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23 Sep 19:48

gazzymouse: Legendary.

Courtney shared this story from Super Opinionated.









gazzymouse:

Legendary.

23 Sep 15:49

The NES30 Bluetooth Controller Looks & Feels Like The Original | StackSocial

by gguillotte
While the NES30 works well with iOS and Android games that are compatible with physical inputs, it is also a great asset for fans of retro emulators. It will also work with your Nintendo Wii.
22 Sep 23:35

Science Has a Sexual Assault Problem

by Soulskill
firehose

aaaaaaaaaaaaaaaaaaaaaAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

cold fjord writes: Phys.org reports, "The life sciences have come under fire recently with a study published in PLOS ONE that investigated the level of sexual harassment and sexual assault of trainees in academic fieldwork environments. The study found 71% of women and 41% of men respondents experienced sexual harassment, while 26% of women and 6% of men reported experiencing sexual assault. The research team also found that within the hierarchy of academic field sites surveyed, the majority of incidents were perpetrated by peers and supervisors. The New York Times notes, "Most of these women encountered this abuse very early in their careers, as trainees. The travel inherent to scientific fieldwork increases vulnerability as one struggles to work within unfamiliar and unpredictable conditions."

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19 Sep 21:28

Photo

firehose

via Ososialijotand



19 Sep 21:12

U2 and Apple Collaborate On 'Non-Piratable, Interactive Format For Music'

by Soulskill
firehose

Bono said the new tech "can't be pirated"

Squiff writes U2 and Apple are apparently collaborating on a new, "interactive format for music," due to launch in "about 18 months." (A direct interview is available at Time, but paywalled.) Bono said the new tech "can't be pirated" and will re-imagine the role of album artwork. Marco Arment has some suitably skeptical commentary: "Full albums are as interesting to most people today as magazines. Single songs and single articles killed their respective larger containers. ... This alleged new format will cost a fortune to produce: people have to take the photos, design the interactions, build the animations, and make the deals with Apple. Bono’s talking point about helping smaller bands is ridiculous ... There's nothing Apple or Bono can do to make people care enough about glorified liner notes. People care about music and convenience, period. As for “music that can’t be pirated”, I ask again, what decade is this? That ship has not only sailed long ago, but has circled the world hundreds of times, sunk, been dragged up, turned into a tourist attraction, went out of business, and been gutted and retrofitted as a more profitable oil tanker."

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19 Sep 20:43

An Open Source Pitfall? Mozilla Labs Closed, Quietly

by timothy
mikejuk writes with this excerpt: When Google Labs closed there was an outcry. How could an organization just pull the rug from under so many projects? At least Google announced what it was doing. Mozilla, it seems since there is no official record, just quietly tiptoes away — leaving the lights on since the Mozilla Labs Website is still accessible. It is accessible but when you start to explore the website you notice it is moribund with the last blog post being December 2013 with the penultimate one being September 2013. The fact that it is gone is confirmed by recent blog posts and by the redeployment of the people who used to run it. The projects that survived have been moved to their own websites. It isn't clear what has happened to the Hatchery -the incubator that invited new ideas from all and sundry. One of the big advantages of open source is the ease with which a project can be started. One of the big disadvantages of open source is the ease with which projects can be allowed to die — often without any clear cut time of death. It seems Mozilla applies this to groups and initiatives as much as projects. This isn't good. The same is true at companies that aren't open source centric, though, too, isn't it?

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19 Sep 20:42

Apple's privacy statement is a direct shot at Google and I love it

by Russell Brandom
firehose

'For years, the free-web crowd has been hoping iOS and Android would start competing on privacy, and now, finally, it might actually be happening. If Tim Cook wants to throw some strong language as part of the deal, I'll take it.'

Privacy statements are usually pretty dry, boring stuff. There's a lot of vague assurances and a lot of talk about valuing your privacy, which gets boring fast. It's rare that I'm able to read one all the way through on the first try, and I do this for a living.

Apple's new privacy statement is different. It comes direct from Tim Cook, and it's got some spark to it, some personality. Even better, it takes specific shots at specific programs — and if you look closely, most of those turn out to be shots at Google.


Exhibit A:

A few years ago, users of Internet services began to realize that when an online service is free, you’re not the customer. You’re the product. But at Apple, we believe a great customer experience shouldn’t come at the expense of your privacy.

At this point, they could be talking about Facebook, Google or any number of smaller fish, but it doesn't stop there. Exhibit B:

We don’t build a profile based on your email content or web browsing habits to sell to advertisers. We don’t "monetize" the information you store on your iPhone or in iCloud. And we don’t read your email or your messages to get information to market to you.

If you had to sum up how Google makes money in three sentences, this is basically what you would say, which goes a long way towards explaining why Apple's privacy page is so different from your average we-respect-our-users boilerplate. This isn't just a privacy report, it's a manifesto, a 500-word Scroogled campaign. With celebgate and goto fail just a few months behind us, Tim Cook is making an aggressive case that you should trust Apple over Google. If nothing else, it takes guts.

In some sense, it's also fair play. Between the new permission structure and the new anti-tracking provisions, Apple really has gotten a lot better on privacy with iOS 8. Even if the new promises will be hard to keep, they're still taking a stand, challenging government requests and standing up for user privacy. Just last week, I was complaining that they didn't talk more about security — wasn't this exactly what I was looking for?

But here's the real surprise: this is good news even if you don't agree with Apple's case. Googlers will see it as a cheap shot and get mad. Good! Let them get angry, and then let them try to one-up Apple when the next Android OS comes out next month (my money's on "Lollipop"), adding even stronger protections than iOS 8. Then Apple can strike back at WDC 2015. For years, the free-web crowd has been hoping iOS and Android would start competing on privacy, and now, finally, it might actually be happening. If Tim Cook wants to throw some strong language as part of the deal, I'll take it.

19 Sep 18:15

Photo



19 Sep 18:11

Opinion: Consuming digital media - there are risks to drinking from a fire hose | NJ.com

by gguillotte
firehose

sharecation time, see you guys later!

Every waking minute of every day offers some distraction to drain away our abilities to focus, concentrate and — most ominously — face what we imagine is the unpredictable beast of our own thoughts.
19 Sep 17:50

Terrorists invade Gone Home in new Counter-Strike map

by Earnest Cavalli
firehose

rofl

If you felt that critical darling Gone Home featured too little gameplay and not nearly enough gunplay, today's your lucky day: A Counter-Strike fan going by the name of "Nipper" has recreated Gone Home's idyllic suburban location within Valve's...
19 Sep 17:32

No Innovation Without Migration: Portlandia Is Dying - Pacific Standard: The Science of Society

by gguillotte
firehose

"To live in glorious Portland, one sacrifices wages. Really, no big deal. Besides Olympia, Washington, I’ve also resided in Boulder, Colorado. Slackers abound.

The college educated agglomerate in quite a few places. Some places are Pittsburgh and others are Asheville (PDF). Not all brain gain is created equal. Sometimes, as is the case in Portland, brain gain is brain waste.

Build an emerald city. Attract the best and brightest with glorious amenities. They will come and do nothing."

It has more highly educated people than it knows what to do with. Portland is not a corporate town, as its neighbors Seattle and San Francisco have become. While there are employment opportunities in the outdoor-apparel business (Nike, Adidas and Columbia Sportswear are all nearby) or the semiconductor industry (Intel has a large presence in Hillsboro), most workers have far fewer opportunities. According to Renn, personal income per capita in the city grew by a mere 31 percent between 2000 and 2012, slower than 42 other cities, including Grand Rapids, Mich., and Rochester. And yet people still keep showing up. “People move to New York to be in media or finance; they move to L.A. to be in show business,” Renn said. “People move to Portland to move to Portland.” Matthew Hale may have all the kombucha he can drink, but he doesn’t have a job. Hale, who is 35, told me he is actively looking for work in the field of graphic design. In the meantime, he is getting by, he said, through various freelance gigs and his wife’s income as a barista. This is typical of many Portlanders. (I, too, am originally from there.) David Albouy, an economics professor at the University of Illinois, has created a metric, the sacrifice measure, which essentially charts how poor a person is willing to be in order to live in a particular city. Portland, he discovered, is near the top of the list. Even when college-educated residents get jobs there, they earn 84 cents for the average dollar earned in other cities, according to Greg Schrock and Jason Jurjevich, professors of urban studies at Portland State University. In 41 of the country’s 50 largest cities, young, educated people earn more than they do in Portland. “It’s a buyer’s market for labor,” Schrock says.
19 Sep 17:25

Larry Page wants a Google 2.0 that will build cities and airports, report says

by Vlad Savov
firehose

great

As if self-driving carsballoon-carried internet, or the eradication of death weren't ambitious enough projects, Google CEO Larry Page has apparently been working behind the scenes to set up even bolder tasks for his company. The Information reports that Page started up a Google 2.0 project inside the company a year ago to look at the big challenges facing humanity and the ways Google can overcome them. Among the grand-scale plans discussed were Page's desire to build a more efficient airport as well as a model city. To progress these ideas to fruition, the Google chief has also apparently proposed a second research and development lab, called Google Y, to focus on even longer-term programs that the current Google X, which looks to support future technology and is headed up by his close ally Sergey Brin.

None of these ambitions seem to be taking commercial considerations into account, at least not at their outset. More realistic and near-term goals have also been under discussion during Google 2.0 meetings, including Page's determination that location tracking should be precise "down to the inches." That would allow people to identify those around them discreetly, as well as providing information to store owners that can help customize what you're presented with as you walk through a shop. Also, just as Apple is doing with Touch ID on the iPhone, Page wants to see some form of biometric security — potentially provided by the sensors embedded in smartwatches — replacing the traditional (and traditionally insecure) written password. It's hardly a surprise to see Google thinking about the future, but the ambition illustrated in this report is strikingly grand and all-encompassing, even for a company as vast as the one Larry Page controls.

19 Sep 17:24

Airbnb To Start Collecting Hotel Tax On Rentals In San Francisco

by samzenpus
An anonymous reader writes Airbnb announced that it will begin collecting a 14% occupancy tax on behalf of its San Francisco hosts October 1. "This is the culmination of a long process that began earlier this year when we announced our intent to help collect and remit occupancy taxes in San Francisco," wrote Airbnb public policy leader David Owen. The company already collects taxes in Portland, and has discussed the possibility of collecting taxes in New York.

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19 Sep 17:06

Japanese Fried Chicken Is Better Than Yours

by gguillotte
firehose

kara-age is awesome

Gabe Rosen, owner of Portland, Oregon’s Japanese restaurant Biwa, will open a ramen joint called Noraneko in December. Well, it will serve ramen and fried chicken. Because all of his restaurants should have fried chicken.
19 Sep 16:53

Official Genius Alison Bechdel's Next Memoir To Focus On Her Fitness Obsession

by Andrew Wheeler

Hot on the heels of being named a recipient of the MacArthur Foundation Genius Grant, cartoonist Alison Bechdel has revealed through her publisher the subject of her third comics memoir; her lifelong obsession with health and fitness.

The Secret To Superhuman Strength does not mark a radical career switch for Bechdel into superhero comics. According to an announcement in the New York Times, the book will focus instead on both Bechdel’s personal relationship with exercise and the history of fitness fads in America.

Bechdel is apparently a lifelong dabbler in such fads, having tried her hand (or leg) at every contemporary health craze from rollerblading to yoga, and the memoir will examine the relationship between physical well-being and creative energy.

Bechdel’s previous memoirs, Fun Home and Are You My Mother, dealt with her relationships with her father and mother respectively, while also touching on themes of memory, identity, and reflection. The books are among the most critically lauded works of the past ten years, with Fun Home in particular receiving multiple plaudits including the Eisner for Best Reality-Based Work. The book has also been adapted as a musical that moves to Broadway next year.

A memoir focused on fitness may sound like an unlikely departure from Bechdel’s other recent works, but as the third book in a trilogy, an examination of the physical self makes sense, with the focus of the three memoirs being “father”, “mother”, and “me”. Given her past record, Bechdel seems certain to offer a profound take on what might otherwise seem a superficial subject. She is, after all, a genius.

The Secret To Superhuman Strength will be published in 2017 by Houghton Mifflin Harcourt.

19 Sep 16:52

Ugly Custody Battle Over Ian McKellen Narrowly Avoided

EDINBURGH, SCOTLAND—Following Scotland’s referendum Thursday rejecting independence from the United Kingdom, sources confirmed that a protracted and ugly custody battle over celebrated actor Sir Ian McKellen had been narrowly avoided.






19 Sep 16:52

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19 Sep 16:51

Wot I Think: Wasteland 2

by Adam Smith
firehose

'I’ve criticised all of Wasteland 2's foibles, but that’s because my relationship with it is complicated. I wish it were just a little more sharply dressed and not quite as fussy, but I do love it most of the time, although not necessarily from one hour to the next.'

By Adam Smith on September 19th, 2014 at 8:00 am.

Wasteland 2 is formidable. The word ‘sprawling’ comes to mind but it’s not quite right. There’s a bit of sprawl, if such a thing as sprawl can happen in bits, but the game’s density is a more distinctive feature than its actual size. InXile’s Kickstarted RPG is a large game and rewards repeated playthroughs with previously unseen content, but it’s the sheer quantity of stuff that has astonished and occasionally overwhelmed me. As to whether the effort of seeing it all (or most of it) has been worthwhile? Here’s wot I think.

Before digging beneath the radiated topsoil, let’s be clear that I’ve enjoyed my time with Wasteland 2. I’ve been playing for three weeks, which surprises me every time I reflect on it. Astounds me, really, considering the rush to the finish line and the frantic search for talking points that can be an unfortunate aspect of reviewing such a gargantuan game.

It’s a game that demands your time, not only because it’s packed with things to see and do, but because it eventually creates a compelling momentum. There are aspects that frustrated me from beginning to end, but nothing that made me consider walking away. The worst of my complaints are directed at features or process that I quietly tolerated rather than cursing, and Wasteland 2′s biggest problem is one that would seep into almost any commitment that lasts so long – there’s a seven hour itch and, for the dedicated ranger, there might also be a seventy hour itch and a few more in between.

As is traditional, level 1 rangers can't hit a barn door if they were sat on the sneck.

Whatever corner of the world you might be exploring and whatever mission might currently occupy your rangers, Wasteland 2 has you reading lots of text, sorting through lots of loot and engaging in lots of turn-based combat. Oh, and using skills set to hotkeys to access or activate almost every bloody thing you find. To be fair, there isn’t an ‘open’ skill that needs to be levelled up lest hapless rangers break their arms while trying to take the lid off a crate, but there’s far more clicking on lockpicking, then clicking on a lock than I’d like.

I don’t mind spending a lot of time clicking on things but in Wasteland 2 I feel like I spend far too much time clicking on the same things for exactly the same reasons. If I intend to hack into a computer, clearly I’ll want Digital Ian, my super-geek IT guy, to handle things. He has the highest computer skill – in fact he’s the only one in my gang of dunderheads with a computer skill at all – so if I right click on the computer, I’d be happy for him to take charge by default.

Instead, I have to select him, select the skill and then select the computer. That’s fine the first time, maybe even the first ten times, but you might end up selecting your own version of Digital Ian a hundred times or more. Like I said, it’s a big wasteland out there.

Tristessa is my sniper. Her companions are Digital Ian, a hacker, Colonel Hijinks, a charismatic medic, and The Blade Widow, an angry man from Hackney.

The obvious advantage of the system is that it allows for silliness. In Fallout, it was possible to pick an NPC’s pocket and plant a primed bomb in their trousers rather than take anything. That’s what happens when players have the freedom to apply skills in an unusual fashion and it certainly wouldn’t be possible if everything was driven by context sensitive commands. Wasteland 2 does allow for creative solutions and improvisations on occasion, but most of the time a computer requires computer skills and a door requires a lockpick skill.

Finicky is a good word to describe the interface and the majority of interactions with it. In fact, if Wasteland 2 was a tabletop RPG, the gamesmaster would probably be quite finicky. The sort who enjoys watching you and your chums sorting through yet another pile of ammunition and reckons every area should have at least six boobytrapped doors or chests. It’s hard work sometimes, slogging through another of his scenarios, but you stick with it because the stories are entertaining and there’s an occasional gem of a location.

The rusted shell of a car is a sight for sore eyes - eyes which may or may not be sprouting tentacles from the pupil due to a severe case of 'staring at the [nuclear] winter sun'

Structurally, the game is as recognisable as any backer of the Kickstarter might hope. Wasteland 2 is not only a sequel to Wasteland, as the name suggest, it’s also the Fallout 3 that could have been, and its relationship with CRPGs past is clear. Those arriving in this new post-nuclear America directly from the Fallout games of the nineties will encounter the first unfamiliar element during character creation – Wasteland 2 isn’t about the lone wanderer, it’s a party-based game about a team of rangers and the party system, integral though it may be, is the source of the majority of frustrations.

Despite the brilliant character creation, which can provide as diverse a group of oddballs as you might hope for, I always felt that my party was like a Swiss Army knife. Example – during conversations, the three persuasive skills come into play for specific choices, which are clearly marked. It’s possible to switch between characters mid-chat in order to utilise a specific skill, which feels more like flicking the necessary tool into play rather than engaging in tricksy dialogue.

A cactus flower provides a rare splash of colour

The same is true during the majority of exploration. Most obstacles or optional caches have a hole of a certain shape and your task is to select the appropriate peg to hammer into that hole. I’m aware that the party went from Swiss Army knife to box of assorted toy pegs at some point, but that’s fine. It could also be a ring, with various keys attached. It feels more like any of those three than a group of people, which is such a shame given how attached I became while making my teams and dressing them up.

Combat is the exception to all of the above and is the point when party members have a life of their own. Yes, they’re still a collection of skills and equipment, but they’re not interchangeable parts of the same menu system. As with the Fallouts before it, Wasteland 2′s combat is absolutely ridiculous (point blank shotgun blasts missing because of the percentages, giant frogs absorbing four or five bullets, enemies leading the entire party on glacial races around the map) but it’s damn fine entertainment.

It operates on a simple turn-based setup, with the order of play shown at the top of the screen, and action points and costs detailed when required. Like Fallout, action points are limited on each turn which cuts down on intricate tactics and means that many scraps play out like a two-way slugfest. A lot of the work toward victory occurs during preparation – having the right equipment and the skills to use it is more important than the actual approach once the bullets and blades start to fly.

This looks like a deliberately barren screengrab but it's fairly typical of the screen when looking at the map. The most exciting thing in sight is usually a cloud of radiation. It's a bit like being on holiday in Blackpool.

Killing things is satisfying though, which is handy because there are so many things to kill. Combat is clean and just about complicated enough – it’s never too demanding but has just enough room for error to create tension. It’s also the area of the game in which skills are most sensibly applied, even if some (unarmed, I’m looking at you) seem underpowered due to the equipment available.

But it’s fun to have a blademaster, a sniper and an angry giant with a club full of nails. Not an actual giant, you understand, but a massive bruiser, with a cig in her mouth and a Buddhist chant on her lips. Smoking habits, ethnicity, religion and size are all part of the delightful character building before the game even begins. That’s when starting skills are chosen as well and while it’s easy enough to dish out combat skill evenly, selecting the rest is troublesome**.

Wasteland 2 is one of those games in which some parties will have more life in them than others. Returning briefly to the Swiss Army knife analogy – it’s possible to construct a knife without a single blade on it, or one without a corkscrew, which is a nightmare when you stumble across a crate of wine.

Digital Ian caused this computer to explode even though all he had to do was find the on switch.

Certain skills are necessary and while they can be developed as characters level up. beginning without them is a recipe for a restart. Medical capabilties are essential, which might seem as obvious as remembering to pack a cleric, but I’d hoped that items might work where skills were lacking – that’s not the case and I had to watch my charismatic leader bleeding out an hour into the game.

Despite all of that – and it feels like a lot of negativity about a game I’ve enjoyed – Wasteland 2 is an accomplished piece of work. The story has more of an American frontier feel than the Fallout games, as the rangers attempt to impose their (and your) idea of law on an untamed wilderness. There’s humour, usually developed scattershot through characters and situations rather than in the form of gags, and the tone covers broad bases, mostly successfully. The writing never particularly excited me, as it’s so often telling stories I’ve already heard, but it’s solid and occasionally draws out a chuckle or a nod of appreciation*.

I can’t help but wonder what I would have made of Wasteland 2 if it had come out just before, after or between Fallout 1 and 2. Chances are I would have loved it a little bit more than I do now because my tolerance for the more fiddly elements was higher in past lives. Even then, there’s a cumbersome quality that isn’t entirely down to the size of the thing. Partly, that’s due to a lack of obvious direction for long stretches of play and partly it’s probably due to the bland and dusty appearance of many areas and the maps themselves.

Colonel Hijinks kept his headwear until the bitter end

Thematically justified, yes, but not particularly stimulating for hours at a time.

Negativity creeping in again. I don’t have any major complaints about Wasteland 2 and I’m planning to play through it again, but all of the minor quibbles have coalesced. It’s a game that has started to feel like a burden and even though I enjoy unwrapping it and mucking about with what’s inside, there’s an awful lot to unpack every time.

To end on a positive, it’s a surprisingly pleasant game, despite the inherent grimness of the setting. Violent it may be and the humour is often dark, but there’s an offbeat and jocular heart in the beast. For all its mechanical similarities to the RPGs of yesteryear, it’s that character, wit and playfulness that most capably satisfied my nostalgia and made me look forward to whatever InXile put their minds to next. I’ve criticised all of Wasteland 2′s foibles, but that’s because my relationship with it is complicated. I wish it were just a little more sharply dressed and not quite as fussy, but I do love it most of the time, although not necessarily from one hour to the next.

If the map is like a holiday in Blackpool, this scene is very similar to the aftermath of my last attempt to go camping, except the tent you can see here is far more upright than any effort I've ever made.

* There’s an assumption that everyone playing will have played and remembered details of the first Wasteland, which seems unlikely. The knowledge isn’t necessary but I was surprised by the flurry of references, which often provide a fair amount of detail.

** Companions are available to join the original party of four. An early recruit is almost indispensable, which is peculiar considering she can be entirely bypassed if you don’t search a dead-end in the starting area. I often felt like I should be digging up every loose patch of dirt and exploring every nook and cranny – the amount of interactive hotspots, trapped doors and seemingly barren areas makes the game a completionist’s nightmare, as does the fact that certain locations and missions will be locked off as choices are made. I’m OK with that. Gives me a reason to go back in and act like my own evil twin.

19 Sep 16:48

Square Enix unveils cloud gaming business Shinra Technologies

by Sinan Kubba
firehose

"Cutely named after the company in Final Fantasy 7" that was the world-controlling megacorporation draining the life of the planet for use as an energy source

Square Enix announced its aim to deliver "revolutionary" cloud-based gaming with Shinra Technologies, a newly launched subsidiary helmed by Yoichi Wada, the former president of the Japanese publisher. Cutely named after the company in Final Fantasy...
19 Sep 16:44

Spam

firehose

"You know what great technology doesn’t have a spam problem at all? RSS."

never follow firehose

I’m not using Gmail or similar — I use the mail server my hosting provider gives me.

That mail server has SpamAssassin, so I have that enabled and set to quarantine everything that scores a 1 or above.

A fair amount of spam gets through to my mail client — Apple Mail — anyway. And so I have junk mail filtering turned on there too.

But Mail’s junk mail filtering doesn’t do a very good job.

To be fair, it’s dealing with messages that SpamAssassin didn’t catch either. The tough ones. But there are a lot of those.

Tonight I got fed up and went back to SpamSieve. It had been years since I used it — but I’m so happy it’s still around. It always did a great job.

* * *

You know what great technology doesn’t have a spam problem at all? RSS.

Not that RSS is a replacement for email or Twitter or anything else. It brings you what you asked for — blog posts and podcasts, mostly — and nothing else gets through.

(RSS feeds may contain advertising, of course, but so do web pages and we don’t call that spam. It’s a different thing.)

What you don’t get with RSS is blog posts from some entirely other blog than what you asked for. If you subscribe to a podcast, you don’t get episodes from some other scammy podcast.

There was a sort-of spam problem many years ago. Back then there were blog search engines (which have all shut down, as far as I know), and those search engines would index spam blogs, and so if you had a feed that was a search you could end up with posts from spam blogs.

But I’m probably the only person who remembers that. And the problem wasn’t with RSS, it was with the search engines and the providers who allowed spam blogs.

19 Sep 16:43

pup

firehose

ooooooooooooooooooooooh

pup:

pup is a command line tool for processing HTML. It reads from stdin, prints to stdout, and allows the user to filter parts of the page using CSS selectors.

Inspired by jq, pup aims to be a fast and flexible way of exploring HTML from the terminal.

19 Sep 16:41

Bitcoin is plunging again

by Matt Phillips
firehose

"Unless it’s the Argentinian peso, this is no way for a respectable currency to behave"

Bitcoin (virtual currency) coins are seen in an illustration picture taken at La Maison du Bitcoin in Paris July 11, 2014. French police dismantled an illegal Bitcoin exchange and seized 388 virtual currency units worth some 200,000 euros ($272,800) in the first such operation in Europe a public prosecutor said on Monday. REUTERS/Benoit Tessier (FRANCE - Tags: BUSINESS)

We’re in the midst of another sharp sell-off for everyone’s favorite crypto-currency, with the price of bitcoin falling by more than 9%—to less than $400 at moments—this morning, according to the bitcoin data site BlockChain.

Why? Who knows. Technical analysts have tried to paste some sort of paper-thin rationale on it. (Personally I can’t help but wonder if some of the people willing to make highly speculative gambles are looking to move their money into Alibaba today, in the hope that it may be the next big momentum-driven money-maker.)

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Unless it’s the Argentinian peso, this is no way for a respectable currency to behave. And that’s exactly the point: Bitcoin is not a respectable currency. At the moment, it’s merely a plaything for tech-savvy gamblers with far too much money on their hands.

Still, over the long-term, the technological underpinnings of bitcoin as a payment system seem to have promise.

19 Sep 16:40

Kojima is getting into the clothing business with The Metal Gear Collection

by Emily Gera
firehose

'The new Metal Gear Collection 2014 clothing line is aimed at both men and women and extends to shoes and accessories. Likewise, the franchise-influenced line is largely camouflage-focused and features the Foxhound logo.'

Konami will begin introducing a clothing line based on the Metal Gear franchise, it was revealed during today's stage presentation of Metal Gear Solid 5: The Phantom Pain at TGS.

The new Metal Gear Collection 2014 clothing line is aimed at both men and women and extends to shoes and accessories. Likewise, the franchise-influenced line is largely camouflage-focused and features the Foxhound logo.

Also shown off today was a new Metal Gear Solid 5 edition PlayStation 4, new Snake figure, the iDroid phone case and a posable replica of Snake's prosthesis.

mgs

mgs

The Metal Gear Collection 2014 was first teased by Hideo Kojima on his Twitter account earlier this month with the release of an image of the Collection's title alongside the Kojima Productions logo.

19 Sep 16:40

bison2winquote: - Various quotes, Space Invaders ‘95: Attack of...

firehose

what











bison2winquote:

- Various quotes, Space Invaders ‘95: Attack of the Lunar Loonies (Taito)

(arcade - 1995)

19 Sep 16:38

Double Fine to exit Early Access, release full version of Spacebase DF-9

by Danny Cowan
firehose

spacebase~

Double Fine announced that it will abandon its Steam Early Access plans for Spacebase DF-9, revealing that a finished version of its galactic life sim will launch next month. Spacebase DF-9's dev plans now focus on adding tutorials and in-game goals...
19 Sep 16:33

Football has never been good

by Jane Coaston
firehose

'This game has never been good. It's been intriguing and exciting and brutal and depressing and occasionally boring (damn you, AFC North), but it's never been "good." It's never been a paragon of virtue. It's never been a font of whatever it is you want your kids to be. It just hasn't.

The difference is that now we know. We know exactly what we're getting into with this thing called "football."

We know that the NFL is either, at best, completely incompetent or, at worst, hilariously corrupt. We know that this game slowly breaks its players. We know that the NFL administration is far more interested in expanding into international markets than it is into protecting its employees or their families. We know that this is bigger than any team or division - this is an NFL-wide problem.'

On the worst football news week ever.

Reports: Arizona Cardinals RB Jonathan Dwyer arrested on domestic violence charges: http://t.co/8cFUtSomBx pic.twitter.com/7MCs3HLv3Z

— SB Nation (@SBNation) September 17, 2014

This happened Wednesday. In a week when the NFL would rather broadcast a blackface production of "Thoroughly Modern Millie" on live television than have another incident of domestic violence go public, this still happened.

Arrest Warrant Issued For Daryl Worley http://t.co/Rfq35EVSH9

— Smoking Musket (@SmokingMusket) September 17, 2014

This happened Wednesday. On the same day that Jameis Winston apologized for being comprehensively, totally clueless and was suspended for half a game, this still happened.

--------

Football has never been good. There has never been a time at which football, a game dependent on both incredible skill and irredeemable violence, has been good. Don't think that football has not always been a violent game full of terrible people. It has been, and is, and will likely always be.

Joe Namath was a "lovable rogue" only because we did not have First Take back then, and because Colin Cowherd would have set him on ritualistic fire. Every football superstar you can think of has likely done something that would offend your most cherished beliefs. The great secret of all of history is that everything has always been kind of bad but slowly, painfully, it gets better. That is true in football as well. We just have the unique privilege of knowing exactly how completely terrible it is.

--------

Former Dallas Cowboys wide receiver Lance Rentzel once exposed himself to a 10-year-old girl, an incident which The Harvard Crimson took in relative stride in 1973 when they published a review of his autobiography. The review contains this passage, regarding his initiation into Oklahoma football in 1962:

The season ended with the notorious "O" club initiation, a ritual for all first-year varsity lettermen. The initiates were ordered to crawl backward for fifty yards with "grapes up our asses," forced to drink menstrual fluid, and constantly shocked with battery-powered cattle prods. Coaches observed these activities to ensure that the proceedings "didn't get too sadistic."

That was 52 years ago. We were not good people then, and we are not good people now.

--------

When I was a toddler, my hometown team, the Cincinnati Bengals, played in the Super Bowl. My sister remembers being sick with a cold during the Bengals' AFC Championship game against the Bills and my dad becoming so excited about an interception that he jumped over the couch she was lying on. She does not remember that two weeks later, the night before the biggest game in the history of the franchise, the Bengals star fullback went on a cocaine binge in his hotel room. The New York Times story written about that game mentions the incident, phrasing it as another challenge the Bengals faced but couldn't quite overcome. "''His absence hurt us in the sense we had plays planned for him,'" Bengals coach Sam Wyche said.

We were not good people then, and we are not good people now.

--------

This game has never been good. It's been intriguing and exciting and brutal and depressing and occasionally boring (damn you, AFC North), but it's never been "good." It's never been a paragon of virtue. It's never been a font of whatever it is you want your kids to be. It just hasn't.

The difference is that now we know. We know exactly what we're getting into with this thing called "football."

We know that the NFL is either, at best, completely incompetent or, at worst, hilariously corrupt. We know that this game slowly breaks its players. We know that the NFL administration is far more interested in expanding into international markets than it is into protecting its employees or their families. We know that this is bigger than any team or division - this is an NFL-wide problem.

We know that college football uses its players and the players sometimes use their positions as college football players to do some stupid, evil shit and then the colleges they play for find a way to get them out of it, like it's an episode of "Saved by the Bell" and Mr. Belding's going to just look the other way this time, Zack Morris.

So what do we do now?

--------

I swear people don't know how lucky to be able to "play" in the NFL. Doing all types of dumb shit & here I am willing to do anything 2play!

— DARNELL DOCKETT (@ddockett) September 18, 2014

I don't know. If something has never been good, I'm not sure if we should ever expect it to become good. I think that the overlords of football have more pressure on them than ever to make the game and its players appear to be good. I think that we now know too much about the game to ignore its faults but love it too much to give it up completely, and we will thus grumble and protest until something happens so that the NFL bottom-line ticker on ESPN stops being so damned depressing.

If football cannot be good, maybe the best we can hope for is that it's better. That players aren't killing themselves or their loved ones, or getting arrested, or narrowly avoiding getting arrested. That team owners and coaches aren't so craven as to expect that fans will just move past incidents of violence, domestic or otherwise, because hey, we've got a big game coming up this weekend. That the leagues themselves, whether professional or college, will be less, well, stupid.

Good might be a bridge too far for football. But better isn't.

19 Sep 16:31

Trading a Ray Rice jersey for a Terrell Suggs jersey is not an upgrade

by James Dator
firehose

'Suggs has two children with Candace Williams. In December 2012 an attorney representing him confirmed Suggs surrendered his firearms to police in response to a court order filed the previous month by Ms. Williams. In 2009 Williams filed a complaint against Suggs alleging he threw a soap dispenser at her head, struck her in the chest with his hand and held a bottle of bleach over her and their 1 year old son. According to a December 2012 report. In September of 2012 Suggs was accused of punching and dragging his girlfriend Candace Williams beside his car with his two children inside. A temporary protective order was placed against Suggs, causing him to surrender an AK-47 and 6 other guns.'

The wrong jersey to exchange for, if you are trading in a Ray Rice.

suggs

"Suggs, not thugs"

"Suggs, not thugs"

"SUGGS, NOT THUGS"

From Terrell Suggs' Wikipedia page:

Suggs has two children with Candace Williams. In December 2012 an attorney representing him confirmed Suggs surrendered his firearms to police in response to a court order filed the previous month by Ms. Williams. In 2009 Williams filed a complaint against Suggs alleging he threw a soap dispenser at her head, struck her in the chest with his hand and held a bottle of bleach over her and their 1 year old son. According to a December 2012 report. In September of 2012 Suggs was accused of punching and dragging his girlfriend Candace Williams beside his car with his two children inside. A temporary protective order was placed against Suggs, causing him to surrender an AK-47 and 6 other guns.

19 Sep 16:29

Feminism Discourse Part 2: Who are the women that design games?

by Paul Owen
firehose

"First, there are many more women designing games than I realized. Second, part of the reason that men seem to predominate the list of well-known designers may be that men tend to design the "designer Euro" games like Puerto Rico and El Grande whereas women tend to design "specialty toy" games in relative anonymity. Third, game design partnerships tend to consist of men and women who exclusively design together.

The bottom line is that many more women design games than we hobbyists may realize. Those women are recognized within their own professional circles but do not enjoy the same public acknowledgment that some of the more celebrated male designers do."

Last week I started to consider the question about why it seemed that there were so few female game designers.  But that post admittedly begs the question:  Is it actually true that game designers are disproportionately male, or is it just that male designers are simply better known?  I decided to actively identify women designers and some of the games they've designed to see if I could validate the notion that they are rare - or if not, to investigate why they are not as well known as male designers.

There are a few boardgamegeek.com geeklists that highlight women designers (Women Game DesignersDesigning Women).  I'm still working my way through them, but I've started to consolidate a couple of lists:

Women designing on their own
Maureen Hiron, designer
of Cosmic Cows and
Continuo
  • Maureen Hiron - over 40 titles, including Cosmic Cows
  • Peggy Brown - 22 distinct titles, including Backseat Drawing
  • Leslie Scott - 21 distinct titles, including Jenga and Ex Libris
  • Joyce Johnson and Colleen McCarthy-Evans - 17 distinct titles, including Sounds Like a Plan (each also designed a few others on her own or with other design partners)
  • Andrea Meyer - 17 distinct games, including Ad Acta
  • Mary Jo Reutter - 12 distinct titles, including Sumo Ham Slam
  • Susan McKinley Ross - 13 distinct games, including Spiel des Jahres winner Qwirkle
  • Joan Wendland - seven games, most published under Blood and Cardstock Games
  • Kim Vandenbroucke - seven distinct titles, including Party Playoff (two in partnership with Randy Klimpert, his only designs)
  • Marsha Falco - six distinct titles, including Set
  • Linda Mosca - five wargames (four with SPI), including Battle of the Wilderness
  • Roberta Taylor - four distinct titles, including Octopus' Garden
  • Carol Wiseley - two titles on her own (including Loopin' Louie) plus one in partnership with Jim Bousman
  • Miranda Evarts - Sleeping Queens
  • Victoria Lamb - miniatures sculptor who at last report was seeking a publisher for Labyrintus
  • Liz Spain - Incredible Expeditions
  • Gina Manola - Koboldbande (also designed one game in partnership with two men)
  • Mary Couzin and June Fobes Keeley - Hollywood's Reel Schpeel
Women designing in partnership with men
Markus and Inka Brand, designers
of Village, 2012 Spiel des Jahres
Kennerspiel
 winner
  • Inka Brand - 47 distinct titles, including Kennerspiel des Jahres winner Village, most in partnership with Markus Brand
  • Doris Matthaus - 14 distinct games, all in partnership with Frank Nestel (his only designs as well)
  • Ase Berg - four titles in partnership with Henrik Berg (his only designs as well)
  • Brigitte Ditt - four titles in partnership with Wolfgang Ditt (his only published designs as well)
  • Ursula Kramer - three titles (including Wildlife Adventure) in partnership with Wolfgang Kramer (who has many titles of his own, including El Grande)
  • Karen Seyfarth - two distinct titles, both in partnership with Andreas Seyfarth (who has eight other designs, best known for Puerto Rico)
  • Claudia Hely - two titles (including Santiago) in partnership with Roman Pelek (who also has two other game design credits)
  • Flaminia Brasini - two titles (including Egizia) in partnership with three men on the Acchittocca Italian design team
  • Rosanna Leocata - two titles (including Terra Nova) in partnership with Gaetano Evola (his only two designs as well)
  • Gina Manola - Notable Novelists in partnership with Townes Durbin and Nick Rudd (their only designs; Gina Manola also designed one game on her own)
  • Lauren Banerd and Jennifer Schlickbernd - Advanced Civilization (Avalon Hill) on a design team with eight men 
  • Victoria Belunina - Enthullt, in partnership with Guus Twint (his only design as well)
  • Monica Dilli - Crash by Crash with Ivan Dostal (his only design as well)
  • Sarah Reed - Triple Threat in partnership with Will Reed (his only design as well)
  • Susan Van Camp - better known as an illustrator; designed Dragon Storm in partnership with Mark Harmon (his only design as well)
  • Stephanie Palermo - the currently Kickstarting Flocks and Flyways in partnership with Matthew Hickman (his only design as well)
  • Suzanne Zinsli - Tessen in partnership with Chris Zinsli (his only design as well)
  • Krista Witt - Eons in partnership with Christopher Witt and David Villegas (who have a couple of other designs)
  • Judy Martin - the recently released Quilt Show in partnership with Steve Bennett (his only design as well)
  • Sydney Englestein - Space Cadets in partnership with Geoff and Brian Engelstein
  • Federica Rinaldi - Sator Arepo Tenet Opera Rotas in partnership with Enrico Pesce (his only design as well)
So although I haven't even finished my survey, it is clear that there are many women designing games.  So far they seem fairly evenly divided between those that design games on their own or in partnership with other women and those that design in partnership with men.  Of those designing on their own, many appear to be designing games in the "specialty toy" sub-genre, a gaming category that does not generally recognize designers by name outside the industry itself.  The partnerships with men in most cases produce the entire design output of both members of the team - that is, the two partners design all their games together.

So what can I conclude from this survey of women designers?  First, there are many more women designing games than I realized.  Second, part of the reason that men seem to predominate the list of well-known designers may be that men tend to design the "designer Euro" games like Puerto Rico and El Grande whereas women tend to design "specialty toy" games in relative anonymity.  Third, game design partnerships tend to consist of men and women who exclusively design together.

The bottom line is that many more women design games than we hobbyists may realize.  Those women are recognized within their own professional circles but do not enjoy the same public acknowledgment that some of the more celebrated male designers do.  I hope to understand better why that may be - or at the very least, I want to be sure to expose myself to the complete range of game designs that both men and women offer.
19 Sep 16:27

Photo

firehose

sext



19 Sep 16:24

For fellow Drupal jockeys

firehose

meanwhile, in Drupal

While dragging a couple of our websites kicking and screaming into 7.x territory, I am reminded of this module (which some of you might find useful):

Misery

Boo Frickety Hoo!

Misery is a module designed to make life difficult for certain users.

It can be used:

  • As an alternative to banning or deleting users from a community.
  • As a means by which to punish members of your website.
  • To delight in the suffering of others.

The aim of misery is to be not traceable by users on misery list, so misery actions should be sufficiently subtle enough to avoid suspicion.

Currently you can force users (via permissions/roles, editing their user account, or using IP blacklists to endure the following misery:

  • Delay: Create a random-length delay, giving the appearance of a slow connection. (by default this happens 40% of the time)
  • White screen: Present the user with a white-screen. (by default this happens 10% of the time)
  • Wrong page: Redirect to a random URL in a predefined list. (by default this happens 0% of the time) [ETA: This is my favorite.]
  • Random node: Redirect to a random node accessible by the user. (by default this happens 10% of the time) [ETA: This one too. Bwahahahaha.]
  • 403 Access Denied: Present the user with an “Access Denied” error. (by default this happens 10% of the time)
  • 404 Not Found: Present the user with a “Not Found” error. (by default this happens 10% of the time)
  • Forms don’t submit: Redirect back to the form during validation to prevent submission. (by default this happens 60% of the time) Note: Occasionally certain forms validate based on which button was pressed, this won’t work in those cases.
  • Crash IE6: If the user is using Internet Explorer 6, this will crash their browser. (by default this happens 0% of the time)
  • Spam: Replace node content with a set word. (by default this happens 10% of the time)
  • Logout: Log the user out. (by default this happens 10% of the time)

There are hooks for developers to unleash and contrive more misery.

This project was inspired by the vBulletin hack; “Miserable Users”.

If you want to give your trolls the silent treatment try the Cave module.

…There have been times when I’ve input some juicy piece of data (IP, what have you) into the module’s field while muttering with the greatest pleasure, “Misery on you, misery on your family, misery on your cow…”  SO satisfying.