed a big audience. If they squeeze too hard people will just spend their time with other sorts of entertainment.

    I think that the publishing industry is a good comparison - look at where it is now. It still produces stuff but its cultural relevance is a pale shadow of what it once was and its margins are razor-thin because few people are going to pay a premium even for a bestseller. I think that that's the long-term fate of TV and movies, especially as the generation that was weened on them dies off and a new generation that watched much less growing up comes of age.

  • Removed
    GTA V source code has been leaked.
  • I’m a firm believer in meritocracy and the importance of rewarding skills. He should still pay a hefty price for his crimes, including jail time, where he will hopefully learn to change his ways, but once he gets out, if he’s truly remorseful for his actions and he’s willing to have others monitor his device usage activities, I don’t see why he shouldn’t be hired by a red team

    The thing is, people who are highly skilled at computers and pentesting aren't that rare. Working in the industry also requires trustworthiness, reliability, communication skills, the ability to work well with others, and many other things - those are all key "merits", too.

    It doesn't matter how good he is at typing rapidly and then saying "I'm in!" if he's too unreliable and untrustworthy to actually get work done, or if his communication skills suck to the point where he can't / won't convey the problems he finds and how to fix them.

  • Why don't nfo files contain a checksum for the release?
  • Yes, I mentioned that - but trusted public sources, who often post on places like Reddit or personal websites run out of the US and the like, can post NFOs but can't post the actual game. If you knew the correct checksum, you could then turn around and grab the game from an untrusted source.

    Distributing the game itself is the dangerous part (in terms of making the copyright pinkertons come after you) so it's better if it can be done as anonymously as possible, but that conflicts with the need to have it distributed by someone trusted. Putting the checksum in the nfo, which is widely reposted by trusted sources, would help avoid this problem.

  • Why don't nfo files contain a checksum for the release?

    I assume there's some historical reason for this, but currently, the way scene releases reach most people seems to consist of:

    1. Sites that track releases post the nfo file of the release; these sites generally don't provide the release itself.

    2. People then look for the release via various channels and download it.

    Wouldn't it make sense for the nfo to contain the checksum of the actual release, letting pirates verify unmodified copies of it and making it easier to avoid versions that have been modified in various ways?

    Obviously you'd still have to trust both the site where you got the NFO (and therefore the checksum) and the people who made the original release, but those are usually relatively trustworthy, being known people who have handled a lot of releases with no problems - a lot of the danger of viruses and the like in software piracy comes from the risk of middlemen adding something.

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    I feel like the Steam Deck is the best proof of Gabe Newell's quote that "piracy is a service issue."
  • Yeah. What I mean is that the Steam Deck itself doesn't add anything special in that regard to fight piracy.

    (Plus, I mean, Steam's base DRM is like a screen door or a "please do not pirate" sign, lol. If Steam dies one day, Steam DRM won't be a problem because you can basically crack it by breathing on it too hard. I assume that is purpose is to ensure that you have to violate the DMCA's anti-circumvention provisions to pirate their games, not to actually slow down pirates at this point.)

  • I feel like the Steam Deck is the best proof of Gabe Newell's quote that "piracy is a service issue."
  • They can be, but at least some of the stuff the Steam Deck does (automated updates, cloud saves, specific tweaks to get it running on its hardware) would be hard to make quite as convenient for pirates for one reason or another.

    I mentioned the pirate equivalent to cloud saves, Syncthing - it is absolutely great, not that hard to set up considering what it does, and I absolutely love it and it feels like magic most of the time. But it's still not quite as easy and reliable as buying the game on Steam and relying on Steam's servers for cloud saves.

    (The fact that it's hard to make pirated versions reliably update automatically also means that rapid updates are one of the best ways a dev can deter pirates, at least for as long as the game remains supported. I've absolutely pirated games that are in early access and then bought them, partially because I liked the game and wanted to support the devs, but mostly because I wanted to get updates immediately and automatically rather than having to wait for it to appear somewhere and then install it myself.)

  • I feel like the Steam Deck is the best proof of Gabe Newell's quote that "piracy is a service issue."

    They could have easily crammed the Steam Deck full of stuff to make it hard to use for piracy - locking down everything, making it usable only to play games you legitimately own, force you to go through who knows what hoops in order to play games on it. That's what Nintendo or Apple or most other companies do.

    But they didn't, because they realized they didn't have to. It's 100% possible to put pirated games on the Steam Deck - in fact, it's as easy as it could reasonably be. You copy it over, you wire it up to Steam, if it's a non-Linux game you set it up with Proton or whatever else you want to use to run it, bam. You can now run it in Steam just as easily as a normal Steam game (usually.) If you want something similar to cloud saves you can even set up SyncThing for that.

    But all of that is a lot of work, and after all that you still don't have automatic updates, and some games won't run this way for one reason or another even though they'll run if you own them (usually, I assume, because of Steam Deck specific tweaks or install stuff that are only used when you're running them on the Deck via the normal method.) Some of this you can work around but it's even more hoops.

    Whereas if you own a game it's just push a button and play. They made legitimately owning a game more convenient than piracy, and they did it without relying on DRM or anything that restricts or annoys legitimate users at all - even if a game has a DRM-free GOG version, owning it on Steam will still make it easier to play on the Steam Deck.

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    Is there a list somewhere tracking when specific companies normally remove Denuvo from their games?

    Counting only games in the modern era, when Denuvo started to charge monthly fees. And of course it might vary from game to game depending on sales, but...

    I know that Square-Enix often removes it six months after release, and at a glance it looks like 2K often removes it roughly a year after release.

    I'm curious if anyone has tracked this for other games so we can have a sense of which games are likely to have it removed when. I was eying a game when it suddenly occurred to me to think "wait, doesn't this company usually remove Denuvo around now?"

    It might even be useful to create a tracking document of games where Denuvo has been removed by the publisher, divided by publisher (and perhaps with a few other notes that might affect it, like Steam review, metacritic, or sales figures if we can find them) to help us get a sense of where things stand in that regard.

    6
    Where to find torrents?
  • I know when I set it up I had to add them manually, but that was years ago. Maybe this is a new thing, or maybe your specific Ubuntu instillation was a custom fork of QB that included a bunch from the start.

    (I really think it's unlikely that base QB would include them, since it would make it more obvious that they intend it to be used for piracy - something they'd want to avoid for legal reasons. Yeah, I know, but I'd rather they not get shut down.)

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    Yglorba @lemmy.dbzer0.com
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