Security updates have been issued by Debian (django-anymail, libtasn1-6, and postgresql-9.1), Fedora (w3m), Mageia (389-ds-base, gcc, libtasn1, and p7zip), openSUSE (flatpak, ImageMagick, libjpeg-turbo, libsndfile, mariadb, plasma5-workspace, pound, and spice-vdagent), Oracle (kernel), Red Hat (flash-plugin), SUSE (docker, docker-runc, containerd, golang-github-docker-libnetwork and kernel), and Ubuntu (libvirt, miniupnpc, and QEMU).
Security updates have been issued by Debian (bind9, couchdb, lucene-solr, mysql-5.5, openocd, and php5), Mageia (gdk-pixbuf2.0, golang, and mariadb), openSUSE (curl, gd, ImageMagick, lxterminal, ncurses, newsbeuter, perl-XML-LibXML, and xmltooling), Oracle (kernel), and SUSE (xmltooling).
Security updates have been issued by Arch Linux (qtpass), Debian (libkohana2-php, libxml2, transmission, and xmltooling), Fedora (kernel and qpid-cpp), Gentoo (PolarSSL and xen), Mageia (flash-player-plugin, irssi, kernel, kernel-linus, kernel-tmb, libvorbis, microcode, nvidia-current, php & libgd, poppler, webkit2, and wireshark), openSUSE (gifsicle, glibc, GraphicsMagick, gwenhywfar, ImageMagick, libetpan, mariadb, pngcrush, postgresql94, rsync, tiff, and wireshark), and Oracle (kernel).
Security updates have been issued by Arch Linux (linux-hardened, linux-lts, linux-zen, and mongodb), Debian (gdk-pixbuf, gifsicle, graphicsmagick, kernel, and poppler), Fedora (dracut, electron-cash, and firefox), Gentoo (backintime, binutils, chromium, emacs, libXcursor, miniupnpc, openssh, optipng, and webkit-gtk), Mageia (kernel, kernel-linus, kernel-tmb, openafs, and python-mistune), openSUSE (clamav-database, ImageMagick, kernel-firmware, nodejs4, and qemu), Red Hat (linux-firmware, ovirt-guest-agent-docker, qemu-kvm-rhev, redhat-virtualization-host, rhev-hypervisor7, rhvm-appliance, thunderbird, and vdsm), Scientific Linux (thunderbird), SUSE (kernel and qemu), and Ubuntu (firefox and poppler).
As might be guessed, a fair number of these updates are for the kernel and microcode changes to mitigate Meltdown and Spectre. More undoubtedly coming over the next weeks.
Security updates have been issued by CentOS (kernel, linux-firmware, and microcode_ctl), Debian (imagemagick), Fedora (kernel, libvirt, and python33), Mageia (curl, gdm, gnome-shell, libexif, libxml2, libxml2, perl-XML-LibXML, perl, swftools, and systemd), openSUSE (kernel-firmware), Oracle (kernel), Red Hat (kernel, kernel-rt, linux-firmware, and microcode_ctl), Scientific Linux (kernel, linux-firmware, and microcode_ctl), SUSE (ImageMagick, java-1_7_0-openjdk, kernel, kernel-firmware, microcode_ctl, qemu, and ucode-intel), and Ubuntu (apport, dnsmasq, and webkit2gtk).
Security updates have been issued by Debian (imagemagick, mercurial, and thunderbird), Fedora (asterisk, libexif, python-mistune, sensible-utils, shellinabox, and webkitgtk4), Mageia (glibc, kernel-firmware, and phpmyadmin), and openSUSE (global).
Security updates have been issued by Debian (enigmail, gimp, irssi, kernel, rsync, ruby1.8, and ruby1.9.1), Fedora (json-c and kernel), Mageia (libraw and transfig), openSUSE (enigmail, evince, ImageMagick, postgresql96, python-PyJWT, and thunderbird), Slackware (mozilla), and SUSE (evince).
Post Syndicated from Eevee original https://eev.ee/release/2017/11/23/eevee-mugshot-set-for-doom/
A full replacement of Doomguy’s vast array of 42 expressions.
You can get it yourself if you want to play Doom as me, for some reason? It does nothing but replace a few sprites, so it works with any Doom flavor (including vanilla) on 1, 2, or Final. Just run Doom with
-file eeveemug.wad. With GZDoom, you can load it automatically.
I don’t entirely know why I did this. I drew the first one on a whim, then realized there was nothing really stopping me from making a full set, so I spent a day doing that.
The funny thing is that I usually play Doom with ZDoom’s “alternate” HUD. It’s a full-screen overlay rather than a huge bar, and — crucially — it does not show the mugshot. It can’t even be configured to show the mugshot. As far as I’m aware, it can’t even be modded to show the mugshot. So I have to play with the OG status bar if I want to actually use the thing I made.
I’m pretty happy with the results overall! I think I did a decent job emulating the Doom “surreal grit” style. I did the shading with Aseprite‘s shading mode — instead of laying down a solid color, it shifts pixels along a ramp of colors you select every time you draw over them. Doom’s palette has a lot of browns, so I made a ramp out of all of them and kept going over furry areas, nudging pixels into being lighter or darker, until I liked the texture. It was a lot like making a texture in a sketch with a lot of scratchy pencil strokes.
I also gleaned some interesting things about smoothness and how the eye interprets contours? I tried to explain this on Twitter and had a hell of a time putting it into words, but the short version is that it’s amazing to see the difference a single misplaced pixel can make, especially as you slide that pixel between dark and light.
Speaking of which, Doom’s palette is incredibly weird to work with. Thank goodness Eevees are brown! The game does have to draw arbitrary levels of darkness all with the same palette, which partly explains the number of dark colors and gradients — but I believe a number of the colors are exact duplicates, so close they might as well be duplicates, or completely unused in stock Doom assets. I guess they had no reason to optimize for people trying to add arbitrary art to the game 25 years later, though. (And nowadays, GZDoom includes a truecolor software renderer, so the palette is becoming less and less important.)
I originally wanted the god mode sprite to be a Sylveon, but Sylveon is made of pink and azure and blurple, and I don’t think I could’ve pulled it off with this set of colors. I even struggled with the color of the mane a bit — I usually color it with pretty pale colors, but Doom only has a couple of those, and they’re very saturated. I ended up using a lot more dark yellows than I would normally, and thankfully it worked out pretty well.
The most significant change I made between the original sprite and the final set was the eye color:
STFST20, a frame from the default three-frame “glacing around” animation that plays when the player has between 40 and 59 health. Doom Wiki has a whole article on the mugshot if you’re interested.)
The blue eyes in my original just do not work at all. The Doom palette doesn’t have a lot of subtle colors, and its blues in particular are incredibly bad. In the end, I made the eyes basically black, though with a couple pixels of very dark blue in them.
After I decided to make the full set, I started by making a neutral and completely healthy front pose, then derived the others from that (with a very complicated system of layers). You can see some of the side effects of that here: the face doesn’t actually turn when glancing around, because hoo boy that would’ve been a lot of work, and so the cheek fluff is visible on both sides.
I also notice that there are two columns of identical pixels in each eye! I fixed that in the glance to the right, but must’ve forgotten about it here. Oh, well; I didn’t even notice until I zoomed in just now.
The original sprites might not be quite aligned correctly in the above image. The available space in the status bar is 35×31, of which a couple pixels go to an inset border, leaving 33×30. I drew all of my sprites at that size, but the originals are all cropped and have varying offsets (part of the Doom sprite format). I extremely can’t be assed to check all of those offsets for over a dozen sprites, so I just told ImageMagick to center them. (I only notice right now that some of the original sprites are even a full 31 pixels tall and draw over the top border that I was so careful to stay out of!)
Anyway, this is a representative sample of the Doom mugshot poses.
The top row shows all eight frames at full health. The first three are the “idle” state, drawn when nothing else is going on; the sprite usually faces forwards, but glances around every so often at random. The forward-facing sprite is the one I finalized first.
I tried to take a lot of cues from the original sprite, seeing as I wanted to match the style. I’d never tried drawing a sprite with a large palette and a small resolution before, and the first thing that struck me was Doomguy’s lips — the upper lip, lips themselves, and shadow under the lower lip are all created with only one row of pixels each. I thought that was amazing. Now I even kinda wish I’d exaggerated that effect a bit more, but I was wary of going too dark when there’s a shadow only a couple pixels away. I suppose Doomguy has the advantage of having, ah, a chin.
I did much the same for the eyebrows, which was especially necessary because Doomguy has more of a forehead than my Eevee does. I probably could’ve exaggerated those a bit more, as well! Still, I love how they came out — especially in the simple looking-around frames, where even a two-pixel eyebrow raise is almost comically smug.
The fourth frame is a wild-ass grin (even named
STFEVL0), which shows for a short time after picking up a new weapon. Come to think of it, that’s a pretty rare occurrence when playing straight through one of the Doom games; you keep your weapons between levels.
The fifth through seventh are also a set. If the player takes damage, the status bar will briefly show one of these frames to indicate where the damage is coming from. You may notice that where Doomguy bravely faces the source of the pain, I drew myself wincing and recoiling away from it.
The middle frame of that set also appears while the player is firing continuously (regardless of damage), so I couldn’t really make it match the left and right ones. I like the result anyway. It was also great fun figuring out the expressions with the mouth — that’s another place where individual pixels make a huge difference.
Finally, the eighth column is the legendary “ouch” face, which appears when the player takes more than 20 damage at once. It may look completely alien to you, because vanilla Doom has a bug that only shows this face when the player gains 20 or more health while taking damage. This is vanishingly rare (though possible!), so the frame virtually never appears in vanilla Doom. Lots of source ports have fixed this bug, making the ouch face it a bit better known, but I usually play without the mugshot visible so it still looks super weird to me. I think my own spin on it is a bit less, ah, body horror?
The second row shows deterioration. It is pretty weird drawing yourself getting beaten up.
A lot of Doomguy’s deterioration is in the form of blood dripping from under his hair, which I didn’t think would translate terribly well to a character without hair. Instead, I went a little cartoony with it, adding bandages here and there. I had a little bit of a hard time with the bloodshot eyes at this resolution, which I realize as I type it is a very poor excuse when I had eyes three times bigger than Doomguy’s. I do love the drooping ears, with the possible exception of the fifth state, which I’m not sure is how that would actually look…? Oh well. I also like the bow becoming gradually unravelled, eventually falling off entirely when you die.
Oh, yes, the sixth frame there (before the gap) is actually for a dead player. Doomguy’s bleeding becomes markedly more extreme here, but again that didn’t really work for me, so I went a little sillier with it. A little. It’s still pretty weird drawing yourself dead.
That leaves only god mode, which is incredible. I love that glow. I love the faux whisker shapes it makes. I love how it fades into the background. I love that 100% pure “oh this is pretty good” smile. It all makes me want to just play Doom in god mode forever.
Now that I’ve looked closely at these sprites again, I spy a good half dozen little inconsistencies and nitpicks, which I’m going to refrain from spelling out. I did do this in only a day, and I think it came out pretty dang well considering.
Maybe I’ll try something else like this in the future. Not quite sure what, though; there aren’t many small and self-contained sets of sprites like this in Doom. Monsters are several times bigger and have a zillion different angles. Maybe some pickups, which only have one frame?
Hmm. Parting thought: I’m not quite sure where I should host this sort of one-off thing. It arguably belongs on Itch, but seems really out of place alongside entire released games. It also arguably belongs on the idgames archive, but I’m hesitant to put it there because it’s such an obscure thing of little interest to a general audience. At the moment it’s just a file I’ve uploaded to wherever on my own space, but I now have three little Doom experiments with no real permanent home.
Security updates have been issued by Arch Linux (icu and lib32-icu), CentOS (firefox), Debian (imagemagick, konversation, libspring-ldap-java, libxml-libxml-perl, lynx-cur, ming, opensaml2, poppler, procmail, shibboleth-sp2, and xen), Fedora (firefox, java-9-openjdk, jbig2dec, kernel, knot, knot-resolver, qt5-qtwebengine, and roundcubemail), Gentoo (adobe-flash, couchdb, icedtea-bin, and phpunit), Mageia (apr, bluez, firefox, jq, konversation, libextractor, and quagga), Oracle (firefox), Red Hat (firefox), and Scientific Linux (firefox).
Security updates have been issued by Arch Linux (firefox, flashplugin, lib32-flashplugin, and mediawiki), CentOS (kernel and php), Debian (firefox-esr, jackson-databind, and mediawiki), Fedora (apr, apr-util, chromium, compat-openssl10, firefox, ghostscript, hostapd, icu, ImageMagick, jackson-databind, krb5, lame, liblouis, nagios, nodejs, perl-Catalyst-Plugin-Static-Simple, php, php-PHPMailer, poppler, poppler-data, rubygem-ox, systemd, webkitgtk4, wget, wordpress, and xen), Mageia (flash-player-plugin, icu, jackson-databind, php, and roundcubemail), Oracle (kernel and php), Red Hat (openstack-aodh), SUSE (wget and xen), and Ubuntu (apport and webkit2gtk).
Security updates have been issued by Arch Linux (konversation), Debian (graphicsmagick and konversation), Fedora (git-annex, ImageMagick, kernel, and libgcrypt), Oracle (kernel), Red Hat (httpd), SUSE (firefox, nss), and Ubuntu (perl and postgresql-9.3, postgresql-9.5, postgresql-9.6).
Security updates have been issued by Debian (graphicsmagick, imagemagick, mupdf, postgresql-common, ruby2.3, and wordpress), Fedora (tomcat), Gentoo (cacti, chromium, eGroupWare, hostapd, imagemagick, libXfont2, lxc, mariadb, vde, wget, and xorg-server), Mageia (flash-player-plugin and libjpeg), openSUSE (ansible, ImageMagick, java-1_8_0-openjdk, krb5, redis, shadow, virtualbox, and webkit2gtk3), Red Hat (rh-eclipse46-jackson-databind and rh-eclipse47-jackson-databind), SUSE (java-1_8_0-openjdk, mysql, openssl, and storm, storm-kit), and Ubuntu (perl).
Security updates have been issued by Arch Linux (curl, lib32-curl, lib32-libcurl-compat, lib32-libcurl-gnutls, libcurl-compat, libcurl-gnutls, libmupdf, mupdf, mupdf-gl, mupdf-tools, and zathura-pdf-mupdf), CentOS (liblouis), Debian (graphicsmagick, imagemagick, irssi, openssl, openssl1.0, redis, and wordpress), Mageia (lucene, poppler, and x11-server), SUSE (libwpd and webkit2gtk3), and Ubuntu (liblouis).
Security updates have been issued by Arch Linux (irssi, musl, and xorg-server), CentOS (httpd and java-1.8.0-openjdk), Debian (libav, ming, and openjfx), Fedora (ImageMagick, libwpd, rubygem-rmagick, and sssd), Gentoo (adobe-flash, chromium, dnsmasq, go, kodi, libpcre, and openjpeg), openSUSE (bluez, exiv2, python3-PyJWT, salt, xen, xerces-j2, and xorg-x11-server), Oracle (java-1.8.0-openjdk and kernel), Red Hat (java-1.8.0-oracle and rh-nodejs4-nodejs), and Scientific Linux (java-1.8.0-openjdk).
Security updates have been issued by CentOS (wpa_supplicant), Debian (db, db4.7, db4.8, graphicsmagick, imagemagick, nss, and yadifa), Fedora (ImageMagick, rubygem-rmagick, and upx), Mageia (flash-player-plugin, libxfont, openvpn, ruby, webmin, and wireshark), openSUSE (cacti, git, and upx), Oracle (wpa_supplicant), Red Hat (kernel-rt, rh-nodejs4-nodejs-tough-cookie, rh-nodejs6-nodejs-tough-cookie, and wpa_supplicant), Scientific Linux (wpa_supplicant), and Slackware (libXres, wpa_supplicant, and xorg).
Security updates have been issued by Arch Linux (lame, salt, and xorg-server), Debian (ffmpeg, imagemagick, libxfont, wordpress, and xen), Fedora (ImageMagick, rubygem-rmagick, and tor), Oracle (kernel), SUSE (kernel, SLES 12 Docker image, SLES 12-SP1 Docker image, and SLES 12-SP2 Docker image), and Ubuntu (curl, glance, horizon, kernel, keystone, libxfont, libxfont1, libxfont2, libxml2, linux, linux-aws, linux-gke, linux-kvm, linux-raspi2, linux-snapdragon, linux, linux-raspi2, linux-gcp, linux-hwe, linux-lts-xenial, nova, openvswitch, swift, and thunderbird).
Security updates have been issued by CentOS (emacs), Debian (apache2, gdk-pixbuf, and pyjwt), Fedora (autotrace, converseen, dmtx-utils, drawtiming, emacs, gtatool, imageinfo, ImageMagick, inkscape, jasper, k3d, kxstitch, libwpd, mingw-libzip, perl-Image-SubImageFind, pfstools, php-pecl-imagick, psiconv, q, rawtherapee, ripright, rss-glx, rubygem-rmagick, synfig, synfigstudio, techne, vdr-scraper2vdr, vips, and WindowMaker), Oracle (emacs and kernel), Red Hat (emacs and kernel), Scientific Linux (emacs), SUSE (emacs), and Ubuntu (apache2).
Post Syndicated from Andy Klein original https://www.backblaze.com/blog/media-archive-solutions/
Does this sound familiar?
You spent almost all day Saturday archiving your latest video project onto two 8 TB external hard drives. You need to archive four months’ worth of work from a recently finished video project to external hard drives to make room on your local storage system for the next project. You diligently label each of the newly minted archive drives with the project name and stack the drives neatly in your closet. There must be 50 drives in there. The final step is to add the file list from each drive to the catalog you keep on a shared spreadsheet so your employees and contractors can find content from previous projects. In reality, this type of searching is rarely done as rummaging through the closet for the correct archive drive is time consuming and on more than one occasion the drive has failed.
Are you thinking that maybe it is time to upgrade your media archive solution?
Media Archiving Solutions
There is no shortage of media archiving solutions and you’ve looked at everything from tape drive systems to SAN and NAS systems. Some are expensive, some are complex, and some are both. Here are a few things you’ve decided that you would like your media archive solution to do:
- Fit into your company’s workflow
- Make the archive more accessible and useable
- Protect your archive off site
Archiving Your Media Content with Archiware P5 Archive
One proven solution is Archiware P5 Archive, which is part of the P5 software suite that provides data management at every step of your data’s life cycle. The P5 suite works with all kinds of data, but it has become well known for how well it archives and backs up media files, e.g. video and photos.
P5 Archive lets you easily archive data from your primary storage system to less expensive storage such as external disk, tape, and the cloud. Once the data is archived, you can use P5 to quickly locate your data in the archive by searching with keywords or previews. For example:
- Search assets by keyword — Besides the default search parameters, you can add custom metadata to individualize your data storage. You can include categories such as time of day, lens, or film location, and thus locate and re-use your data more quickly and effectively.
- Search assets with previews — P5 Archive has a direct integration with FFmpeg and ImageMagick and can create low resolution previews and proxies for all common video and audio formats.
With these capabilities, P5 can function as a bare bones asset management solution managing video and image archives. When you are ready to move forward with a more robust media asset management (MAM) system, P5 has integrations to leading providers including axle Video, Cat DV, and Cantemo Portal.
P5 Archive also includes the ability to customize the end-user experience so that users can access data (archived or live) based on their user profile.
Your Media Archive can be an Asset
P5 Archive lets you move or migrate data to disk, tape and the cloud. With Archiware P5 version 5.5, you can backup and archive your media files to Backblaze B2 Cloud Storage. With B2, your archived files are readily available for retrieval via P5. When this is combined with the P5 preview and keyword search capabilities, you can locate and retrieve archived video clips, images, and files in minutes versus hours or days when using external disk or tape.
Getting Rid of Your Closet Full of Hard Drives
Even if you move forward with P5, you still have your current closet full of archived data. To help with that, Backblaze provides the B2 Fireball data transfer service, which allows you to transfer up to 40 TB of data per trip from your location to your B2 Cloud Storage account. In this case, you’ll have to transfer the data from each external drive in your closet to a server or NAS device. Once there, the collected data is transferred to the Fireball and the Fireball is returned to Backblaze, where the data is extracted and placed in your B2 account.
As noted, each Fireball holds up to 40 terabytes of data — that’s ten 4 TB external drives — so it will take three round trips to transfer the 100 TB of archived data in your closet. Of course you can decide to transfer some or all of the data residing in your closet. How much you transfer depends on how much you want to protect it offsite and how valuable ready access to it on B2 from anywhere is to you.
If your media archive is a pile of hard drives or an aging tape library, the combination of Archiware P5 and Backblaze B2 provides a practical, affordable way to move your media archive library to the cloud. This will let you improve access to your archived data, reduce the management of your local storage system, protect your valuable assets offsite, and best of all you’ll be able to use your closet to store old computer monitors and pristine user manuals like everyone else.