Was ist ein Client? - IT-BUSINESS

It's finally here! Tautulli v2 [beta] (formerly PlexPy v2)

It's finally here! Tautulli v2 [beta] (formerly PlexPy v2).

The long awaited for PlexPy v2 is finally here with a new name Tautulli! Also check us out on the new Plex Labs!
I'm looking for some brave people to help me test some new feature before I fully release them. It's a very big update so I want to make sure everything is working.
Warning: This may mess up your PlexPy install and/or your database. You have been warned. Only join the beta if you are serious about testing and reporting bugs, otherwise I strongly recommend you wait until the final release.

Changelog

v2.0.0-beta (2017-12-18)

v2.0.1-beta (2017-12-19)

v2.0.2-beta (2017-12-24)

v2.0.3-beta (2017-12-25)

v2.0.4-beta (2017-12-29)

v2.0.5-beta (2017-12-31)

v2.0.6-beta (2017-12-31)

v2.0.7-beta (2018-01-01)

v2.0.8-beta (2018-01-03)

v2.0.9-beta (2018-01-03)

v2.0.10-beta (2018-01-04)

v2.0.11-beta (2018-01-05)

v2.0.12-beta (2018-01-07)

v2.0.13-beta (2018-01-13)

v2.0.14-beta (2018-01-20)

v2.0.15-beta (2018-01-27)

v2.0.16-beta (2018-01-30)

v2.0.17-beta (2018-02-03)

v2.0.18-beta (2018-02-12)

v2.0.19-beta (2018-02-16)

v2.0.20-beta (2018-02-24)

v2.0.21-beta (2018-03-04)

v2.0.22-beta (2018-03-09)

"I'm interested! Where do I sign up?"

Assuming you already have PlexPy installed using git, all you need to do is follow these steps:
  1. Backup your database! Go to the PlexPy Settings > General tab > Backup Database. You will need to restore this if something messes up. I'm not helping you if you mess up your database and you didn't create a backup.
  2. Shut down PlexPy by going to Settings > Shutdown.
  3. Using your shell/command line, run the following from the PlexPy folder:
    git fetch git checkout beta 
  4. Start Tautulli as normal.
  5. Post below if you find any bugs (include logs). Please don't post on GitHub issues or the Plex forum thread with bugs/issues from the beta test. If you do, I will laugh at you and delete your post.
    • Please read the issues guidelines before report any problems, and refer to the FAQ for common issues.
    • New features can be submitted on FeatHub (use the search to see if it has already been requested). Please read the feature request guidelines before requesting new features.
    • Join the Discord Server chat for faster help and general chit chat. (Note: the Gitter chat is no longer being used.)
If you want to revert back to the version of PlexPy before beta testing:
Warning: You will not be able to use your v2 database with v1!
  1. Shut down Tautulli by going to Settings > Shutdown.
  2. Restore your backed up plexpy.db file (it can be found in the backup folder).
  3. Using your shell/command line, run the following from the PlexPy folder:
    git checkout master 
  4. Start PlexPy as normal.
Buy me a coffee if you want to support the project! - PayPal | Bitcoin: 3FdfJAyNWU15Sf11U9FTgPHuP1hPz32eEN

Answers to your questions:

  • Why did you call it Tautulli?
    • Because it sounds cool and means "to watch or monitor" in Inuktitut.
  • I don't like the new name!
    • That's too bad. Also, that is not a question.
  • When will v2 be out of beta?
    • When I feel like there are no more major bugs with it. SoonTM.
  • Is there an iOS app?
    • No, there isn't. It costs money to be an iOS developer.
submitted by SwiftPanda16 to PleX [link] [comments]

Decred Journal – August 2018

Note: you can read this on GitHub (link), Medium (link) or old Reddit (link) to see all the links.

Development

dcrd: Version 1.3.0 RC1 (Release Candidate 1) is out! The main features of this release are significant performance improvements, including some that benefit SPV clients. Full release notes and downloads are on GitHub.
The default minimum transaction fee rate was reduced from 0.001 to 0.0001 DCkB. Do not try to send such small fee transactions just yet, until the majority of the network upgrades.
Release process was changed to use release branches and bump version on the master branch at the beginning of a release cycle. Discussed in this chat.
The codebase is ready for the new Go 1.11 version. Migration to vgo module system is complete and the 1.4.0 release will be built using modules. The list of versioned modules and a hierarchy diagram are available here.
The testnet was reset and bumped to version 3.
Comments are welcome for the proposal to implement smart fee estimation, which is important for Lightning Network.
@matheusd recorded a code review video for new Decred developers that explains how tickets are selected for voting.
dcrwallet: Version 1.3.0 RC1 features new SPV sync mode, new ticket buyer, new APIs for Decrediton and a host of bug fixes. On the dev side, dcrwallet also migrated to the new module system.
Decrediton: Version 1.3.0 RC1 adds the new SPV sync mode that syncs roughly 5x faster. The feature is off by default while it receives more testing from experienced users. Other notable changes include a design polish and experimental Politeia integration.
Politeia: Proposal editing is being developed and has a short demo. This will allow proposal owners to edit their proposal in response to community feedback before voting begins. The challenges associated with this feature relate to updating censorship tokens and maintaining a clear history of which version comments were made on. @fernandoabolafio produced this architecture diagram which may be of interest to developers.
@degeri joined to perform security testing of Politeia and found several issues.
dcrdata: mainnet explorer upgraded to v2.1 with several new features. For users: credit/debit tx filter on address page, showing miner fees on coinbase transaction page, estimate yearly ticket rewards on main page, cool new hamburger menu and keyboard navigation. For developers: new chain parameters page, experimental Insight API support, endpoints for coin supply and block rewards, testnet3 support. Lots of minor API changes and frontend tweaks, many bug fixes and robustness improvements.
The upcoming v3.0 entered beta and is deployed on beta.dcrdata.org. Check out the new charts page. Feedback and bug reports are appreciated. Finally, the development version v3.1.0-pre is on alpha.dcrdata.org.
Android: updated to be compatible with the latest SPV code and is syncing, several performance issues are worked on. Details were posted in chat. Alpha testing has started, to participate please join #dev and ask for the APK.
iOS: backend is mostly complete, as well as the front end. Support for devices with smaller screens was improved. What works now: creating and recovering wallets, listing of transactions, receiving DCR, displaying and scanning QR codes, browsing account information, SPV connection to peers, downloading headers. Some bugs need fixing before making testable builds.
Ticket splitting: v0.6.0 beta released with improved fee calculation and multiple bug fixes.
docs: introduced new Governance section that grouped some old articles as well as the new Politeia page.
@Richard-Red created a concept repository sandbox with policy documents, to illustrate the kind of policies that could be approved and amended by Politeia proposals.
decred.org: 8 contributors added and 4 removed, including 2 advisors (discussion here).
decredmarketcap.com is a brand new website that shows the most accurate DCR market data. Clean design, mobile friendly, no javascript required.
Dev activity stats for August: 239 active PRs, 219 commits, 25k added and 11k deleted lines spread across 8 repositories. Contributions came from 2-10 developers per repository. (chart)

Network

Hashrate: went from 54 to 76 PH/s, the low was 50 and the new all-time high is 100 PH/s. BeePool share rose to ~50% while F2Pool shrank to 30%, followed by coinmine.pl at 5% and Luxor at 3%.
Staking: 30-day average ticket price is 95.6 DCR (+3.0) as of Sep 3. During the month, ticket price fluctuated between a low of 92.2 and high of 100.5 DCR. Locked DCR represented between 3.8 and 3.9 million or 46.3-46.9% of the supply.
Nodes: there are 217 public listening and 281 normal nodes per dcred.eu. Version distribution: 2% at v1.4.0(pre) (dev builds), 5% on v1.3.0 (RC1), 62% on v1.2.0 (-5%), 22% on v1.1.2 (-2%), 6% on v1.1.0 (-1%). Almost 69% of nodes are v.1.2.0 and higher and support client filters. Data snapshot of Aug 31.

ASICs

Obelisk posted 3 email updates in August. DCR1 units are reportedly shipping with 1 TH/s hashrate and will be upgraded with firmware to 1.5 TH/s. Batch 1 customers will receive compensation for missed shipment dates, but only after Batch 5 ships. Batch 2-5 customers will be receiving the updated slim design.
Innosilicon announced the new D9+ DecredMaster: 2.8 TH/s at 1,230 W priced $1,499. Specified shipping date was Aug 10-15.
FFMiner DS19 claims 3.1 TH/s for Blake256R14 at 680 W and simultaneously 1.55 TH/s for Blake2B at 410 W, the price is $1,299. Shipping Aug 20-25.
Another newly noticed miner offer is this unit that does 46 TH/s at 2,150 W at the price of $4,720. It is shipping Nov 2018 and the stats look very close to Pangolin Whatsminer DCR (which has now a page on asicminervalue).

Integrations

www.d1pool.com joined the list of stakepools for a total of 16.
Australian CoinTree added DCR trading. The platform supports fiat, there are some limitations during the upgrade to a new system but also no fees in the "Early access mode". On a related note, CoinTree is working on a feature to pay household bills with cryptocurrencies it supports.
Three new OTC desks were added to exchanges page at decred.org.
Two mobile wallets integrated Decred:
Reminder: do your best to understand the security and privacy model before using any wallet software. Points to consider: who controls the seed, does the wallet talk to the nodes directly or via middlemen, is it open source or not?

Adoption

Merchants:

Marketing

Targeted advertising report for August was posted by @timhebel. Facebook appeal is pending, some Google and Twitter campaigns were paused and some updated. Read more here.
Contribution to the @decredproject Twitter account has evolved over the past few months. A #twitter_ops channel is being used on Matrix to collaboratively draft and execute project account tweets (including retweets). Anyone with an interest in contributing to the Twitter account can ask for an invitation to the channel and can start contributing content and ideas there for evaluation by the Twitter group. As a result, no minority or unilateral veto over tweets is possible. (from GitHub)

Events

Attended:
For those willing to help with the events:
BAB: Hey all, we are gearing up for conference season. I have a list of places we hope to attend but need to know who besides @joshuam and @Haon are willing to do public speaking, willing to work booths, or help out at them? You will need to be well versed on not just what is Decred, but the history of Decred etc... DM me if you are interested. (#event_planning)
The Decred project is looking for ambassadors. If you are looking for a fun cryptocurrency to get involved in send me a DM or come talk to me on Decred slack. (@marco_peereboom, longer version here)

Media

Decred Assembly episode 21 is available. @jy-p and lead dcrwallet developer @jrick discussed SPV from Satoshi's whitepaper, how it can be improved upon and what's coming in Decred.
Decred Assembly episodes 1-21 are available in audio only format here.
New instructional articles on stakey.club: Decrediton setup, Deleting the wallet, Installing Go, Installing dcrd, dcrd as a Linux service. Available in both English and Portuguese.
Decred scored #32 in the August issue of Chinese CCID ratings. The evaluation model was explained in this interview.
Satis Group rated Decred highly in their cryptoasset valuation research report (PDF). This was featured by several large media outlets, but some did not link to or omitted Decred entirely, citing low market cap.
Featured articles:
Articles:
Videos:

Community Discussions

Community stats:
Comm systems news:
After another debate about chat systems more people began testing and using Matrix, leading to some gardening on that platform:
Highlights:
Reddit: substantive discussion about Decred cons; ecosystem fund; a thread about voter engagement, Politeia UX and trolling; idea of a social media system for Decred by @michae2xl; how profitable is the Obelisk DCR1.
Chats: cross-chain trading via LN; plans for contractor management system, lower-level decision making and contractor privacy vs transparency for stakeholders; measuring dev activity; what if the network stalls, multiple implementations of Decred for more resilience, long term vision behind those extensive tests and accurate comments in the codebase; ideas for process for policy documents, hosting them in Pi and approving with ticket voting; about SPV wallet disk size, how compact filters work; odds of a wallet fetching a wrong block in SPV; new module system in Go; security of allowing Android app backups; why PoW algo change proposal must be specified in great detail; thoughts about NIPoPoWs and SPV; prerequisites for shipping SPV by default (continued); Decred vs Dash treasury and marketing expenses, spending other people's money; why Decred should not invade a country, DAO and nation states, entangling with nation state is poor resource allocation; how winning tickets are determined and attack vectors; Politeia proposal moderation, contractor clearance, the scale of proposals and decision delegation, initial Politeia vote to approve Politeia itself; chat systems, Matrix/Slack/Discord/RocketChat/Keybase (continued); overview of Korean exchanges; no breaking changes in vgo; why project fund burn rate must keep low; asymptotic behavior of Decred and other ccs, tail emission; count of full nodes and incentives to run them; Politeia proposal translations and multilingual environment.
An unusual event was the chat about double negatives and other oddities in languages in #trading.

Markets

DCR started the month at USD 56 / BTC 0.0073 and had a two week decline. On Aug 14 the whole market took a huge drop and briefly went below USD 200 billion. Bitcoin went below USD 6,000 and top 100 cryptos lost 5-30%. The lowest point coincided with Bitcoin dominance peak at 54.5%. On that day Decred dived -17% and reached the bottom of USD 32 / BTC 0.00537. Since then it went sideways in the USD 35-45 / BTC 0.0054-0.0064 range. Around Aug 24, Huobi showed DCR trading volume above USD 5M and this coincided with a minor recovery.
@ImacallyouJawdy posted some creative analysis based on ticket data.

Relevant External

StopAndDecrypt published an extensive article "ASIC Resistance is Nothing but a Blockchain Buzzword" that is much in line with Decred's stance on ASICs.
The ongoing debates about the possible Sia fork yet again demonstrate the importance of a robust dispute resolution mechanism. Also, we are lucky to have the treasury.
Mark B Lundeberg, who found a vulnerability in atomicswap earlier, published a concept of more private peer-to-peer atomic swaps. (missed in July issue)
Medium took a cautious stance on cryptocurrencies and triggered at least one project to migrate to Ghost (that same project previously migrated away from Slack).
Regulation: Vietnam bans mining equipment imports, China halts crypto events and tightens control of crypto chat groups.
Reddit was hacked by intercepting 2FA codes sent via SMS. The announcement explains the impact. Yet another data breach suggests to think twice before sharing any data with any company and shift to more secure authentication systems.
Intel and x86 dumpsterfire keeps burning brighter. Seek more secure hardware and operating systems for your coins.
Finally, unrelated to Decred but good for a laugh: yetanotherico.com.

About This Issue

This is the 5th issue of Decred Journal. It is mirrored on GitHub, Medium and Reddit. Past issues are available here.
Most information from third parties is relayed directly from source after a minimal sanity check. The authors of Decred Journal have no ability to verify all claims. Please beware of scams and do your own research.
Feedback is appreciated: please comment on Reddit, GitHub or #writers_room on Matrix or Slack.
Contributions are welcome too. Some areas are collecting content, pre-release review or translations to other languages. Check out @Richard-Red's guide how to contribute to Decred using GitHub without writing code.
Credits (Slack names, alphabetical order): bee, Haon, jazzah, Richard-Red and thedecreddigest.
submitted by jet_user to decred [link] [comments]

Notes from Ethereum Core Devs Meeting #31 [1/12/18]

The next core dev meeting will be this Friday, January 26, 2018. The agenda and live stream link are located here.

Ethereum Core Devs Meeting 31 Notes

Meeting Date/Time: Friday 01/12/18 at 14:00 UTC

Meeting Duration: 1.5 hours

GitHub Agenda Page

Audio/Video of the meeting

Reddit thread

Agenda

  1. Testing Updates.
  2. Yellow paper update.
  3. EWASM update + update on the following related EIPs. a. EVM 2.0 - https://github.com/ethereum/EIPs/issues/48 b. Extend DUP1-16 / SWAP1-16 With DUPN / SWAPN - https://github.com/ethereum/EIPs/issues/174 c. Subroutines and Static Jumps for the EVM - https://github.com/ethereum/EIPs/issues/615
  4. Stateless client development.
  5. Add ECADD and ECMUL precompiles for secp256k1 - https://github.com/ethereum/EIPs/issues/603 [See this blog post for context].
  6. Introduce miner heuristic "Child pays for parent" (like in BTC) to combat the weird cases when transactions with 1000 Gwei stuck in the mempool (because they are dependent via nonce on transaction paying much less and not getting mined).
  7. Creating a relay network of nodes to mitigate issues described here and other transaction propagation issues.
  8. Fork release management/Constantinople.
  9. Client updates.
  10. Other non-agenda issues.

Notes

Video starts at [4:36].

[4:56] 1. Testing Updates

No updates.

[5:27] 2. Yellow paper update.

Gavin put the Yellow Paper under the Creative Commons Free Culture License CC-BY-SA. Yoichi and Nick Savers have been making progress handling the Yellow Paper PRs. There is still the somewhat unresolved issue of what should define the "formal standard" of Ethereum and should an update to the Yellow Paper or another specification be required for every new EIP. This can be discussed in more detail in future meetings when there is greater attendance.

[7:43] 3. EWASM update + update on the following related EIPs.

[7:55] General update

Ewasm contributors are currently meeting in person together in Lisbon. EWASM EIPs listed in the subpoints are not up to date and can be disregarded. People should use the github.com/EWASM/design repo. The design has been pretty much speced out in the last year. During the design phase there were 2 implementations done in parallel: Javascript and C++ (which can be integrated in cpp-ethereum and geth). Issues have been faced in building out EWASM including struggling with implementing synchronous code in Javascript/browser. Idea was to move to an asynchronous model. Currently there is not a full decision on using synchronous vs asynchronous, but we are leaning towards synchronous implementation in C++ to run a testnet in cpp-ethereum that can run pure Web Assembly contracts. Metering contract in Web Assembly is on the to-do list and doesn't rely on sync/async decision. Likely will take week to come to a decision on sync vs async. More technical discussion and a funny anecdote involving the asynchronous vs synchronous decision and the affects of the recent Spectre/Meltdown attacks start at [12:07].

[15:08] a. EVM 2.0 - https://github.com/ethereum/EIPs/issues/48

Martin Becze will be closing this EIP. It is outdated.

[15:28] b. Extend DUP1-16 / SWAP1-16 With DUPN / SWAPN - https://github.com/ethereum/EIPs/issues/174

This doesn't have to do with EWASM, it has to do with adding extra opcodes in the current EVM. It is an upgrade to EVM 1.0 which is not needed if we skip straight to EWASM.

[16:47] c. Subroutines and Static Jumps for the EVM - https://github.com/ethereum/EIPs/issues/615

Greg has been working with Seed (Gitter tag) who is writing an ELM formalization of the EIP. Greg says that there is no formal social process for deciding things like EVM 1.5 implementation so he is not sure if/when it would be implemented. Greg has been working on cleaning up the proposal for those who want to use it. Greg has some ideas around an EVM 3.0 that pulls everything together with transpilation that he hasn't started working on yet and is not sure if he will.

[20:14] 4. Stateless client development.

Piper left some comments about some development of a stateless client for sharding, but it is very early. Alexey had a blog post describing stateless clients he may re-approach later.

[21:46] 5. Add ECADD and ECMUL pre-compiles for secp256k1 - https://github.com/ethereum/EIPs/issues/603 [See this blog post for context].

This topic was brought up months ago with mixed commentary. Christian R. says that ECADD and ECMUL were never intended to be used for general purpose cryptography, but rather it was suppose to be used in conjunction with the pairing pre-compiles for a specific curve that is pairing friendly. Christian says that in the past it has been discussed that there must be a very compelling reason for adding a pre-compile to Ethereum. Silur mentioned that the Monero research team is working on a new ring signature (still unnamed) that can be viewed in the Monero repository. The EWASM team may run some tests to compare native running of the pre-compiles vs EWASM. Adding a new pre-compile would only give a constant speed-up or reduction in cost, but if we achieve the same thing in new virtual machine it will give us a constant speed-up for every conceivable routine and allows for building other schemes like Casper and TrueBit. This is easier with Web Assembly because we can use existing C code. For the moment it looks like focusing energy on adding these proposed pre-compiles would not be worth it compared to just waiting for the next VM (likely EWASM) which will allow far more speed-ups across all computational routines.

[37:00] 6. Introduce miner heuristic "Child pays for parent" (like in BTC) to combat the weird cases when transactions with 1000 Gwei stuck in the mempool (because they are dependent via nonce on transaction paying much less and not getting mined).

[Note: I tried my best to cover what was discussed here, but I am not an expert in Ethereum transactions. If you find a mistake please point it out to me. Thanks!] Agenda item brought up to get people's opinion on this topic. Currently in Ethereum there are transactions that are stuck in the mempool for a long time because of the way transaction ordering per account is handled. The nonce of a transaction must be greater than the previous mined transactions (or equal if you are trying to replace a transaction). For example you can't process transaction #27 before transaction #26 has been mined. Many of the stuck transactions are dependent on other transactions that pay a much smaller fee, but are not being mined. It seems people inadvertently send an initial transaction with too small of a fee and then more transactions at a higher nonce with a much higher fee that cannot be processed until the first small fee transaction is processed. Alexey wondered if this may pose an attack vector or if we would get a benefit from implementing "child pays for parent" like Bitcoin does. Peter explained even if you define the max amount of gas your transaction could potentially consume, there is no guarantee it will use that much and we won't know until the transaction is processed (the only guarantee is that 21,000 gas will be consumed - a plain ether transfer). The attack vector example would be someone pushing a transaction that truly consumes 3,000,000 gas and attach a transaction fee of 1 wei and then push another TX that claims to consume 3,000,000 gas but with a transaction fee of 1000gwei. From the outside it looks like I can both can be executed for profit from the miner's perspective, but in reality the 2nd transaction will be processed first and the 1st tx will be long running and indirectly punish the miner. Alexey was concerned about the mempool filling up and impact on clients due to the way nonces are handled. Peter clarified that transactions in the mempool in the go ethereum client only maintains the top 4,000 most expensive transactions. If your cheap transaction gets evicted, the expensive transactions you stacked on top of it get evicted as well because they are no longer executable due to the nonce.

[42:21] 7. Creating a relay network of nodes to mitigate issues described here and other transaction propagation issues.

A relay network in general is a group of peers and/or miners who use a peer list to quickly connect to a group of known peers before connecting to (or instead of connecting to) random peers using network discovery. Alexey conjectured that this may create a powerful ring of network players who can share transactions very quickly and hurt the little guys on the outside (hurting the idea of this being a mesh network of peers). Clarifications were made about the issues involving transaction propagation issues with nodes with high transaction throughput such as Infura and Bittrex. Clients suddenly stop pushing transactions or cannot keep up with the blockchain when they are pushing out so many transactions. Hudson will work towards exploring this issue more and connecting the people with the issues with the devs.

[49:45] 8. Fork release management/Constantinople.

Hudson will be working on writing up a starting plan to discuss potential release management issues. BitsBeTripping sent Hudson some good material about project management that he will review and bring to the next meeting. We need to start discussing Constantinople sooner rather than later.

[52:55] 9. Client updates.

10. Other non-agenda items

[1:05:42] Question: Will we see any scaling improvements from Constantinople?

Answer is no because it potentially includes the first steps of the Casper consensus protocol and some account abstraction EIPs, but both of those do not alleviate scaling issues. Sharding would alleviate some of the issues. We are currently mostly bound by database and processing speed due to the database. Short term there are a lot of client improvements that can be accomplished to improve disk I/O, but long term things like sharding will be necessary. The Eth Research site has a lot of interesting threads about sharding including merkle tree formats to be used and ideas around asynchronous accumulators

[1:09:57] Decision process for EIPs?

Needs to be improved. Hudson and others will work on updating EIP #1 and other improvements in Q1. Nick Savers has been added as an EIP editor. Yoichi has been added as an editor. Both are doing a great job.

Attendance

Alex Beregszaszi (EWASM/Solidity/ethereumJS), Alex Van de Sande (Mist/Ethereum Wallet), Alexey Akhunov (Turbo Geth), Ben Edgington (Consensys/Pegasys), Casey Detrio (Volunteer), Christian Reitwiessner (cpp-ethereum/Solidity), Daniel Ellison (Consensys/LLL), Greg Colvin (EVM), Hudson Jameson (Ethereum Foundation), Hugo de la Cruz (ethereumJS/EWASM), Jake Lang (EWASM), Jared Wasinger (ethereumJS/EWASM), Martin Becze (EWASM), Mikhail Kalinin (Harmony), Paweł Bylica (cpp-ethereum/EWASM), Péter Szilágyi (geth), Silur (ethereumJS / EWASM)
submitted by Souptacular to ethereum [link] [comments]

[HELP] Solve this problem for me and get paid! $

Hey guys so read over this post i already made here https://www.reddit.com/premiere/comments/8602gh/help_why_does_premiere_speed_duration_not_save/
So how to try and fix and solve this yourself? I download i clients Instagram lives and make a video for them. I use the site . Watchmatcha.com. I download there old Instagram lives and i make a video right? Well problem is Instagram API for the site it downloaded the video and audio separately.. The problem also is that the video and the audio files are separate files most of the time (usually on longer videos like 20 minutes +) . Downloading in browser it looks like they are same length.. they are not the same length. Open in premiere and you will see they are few seconds off making talking out of sync. Try to figure out how i can sync these perfectly together and ill pay you. Probably $20 pp or bitcoin thanks
submitted by Liliphone to premiere [link] [comments]

[Table] IAmA: We're Humble Indie Bundle 8: creators of Thomas Was Alone, Hotline Miami, Awesomenauts, Proteus, Capsized, Dear Esther, and Humble Bundle. Ask us anything!

Verified? (This bot cannot verify AMAs just yet)
Date: 2013-05-31
Link to submission (Has self-text)
Link to my post
Questions Answers
Since the Little Inferno guys aren't here, do you have anything bad to say behind their backs? Rumor has it they are unavailable because they are busy eating babies.
On the Itchy & Scratchy CD-ROM, is there a way to get out of the dungeon without using the wizard key? What the hell are you talking about? :)
Who decides what games go into each bundle? Manatees select them from idea balls.
Thomas Was Alone is sublime. Thanks for making a quality game. How do you guys feel about bitcoin? This is the first indie bundle that supports it. I'd love to see some numbers describing bitcoin payments. The Humble Double Fine Bundle was actually our first bundle to support it, which came out last month. It represents less than .1% of our sales for Humble Indie Bundle 8, which is pretty surprising for me. Bitcoin users do seem more generous than average though. I want to get some official stats for a blog post soon.
Will you be expanding the payment support in the future? A lot of Europeans (mostly Germany) do not have debit/credit cards, and instead elect to use PaySafeCards, and I'm sure we'd all be thankful for this. We have been looking into ways to accept PaySafeCard. I would definitely like to support it as well. It is by far our next most often requested payment method.
How do games get featured on Humble Bundle? Is it HB asking the devs or the other way round? In my case I found an email address and sent them a copy of Thomas.
They got a hold of me in 2011 a few months after Capsized's release. We were always wanting to be in a Humble Bundle, mostly for the exposure, but it took time to get the Linux/Mac ports ready. Which was worth the wait since we ended up in a particularly awesome bundle.
Yeah, they asked me. I was already using the Humble Store widget, so we already knew each other...
We'd been in touch with the Humble guys since just before Dear Esther Launched and they were fans of the game. We talked about getting DE onto a bundle, however, at the time there was the issue of how the hell we'd get Source running on Linux. The Bundle guys have some fantastic contacts with Linux "Port-masters" who've done an amazing job so far!
How hard has it been to port some of these games to Linux? Were some of them written for DirectX? If so, is it relatively straightforward to translate them to OpenGL? Also, I just wanted to say I really appreciate you making Linux ports. Thanks a lot. Making the port itself wasn't massively hard (i'm lucky in that I use Unity) but the differences in distros mean a lot more ongoing support than I was expecting.. I have a big list of fixes to get through for the odder systems out there :) Almost all of them (across all the bundles) were DirectX games to start with, and had to have OpenGL code written for them, SDL added in to handle input and window management, OpenAL for audio, etc. Capsized was relatively straightforward, but it wasn't really "easy". On top of adding several new features to MonoGame, I had to create 4+ new libraries to fully support the game (one of which was the MonoGame-SDL2 branch). It took a few months to get there, but now that the tech is done I can make XNA ports super fast now, rather than making an ass of myself trying to get OpenTK/MonoMac to "work". Proteus is C# and OpenGL/SDL. C# is fairly cross-platform thanks to Mono (open source implementation of Microsoft's .NET). First and biggest chunk of work was to get it working on Mac (Thanks Jon Brodsky!) and then Ethan worked some magic with joypad support, filing and dependency packages to get it running on Linux (he could probably elaborate)
Is the humble bundle profitable? Certainly is for porting contractors!
Absolutely.
Yes :)
Definitely! Paid a good amount of rent, some money to invest in future projects and other things, all good.
What is the process like for choosing which games are in the "Pay more than the average" section? We choose the best games from the bundle!
Just kidding, it is pretty arbitrary. We basically just ask a developer if they would mind being in that slot and repeat until it is filled. Sometimes a developer will specifically request to be there. Sometimes it is actually hard to fill.
Does that game only get a share of the revenue from games that beat the average? By default, everyone shares evenly regardless of the position. However, if you expand the sliders, you can go in and customize which game gets what.
Out of all the games in the package, what are your personal favorites and why? (yes I am evil for asking.. but I do think there is a difference in making a game vs playing the games) I am a massive Hotline Miami fan. Which is odd, because I'm not a big fan of violent games generally, but that game feels so insanely bad ass.
Hotline Miami for me, it's pretty much a perfect action game, though I really love this bundle because of the diverse range of games. I am really jealous of games with a simple design like Hotline Miami that manage to engage me with so little - while I feel like my own game designs become a mess of features and additions. also the music is awesome.
Outside of the games I worked on, I'm really liking Thomas Was Alone. I just like games that tell an amusing story, I guess. Dear Esther is pretty great too. I still need to play Awesomenauts, trying to set up a gamenight with some of my friends.
I love Thomas Was Alone. Never played until I got it on Vita and was blown away by the presentation, pace, and voiceover. Odd things I know but they are majestic.
Maybe weirdly for me, but Hotline Miami totally sucked me in and spat me out at the end. I kinda love that Proteus is in a bundle with the most horribly violent game.
Breedlovin: Why Hotline Miami OST is not included in Humble Bundle? There are many different artists involved in the OST, a lot of which are selling their tracks on their own label or personal albums. The individual revenue for each of the artists would be very small and in the end it is better to support them directly.
Correct me if im wrong, but i think a lot of the artists have some of those songs out for free as well. Some do, yes. Off hand I know Jasper Byrne, Scattle, Perturbator, MOON, and Erik Suhrke are selling their tracks.
Robert, what was your biggest inspiration for Dear Esther? From an art point of view, I guess many things. I realised early on that I wanted to go for a style that took elements from impressionist painting, where you have this kind of line between detail and perceived detail (useful when dealing with the limitations of the Source engine at the time. I was also highly influenced by the careful attention to detail found in Andrei Tarkovsky's movies (Most notably Stalker). Both have ways of communicating so much through their imagery, not just in mood and atmosphere but also in an unspoken narrative which adds much depth to the story being told. I also loved the video game, Stalker, and more recently Metro 2033 which has been an influence in my work since day 1.
That's awesome - I really did get the same kind of desolate vibe from Dear Esther as I did from Stalker. And I've really got to hand it to you guys on the visuals department, too. Dear Esther is probably the nicest looking thing on the Source engine. What's your favorite of the Stalker games? The First, without a doubt. Once you got past the bugs it was a one of the best survival horror games I've ever played. The second kind of lost the whole desolate lonely atmosphere with all the faction stuff, and I just felt CoP was really unfocused.
Hotline Miami makes for an excellent drinking game. Everytime the player dies, everyone in the room drinks. Was your intention to murder me? Not intentional but a pleasant surprise, yes. :)
Financial issues aside what have been the most challenging aspects in creating a game? Polish.
It's hard, it can often be slow and boring, but it's so important in making your game stand out.
Getting Olivier to draw.
Motivation. It's hard to keep going for a 2+ year project, especially when you're not getting a lot of community interest or feedback.
From an indie point of view? For me the hardest part was the isolation. Working remotely with a team can have it's upsides, but it can also be a lonely existence. Syncing up with the team and knowing where everyone is at can be frustrating at times if people are working different schedules in different time zones. I think going to GDC in 2012 really made it hit home how much I missed being around other game devs.
Saying that, there nothing like a solid day of Game dev sitting in your pants whilst watching Start Trek TNG!
To any of the devs: have you considered open-sourcing your games at some point? I have seen some indication that this might happen with Proteus at some point, but what are your opinions on this? I was out of town until about half an hour ago, but this'll get fixed very shortly. Amazed we didn't catch this in QA.
I love you all for the brilliant Linux ports this time around. Although, you know, Thomas could use a bit of work, with it crashing when you press escape. :) I think I am too embarrassed about the Capsized code to open source it - I feel bad for every porter than touches it. I doubt someone would find any use in it. But for our new game Apotheon, I'll definitely be releasing it as open source one day, hopefully I can make the engine generic enough to be used for other projects.
It doesn't crash on the DRM-free version, were you testing the Steam version? Ahhh.. that's interesting, they are same code, so that's odd.. but useful info, thanks.
One for biffkins: Are you a Douglas Adams fan? That's what I got from Thomas. Totally. Most British nerds are.
It's also heavily influenced by Danny Wallace (the chap who narrates) writing. When he's not voicing over rated indie games, he's an awesome author. If you dig that mix of humour and heart, check out some of his stuff.
but haven't completely finished any Found your problem, bro.
Finishing games that you make is a great way to make games. Highly recommended.
Do you have any recommended tools or libraries? I know you (Ryan) use straight OpenGL a lot, but do you have any other recommendations? It seems next to impossible to find a complete solution. If you want a complete solution that's easy to use, get Unity. It's fucking awesome.
If you want bits and pieces, I gave a talk on this: Link to www.youtube.com
Hate to be that guy... Got an ETA on the Linux build? Working as fast as I can. The game is fully playable, just working out rendering glitches.
SVN or GIT? which do you prefer? (Mercurial.)
Git or Hg. In the way that I use them, it doesn't matter which, though I tend to pick Git if I have the choice since that's what I'm used to.
'copying it on to a USB every couple of days'.
I'm an idiot.
SVN.
I literally have nightmares of git conflicts, so I am sticking with SVN.
SVN because it's never really let me down and I suck at learning new stuff. I can see the value in the distributed version control systems though, so maybe I'll branch out (hehe) someday.
U/Breedlovin , any details you can reveal about Hotline Miami 2? Nope.
What about a release date for Hotline Miami 1 on PSN? Late June or early July most likely.
For the Awesomenauts guys: Did you expect the game to do as well as it has? It seems like it has had a particularly long tail as far as sales. BONUS Q: Derpl + Voltar = Why? No we didn't expect it. Actually releasing the game on steam was pretty much an all or nothing deal, as we we close to being bankrupt. Awesomenauts doing this well was something we couldn't have hoped for.
How has being part of Humble Bundle changed the way you think about business and gaming? I have a lot more time to make the next game awesome.
It taught me that being visible is the most important thing to get a revenue.
I realized how motivating it is to have a large amount of players trying the game again.
Humble Bundle is an amazing example of what happens when people are given a choice on how they can contribute towards, or consume a product that they like and want to support. People don't WANT to pirate games, they just need choices. and I think it's old fashioned and sad that we still have big publishers and retailers going out of their way to just to say "Pay us $XXX to play or fuck off! (/Pirate)" The excuse that game development is expensive is also not a reason to make games less accessible or impose draconian DRM. Humble is a great example of what can happen when you take those restrictions away and put your trust back into the consumer.
It taught me not to be scared of DRM-free.
Fabinaab or Olivier, how did you guys come up with the name "Awesomenauts"? Originally the game was called "OMG Space". But we decided that name sucked and opted for "blastronauts". Then we found out about a game called "Max Blastronaut" and we had a meeting where we couldn't come up with anything good. When we walked away from that meeting one of us said "why can't we come up with something awesome" and that's how it came to be.
Flibibitjibibo, I understand it's the first time your SDL2# package is being used - can you tell us more about that? What is special about it? Why did you start working on it? And what does it mean for future game ports? Link to plus.google.com
Basically, SDL2# is what I wrote to get SDL2 access in my C# projects. Tao existed for SDL 1.2, but that's old and nobody seems to use Tao anyway, and OpenTK existed for OpenGL/OpenAL among other things, but OpenTK totally sucks at everything except for the GL/AL bindings (and even then, the naming scheme is pretty goofy IMO).
SDL2# and MonoGame-SDL2 mean that I can port an XNA game to Linux/Mac extremely quickly, instead of the several months it took to get Capsized to the level of quality that it's at now. "Compile once, play anywhere" is finally the reality that it should be with MG-SDL2.
@icculus: Every time someone mentions to me they want to get into game development and ask for tips or information, I always link them to your interview on FLOSS weekly many years ago. I feel to this day it is still the best interview for anyone looking to get into game development or application porting. In the interview, the topic of engine and client porting came up and you said (paraphrasing) "We will never see HL2 on Linux." What went through your mind when Valve announce they are porting their entire library to Linux? I already knew about Valve's plans before the announcement, so I guess I thought, "I hope I slept enough, because that's the end of sleeping from now on." Half-Life 2 on Linux is proof that Valve is serious, but it's Steam that's making game developers scramble for a Linux port now.
It's funny how things change, though, right? When I made that comment on FLOSS Weekly, id Software was shipping Linux binaries for Doom 3, and Epic let me push Linux changes into the same copy of the Unreal Engine source code they gave to licensees.
Now they're both like, "uh, we'll wait and see what happens first," while Valve is placing their bets.
Valve has come a long way. They're being ballsy and progressive about the whole Linux thing. And when Valve is ballsy and progressive, history shows that Valve prints money and gets to make all the rules.
But hey, waiting to see what happens seems like a sound strategy.
EDIT: one more thought: while I was literally in a taxi to the Moscone Center to hear about Apple switching from PowerPC processors to Intel CPUs, I was having an animated conversation on my cell phone with someone about how Apple would never ditch PowerPC under any circumstances. As you can see between this and the comment about Half-Life 2, I do not have a career in psychic prediction.
What's it like? S'alright.
It Burns!!
Not bad. Pretty warm. Needs more salt. A little bit big on me, but comfortable. Terrible cliffhanger ending.
What's your favourite food? Beer!
Pizza.. Thomas Was Alone was made primarily while eating pizza.
Nachos. Always nachos. Forever nachos.
While I was broke it was ASDA (Wallmart) 10p curry noodles and £1 Pizza, but after 3 years I can't really stomach either any more. I've now returned to my love of Thai food!
Is Scotch a food?
What is the hardest part of developing? Meeting your deadlines. We planned for a year, but it took us almost 4 years. ><
Lack of sleep, money and excess of noodle intake.
Keeping motivation for a project, and not just starting something new. Finishing and polishing is hard.
U/biffikins: You ported your game to Linux on your own (if I'm not mistaken) how was the experiance? Will you do it again (on a future game?)? Do you find supporting Linux financially viable? Cheers :D. I did. It was pretty straightforward, but there are a lot of distro related issues.
I'm sure I'll release on Linux again, but I will probably delay the release so that I can focus on it, as yeah, it's a challenge to make it work for everyone.
What tips would you give for marketing indie games? Be honest, be open, and be entertaining.
We will never have the ad budget of AAA, or even the latest movie tie in, but we also don't have the limitations on talking that those guys do. We can express our opinions, go off on tangents and speak directly to players.. Use that opportunity.
Illustrate what makes your game different and show that to the folks most likely to be interested. Seed your community of fans and grow from there. Then show EVERYONE.
Transparency and a good sense of humor are what I attribute to my success (in terms of marketing myself/my games). If you can call it that, I guess.
Of course, I'm not a game developer, just a porter. But those types of developers are the ones that I like the most.
What these guys said - be as open as you can and allow the community to get involved with your game's development early on. Having a good community of fans talking about your game is better than any marketing campaign
1 million dollars in 18 hours, amazing stuff. So guys, when will you all add Steam trading cards to your games? I just got the email from Valve yesterday I think, will try to get it in some time in next couple of weeks.
We really like it, hopefully soon!
Does it mean every dev is welcomed to implement the trading cards or are you a "lucky" one to be invited? Also, whoo, now I get to play TWA again ... are there any speed run records you know of, I could try to break? It looks like to me all devs are allowed to implement it.
In light of the recent fiasco with Paranautical Activity, how do each of you feel about Greenlight? I've yet to be in it.. but it seems like a better system than the one that preceded it (basically, sending an email and crossing your fingers for a few months).
Steam could really benefit from a more democratic method of selecting its games. Greenlight was never really the answer. That said, I have no idea what the right solution is.
At least there is greenlight! Indies now have a second chance that way to prove their games popularity. With Capsized Valve accepted us originally then rejected us a few months later (not sure if they actually tried it when they accepted us). This was in 2010, and so you were completely relying on just hoping for a email back from them. We kept sending them new builds and media stories about the game, and they eventually did accept us, but it was pretty nerve racking. At least with greenlight you see some progress and can measure success, rather than just hoping for a email back.
It's a tough spot for sure but I do think placement on a digital game distribution storefront, including Steam, is not a basic human right and some form of curation is important. That said, not sure what the right answer is - smarter people than me are working on that hopefully.
I'm pretty sad about Greenlight. At least, it's bad that it's touted as the only way to get on the biggest games portal there is. If they'd kept greenlight plus the old curation system (journalist, critics etc could recommend stuff) that'd be less painful. It's sad to see games get easily enough "yes" votes to be profitable for the devs, yet still languish in limbo.
I agree that it's definitely a step-up from how things used to be, but of course there is still room for improvement. I would like to see the selection process made a bit more open.
How do I get to be an assistant warlock? Business school.
U/buffikins, How many people named Thomas have emailed you in terror? Many, many people. And they all rock. I also get sent a lot of photos of those coca cola bottles with names printed on them.
U/robertbriscoe, do you have any future projects planned like Dear Esther for the Source engine? I think I reached the limits of what I can do with Source, as for new projects, Dan has some cool stuff lined up and I'm currently fleshing out a few different game concepts that are focused more on the emotional experience of the player. It's the first time I've ever had to design a game from the ground up though so it's slow going.
Why Voltar is so smart? :l. Because his tank is filled with beer.
How many of you are part of the secret indie clique? ;) I was thrown out of the secret indie clique for talking about the secret indie clique. I also didn't fight on my first visit.
I was only let in after being paddled for three days and nights in a bizarre initiation ceremony. I couldn't see any faces and wasn't allowed to talk. To be honest it's a bit overrated.
Flibitijibibo: why the complicated name? :( For a while it ensured that nobody would ever have my handle used on a website/forum/etc. Of course, now that people have heard of me, that may not hold up so well. I dunno.
So uh, mostly out of convenience. For me, at least. It also sounds pretty neat. :P.
Unity is basically one-click to a Linux port (but you have to develop on Mac or Windows). Basically what Ryan said. 99% of my work these days is with MonoGame-SDL2, but I would never ever recommend it for making new games. XNA as a whole is a dead end; MonoGame is best used as a preservation tool, not as a new tool for game development. If you like C#, You can get SDL2/OpenGL/OpenAL access with SDL2#, which I made for Capsized/MonoGame-SDL2: Link to github.com And for Java, LWJGL. If you're making a Java game, you're not doing it right until you're using LWJGL. If it weren't for this library, I would not be programming at all right now. It's really, really good at what it does.
If you want lower level stuff: SDL 2.0, OpenGL and OpenAL. enet, physicsfs.
Obligatory talk here: Link to www.youtube.com.
If you had a time machine and could deliver a message to the younger version of yourselves that is just getting started working in Game-Making, what is one thing you'd tell yourself that you should have known or just needed to hear then? I'd tell myself to take up snowboarding and playing guitar. I started out with that way too late.
Get out of the AAA industry earlier! (well, maybe... certainly learned a lot from working at "proper" companies, but I could probably have started working on my own stuff way earlier)
Dont stress about launch day sales, or pre release press, or getting with a publisher, or pretty much anything but making a good game.
You'll be a crap animator and web designer and you will find it boring, go work in video games and you will be less crap!
Also, you will start going bald at 16! GL!
Stop playing Kid Icarus for damn second and start learning more about programming.
U/icculus and flibitijibibo, if a beginner-level aspiring game developer was to pick a set of development tools that would allow for the easiest cross-platform development, what would those tools be? Unity is basically one-click to a Linux port (but you have to develop on Mac or Windows).
If you want lower level stuff: SDL 2.0, OpenGL and OpenAL. enet, physicsfs.
Obligatory talk here: Link to www.youtube.com
How important do you think it is that learning to program and develop software is widely available in an educational format to our youth? For me, it's not so much teaching coding itself as inspiring kids to use computers to create.
Also, how can we get more people interested in developing not only games, but other software as well? When I was a kid, 'IT class' was basically a 'how to use MS Word' course. Not good enough. Fortunately my dad worked as a programmer so he was showing me how code worked at a really young age.
What are fundamental programming languages that beginners should focus on first? I don't know if one language in particular is 'better', but I'd say Unity or Game Maker are good welcoming places. For kids who want to make games quicker, platforms like Twine can get you doing sophisticated stuff in a very short space of time. Awesome.
Hey Mike Bithell did you work on your southern Han Solo again? You should really get in on another superstream for a reading of Star Wars Episode 5. I am there.. the second I'm invited :) It is scary how much I'm recognised for that stream now.
Hassle JSmith and Northernlion, and let's get this happening :)
Favorite Indie Game ever? Minecraft.
Does dayZ count?
Currently Anodyne. It always changes, as my memory's horrible, but Anodyne's the first game to come to mind and nothing's making me go "oh yeah, but that game..."
EDIT: Fez is up there too. All these bundle games keep pushing other good games out of my memory, and I'm working on that game!
Super hexagon.
Limbo is up there for me. Played through once and never again because I had the perfect experience.
Braid and LIMBO compete for the top spot.
Question for robertbriscoe: Do you think that Dear Esther is a story that could only be told as a video game? Does the story transcend the medium or does the medium transcend the story? Dear Esther is an experience that could not exist in any other medium. The whole idea was born from experimenting with First-Person games and pushing on the traditional boundaries of that the game space. With Dear Esther we tried to see how much we could break these boundaries and find out what kind of experience would be left over.
Same question for biffikins about Thomas Was Alone. I love both games and I can't wait to see what you guys do next! The story is the game and vice versa, I think they are one entity really.
If you have to choose between Steam model and DRM Free, which one and why? Steam. It's an excellent platform to get visibility as a small developer. Also being able to take part in Steam sales gets you $.
Steam, it's an amazing platform for reaching gamers, and I think it's a testament that, although we've been selling Dear Esther through many different outlets, Steam (until the bundle at least!) accounted for 99.9% of our sales!
Anyone: if any of your games were 'reality', what would it be like? What part would you play? I think it's probably best if you aren't any of the characters in Dear Esther in real life. :)
But we are probably all of them at various points in our lives...
Let's see, Dear Esther...Kidney Stones, a broken, infected leg, failing eyesight, syphilis, guilt, death,loneliness and a polluted barren cold Hebridean island... i'd have to it'd be pretty shitty! I think i'd rather play the part of the seagull.
What upcoming games are you excited about? I couldn't be more hyped for Gunpoint.
Really interested in Apotheon, Alientrap's next game. While actually meeting Lee I got to play it a bit at PAX East, pretty neat stuff!
I've also been following Sean Hogan (Anodyne) on Twitter, excited to see what he's got in mind for his next game, as Anodyne is probably my favorite game this year (so far, at least).
To list Kickstarter projects: Distance, SoundSelf and Energy Hook.
Link to blendogames.com Link to www.youtube.com << Quadrilateral Cowboy, basically a puzzle game using ingame programming/scripting to finish puzzles. Every game from Blendo Games is amazing, so I am really looking forward to this.
Civilization V: Brave New World. I'm a sucker for all the civ games.
Do you think the game would have been different if you ate something else, let's say pancakes? If I'd had pancakes I think I'd have made Proteus.
The programming class at my highschool is a joke, so I won't be taking it next year. What would you recommend as methods or places to learn? If you think it's a joke, then you were probably not the target audience. High school programming classes are almost always for people that have no experience in programming, and almost no passion to learn it. It's not unlikely that someone with a little background knows more than the teacher in these classes...often they are taught by math teachers (nothing wrong with that, mind you), but they are usually not hackers, or someone that really even spent much time programming. Even if they are, they are going slowly to accommodate the students that would drown otherwise. It can be frustrating if you're ready to move faster, though.
I took a programming course once, and lost points on the final for using an "else if" construct. The teacher had never seen it before. Seriously, this shit happens.
The best thing you can do in this scenario is take AP Computer Science, if it's available, ace the test, and get the cheap college credit. And don't be a dick to the teacher. They already understand their limitations, and you probably don't understand yours as well as you think you do.
Last updated: 2013-06-04 21:15 UTC
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