While mostly true, I'd say the low end of pc users is a lot further down than the low end of expensive pda/cellphone users, so the "average" windows mobile user likely is a lot more intelligent than the "average" desktop user. Whether they have the time or desire to keep up on security is another issue entirely, of course.
Why even put your email address somewhere public in the first place?
Whitelisting is very impractical for people that do email support of any kind, even if its just being the leader/owner of a website or project. Sometimes people need to contact you, and frankly email is still the best way.
Google doesn't aggregate and only shows headlines, which in my (admittedly picky) opinion is worthless. I want many many feeds all integrated into one display so you can easily see whats new by just checking a "trackbar" added to the last story you saw. If you have to try and re-read all the headlines of all 25-30 sideboxes for all the inactive feeds you asdd(think comic site updates and other stuff that might go a while w/o update).. just not worth it:(
I've suggested they change this to google, but no response.
The portal idea isn't bad, just nobody has done it right. The problem is everybody wants to host your portal and everything related, when really it should be more like a single page app running locally pulling remote content.
Imagine an interface like slashdot but instead of submitted stories, its aggregated RSS. Sidebars? RSS headlines, simple web-scraped "status" pages, etc. Throw in a quick IMAP checker.. Really, theres no reason you should have to load 5-6 different pages to check for updates, you should be able to mass check with a single page load.
The closest to this has been JWZ's Cheesegrater (well, my private fork if you want to get technical) but that still falls short.
If they arn't going to buy it either way, Microsoft is better off with them running a free beta than what their computer shipped with. The key is in the fileformat -- If theres a wide enough userbase that people use the latest format that isn't compatible with "what came with their computer".. Someone has to pay up sometime.
[quote] You mean platforms that have a single, ubiqutous toolchain like gcc/gmake/etc? Seriously, OSS is so much easier on Linux/BSD because it is the norm and everyone has pretty much the same toolchains... out of the box. [/quote]
"out of the box" has nothing to do with it -- A lot of distros don't ship with full compilation utils in the default install. The difference is on linux you don't have much of a choice so of course thats what everyone uses. Hell, move a bit over and look at the BSDs where gmake isn't even a guarantee as some would rather use nmake.
On windows, you have even more choices and of course not everyone will choose the same things. Thats why we have project managers to choose what the project will use. Toolchains are no more of an issue than variable naming conventions, indentation, etc.
Not really. Most people held captive tend to fall for their captors (Stockholm syndrome) and would likely feel there wasn't REALLY a crime commited.
Not to mention all the rape victims that get tricked into believing they really did deserve it, after all they were leading him on and wearing such a short skirt..
Then theres also plenty of statutory laws, which while you or I may disagree with them, they're still illegal.
So you'd rather they ship an empty OS? or include 5 dvds of every single competition that they can legally redistribute? I don't see where theres a better alternative.
As a windows user, I'd love to see microsoft ship more useful apps. Save me a ton of time whenever I do a new install. I'd only wish that their built in stuff uninstalled easier (see: msn, ie). I honestly can't expect them to include aim, gaim, trillian shareware, psi, yahoo, and every other third party client. All that would do is confuse and hurt the users.
At the ame time, not even including msn leaves a lot of the users out in the cold as they don't know any better but would love to be able to easily message their grandkids the way built in msn lets them.
Not well enough that I'd be willing to pay per play. The only games that really compare to fighters in terms of latency demands are the hitscan-only shooters like CounterStrike (as opposed to projectile based games like Quake). In CS anyone with more than 100ms latency is not only going to be noticably laggier, but make the game worse for everyone if the server uses unlag prediction (that means when you run past a doorway and they shoot you, you get pulled back. Very disorientating). Also different is that fighters rely more on combos and reading whats about to happen based on slight movements -- Latency would kill that. In cs if a guy is aiming anywhere near you, you could die at any second with no way to defend yourself short of out-twitching them. In a fighter, you could be right next to someone but in no harm until their skin starts to animate, at which point you see what theyre about to do and know which counter to use.
At best you'd be able to do networked fighting within the state or maybe nearby states, but anything further would be too laggy. Even across the room would require an internal framework change that would throw a monkeywrench in the genre -- Right now all clients and server are in the same process, you split that into three and you've got serious issues with syncing.
No, but it could(emphasis on could, it hasn't been updated for foobar 0.9, and 0.8 is showing its age) turn a cd of badly tagged mp3s from a bad torrent site into proper naming, no cd required.
Admittedly thats not much or anything for the grandparent to bitch about, but I'm sure someone could spin an IP lawsuit off of it.
I recently upgraded to 0.9 and its one of the plugins I miss the most, it made fixing tags as easy as clicking ~4 things and being done with it.
I doubt anyone reading./ has a bad enough daily life that they'd be willing to take up arms against the world's largest army.
While I agree, an interesting point is that the army are just people too. When life gets bad enough, a lot of our army will likely revolt with the rest of us, and take a lot of training and information with them. Granted, it will take a lot more for them to want to give up their position of power, but under the right circumstances...
Not just that, but most hobby "level designers" lack the artistic talent to put together something like doom2. Sure you could make a fun level, but could you set an atmosphere? Keep it consistent with itself? Keep the difficulty level on par with the surrounding levels? Theres a lot more that goes into it than just dropping some monsters and halls.
I mean no disrespect of course, there are a lot of hobbiests that can pull all of this off, but a lot of good mappers have yet to pull off the kind of artistic talent you see from someone like Romero or McGee.
Generally I think hobbiests are better at multiplayer mapping and "the big guys" better at single player. Multiplayer doesn't have any storyline or sequence, it just is what it is. All thats important is making it fit how people play the game, and in that regard the hobbiests have the advantage of actually playing the game, and getting to make the maps after the games been out and gameplay finalized. I'd bet a map like Quake1's DM1 was made long before large scale multiplayer testing was out, compared to a map like Aerowalk which fits the multiplayer gameplay much better.
For that matter, how are they verifying their copy? Obviously if its a 6 year old getting raped you'd flag it and add the hash, but what if its just a girl taking a picture for her boyfriend that leaks out? Especially if its a 16 year old that looks like shes 18? or a 18 year old that looks like shes 16? What about Art? Family photograph from a country where theyre open about nudity(okay, would still be illegal here, but you get what I'm getting at).
Theres a lot of gray area, and a huge list of hashes isn't going to be very descriptive. While we're at it, they're just flagging files transfered.. What if someone sets up a relayer in a country where its legal and uses it to send kiddieporn to you via email? Click a message, commit a crime and go to jail. Or if someone defaces a site and puts up CP, or if someone just ups random CP to a public site(4chan), or any number of other ways.
Going after real pedophiles hurting real people would be great, but this isn't going to help and passing this kind of tech off as "for the children" is downright offensive.
It's (one of the reaons) why NickServ/host spoofing is bad. Once someone on freenode has your nickserv account, they ARE you. No way for someone else to tell sort of guessing by the way you talk/verifying externally. Try and 'steal' a nick on efnet. They'll use a different nick, and everyone else will see that you're ircing from somewhere that they normally don't, and instinctively distrust you until proven otherwise.
Passwords are also a pretty silly thing to still be using over the internet. Hybrid supports RSA public key authentication for ircops, I don't see why nickserv would be any harder.
Re:Next you'll be telling kids to get off your law
on
Quake is 10
·
· Score: 1
Everything I mentioned is client side, not mod side. Network compatability has been retained -- You could play with the official IDSoft QWCL2.23, I could play with a CVS build of FTEQW or EZQuake from a few days ago. Barring the new map support, all the other stuff will work fine.
Post-Quake has seen innovations like: Counter-Strike Which gave us what? Don't get me wrong, I play it all the time, but nothing about it was innovative. It wasn't much more than ActionQuake2 gravity gunWhich is gimmicky at best if your'e talking multiplayer. Neat idea, but certainly more evolutionary than revolutionary. large outdoor areas Again, not much of an innovation, just a gradual step up. Halo (good console play + xboxlive) Goldeneye gave us good console play too, but it doesn't mean it was much of an innovation. I also won't be impressed if someone makes a good fps game on a portable -- Just more porting. voice chat Quizmo, the Quake proxy supported this. anti-cheat software Quake had some mild checksumming which is still as effective as anything used today in FPS games. At the ened of the day anticheat boils down to the server asking the clients if they're cheating. Just cause they reply "no" doesn't really tell you much. much better multiplayer setup (voting, level changes, the like)First time I saw voting was with the Team Fortress Vote40 map. Bunch of end level teleports that would bring you to certain maps (well6, 2fort5, bam4, all the big ones). In front of these teleports was a door that needed to take a certain amount of damage to get it to open. Class limit was set to civillians only so you only had an axe-- Majority axing one door = door opens quicker = someone hits the teleport quicker = map change. Really pretty damn ingenius use of the tech available, considering this was done entirely with a map/no mod support. With mod support its as simple as hooking a few impulses or using "cmd".
Theres been some mild improvements since quake, but not nearly as much as people like to believe. I suppose its easier to swallow a $50 game when you think of it as something new.
In fairness, Quake's music was custom stuff written by Nine Inch Nails. Doom just ripped off a bunch of rock bands (Google and you'll find a page with audio samples, I can't find it offhand)
Doom music was a lot catchier, but I think both fit their respective games. Doom was more arcadey, quake was all about the ambient envionment.
Doom's shotgun beats quakes shotgun any time, and I agree the sound effect is pretty weak. It fits nicely for single player, but in multiplayer the shotgun is really only good for respawning and killing the guy that you almost killed last time. If it were replaced with the supershotgun, I think multiplayer would be a bit more evened out.
Re:Next you'll be telling kids to get off your law
on
Quake is 10
·
· Score: 5, Interesting
Name one thing that is in an FPS game that isn't in current quakeworld engines. Note that quakeworld has been opensourced for a long time now and has had time to evolve purel based on peoples desire for a better engine, no desire to try to be able to sell polished crap. Whether you're a visual junkie(Specular lighting, 24bit textures, Luma textures, Bloom lighting, Weather effects, Per pixel shadows, particle explosions/trails, etc), a Tech junkie(MD1/2/3 model support (thats quake1 through quake3 and everything between), BSP1/2/3 (Again, q1-3 and every game based on it), PK3 support(the compressed archive q3 uses to store its files), even so far as to support Quake3 QVMs, which is pretty much a.dll that is the entirety of a mods game-code, Direct encoding from ingame to an avi (xvid+mp3), etc)
And then theres the stuff for gameplay. Fully customizable hud. Arbitrarily re-coloring text(makes for good teamplay scripts), Regular expression triggers for console text(so you can match "someone stole your flag!" and play a sound for example), TCL scripting(I don't like it, but to each their own), Advanced scripting (if/then blocks, variables, math), etc.
It's not that games havn't improved since 1996, its that while companies are busy trying to add a few new features to their engines so they can hype it up, we've all been sitting here playing with the best christmas present anyone ever got us--Quake's source.
Of course I only focused on the engine (whats important-- as a good mod has its balls cut off by being on a bad engine), but for gameplay just look at stuff like CustomTF, RocketArena, MidAir, ClanArena. For that matter, I've yet to have a better co-op experience than quake right out of the box.
"By comparison, 500 GHz is more than 250 times faster than today's cell phones, which typically operate at approximately 2 GHz, according to the organizations."
The thing about the length it takes to brute force is thats the length it takes to exhaust the keyspace/assure that you cracked it. Theres no reason(asside from bad odds) that you couldn't get it as your first guess. Odds are even better within the first 10 days.. or first month.. etc. The longer you search, the closer you get. Admittedly it will take a LOT of money and a LOT of luck to get it, but I would be surprised if you couldnt crack the standard stuff with just a lab full of smart crypto people(stuff most big govts have) and an unlimitted budget(stuff we have, probably some other countries too.)
True, but they could at least allow CSS uploading, or get an editor that doesn't make me want to cry.
For that matter, a better page layout so that css actually has some things to work with rather than messy hacks of trying to find the right table cell (which admittedly would be easier if css did xpath..) Some things really should just be done from the server though, like an option to disable the showing of your friends or comments. A lot of people do this by trying to close off the table then use css to hide the rest, but its as easy as disabling the stylesheet to get around that.
No, Myspace has no customization options. You really control none of the content they generate, other than the option of inserting a few style tags and trying to close off some of their tables with ugly hacks.
I say a few style tags, because well you can't do a link rel to do offsite css, so you're stuck throwing it all in a style block inside their tiny edit box. Of course even thats filtered. No @importing obviously, that would work too well. No #tags either, so you can't reference anything by its id(not that theres much properly tagged by id anyways, its all ugly nested tables like the site was designed in AOL's built in editor back in 1996). Also cant use #RRGGBB/#RGB coloring, stuck with using rgb(RRR,GGG,BBB); which can be a PITA if you want to copy/paste some old styles.
Speaking of having nothing to match, you end up with UGLY hacks that defy the use of css like
I mean really, whats the point of css if you're stuck using hacks as ugly as pre-css html? The best part is that the edit boxes say you're allowed to use "some dhtml". Well considering you can't use ANY script tags, wheres this dynamic html come in? Someone hear a fancy word like dhtml on techtv and want to sound cool?
Then nethack gets the HUP signal and autosaves. Should try it, telnet to nethack.alt.org and play around, you'd be surprised how safe the saves are. I've got one I havnt played in months still waiting for me.
Only time I lost a save there was due to closing right as I did something stupid, in an attempt to cheat it into letting me recover my old save. So basically, I tried to cheat and it didn't let me.
While mostly true, I'd say the low end of pc users is a lot further down than the low end of expensive pda/cellphone users, so the "average" windows mobile user likely is a lot more intelligent than the "average" desktop user. Whether they have the time or desire to keep up on security is another issue entirely, of course.
No, JavaScript was new compared to "being there in 1994".
If he was there in 1999-2001 or so, it's nothing new.
Name 5 ways "AJAX" differs technologically from "DHTML".
Why even put your email address somewhere public in the first place?
Whitelisting is very impractical for people that do email support of any kind, even if its just being the leader/owner of a website or project. Sometimes people need to contact you, and frankly email is still the best way.
You could say the same thing about piracy, but even after the huge scene busts there are still plenty of people that consider it worth the risk.
Google doesn't aggregate and only shows headlines, which in my (admittedly picky) opinion is worthless. I want many many feeds all integrated into one display so you can easily see whats new by just checking a "trackbar" added to the last story you saw. If you have to try and re-read all the headlines of all 25-30 sideboxes for all the inactive feeds you asdd(think comic site updates and other stuff that might go a while w/o update).. just not worth it :(
I've suggested they change this to google, but no response.
The portal idea isn't bad, just nobody has done it right. The problem is everybody wants to host your portal and everything related, when really it should be more like a single page app running locally pulling remote content.
Imagine an interface like slashdot but instead of submitted stories, its aggregated RSS. Sidebars? RSS headlines, simple web-scraped "status" pages, etc. Throw in a quick IMAP checker.. Really, theres no reason you should have to load 5-6 different pages to check for updates, you should be able to mass check with a single page load.
The closest to this has been JWZ's Cheesegrater (well, my private fork if you want to get technical) but that still falls short.
I DISAGREE!
If they arn't going to buy it either way, Microsoft is better off with them running a free beta than what their computer shipped with. The key is in the fileformat -- If theres a wide enough userbase that people use the latest format that isn't compatible with "what came with their computer".. Someone has to pay up sometime.
[quote]
You mean platforms that have a single, ubiqutous toolchain like gcc/gmake/etc? Seriously, OSS is so much easier on Linux/BSD because it is the norm and everyone has pretty much the same toolchains... out of the box.
[/quote]
"out of the box" has nothing to do with it -- A lot of distros don't ship with full compilation utils in the default install. The difference is on linux you don't have much of a choice so of course thats what everyone uses. Hell, move a bit over and look at the BSDs where gmake isn't even a guarantee as some would rather use nmake.
On windows, you have even more choices and of course not everyone will choose the same things. Thats why we have project managers to choose what the project will use. Toolchains are no more of an issue than variable naming conventions, indentation, etc.
Not really. Most people held captive tend to fall for their captors (Stockholm syndrome) and would likely feel there wasn't REALLY a crime commited.
Not to mention all the rape victims that get tricked into believing they really did deserve it, after all they were leading him on and wearing such a short skirt..
Then theres also plenty of statutory laws, which while you or I may disagree with them, they're still illegal.
So you'd rather they ship an empty OS? or include 5 dvds of every single competition that they can legally redistribute? I don't see where theres a better alternative.
As a windows user, I'd love to see microsoft ship more useful apps. Save me a ton of time whenever I do a new install. I'd only wish that their built in stuff uninstalled easier (see: msn, ie). I honestly can't expect them to include aim, gaim, trillian shareware, psi, yahoo, and every other third party client. All that would do is confuse and hurt the users.
At the ame time, not even including msn leaves a lot of the users out in the cold as they don't know any better but would love to be able to easily message their grandkids the way built in msn lets them.
How would you have it?
Not well enough that I'd be willing to pay per play. The only games that really compare to fighters in terms of latency demands are the hitscan-only shooters like CounterStrike (as opposed to projectile based games like Quake). In CS anyone with more than 100ms latency is not only going to be noticably laggier, but make the game worse for everyone if the server uses unlag prediction (that means when you run past a doorway and they shoot you, you get pulled back. Very disorientating). Also different is that fighters rely more on combos and reading whats about to happen based on slight movements -- Latency would kill that. In cs if a guy is aiming anywhere near you, you could die at any second with no way to defend yourself short of out-twitching them. In a fighter, you could be right next to someone but in no harm until their skin starts to animate, at which point you see what theyre about to do and know which counter to use.
At best you'd be able to do networked fighting within the state or maybe nearby states, but anything further would be too laggy. Even across the room would require an internal framework change that would throw a monkeywrench in the genre -- Right now all clients and server are in the same process, you split that into three and you've got serious issues with syncing.
No, but it could(emphasis on could, it hasn't been updated for foobar 0.9, and 0.8 is showing its age) turn a cd of badly tagged mp3s from a bad torrent site into proper naming, no cd required.
Admittedly thats not much or anything for the grandparent to bitch about, but I'm sure someone could spin an IP lawsuit off of it.
I recently upgraded to 0.9 and its one of the plugins I miss the most, it made fixing tags as easy as clicking ~4 things and being done with it.
While I agree, an interesting point is that the army are just people too. When life gets bad enough, a lot of our army will likely revolt with the rest of us, and take a lot of training and information with them. Granted, it will take a lot more for them to want to give up their position of power, but under the right circumstances...
Not just that, but most hobby "level designers" lack the artistic talent to put together something like doom2. Sure you could make a fun level, but could you set an atmosphere? Keep it consistent with itself? Keep the difficulty level on par with the surrounding levels? Theres a lot more that goes into it than just dropping some monsters and halls.
I mean no disrespect of course, there are a lot of hobbiests that can pull all of this off, but a lot of good mappers have yet to pull off the kind of artistic talent you see from someone like Romero or McGee.
Generally I think hobbiests are better at multiplayer mapping and "the big guys" better at single player. Multiplayer doesn't have any storyline or sequence, it just is what it is. All thats important is making it fit how people play the game, and in that regard the hobbiests have the advantage of actually playing the game, and getting to make the maps after the games been out and gameplay finalized. I'd bet a map like Quake1's DM1 was made long before large scale multiplayer testing was out, compared to a map like Aerowalk which fits the multiplayer gameplay much better.
For that matter, how are they verifying their copy? Obviously if its a 6 year old getting raped you'd flag it and add the hash, but what if its just a girl taking a picture for her boyfriend that leaks out? Especially if its a 16 year old that looks like shes 18? or a 18 year old that looks like shes 16? What about Art? Family photograph from a country where theyre open about nudity(okay, would still be illegal here, but you get what I'm getting at).
Theres a lot of gray area, and a huge list of hashes isn't going to be very descriptive. While we're at it, they're just flagging files transfered.. What if someone sets up a relayer in a country where its legal and uses it to send kiddieporn to you via email? Click a message, commit a crime and go to jail. Or if someone defaces a site and puts up CP, or if someone just ups random CP to a public site(4chan), or any number of other ways.
Going after real pedophiles hurting real people would be great, but this isn't going to help and passing this kind of tech off as "for the children" is downright offensive.
It's (one of the reaons) why NickServ/host spoofing is bad. Once someone on freenode has your nickserv account, they ARE you. No way for someone else to tell sort of guessing by the way you talk/verifying externally. Try and 'steal' a nick on efnet. They'll use a different nick, and everyone else will see that you're ircing from somewhere that they normally don't, and instinctively distrust you until proven otherwise.
Passwords are also a pretty silly thing to still be using over the internet. Hybrid supports RSA public key authentication for ircops, I don't see why nickserv would be any harder.
Everything I mentioned is client side, not mod side. Network compatability has been retained -- You could play with the official IDSoft QWCL2.23, I could play with a CVS build of FTEQW or EZQuake from a few days ago. Barring the new map support, all the other stuff will work fine.
Post-Quake has seen innovations like:
Counter-Strike Which gave us what? Don't get me wrong, I play it all the time, but nothing about it was innovative. It wasn't much more than ActionQuake2
gravity gun Which is gimmicky at best if your'e talking multiplayer. Neat idea, but certainly more evolutionary than revolutionary.
large outdoor areas Again, not much of an innovation, just a gradual step up.
Halo (good console play + xboxlive) Goldeneye gave us good console play too, but it doesn't mean it was much of an innovation. I also won't be impressed if someone makes a good fps game on a portable -- Just more porting.
voice chat Quizmo, the Quake proxy supported this.
anti-cheat software Quake had some mild checksumming which is still as effective as anything used today in FPS games. At the ened of the day anticheat boils down to the server asking the clients if they're cheating. Just cause they reply "no" doesn't really tell you much.
much better multiplayer setup (voting, level changes, the like) First time I saw voting was with the Team Fortress Vote40 map. Bunch of end level teleports that would bring you to certain maps (well6, 2fort5, bam4, all the big ones). In front of these teleports was a door that needed to take a certain amount of damage to get it to open. Class limit was set to civillians only so you only had an axe-- Majority axing one door = door opens quicker = someone hits the teleport quicker = map change. Really pretty damn ingenius use of the tech available, considering this was done entirely with a map/no mod support. With mod support its as simple as hooking a few impulses or using "cmd".
Theres been some mild improvements since quake, but not nearly as much as people like to believe. I suppose its easier to swallow a $50 game when you think of it as something new.
In fairness, Quake's music was custom stuff written by Nine Inch Nails. Doom just ripped off a bunch of rock bands (Google and you'll find a page with audio samples, I can't find it offhand)
Doom music was a lot catchier, but I think both fit their respective games. Doom was more arcadey, quake was all about the ambient envionment.
Doom's shotgun beats quakes shotgun any time, and I agree the sound effect is pretty weak. It fits nicely for single player, but in multiplayer the shotgun is really only good for respawning and killing the guy that you almost killed last time. If it were replaced with the supershotgun, I think multiplayer would be a bit more evened out.
Name one thing that is in an FPS game that isn't in current quakeworld engines. Note that quakeworld has been opensourced for a long time now and has had time to evolve purel based on peoples desire for a better engine, no desire to try to be able to sell polished crap. Whether you're a visual junkie(Specular lighting, 24bit textures, Luma textures, Bloom lighting, Weather effects, Per pixel shadows, particle explosions/trails, etc), a Tech junkie(MD1/2/3 model support (thats quake1 through quake3 and everything between), BSP1/2/3 (Again, q1-3 and every game based on it), PK3 support(the compressed archive q3 uses to store its files), even so far as to support Quake3 QVMs, which is pretty much a .dll that is the entirety of a mods game-code, Direct encoding from ingame to an avi (xvid+mp3), etc)
And then theres the stuff for gameplay. Fully customizable hud. Arbitrarily re-coloring text(makes for good teamplay scripts), Regular expression triggers for console text(so you can match "someone stole your flag!" and play a sound for example), TCL scripting(I don't like it, but to each their own), Advanced scripting (if/then blocks, variables, math), etc.
It's not that games havn't improved since 1996, its that while companies are busy trying to add a few new features to their engines so they can hype it up, we've all been sitting here playing with the best christmas present anyone ever got us--Quake's source.
Of course I only focused on the engine (whats important-- as a good mod has its balls cut off by being on a bad engine), but for gameplay just look at stuff like CustomTF, RocketArena, MidAir, ClanArena. For that matter, I've yet to have a better co-op experience than quake right out of the box.
I think that speaks for itself.
The thing about the length it takes to brute force is thats the length it takes to exhaust the keyspace/assure that you cracked it.
Theres no reason(asside from bad odds) that you couldn't get it as your first guess. Odds are even better within the first 10 days.. or first month.. etc. The longer you search, the closer you get. Admittedly it will take a LOT of money and a LOT of luck to get it, but I would be surprised if you couldnt crack the standard stuff with just a lab full of smart crypto people(stuff most big govts have) and an unlimitted budget(stuff we have, probably some other countries too.)
True, but they could at least allow CSS uploading, or get an editor that doesn't make me want to cry.
For that matter, a better page layout so that css actually has some things to work with rather than messy hacks of trying to find the right table cell (which admittedly would be easier if css did xpath..) Some things really should just be done from the server though, like an option to disable the showing of your friends or comments. A lot of people do this by trying to close off the table then use css to hide the rest, but its as easy as disabling the stylesheet to get around that.
No, Myspace has no customization options. You really control none of the content they generate, other than the option of inserting a few style tags and trying to close off some of their tables with ugly hacks.
I say a few style tags, because well you can't do a link rel to do offsite css, so you're stuck throwing it all in a style block inside their tiny edit box.
Of course even thats filtered. No @importing obviously, that would work too well. No #tags either, so you can't reference anything by its id(not that theres much properly tagged by id anyways, its all ugly nested tables like the site was designed in AOL's built in editor back in 1996). Also cant use #RRGGBB/#RGB coloring, stuck with using rgb(RRR,GGG,BBB); which can be a PITA if you want to copy/paste some old styles.
Speaking of having nothing to match, you end up with UGLY hacks that defy the use of css like
td.text td.text table {background-color:transparent;}
td.text td.text table td,
td.text td.text table {height:0;padding:0;border:0;}
td.text td.text table table td {padding:3;}
td.text td.text table table br {display:inline;}
I mean really, whats the point of css if you're stuck using hacks as ugly as pre-css html? The best part is that the edit boxes say you're allowed to use "some dhtml". Well considering you can't use ANY script tags, wheres this dynamic html come in? Someone hear a fancy word like dhtml on techtv and want to sound cool?
Then nethack gets the HUP signal and autosaves.
Should try it, telnet to nethack.alt.org and play around, you'd be surprised how safe the saves are. I've got one I havnt played in months still waiting for me.
Only time I lost a save there was due to closing right as I did something stupid, in an attempt to cheat it into letting me recover my old save. So basically, I tried to cheat and it didn't let me.