It's now been months since I first imported my collection into iTunes and really embraced the ecosystem. After months of use, the import has proven successful: the data is clean, the albums are organized and it is an actually joy to work with. Never did I believe you would hear that from me in regards to iTunes. That's not to say the software isn't without it's problems, as the software can be slow, sluggish and a pest with it's need to update all the time. But the initial setup and planning has paid off: I have the Core playlist which syncs with my iPod, and podcast episodes are individually chosen. Subscriptions to podcasts are all setup and download automatically all the time (although iTunes seems to forget the odd one).
One of the goals I had was to have the entire music library available through Subsonic, which runs off my server/HTPC that is always powered on (the desktop housing iTunes is not always on). The previous folder structure I had was good for Subsonic, but iTunes' structure is even better. Folders for artists, then folders for each album inside. I simply copied the entire iTunes music folder onto the server and pointed Subsonic at it: everything worked as expected, and as a bonus I get a simple mirror backup of my music. Now, that was good for a while, but I rarely use Subsonic anymore, as work and life don't really permit me to do so. I don't have a big need for it, so the service has been turned off (as has the server most days).
The other program that requires access to music is XBMC, which I do use regularly. The good news is that XBMC is pretty flexible but benefits greatly from the Artist - Album folder structure that iTunes utilizes. Once the collection was copied over it was very easy to start listening to music, but I noticed something: album art. iTunes stores the album art in it's database, and XBMC (as well as Subsonic) look for local images. The classic "folder.jpg" is widely accepted and used by those these two programs. Previously, I had this setup and all my albums had nice cover art displayed, so it meant that I had to re-insert those files into the appropriate iTunes folder. The major danger here being that iTunes could do anything to that folder and erase any files its not responsible for. But I figure that won't happen often enough to worry about, as each album is imported and tagged with care: further modifications should not be necessary.
I actually found a script somebody wrote that did exactly what I needed automatically. The script would go through the iTunes database and extract the album art and place it in the right folder with the proper naming. This worked for the most part, but I wanted to ensure every album was done properly, so I double-checked and downloaded new art as appropriate. Anytime a new album has been imported, I just download the art (Google Image search of course) and place in the folder. Importing an album or two at a time is a painless operation now.
What happens now though in XBMC is the absence of thumbnails while you are browsing artists. This is harder to resolve than the album art although it's tackled in much the same way, by placing a folder.jpg of the artist in the folder. Album art is fairly standardized: they're squares. Photos of artists are not, and when you search for one you will get a variety of results in different resolutions and dimensions. The secret may be to actually modify images and make them as square as possible. XBMC does like portrait style though, although Subsonic does not. I probably got through 20% of my collection before giving up on this little project; I've just simply neglected it in the past few months but keep meaning to return to it.
The other issue centers on new albums to the collection. While my iTunes workflow is solid, and process of getting that new album onto the server for XBMC is lacking. At first, I thought I would simply just copy the new folder over, but I keep forgetting. What results is fragmentation and just simply a lack of music. Every few months I could copy the entire folder over but that's inefficient. I know where the problem is, and it's me. The only solution is to make copying that folder over a part of the iTunes process. The other solution (and really the better one) would be to keep the iTunes library on the server itself. I'm not sure if I went into any detail before regarding my computer setup, but it has proven to be less than ideal for this.
It is weird to think - for me - that this solution is still working. It's working nearly exactly as planned, and I'll say it again: proper planning pays off in the long run. The next step will be to import the rest of the collection: many of the albums from "Albums B" that I rarely, if ever, listen to. With proper tagging, and use of playlists, they can sit in the main library and simply be accessible. I've already setup smart playlists to make music from different years and genre's readily available, as well as newly imported music. I may dabble in ratings again, and see what else is available for me to further organize this "great" music collection.
Stories and experiences of video games, movies, life and technology from your pal.
Wednesday, August 29, 2012
Monday, August 20, 2012
Total Recall (2012)
Never did I think that we would have to slap a tacky looking (year) onto one of the greatest sci-fi/action movies of all time. But a couple of years ago the announcement was made; fast forward to now and here we are, with a brand new shiny remake of Arnold's romp through his mind and Mars. After the announcement, would come a trailer, and this is where the true resistence was felt. For hours (or perhaps just minutes) my friends and I spoke about the merits of a remake, and about how old we were getting (that Total Recall really is that old). My friends were dubious about a remake: the film would be sacrilegious and an atrocity affronted to all humankind, but I took a slightly different approach. Perhaps it's fueled by indifference, but I can appreciate re imaginings, reinterpretations and modern updates. I appreciate that what I have loved is loved enough that they want to modernize it for today's youth, and I'm fascinated to see the results. The existence of a remake - good or bad - doesn't sully the original for me; if anything, it will just enhance it further.
As I said before, I'm typically indifferent. While I watched the trailer for the new Total Recall I felt a twinge of excitement, and I can tell you the exact scene: it's when he (Quaid) steps out on the balcony and the camera pans around to show the city around him in all its sci-fi glory. It was a thing of beauty, as you could tell (from these few short seconds) that some time and effort went into its creation. I was excited for modern special effects to deliver me a stunning view of the future, something which I feel has been lacking in other science fiction movies. Indeed, most other sci-fi films are sent on other worlds, in space or otherwise unrecognizable areas. The original Total Recall used the concrete backdrop of Mexico City to give us a glimpse into a "modern" and futuristic version of America. Move forward to this remake, and the cityscape is (completely rendered and) very detailed, but strikes more than a passing similarity to the world of Blade Runner. Indeed, I felt like we could see Deckard running after some replicants in the background. When the film moves into the second act we're transported to The Fifth Element, complete with flying cars and vertically staggering cities.
In this future, there are only two countries left, one of which is the United Federation of Britain. What I love about this one (and this is the one that looks like The Fifth Element) is that it builds upon the original city. They've effectively built a floating city on top of the old one, where cars still drive with rubber tires to the road. The other country is The Colony - in Australia - and effectively takes the place of Mars from the original movie. I guess they just didn't have time to fit a planet into the plot here, and I must say it's not necessarily for the worst action-wise. It is kind of confusing for the motivations of the characters though.
And that's where things fall apart - if you let it get to you. I just don't know why Cohaagen is allowed to be so evil here: when he was out to screw Mars it made sense: it's another planet akin to the wild west, where corporations do as they please. On Earth, things are just a bit too close to home. But that's where the complaints (generally) end: the rest of the movie was fun, full of action and attractive women, and even a third breast for all us fans of the original.
I walked out of the theatre asking myself why they just don't make a shot for shot remake like they did for Psycho. Why bother messing with things that were fine to begin with? And this is really a remake more than anything else - you can't get away with calling it a reboot (like The Amazing Spider-Man). This is all perfectly good; the movie surpassed expectations. Admittedly they weren't that high to begin with, and I'm certainly aware that I'll never see this version ever again. I'll always go back to Arnold for my Total Recall fix and I hope that people who are being introduced to the world now can look back and see that version - and appreciate it. And oddly enough, the older version was the more cerebral of the two, who knew?
As I said before, I'm typically indifferent. While I watched the trailer for the new Total Recall I felt a twinge of excitement, and I can tell you the exact scene: it's when he (Quaid) steps out on the balcony and the camera pans around to show the city around him in all its sci-fi glory. It was a thing of beauty, as you could tell (from these few short seconds) that some time and effort went into its creation. I was excited for modern special effects to deliver me a stunning view of the future, something which I feel has been lacking in other science fiction movies. Indeed, most other sci-fi films are sent on other worlds, in space or otherwise unrecognizable areas. The original Total Recall used the concrete backdrop of Mexico City to give us a glimpse into a "modern" and futuristic version of America. Move forward to this remake, and the cityscape is (completely rendered and) very detailed, but strikes more than a passing similarity to the world of Blade Runner. Indeed, I felt like we could see Deckard running after some replicants in the background. When the film moves into the second act we're transported to The Fifth Element, complete with flying cars and vertically staggering cities.
In this future, there are only two countries left, one of which is the United Federation of Britain. What I love about this one (and this is the one that looks like The Fifth Element) is that it builds upon the original city. They've effectively built a floating city on top of the old one, where cars still drive with rubber tires to the road. The other country is The Colony - in Australia - and effectively takes the place of Mars from the original movie. I guess they just didn't have time to fit a planet into the plot here, and I must say it's not necessarily for the worst action-wise. It is kind of confusing for the motivations of the characters though.
And that's where things fall apart - if you let it get to you. I just don't know why Cohaagen is allowed to be so evil here: when he was out to screw Mars it made sense: it's another planet akin to the wild west, where corporations do as they please. On Earth, things are just a bit too close to home. But that's where the complaints (generally) end: the rest of the movie was fun, full of action and attractive women, and even a third breast for all us fans of the original.
I walked out of the theatre asking myself why they just don't make a shot for shot remake like they did for Psycho. Why bother messing with things that were fine to begin with? And this is really a remake more than anything else - you can't get away with calling it a reboot (like The Amazing Spider-Man). This is all perfectly good; the movie surpassed expectations. Admittedly they weren't that high to begin with, and I'm certainly aware that I'll never see this version ever again. I'll always go back to Arnold for my Total Recall fix and I hope that people who are being introduced to the world now can look back and see that version - and appreciate it. And oddly enough, the older version was the more cerebral of the two, who knew?
Wednesday, August 15, 2012
Tiny Tower: Completed
In no way could I tell you when I actually started playing this game: my first post is dated September 14, 2011, so I'll just say it's been a year. It's been an addicting run, and where my friends "failed" I built on, surpassing 100 floors in a relative short period of time. The floors just kept piling up, and the time it took to build them increased exponentially. Earlier this year my playtime would decrease, stall to a near halt. I don't know how the citizens of my tower put up with me, but they were glad they did, as I attacked the game aggressively and built into the heavens as no man should.
When you are building so high, so many floors it takes millions of dollars per floor and days to create it. What really frustrated me was building a retail store - for instance - then not being able to staff it because the apartment floor would take me days to build (days to collect the money then days to wait for it to build). So I took out a new approach: save up enough money to build all eight floors at once. The idea was so sound and innovative that architects around the world gasped with joy. So I begin saving money, and it took weeks to get enough for eight floors. But boy, when I did build them all, it was heaven.
I also became loose with bux (in game super-money) to fill slots in the apartments, so that I could place people in the new stores immediately. I would evaluate citizens and freely eject them from the tower if they did not perform well. It took quite a bit of time but it was very fulfilling: spending the effort to do things properly. I chose eight because it works perfectly: three apartments give you fifteen people. Each store staffs three people, so five stores requires fifteen employees. So eight floors is perfect. I did this for a short time (ie months) until I hit the limit.
Not my mental limit, but the height limit on the tower. I didn't think it was possible. But let me explain: you can continue to build floors, but they will remain empty. There are only so many apartments you can build, or so many retail stores available. Once they are all gone, your tower is as good as done - but you can keep going skyward all you like (as far as I know).
And the game was over. With no reason to play anymore, I went looking for others to fill the void, but I know now that will never come to pass. It's been a solid year with this Tiny Tower that has become oh-so-big. There was a blip of hope as well in the form of a software update advertising more floors. But they only added eight: one for each type. I built those quickly and easily, then let the game die again.
Sure, there are other goals that I could come back for, like making sure every person is in their dream job, or completing the missions, but those tasks feel somewhat empty. This game, this way of life as it were - will be fondly remembered.
Here are a few stats on my tower at time of completion.
When you are building so high, so many floors it takes millions of dollars per floor and days to create it. What really frustrated me was building a retail store - for instance - then not being able to staff it because the apartment floor would take me days to build (days to collect the money then days to wait for it to build). So I took out a new approach: save up enough money to build all eight floors at once. The idea was so sound and innovative that architects around the world gasped with joy. So I begin saving money, and it took weeks to get enough for eight floors. But boy, when I did build them all, it was heaven.
I also became loose with bux (in game super-money) to fill slots in the apartments, so that I could place people in the new stores immediately. I would evaluate citizens and freely eject them from the tower if they did not perform well. It took quite a bit of time but it was very fulfilling: spending the effort to do things properly. I chose eight because it works perfectly: three apartments give you fifteen people. Each store staffs three people, so five stores requires fifteen employees. So eight floors is perfect. I did this for a short time (ie months) until I hit the limit.
Not my mental limit, but the height limit on the tower. I didn't think it was possible. But let me explain: you can continue to build floors, but they will remain empty. There are only so many apartments you can build, or so many retail stores available. Once they are all gone, your tower is as good as done - but you can keep going skyward all you like (as far as I know).
And the game was over. With no reason to play anymore, I went looking for others to fill the void, but I know now that will never come to pass. It's been a solid year with this Tiny Tower that has become oh-so-big. There was a blip of hope as well in the form of a software update advertising more floors. But they only added eight: one for each type. I built those quickly and easily, then let the game die again.
Sure, there are other goals that I could come back for, like making sure every person is in their dream job, or completing the missions, but those tasks feel somewhat empty. This game, this way of life as it were - will be fondly remembered.
Here are a few stats on my tower at time of completion.
- 169 floors: 106 retail and 63 residential
- 315 bitizens
- 271 dream jobs (that's 86% dream job rate)
- 46 missions completed
- Retail floors are in descending alphabetical order (as are apartments, which are all on the upper floors)
- 419 tower bux
- 4,267 unread Bitbook messages
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