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  1. #1
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    How to fix tables not lining up - HTML

    Hey guys I've run into a bit of a problem. First I'll explain what I am trying to achieve:

    I have a table set up for the base of my website and I want to put another table inside to create a layer effect for content. I am working on a news page and put a simple table code in the middle of another table and although it seemed to work it is has a 5px gap dividing the two tables when I want 0px (I basically want the tables hugging each other, no gap between them).

    Here is my code:

    Code:
    <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
    <html xmlns="http://www.w3.org/1999/xhtml">
    <head>
    <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
    <title>Jassinlive</title>
    <link href="dropDown.css" rel="stylesheet" type="text/css" />
    </head>
    
    
    <body bgcolor="#333333">
    
    
    <div align="center">
    	<table bgcolor="#800000" width="1100" height="100" cellspacing="0" cellpadding="0" style="padding-top: 10px; padding-bottom: 10px;">
    	   <tr>
    	    <td style="padding-left:10px;">
    		<a href="home.html" style="text-decoration: none"><font color="yellow" face="arial" size="6">Jassinlive</font></a>
    	    </td>
    	   </tr>
    	</table>
    </div>
    
    <div style="height:10px">&nbsp;</div>
    
    	<div align="center">
    	<table width="1100" height="48" cellspacing="0" cellpadding="0" style="padding-top= 10px; padding-bottom:10px;">
    	   <tr>
    	    <td bgcolor="#000000" valign="top" width="150" style="padding-left: 5px;">
    
    	<div style="height:3px;font-size:3px;">&nbsp;</div>
    
    
    	    </td>
    	   </tr>
    	</table>
    
    
    	<table width="1100" cellspacing="0" cellpadding="0" style="padding-top= 10px; padding-bottom:10px;">
    	   <tr>
    	    <td bgcolor="#000000" valign="top" width="150" style="padding-left: 5px;">
    	    
    	<div style="height:10px">&nbsp;</div>
    	
    	<center><h1><font color="yellow" face="arial">Video Games News</font></h1></center>
    	
    	<p><center><font color="yellow" face="arial" size="">Relevant video game news from Australia and across the globe.</font></center></p>
    	
    	<div style="height:10px">&nbsp;</div>	
    
    
    
    	<div align="right"> <!--Table-->	
    
    	<table bgcolor="#8000000" width="1050" cellspacing="0" cellpadding="0" style="padding-top: 10px; padding-bottom: 10px;">
    	   <tr>
    	    <td>	
    
    	<div align="right"><font color="yellow" face="arial" size="2">November 24, 2012</font></div>
    
    	<div align="left"> <!--Content-->
    
    	<a href="http://forums.station.sony.com/ps2/index.php?threads/briggs-au-server-issues-resolved.50588" target="_blank" style="text-decoration: none"><h3><font color="FFFF66" face="arial">PlanetSide 2 - </font><font color="yellow" face="arial">Briggs (AU) Server Issues Resolved</font></h3></a>
    
    	<p><font color="yellow" face="arial" size="4"><u>Day 1</u></font></p>
    	
    
    	<p><font color="yellow" face="arial">On launch day we had a 2 fold problem, one that was specific to Australia and one that was worldwide. The first was a server/client bug where characters were getting stuck if they made it into the world and logged out, or crashed out, preventing them from logging back in. You would press play and nothing would happen. This one took a while to figure out, and we finally had a code hotfix on day 2, thank you to the people who let us use your "stuck" characters to solve this one.</font></p>
    	<p><font color="yellow" face="arial">The tricky part about this client/server bug is that the symptom for the 2nd problem which was only affecting Australia was the same as the hotfix bug, so diagnosing this second problem was even more difficult. Click play and nothing happens, or click play and it takes forever and then lag is horrible or unplayable. At first we thought it was part of the first problem, but then we realized we had a configuration issue on our side and so we adjusted that. Since the first problem was still occurring because the hotfix hadn't been deployed yet, it was difficult to see if our configuration change really fixed problem 2, it looked like it was improved but it was just too hard to tell for sure. So we waited for the hotfix, and then retested on Day2.</font></p>
    	
    
    	<p><font color="yellow" face="arial" size="4"><u>Day 2</u></font></p>
    
    	<p><font color="yellow" face="arial">After the code hotfix was deployed and our configuration change was in place, we saw excellent results when the population was low. This lead us into a new set of problems once population started to rise around your peak times. Our provider was sustaining heavy packet loss, and it impacted logins, character creation, and general game play. People were warping, lagging, and disconnecting in mass. Users were taking 30 seconds or more to get into the game, in many cases it took 2-3 minutes. We got the provider involved and it took several hours but they finally made some changes on their end and our problems went away (or so we thought). The game looked good, populations were high, and we thought we were in the clear. My team called it a night, and within a couple of hours something on the provider side changed, 
    	and we had a new set of problems, but by this time populations had dropped because the Australian folks were going to sleep and so even though something changed we didn't see it until Day3 when we woke up and reviewed all of the log data.</font></p>
    
    
    	<p><font color="yellow" face="arial" size="4"><u>Day 3</u></font></p>
    
    
    	<p><font color="yellow" face="arial">We noticed something had changed on the provider side a few hours after they fixed the packet loss problem the night before, so that's when we decided to stage the diagnostic tests and bring all of the SOE people together to get this issue solved once and for all. We were confident the code hotfix from day 2 was good, as no other region was experiencing the issues anymore, so we knew whatever had changed was most likely the cause, but we didn't know for sure what it was. When populations were low we couldn't produce the problem, so we had to wait until prime time when populations were high enough to show the issue and the data matched our logs.</font></p>
    	<p><font color="yellow" face="arial">Sure enough, your prime time started (and the SOE staff was recovering from food overload on Thanksgiving), and populations were up. We gathered data and working with a very active Aussie community on our forums we had all the evidence we needed to show that something on the provider side had changed. After supplying the data, and working with them they found the problem and rectified it. Once they made the change, all of our network issues went away, and the game immediately started responding how we expected and like every other region. Login times were 1-5 seconds, and within minutes populations had blown to record levels on Briggs. The SOE staff also loaded in and jumped all around the world and things were running beautiful. We witnessed fantastic battles and the game experience everyone else in other regions were experiencing.</font></p>
    	
    	<div style="height:25px">&nbsp;</div>
    
    	<p><font color="yellow" face="arial">This was a 3 day exhausting diagnosis, and it was a mix of a code bug, a mis-configuration, and 2 separate provider issues.</font></p>
    	<p><font color="yellow" face="arial">I'm happy to report, at this time, that Briggs is officially performing at SOE standards, and that any Australia related issues on that world are isolated individual cases. If you are still having problems on Briggs, please submit a ticket for assistance, and CS will work to help get you in the game. Assuming we don't have any ninja-changes while we are all sleeping tonight, I'm looking forward to seeing what your prime time produces tomorrow for populations.</font></p>
    	<p><font color="yellow" face="arial"></font></p>
    	<p><font color="yellow" face="arial"></font></p>
    			
    
    	</div> <!--Content-->
    	</div> <!--Table-->	
    	
    	
    	    </td>
    	   </tr>
    	</table>
    
    	<div style="height:35px">&nbsp;</div>
    
    
    
    
    	<div align="left"> <!--Table-->	
    
    	<table bgcolor="#8000000" width="1050" cellspacing="0" cellpadding="0" style="padding-top: 10px; padding-bottom: 10px;">
    	   <tr>
    	    <td>
    
    
    			<div align="right"><font color="yellow" face="arial" size="2">November 21, 2012</font></div>
    
    	<div align="left"> <!--Content-->
    
    	<a href="http://www.unknownworlds.com/ns2/news/2012/11/build_232_released_on_steam_and_balance_process" target="_blank" style="text-decoration: none"><h3><font color="FFFF66" face="arial">Natural Selection 2 - </font><font color="yellow" face="arial">Build 232 released on Steam (and balance process)</font></h3></a>
    
    
    	<p><font color="yellow" face="arial">We just released Build 232 on Steam. We keep cranking out the patches, to address some issues that are still popping up. We just noticed that Explore Mode wasn't working...oops. So we fixed that and queued some other balance changes as well. Speaking of balance, I wanted to take a moment to explain a bit about these particular changes, as well as our evolving balancing process.</p>
    	<p>Now that we have thousands of games played on every patch, and we have so many new players joining the game every day, we really need to make sure that our changes are solid. If we mis-step, it can result in a lot of painful games until we get the next patch out. But if we don't do anything, the game can get stale as the latest best strategies grow in popularity and tend to be played the most.</p>
    	<p>Many players are concerned with us not taking their input, or only listening to public players, or only to competitive players. This game needs to be balanced for both, so input must be taken from everywhere and reconciled. There is also the experiential and intuitive aspect of balance, where something doesn't "feel" right, and also the statistical aspects: we use comprehensive game stats to see when certain weapons aren't behaving well, or when lifeforms become weak or hard to play (by watching average lifetime by build), etc. So this input comes from many sources.</p>
    	<p>Finally, we are starting to test proposed upcoming balance changes through Steam Workshop. I have a mod up there which you can install and play on your dedicated server.</p></font>
    	
    	<center><a href="http://steamcommunity.com/sharedfiles/filedetails/?id=108447514" target="_blank"><img src="./images/news/ns2bal.jpg" style="border-style: none"></a></center>
    
    	<p><font color="yellow" face="arial">Last week I posted a Survey Monkey survey there, which asked very specific questions of players, as well as asked them how many games they had played on the patch. This was invaluable for the changes in 230, and it prevented us from releasing a couple changes that probably would have been quite bad (noticeably, increasing Lerk health). So after all the feedback is taken from public and competitive games, our comprehensive stats system, e-mail, forums, changes are planned added to this mod for testing.</font></p>
    	<p><font color="yellow" face="arial">Finally, I wanted to give some of the reasoning behind the changes in this build. General balance has been improving a lot at the competitive level, but it's not great on pubs. I believe that competitive play is a microcosm of pub play, and that it's not a smart move to have two different versions of the game, balanced for each side. However, there certainly are differences between the two play-styles, and this patch's changes are addressing pub play directly.</font></p>
    	<p><font color="yellow" face="arial">There seems to be a lot of Shade and Crag spam in hive rooms in pubs, making it quite hard for marines to kill hives. Cloaking and Regeneration also seem to be too easy to use, giving Skulks especially a large advantage against equally skilled marines. So these changes are here to help address these problems in particular.</font></p>
    	
    
    	<p><font color="yellow" face="arial" size="4"><u>Balance</u></font></p>
    
    	<font color="yellow" face="arial">
    	<ul>
    
    	<li>Changed combat time-out to 3 seconds (was 1.5) seconds (makes Regeneration and Cloaking less powerful and easy to use).</li>
    	<li>Reduced Shade cloaking radius from 20 to 14.</li>
    	<li>Re-balanced Crags so they now self-heal, but only give 3% health every 2 seconds (min 10, max 40). (was 5%, min 10, max 50).</li>
    	
    	</ul>
    	</font>
    
    	<p><font color="yellow" face="arial" size="4"><u>Fix</u></font></p>
    
    	<font color="yellow" face="arial">
    	<ul>
    
    	<li>Fixed error when starting Explore mode.</li>
    	<li>Fixed bug where Crags were getting too much health.</li>
    	<li>Fixed crash when a render_setup file could not be parsed due to improper formatting.</li>
    	<li>Fixed bug where text with multiple lines was not properly printed to the console.</li>
    	<li>Fixed bug where the spinner on the loading screen did not display if texture quality was set to medium.</li>
    	
    	</ul>
    	</font>
    
    	<p><font color="yellow" face="arial" size="4"><u>SDK</u></font></p>
    
    	<font color="yellow" face="arial">
    	<ul>
    
    	<li>Added a second parameter to the callback called from Shared.SendHTTPRequest in the case of an error, which specifies the error message.</li>
    	<li>Changed models to use a default material if one wasn't specified in the imported file.</li>
    	
    	
    	</ul>
    	</font>
    
    	
    	<p><font color="yellow" face="arial">So that's the current state of affairs for our balancing process, and it will no doubt continue to change as we learn more about the game and continue adding to it.</font></p>
    	
    
    	</div> <!--Content-->
    	</div> <!--Table-->
    
    	
    	    </td>
    	   </tr>
    	</table>
    
    
    
    	<div style="height:35px">&nbsp;</div>
    
    
    	
    	<div align="right"> <!--Table-->	
    
    	<table bgcolor="#8000000" width="1050" cellspacing="0" cellpadding="0" style="padding-top: 10px; padding-bottom: 10px;">
    	   <tr>
    	    <td>	
    
    	<div align="right"><font color="yellow" face="arial" size="2">November 16, 2012</font></div>
    
    	<div align="left"> <!--Content-->
    
    	<a href="http://www.realitymod.com/forum/showthread.php?t=115350" target="_blank" style="text-decoration: none"><h3><font color="FFFF66" face="arial">Project Reality - </font><font color="yellow" face="arial">PR:BF2 Falklands v0.1 Addon Released!</font></h3></a>
    
    
    	<p><font color="yellow" face="arial">The award winning Project Reality and Black Sand Studio teams are proud to announce the official release of Project Reality: BF2 Falklands v0.1 Addon for Project Reality: BF2 v0.97! 
    	Project Reality: BF2 Falklands (PR:F) is an addon that brings the infamous 1982 Falklands War into the Project Reality: BF2 v0.97 modification. We have labored endlessly and dedicated ourselves to ensuring that this addon remains historically accurate while preserving the team-oriented gameplay and high quality that has come to be expected from the PR team. If you missed the release of the PR:BF2 Falklands v0.1 Addon Trailer, be sure to </font><a href="http://www.youtube.com/watch?v=iAovSz_2rw0" target="_blank" style="text-decoration: none"><font color="yellow" face="arial">watch it.</a></font></p>
    	
    	<center><a href="http://www.realitymod.com/downloads#bf2" target="_blank"><img src="./images/news/falk.gif" style="border-style: none"></a></center>
    
    	<p><font color="yellow" face="arial">The PR:BF2 Falklands addon is a DLC release and is completely optional. However, due to many servers running the addon, we strongly recommend that everyone download and install it to avoid problems with servers running a mixed map rotation. You must have Project Reality: BF2 v0.97 already installed before installing this addon.</font></p>
    	<p><font color="yellow" face="arial" size="4"><u>New Features and Changes</u></font></p>
    	<p><font color="yellow" face="arial">The Project Reality: BF2 Falklands addon contains a number of new features and is fully packed with two new factions completely outfitted with 17 new weapons and 12 new vehicles. The Falklands map provides great terrain for ground battles as well as aerial dogfights and features an extensive playing area (8km x 8km) that will offer players endless hours of realistic, team oriented gameplay. </font><a href="http://www.realitymod.com/forum/f196-pr-highlights/115200-falklands.html" target="_blank" style="text-decoration: none"><font color="yellow" face="arial">Click here </font></a><font color="yellow" face="arial">for the full Project Reality: BF2 Falklands v0.1 Addon feature list.</font></p>
    	
    
    	</div> <!--Content-->
    	</div> <!--Table-->	
    	
    	
    	    </td>
    	   </tr>
    	</table>
    
    	<div style="height:5px">&nbsp;</div>
    	   
    	    </td>
    	   </tr>
    	</table>
    	
    
    </body>
    </html>
    As you can see I am going for a 'right table', 'left table', 'right table', 'left table', etc effect.

    What am I doing wrong?

    Regards,

    J

  • #2
    Master Coder felgall's Avatar
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    1, Don't use tables for layout - use semantic HTML and CSS

    2. Where you have tabular data put all the data inside ONE table.

    3. Use HTML 4 or 5 not HTML 2 (as that died nearly 20 years ago taking tags such as <center> with it) - layout is done with CSS not with HTML. The same goes for the long dead align attribute - use CSS.

    To sum up you are coding a web page for the Netscape 1 browser rather than coding for the 21st Century. The way to fix it is to strip out all the junk between the < and > in your page including those characters and start over with HTML. Once you have tags around everything that define what they are then you can apply CSS to define where it should go in the page.
    Stephen
    Learn Modern JavaScript - http://javascriptexample.net/
    Helping others to solve their computer problem at http://www.felgall.com/

    Don't forget to start your JavaScript code with "use strict"; which makes it easier to find errors in your code.

  • #3
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    NP thank you.

    What steps should I take to update to HTML5? I'm only just remembering the standard HTML so go easy on me =P.

    What things should I change to make it HTML 5 friendly? And advice for CSS?
    Last edited by jassinlive; 11-24-2012 at 06:58 AM.

  • #4
    Master Coder felgall's Avatar
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    Quote Originally Posted by jassinlive View Post
    NP thank you.

    What steps should I take to update to HTML5? I'm only just remembering the standard HTML so go easy on me =P.

    What things should I change to make it HTML 5 friendly? And advice for CSS?
    Learn HTML 4 and CSS 2,1 first - what is in HTML 5 and CSS 3 are basically extensions for adding extra functionality that is not often required in basic web pages.

    Basically you wrap the parts of your content in the tag that best describes what that content is - paragraphs, headings, lists etc without worrying about how it looks. The appearance is defined using CSS.

    If you are creating a template for page layout for multiple pages then use some placeholder text to represent the main content and get the rest of the HTML and the CSS worked out before substituting real content to make each page.

    The same CSS file can be linked into all your pages so that they all share the same overall appearance and allowing you to easily change how all the pages look by modifying that one file.
    Stephen
    Learn Modern JavaScript - http://javascriptexample.net/
    Helping others to solve their computer problem at http://www.felgall.com/

    Don't forget to start your JavaScript code with "use strict"; which makes it easier to find errors in your code.


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