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|41 posts found
Below you find the recipee on how a gaming company can loose their biggest fans in the most effective way. It just really takes a constant breaking of promises, and in the end all credability is gone, and i stopped being a beleiver.
*** Also another thread on these very forums you can reference/research for track record of this company....
Advanced Member
Joined: 8/02/08
yep i can vouch for most of this......
Advanced Member
Joined: 11/07/05
Much hate, have you played the game?
With no qualification I'll say it's the best game out there. GW 2, c'mon I played two characters to max level and the only thing that game is good for is to give me a good nights sleep from the boredom. wow? If you want to put in months of mind killing boredom to level and gear up so that some snobby 12 year old will take you in a group you might find some challenge. Name a game that's even somewhat close. If you're bashing DFUW then tell us what's so awesome that it puts this game to shame.
The only game that compares is Eve, and I don't care to be a space ship floating around. I don't have anything against that game, except that I don't feel a part of the world there.
DFUW has the best combat system out there. The mix of arrows that arc and spells that are straight is fantastic. Only people that don't give it a chance don't like the combat, or people not capable of aiming. Just head and shoulders above any other game.
DFUW has the best AI. Other games are so easy to predict, so easy to figure out the leash spots and kill AI. I die in those games more because I just don't care to pay attention than I do because of any challenge.
DFUW has the best crafting and world building. Crafting means so much in this world. It's not some side mini game without value. You can build here, and you can't in most other games, especially mainstream.
DFUW has without a doubt the best boat and water system in any game. There's nothing like the battles on the water.
DFUW has the best world. You get to know the area around your castle or base if you aren't fortunate enough to own some place. You know hard to find stashes of resources. You get to know the world. It's a lot like the old games in that way. You spend time in the world without hopping from this to that by instant travel.
DFUW has a death penalty, it's called losing your stuff. Games without anything but stats bore me to tears. No death zerg in DFUW.
It's just a fantastic game which will get better.
If you like PvP with free for all Loot, then if you give it a chance you'll like DFUW. I you don't the game isn't for you and that's as simple as it gets.
Novice Member
Joined: 4/07/10
Stupidity can't be taught
Someone should do this with Mortal Online, include the dodgy GM practices and you'd prob have to break it up into volumes.
OP if broken promises are not your thing I'd suggest maybe another genre other than mmo's. They have a well earned reputation of providing many.
Advanced Member
Joined: 7/07/07
What happened to fun and innovative mmo's?
I liked DF 1 and played it a lot. But sadly AV's track record for fibbing to there customers is at the legendary point:)
It is one of the worst updated games I have EVER played in regards to promises/updates.
On the other hand DF 1 was hella fun.
The only thing I am worried about it the large list of features that are "shortly after release". Not a good thing when the game being released was originally called Darkfall 2010.
Novice Member
Joined: 11/06/09
Bottom line is AV are a bunch of amatuers and have NO clue what they are doing with this "new game" called DF:UW.
The new gui is awful. The game runs really bad. The "roles" are far from complete. They are missing 4-6more roles and tons of abilities and options for each one. The combat is slower and dumber than ever and there are tons of features missing from launch that might not ever come, or come 1year later after players are paying a premium price of 15/month for this game.
I was in DF beta 08 and very little has improved and much has stayed exactly the same as it is today in UW beta.
It is a sad state of affairs that AV wants to try to pass this game off as a finished product. I would warn all new players to stay away from anygame that involves Aventurine and do not get scamed and buy UW.
Originally posted by ChaosChest
The real test will be IF this load lag goes away with the debug mode off.... But yeah with the amount of content in at launch it should be a B2P game not a subscription at all.
Also - GREAT reading if you dare try and put negative reviews out, lol --> cannot wait to read the Eurogamer review this go round again....
Novice Member
Joined: 11/06/09
Originally posted by Deerhunter71
Yeah, "debug mode" . That is hilarious.
I remember when AV was claiming having a ton of content and features in beta but that they were turned "off" for testing.....
Funny how after release and years later nothing was ever turned "on" .
If launch is in 4 days, I would think the devs could roll out the actual launch ready game with no "debug mode" and allow players to actually test the game.. But my money is on debug mode isnt the reason for the poor performance. And AV is just going to settle with it. We are talking about systems that are extremely high ended that UW runs like trash on. This is with only 100 people max on the beta server and only being around 10-20 players. Just imagine how bad things will be around 200 players in a siege. or just having 1k players on the server etc etc.
For new players, Just stay away from this game. The population will be at its lowest level ever, and the game needs years of work. The big thing is getting a real dev team to take over the game to fix it. It is looking more and more outdated as well.
Novice Member
Joined: 5/15/06
The doctors say his chances are 50/50...but there's only a 10% chance of that.
I'm very excited for the game to launch. I won't be buying it of course.
I am wondering how long until it gets shut down for the next do-over: Darkfall: Holier Agon
Is anyone realisticly expecting a solid launch with minimal bugs and the game to be very fun and financially successful? I mean truly realistic, not wishful thinking or desperate hope, it is Aventurine we're talking about here.
See you in Darkfall!
I'm so excited!
El Psy Congroo
Advanced Member
Joined: 10/02/04
Originally posted by asdar
its just a shame its a shadow of the origional game.. The origional Darkfall was the best game out there gands down.. it needed some fixes and changes but it didnt need DF:UW.. still your right there is not much out there at the moment for people who enjoy FFA full loot PC games its just a shame waht they did to it..
My 3D models
Apprentice Member
Joined: 1/18/06
I don't like your pants.
Originally posted by Caldrin
You ever planning to get over it? You spam this in every DF thread for a month or more now, we understand you and some other gamers don't like it but that doesn't really mean it goes beyond your opinion.
DFUW is a new game with the core of the game copied from the old DF. DF1 was unable to sustain itself with the few nerds like you and me who played it a lot. It died for a reason. Definitely not because it was a great game. it was only great for a very small community.
So there is a damn good reason DFUW tries to make things different. It needs to catter to a bit wider audience in attempt to survive longer than 3-4 years.
On the topic and AV, I didn't read OP because most of it is probably true. Most of us who played DF for years know that Aventurine guys are very unprofessional when it comes to handling an MMORPG. But in the end of the day they still provide one of the more immersive and interesting gaming worlds, so you either learn to read in between the lines and downgrade every announcement they make for a level or two, or move on.
Novice Member
Joined: 8/18/07
Originally posted by StarI
funny part is that caldrin is right..
Darkfall has a bit bigger community ( dedicated ) then MO ( also dedicated)
Currently AV puts up a huge finger to their own communitty by introducing a crap game like UW..
I wish Av good luck tho.. with finding a new community... with their reputation on the internet.. :)
Uw combat system is fcking boring.. its a open world moba game..
Lets us see what happends after 1 month of launch when the numbers are dropping of the pre-orders..
tbh: currently waiting for an emulutor of 1.0
Originally posted by StarI
LOL - that right there proves it is NOT a new game. It is just a glorified mod since they copied the core of the game from the old one - yet they want to keep claiming this is an all new game.... If they copied so much from the old game then how the hell could they not copy all the boats, cannons, warhulks, etc.? They have so much missing content from the first game they say is coming after launch.... They took 3 years and took stuff out when all they had to do was copy it as you say....
Can you imagine how idiotic it is going to be to siege a city with walls up and you have to use battlespikes to take down all the walls before you can take the stone down - LOL
Apprentice Member
Joined: 1/18/06
I don't like your pants.
I know it's mostly pointless to reply to you but since I like pointing out brainless statements... let's see.
Originally posted by Snoepie
About what? About the subjective opinion which game is better? You will have to read my reply that you quoted yourself, if you're going to have a debate with me. Never said myself he is wrong... and there's nothing funny about a man being grumpy and sad (mad?).
Originally posted by Snoepie
From this statement I can only extract that you're a bit slow. Us vets knew this almost 2 years ago when it became clear they abandoned DF1 for something else (and from their pow it alreay started in 2010). For 2 years they kept their finger very high yet a few hundred suckers egoisticaly choose to ignore that and kept playing DF1 which eventualy dried out completely and died.
Not to mention that's your subjective opinion. In fact DFUW is miles ahead to what DF1 was at release.
Originally posted by Snoepie
Again, it's ok to have your own opinion but because you and 100 other bitter vets think it sucks it doesn't really mean it sucks. I'm a vet too and thought it sucks when I had to say good bye to DF1 but I accepted the reality and moved on. UW has all the chances to surpas the predecesor in every way. But that's up to AV, not your opinion.
Btw moba games are very popular because they are fun. DF1 wasn't fun for a big majority of gamers who tried or heard about it. Actually it's kinda funny that you compare it with moba games. While it's far away from one, you're unintentionaly implying that it will be fun for milions. Something that no one would realy mind.
Originally posted by Deerhunter71
How does it prove it's not a new game? I really have to question if retarded or you're just trying to troll and slagg on a game... Probably the last since you're the guy who recently posted 5 months old list of "missing features" where half of it was either an opinion or a feature added long ago as proven later on by devs and community.
So.. The core is the same but they're building a new game on top of that.
They stripped the old game to the core and they are rebuilding it into a new one. They are not copying everything... There's so many completely new and rewritten code in it, that old vets don't recognize the original DF anymore and cry cos it's not the same... it's really just retardation of a few individuals, covering their eyes and ears ang going "nanana i want to play df1 nanana!! ", refusing to realise DFUW is trying to differentiate from DF1.
In fact you're proving my statements right, when questioning why isn't everything from DF in DFUW. It would have been if they just copy/pasted everything. You're proving that they are not cos they are trying to make a different (a New) game.
Originally posted by Deerhunter71
They took 3 years and took stuff out when all they had to do was copy it as you say....
I never said this. Nevertheless my statements above should bring your comprehension into a better light.
Originally posted by StarI
Not everything should be in DF:UW that was in DF - but ships and cannons would have been an easy one as I stated.... Call it how you like it is not a brand new game - it is a glorified MOD is all....
*** Let's revisit this on 4/30 to see how much of the "immediately after launch" is in 2 weeks after launch then we can see if they are still true to their reputation....
Apprentice Member
Joined: 10/04/10
Originally posted by Deerhunter71
If AV can be consistant with quick, meaningful patches then I see no reason why Darkfall would not be successful in its niche. If however, as most people suspect, AV drops the ball, the momentum will run out and the population will eventually dwindle.
This can be said for any new MMO though.
Originally posted by Badaboom
I agree with you totally. If AV makes me eat my words then by all means that is for the good of the game and they have changed. But the track record states otherwise and we should revisit the missing features on 4/30. But you are right there - no doubt and we will know in a mere 19 days what "immediately after launch" means one way or the other....
Advanced Member
Joined: 10/02/04
Originally posted by StarI
Its not like its a minority of the old darkfall players that have this opinion.. its most of them.. just check all the polls in the beta forums and i dont think one of them had DF:UW coming up as the better game.. yes some features are pretty good but the majority of what they have done in DF:UW is pure bad and there is nothing else to it... lets not even get started on how much of the game is going to be "ADDED AFTER RELEASE".
DF did not need to cater to a wider audience they needed to stick to one server and fix some of the issues the game had.. DF is a niche game and they have tried to move it away from that by dumbing certain things down.. but it wont make a difference it will still be a niche game as the general MMORPG population do like like FAA Full loot PVP games with PVE as a side game.. what AV needed to do was fix the issue DF had to keep the core player base and maybe bring some mroe back in that left because of bugs and exploits.. I cant see DF:UW lasting longer than the origional..
its a joke at the end of the day.. a bad joke..
My 3D models
Advanced Member
Joined: 3/07/07
I can confirm everything about the company. The best lie they ever said is about the prestige classes and new armor models and character models.


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Sir Joseph Edgar Boehm, 1st Bt
3 of 15 portraits of Sir Joseph Edgar Boehm, 1st Bt
- Overview
- Extended Catalogue Entry
© National Portrait Gallery, London
Sir Joseph Edgar Boehm, 1st Bt
by Edward (Edouard) Lanteri
bronze medallion, 1891
4 5/8 in. (117 mm) diameter
Purchased, 1979
Primary Collection
Click on the links below to find out more:
Sitterback to top
- Sir Joseph Edgar Boehm, 1st Bt (1834-1890), Sculptor. Sitter associated with 15 portraits, Artist associated with 33 portraits.
Artistback to top
- Edward (Edouard) Lanteri (1848-1917), Sculptor. Artist of 6 portraits, Sitter in 3 portraits.
This portraitback to top
This posthumous uniface medal by Lanteri was a tribute to the sculptor Joseph Edgar Boehm, whose studio he had joined on coming to England from Paris in 1872. Modelled shortly before Boehm's death in 1890, Lanteri has lightly sketched in a sculptor's mallet and laurels to the side of the head. He remained adverse to the mechanical aspect of the striking process; the bold handling and irregular circumference of this medallion is typical of his output. James Moore at the Thames Ditton foundry was responsible for casting the British Museum's example of this medal and may have cast this and other medals for Lanteri.
Linked publicationsback to top
- Saywell, David; Simon, Jacob, Complete Illustrated Catalogue, 2004, p. 63
Subjects & Themesback to top
See this portrait
On display in Room 26 at the National Portrait Gallery

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I suppose when you're 6'11" and have a fastball that routinely touches the upper-90s, it's probably not unreasonable to think that you can take most guys in a fight. However, in the PC, sterilized relationship between professional athletes and the press, it's not every player that feels comfortable vocalizing this information. Randy Johnson, however, is not one of those players.
In the third inning of the Pirates/Diamondbacks game today, Johnson threw inside to Doug Mientkiewicz, backing him off the plate. On the next pitch, Johnson was partway through his motion, when Mientkiewicz halted the action by calling timeout and stepped out again. The two then began to bark at each other, escalating to the point that both benches and bullpens cleared, although no physical altercation took place. The game continued on without further incident.
When asked about the confrontation later, Johnson was blunt in his assessment.
"It's really not the storyline. It didn't bother me at all," Johnson said. "If it would have, he'd probably be in a stretcher, and I'd probably be out of the game."
Sadly, when asked to elaborate, Johnson did not add "I'm a baaaaaaaaaaad man."
with every game, i'm liking MintCabbage more and more. i anxiously await the day someone calls him, Snell, or Jason Michaels "yella"…
Sure, when Randy's facing the Pirates, he's a "baaaaaaaaaaad man". But where was that 'tude when he's in the divisional playoffs (2-8, 4.85 ERA)?
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Djokovic Serbs up a treat
World number three battles back from a set down to beat Russian
He was the better player in the first two sets, definitely. I'm just happy to get through
Novak Djokovic
Quotes of the week
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Defending champion Novak Djokovic opened the defence of his ATP World Tour Finals title with a hard-fought 3-6 6-4 7-5 victory Nikolay Davydenko.
The Serbian, playing in his 95th game of the season, battled back from a set down to triumph in a titanic Group B tussle at the O2 Arena in London.
Davydenko did his best to cause a second successive upset following Robin Soderling's stunning victory over Rafael Nadal in the afternoon.
The Russian managed the opening break in the fifth game and went on to seal the set with a second thanks to a return that just dropped in.
Having triumphed in Basle and Paris before the event Djokovic was not used to being on the back foot. He let frustration finally get the better of him at the start of the second set when he hurled his racquet to the ground.
However the world number three showed the fighting qualities that he has become renowned for on the ATP Tour, levelling matters in style.
After several wasted opportunities he eventually registered a break in the ninth game of the second set that meant the need for a decider.
Djokovic showed remarkable powers of strength to take control before eventually serving out for the match at the second time of asking.
"I haven't felt great on the court today," he told Sky Sports afterwards. "I'm not the freshest guy on the tour right now.
"He was the better player in the first two sets, definitely. I'm just happy to get through."
Davydenko was also feeling the strain as the match, easily the best of the tournament so far, wore on into a third hour.
He twice called for treatment from the tour's doctor having felt unwell, yet still somehow mustered enough strength to spare himself from defeat at 5-4 down, clinching an unlikely break with a backhand down the line.
The reprieve only proved temporary, though, as he immediately lost his serve in a hurry.
Djokovic made no mistake second time around, a long forehand from his rival giving him the 200th point in a thrilling contest that finally came to a climax just before midnight.
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The Blog
Artillery Gets Smart, Mortars Still Dumb
6:24 PM, May 29, 2007 • By MICHAEL GOLDFARB
InsideDefense.com reports today on the "first combat firing of a 155 mm precision artillery shell in Iraq." The shell, the XM982 Excalibur, was fired at an al Qaeda safe house earlier this month:
It all sounds very impressive--Clausen adds, "We're looking to improve efficiency in everything we do. Precision means you need fewer rounds, and fewer man hours in moving large numbers of rounds...That's how you cut the logistics tail."
Precision guided artillery has a short history. The Army developed a laser guided 155mm projectile called Copperhead in the 1980s, and the round was used in combat in the first Gulf War. But the Copperhead was expensive, and laser targeting requires a high cloud deck and a soldier on the ground to illuminate the target--it wasn't ideal and the program was killed. But Excalibur may finally give the Army the guided munition it's been looking for.
Still, not everyone's convinced. This morning I spoke with Stuart Koehl, a military analyst at Johns Hopkins University's Center for Transatlantic Relations, who called the strike "a stunt, because they didn't have to use an artillery round, they could have used an airplane--it would have been a lot cheaper." I also spoke with WEEKLY STANDARD contributor Tom Donnelly, who said that, "without being dismissive, I would kind of agree....We're hardly suffering from a want of firepower in Iraq." But Globalsecurity.org's John Pike took the opposite view--"JDAM [the GPS guided Joint Direct Attack Munition] is widely regarded as having revolutionized aerial warfare, and things like Excalibur, I think, have the potential to do that with artillery."
Koehl says the question is whether "the increased lethality [is] worth the increased cost as compared to conventional artillery rounds, [particularly] when one takes 'non-lethal' effects such as suppression and disruption into account." Which is to say, "I didn't have to hit a tank or an APC with a $50,000 golden BB round, because firing a couple of dozen [high explosive] or DPICM rounds could have the same effect at something like $200 [per round]."
Of course, American troops aren't targeting tanks, they're targeting insurgents in urban areas, where firing a couple dozen rounds would mean a lot of collateral damge. Still, Koehl says, "in counterinsurgency this kind of thing is mainly irrelevant. If I really need the long-range indirect fires, I've got total air supremacy, I've got all-weather capability, I really don't need an artillery round when I could drop it from an airplane. It just makes a lot more sense to have something right there on the scene shooting from a much shorter range...a JDAM dropped from overhead is going to go right down the pipe, no matter what." Pike disagreed though, saying that "if all I want to do is blow up one building, JDAM's just too much of a good thing."


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A method for a client to locate a particular service from a service provider on wide area computer networks. The method includes multicasting of an advertisement from a service provider, which advertisement is detected by a Service Broker and in turn multicast into the wide area computer network. A client queries the network when seeking a particular service and receives in turn the address of the Broker and a Server to obtain the service desired.
1. A method for locating services in a wide area network, comprising the steps of:
receiving a communication from a Server X desiring to provide a service A to a client connected to said wide area network;
Server X joining a multicast group G1 on said wide area network, wherein Server X listens to said multicast group G1 and counts the number of other distinct servers which are currently sending advertisements for service A to said multicast group G1;
Server X periodically multicasting an advertisement for service A, wherein a period between sending of subsequent advertisements from Server X is dependent on the number of other distinct servers which are currently sending advertisements for service A to said multicast group G1;
storing, in a Broker Y's database, the advertisement for service A multicast by Server X;
periodically multicasting from Broker Y an advertisement for service-A-Broker to multicast group G2;
processing a request from client C to Broker Y for a server providing service A; and
providing from Broker Y to client C an address for Server X to obtain service A.
2. A method for locating services in a wide area network in accordance with
storing, in a Directory Agent Z's database, the advertisement multicast by Broker Y;
processing a communication from client C who is seeking a server for service A, and relaying said communication to Directory Agent Z;
initiating a database search by Directory Agent Z for providers of service-A-Broker;
locating Broker Y in response to said database search; and
returning an address for Broker Y to client C.
3. A method for locating services in a wide area network in accordance with
querying Broker Y on behalf of client C, and returning an address for Server X, provided by Broker Y, directly to client C.
4. A method for locating services in a wide area network in accordance with
registering, with a Notary, an advertisement generated by a server;
providing, by the Notary, authentication for the servers it represents; and
multicasting, by the Notary, the advertisements for the servers registered with the Notary.
5. A method for locating services in a wide area network, comprising the steps of:
defining a plurality of multicast addresses for services that can be provided in said wide area network;
Server X, desiring to provide a service A to a client connected to said wide area network, joining a multicast group G1 on said wide area network, wherein Server X listens to said multicast group G1 on the defined multicast address for service A and counts the number of other distinct servers which are currently sending advertisements for service A to said multicast group G1;
Server X periodically multicasting an advertisement for service A, wherein a period between sending of subsequent advertisements from Server X is dependent on the number of other distinct servers which are currently sending advertisements for service A to said multicast group G1;
storing, in a Broker Y's database, the advertisement for service A multicast by Server X;
Broker Y periodically multicasting service announcements of advertisements it has stored in its database;
receiving and processing a request from client C to Broker Y for a server providing service A; and
providing from Broker Y to client C an address for Server X to obtain service A.
6. The method of
said period is always greater than a pre-determined minimum period; and
said pre-determined minimum period increases with the age of the advertisement.
7. The method of
adding a random factor so that the actual period between sending of subsequent
advertisements varies randomly between � and 1� times in length of the pre-determined minimum period.
8. The method of
Broker Y implementing at least one pre-determined policy to restrict which servers whose advertisements are kept in the Broker Y's database.
9. The method of
10. The method of
a client including a distance attribute in its service request to Broker Y, and specifying an allowable value for said distance attribute.
This application claims the benefit of U.S. Provisional Application No. 60/053,026, filed Jul. 18, 1997.
The instant invention relates to the general problem of service location in wide area computer networks and, more particularly, to the specific problem which arises when a user wishes to locate some service, such as a media bridge, internet telephony gateway, H.323 Gatekeeper, unicast to multicast bridge, etc., which has some desired characteristics, but whose location (in terms of network address, domain or geographical location) is completely unknown and may be anywhere on the public network.
Today, there exists a number of examples of wide area services. One is media bridges, which are devices used for mixing voice or video together for multipoint conferences. Another might be a media server, which contains movies and multimedia accessible to the user for playback. Another example are Internet telephone gateways. These devices allow Internet hosts to communicate with standard "POTS" telephone users by translating Internet telephony to traditional telephony. Yet another example is a multicast to unicast bridge, which would allow unicast-only endpoints to receive multicast.
Generally, with currently existing technology, service location mechanisms need to be involved for every call set-up. This makes their location a time critical, and potentially network and CPU intensive operation. Furthermore, relaying internet telephony calls to the PSTN results in cost for the gateway provider which must somehow be passed on to the remote user. This also requires security mechanisms to provide authentification and authenticity in an international environment.
Prior art systems and devices exist for locating services, but none work well for wide area network service location. For example, some prior art publications have taught the use of DNS records for finding services in a particular domain. See for example A. Gulbrandsen, P. Vixie, "A DNS RR for Specifying the Location of Services (DNS SR V)", IETF Request for Comments 2052, October 1996, and R. Moats, M. Hamilton, P. Leach, "Finding Stuff", IETF InternetDraft draft-ietf-srvloc-discovery-02.txt, Work in progress. Prior art publications have also addressed the problem of finding fax gateways in a particular telephone exchange; see, for example, C. Malamud, M. Rose, "Principles of Operation for TPC.INT Subdomain: General Principles and Policy", IETF Request for Comments 1530, October 1993.
The use of DNS requires the client to know the domain name where the server is located, which is generally not possible. The Service Location Protocol, see for example, J. Veizades, E. Guttman, C. Perkins, S. Kaplan, "Service Location Protocol", IETF Request for Comments 2165, June 1997, is used for location of services in an administrative domain, but does not work for wide area networks as it ends up using excessive bandwidth as more servers and clients use it. The Session Announcement Protocol (SAP), M. Handley, "SAP - Session Announcement Protocol", EETF Internet Draft, Work in Progress, allows for announcement of services, but requires an excessive amount of time for clients to learn about them. Web search engines, such as Lycos and Alta Vista, can also be used for the location of services. However, such search engines tend to generate excessive traffic, and service location control rests in the hands of a few, dedicated search facilities. This has limited scalability.
It is, therefore, an object of the instant invention to provide a solution to the service location problem which is efficient and scalable both in use of bandwidth and CPU power.
It is a further object of the instant invention to provide a protocol architecture which allows clients in a data network to readily locate services in a wide area network.
It is another object of the instant invention to provide a protocol architecture which scales to an infinite number of clients and millions of servers without requiring excessive bandwidths, while at the same time being fast, simple and flexible.
The claimed invention comprises a protocol architecture which allows clients connected to a data network to locate services in a wide area network such as the internet. The invention scales to an infinite number of clients and millions of servers without requiring excessive bandwidths and is also fast, simple and flexible.
The inventive method includes activating a server X to provide a service A to clients and when activated server X multicasts an advertisement for service A to a multicast group G1.
Broker Y stores the advertisement for service A in its database and multicast the advertisement for service A to a multicast group G2, which advertisement is detected by Directory Agent Z and stored in Z's data base.
A client, looking to find a server for service A queries Directory Agent Z and receives the address for Broker Y, who then provides to the client the address for server X.
The client is then able to contact server X to obtain service A.
This invention is pointed out with particularity in the appended claims. The above and further advantages of this invention may be better understood by referring to the following description taken in conjunction with the accompanying drawings in which:
FIG. 1 is a diagram of the protocol architecture of the instant invention allowing clients in a data network to locate services in the wide area network; and
FIG. 2 describes the flow of events which occurs when the system protocol architecture is initialized.
We formally define the wide area service location problem as follows. A client on a computer network (IP based, ATM, etc.) wishes to find a server that provides a service. There are no restrictions on the name space, network address space, geographical location, or administrative domain where the server may be located. Furthermore, the client has no knowledge of the location of the server. It has only a definition of specific attributes or constraints (e.g., supported protocols, type of billing used, cost) which are desirable or metrics to minimize or maximize (e.g., cost, quality, distance). A protocol is needed to allow the client to find the server. The requirements for such a protocol are:
1. Scalable: The protocol should work for many clients and servers, without using excessive network bandwidth, and without requiring too much time to locate the service.
2. Allow for costs: Network servers may charge for their services. The protocol should allow a client to choose a server based on cost minimization.
3. Allow for distance: A client may require a server to be close to it, in order to minimize network delays. It should be possible to locate a server based on its proximity to the client.
4. Support authentification: A client my want to know that a server is really trustworthy. Mechanisms must exist for authenticating and verifying the services provided by a server.
The inventive architecture for the instant invention which fulfills these requirements is shown in FIG. 1. The various components of the architecture are defined as follows:
Referring first to the Servers A-D shown in FIG. 1, they advertise using network multicast in order to let clients use their services. To do so, they send messages into a multicast group, describing the attributes and cost structure of the services they provide.
For each service, a plurality of multicast addresses are defined. These are computed as a string hash of the service. Service Brokers (shown in FIG. 1) listen to this multicast address. In addition, any Server wishing to advertise this service also listens to this address. By listening to this address, a Server wishing to advertise on it can keep track of the number of other Servers also advertising.
When using multicast to distribute information about services, some kind of control must be exerted to limit the frequency of advertisements from a server. If the frequency were fixed, the total number of packets sent to the multicast group, and received at each broker (defined below), would grow linearly with the number of servers advertising. This can lead to congestion and poor performance. To deal with this, the frequency of the advertisements from a server is set to scale back based on a simple technique.
Any server which advertises to a multicast group G also joins and listens to the group. It counts the number of distinct other servers which send advertisements to the group. Let's say N other servers are heard from. The period of advertisements from the server is then set to N times some basic period Tb. This limits the total amount of bandwidth on a multicast group to roughly one packet every Tb seconds. This is independent of the number of servers advertising. The bandwidth usage thus scales well, at the expense of less frequent advertisements.
Some additional aspects of this basic "back-off" algorithm can also be used:
1. The period is always made greater than some minimum.
2. The minimum period increases with the age of the advertisement. The age is defined as the number of times the exact same advertisement has already been sent. When any parameter of the advertisement changes, the age is reset to zero. This allows older advertisements to be sent less frequently.
3. A random factor is added so that the actual period varies randomly between 1/2 and 3/2 of whatever the deterministic period, computed above, turns out to be. The random factor helps avoid some synchronization pathologies that can occur.
Let's say a Server hears N other servers. We define a parameter CONFIG_INTERVAL_12, which is the average worst-case interval of 1 kbyte packets to be transmitted, summed across all servers, into the multicast group. Each Server wishing to send an advertisement of size K will periodically send the advertisement with a period T equal to:
F(age) is a function which starts at some fractional power of two, 2{circumflex over ( )}(−CONFIG_INTERVAL_14), whenever an advertisement is different from the previous. For each subsequent advertisement which is not different from the previous, F(age) doubles, until it hits 1, and then it stays fixed at 1. We also define R(1/2) as a random variable uniformly distributed between 1/2 and 3/2. For example, say that CONFIG_INTERVAL_12 is 64 ms. This means that the total rate of packets sent into the group will be 128 kbps when group sizes are large. If there are 1000 servers, each sending 1 kByte packets, each one will get to advertise once a minute. When group sizes are smaller, the packet rate remains at 1/CONFIG_INTERVAL_13 (perhaps 32 kbps) during steady state. However, when an advertisement changes, the rate can temporarily increase (but not above 128 kpbs) to hasten the broadcast of this announcement.
This mechanism allows for the number of Servers to grow without causing an increase in the bandwidth used on the multicast address. A similar mechanism is used in RTP to provide scalability, (described by J. Rosenberg and H. Schulzrrn e, in "Timer Reconsideration For Enhanced RTP Scalability", proceedings of the IEEE, Infocom '98. The advantage of this approach is to solve two of the limitations of the prior art. First, Servers do not need to know the actual addresses of Brokers. This eliminates the need for wide-area multicast searches and/or Broker advertisements (used in the Service Location Protocol). It also makes the system dynamic. As soon as a new Broker is turned on, it can immediately learn about new services, and this process is transparent to the servers providing the service (this is not the case for the web search engines, for example). It also solves the problems of excessive load on brokers. The rate is now finely controlled, independent of the number of Servers.
Servers that are not multicast capable, or which do not want to subscribe to the service advertisement multicast group for reasons of bandwidth or complexity may use Notary to diffuse their service advertisements as described below.
Turning now to a Service Broker (shown in FIG. 1), this element of the architecture accepts service requests and service type requests from clients. These requests ask for the location of a Server matching a set of criteria described by the client. The Broker answers with service replies and service type replies. A Broker generally handles service requests for one or several specific services; that is why it is called a Service Broker. This is required in order to scale the disk storage and processing requirements for Brokers. It is also desirable since different services may have different requirements for matching client requests. For example, the Internet telephony gateway service may often require searches for Servers which provide the cheapest cost for calling a specific destination Database searches can be organized for this kind of query, but only if the broker knows that it will receive mostly or only these type of service requests.
Like a Server, the Broker multicasts service announcements. If a Broker offers a service location for service X, then it will advertise itself as an offering service X-broker. For example, a Broker offering a media server broker service may use a URL:
Brokers themselves can have various attributes which define the broker service they provide. For example, this might be a typical attribute specification for an Internet telephony gateway broker:
This would define this telephony gateway broker as having a database of around 1000 gateways. The authentication attribute indicates that this broker provides strong assurances of the correctness of the gateway attributes it stores.
Brokers can be additionally programmed to implement some kind of policy, local to the administrator of the Broker. This policy may restrict the set of Servers whose advertisements are kept by the particular Broker. For example, lets say a major ISP is running a broker service for telephony gateways for its customers. The ISP may decide that the Broker should reject all internet telephony gateway service advertisements from Servers run by a competing ISP. As another example, a Broker may have limited disk space, and may drop advertisements for Servers which it believes are unlikely to be used by any of its clients, based, say, on past history logs of service requests. It should be possible for any sort of policy to be implemented. However, Brokers should indicate the policy attributes in their service advertisement.
The use of Brokers for a particular service also adds more scalability. Requests requiring attribute minimization can be considerably more CPU intensive than simple look-ups. As the queries for a particular service increase, and begin to exceed the processing capabilities of a Broker, additional Brokers can be added to distribute the load. This load distribution can be implemented easily in the directory agent, to which Brokers are registered. The entire process becomes transparent to the clients and to the Servers.
The main limitation to scalability for the Brokers is the processing burden to search a large number of records. If the number of Servers for a particular service begins to exceed several tens of thousands, the storage requirements for them, and the time for even a single search of the database for a match, can become excessive. In this scenario, Brokers always have the option of implementing some kind of policy to restrict the size of the database. As faster machines and bigger disks become available, these policies can be lifted. Furthermore, such restrictions open up the possibility of market competition for broker service. If a Broker is willing to buy a big enough disk and fast enough machine to store and search every Server, that Broker can attract more customers to the broker service.
The use of Brokers allows a client to find out about any particular service, once it can find a Broker for that service. How does a client find a broker for a particular service? To accomplish this, a Directory Agent (FIG. 1) may be used. This device is like a Broker. It listens to a particular multicast address to find out services, and it answers client queries for the services it knows about. However, it knows only about a very specific set of services: Broker services. This device is contacted first by a client to find out a Broker for a particular service. Generally, the client must know about its Directory Agent. It can learn this information by DHCP, manual configuration, or via the service location protocol.
A client (FIG. 1), of course, is a system which wants to find the address of a Server which can provide some service desired by the client.
A Directory Agent can also function as a Broker and maintain a data base listing available services. In this instance, the Directory Agent would provide service information to a client without involving a Broker. Also, of course, it is possible that a Directory Agent could provide information available from a Broker directly to a client without identifying any particular Broker.
The final addition to the inventive architecture is a new device which we call a Notary. Its purpose is to lessen the burden of authentication which is placed on Brokers, or to support non-multicast multicast capable Servers. Instead of registering directly with all the Brokers by multicasting its advertisement, a Server will instead register with a Notary. It is the job of this Notary to provide some form of authentication for the servers which it represents. Once authenticated, the Notary acts as a proxy for those Servers, multicasting the advertisements for them. The form of the service advertisements is nearly identical to that of a Server. The exception is that all the authentication information in the message is used to authenticate the Notary, and is the same for all Servers being advertised from this Notary. This lessens the burden of authentication to that of a single Notary, instead of many Servers.
Due to political or technical problems regarding cryptographic technologies, a unified strong authentication mechanism may not be in place very soon. The use of Notaries allows the servers to authenticate themselves to the Notary by any local or proprietary scheme.
In general, for services that involve billing authentication of the Server may not be enough. The user may want some assurance about the trustworthiness of the remote service operator. Notary services could be provided by authorities of sufficient influence and reputation to be trusted by users. Such authorities may, for example, police misbehaving service providers they represent, using nonelectronic means (such as auditing financial records, etc.). This kind of model already exists; credit card companies will absorb the costs of fraudulent vendors, and revoke their capabilities to use the credit card to charge customers.
Another requirement is for clients to know, at least roughly, how distant a Server is. It is desirable for a client to include some kind of distance metric in a service request to a Broker.
To support this, Servers should include, in all service advertisements, an attribute called INITLIL_TTL. This attribute indicates the value of the TTL (Time to live) field used in the IP packet containing the advertisement. When a Broker hears this advertisement on the multicast address, it notes the TTL in the IP packet when it arrived, and the value of the INITIAL_TTL attribute. From this, a Broker can ascertain the number of hops from the server to itself. Similarly, when clients send a service request, they also include the INITIAL_TTL attribute in the request. When received at the Broker, this allows the Broker to know how distant the client is from itself.
In the service request, a client may optionally include the DISTANCE attribute, and specify any allowable value for it. A Broker can compute the attribute for each record, on a per client basis, it by some kind of combination of the server-to-broker and client-to-broker hop counts. The advantage of this scheme is that it does not require any sort of additional messages to compute distance metrics.
The flow chart in FIG. 2 describes the flow of events which occurs when the system is initialized. It should be noted that since the protocol is executed by independent network entities, the temporal order of events may vary.
What has been described is the problem of location of services in the wide area Internet. The proposed new architecture for resolving these drawbacks: multicasting of registrations, service specific brokers, distance metrics and hierarchical authentication services via notaries, solves the problems present in prior art systems.
Patent Citations
Non-Patent Citations
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Of all the rookie hazing and all the pranks we see across professional and collegiate athletics, the popcorn in the car gag has to be one of the worst. As you can see from the photo above that Deron Williams tweeted, Nets rookie MarShon Brooks recently fell victim to the mother of all car pranks.
Below is a photo of MarShon looking pretty flustered about the whole thing, but I highly doubt he took it as hard as Kenyon Martin did when his teammates did the same to his car a couple years back.
Instead of ruining the interior of the rookie's car, the Nets could have always done Deron Williams tweeted" target="_blank">something like this that doesn't leave as much permanent damage. Such is life as a rookie in sports.
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Webinar: Human Recombinant Antibodies as Positive Controls and CalibratorsJoin this webinar to find out how we use the HuCAL® antibody library and phage display technology to generate custom recombinant antibodies as alternatives to human and animal sera.
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February 19, 2015 - Industry News
The vehicle component manufacturer Dana Holding Corp. on Thursday reported net income for the final quarter of 2014 more than doubled from the same time a year earlier.
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The parent to truck component manufacturer Dana Spicer, Dana Holding Corp., on Tuesday announced President and CEO Roger J. Wood has told the company's board of directors he plans to retire in April 2016, after five years of leadership at the company.
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Dana Holding Corp. saw sales and net income fall in the second quarter compared to a year ago, as stronger production levels in the North American light- and commercial-vehicle markets were tempered by slowing demand in South America and India.
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TMC, NASHVILLE -- Spicer EconoTrek 6x2 tandem axle and the AdvanTEK 40 Tandem Axle are now available on certain Kenworth and Peterbilt models
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The parent of truck and auto component maker Dana saw a slight decline in both sales and profits last year, but still reported healthy numbers, according to just release figures.
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Dana Holding Corporation unveiled a new 40,000-lb tandem at the Mid-America Trucking Show aimed at a variety of Class 8 applications. The new design is said to increase fuel economy, improve reliability, reduce vehicle weight, and decrease total ownership costs.
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February 22, 2013 - Industry News
Supplier to the trucking business and other sectors, Dana Holding Corp. has released financials showing record income last year, despite sales slipping, while the tire maker, Goodyear, reported lower numbers for the same periods.
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Very cool. After hearing countless times, I finally get it. duh!


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NVIDIA_kernel with gcc 3.2 based linux kernel
Since installing a new redhat beta, I've found myself left with the stock XFree86 nvidia driver.
This is due to NVidia releasing a binary-only version of their kernel module which was compiled under something less than gcc 3.2. Gcc 3.2 introduces a slew of changes, the most notable one is that it isn't backwards compatible with pre 3.2 compiled code. So, unless someone privledged with the source code recompiles the driver, I'm stuck.
Anyone have an idea when we can expect an updated driver?
That backwards compatibility that doesn't work is mainly for C++. Did you already try to compile the nvidia kernel module from "source"? (it is partly opensource mainly the "glue")
After doing a rpmbuild --rebuild NVIDIA_kernel-1.0-2960.src.rpm, I try to install it:
[root@localhost i386]$ rpm -ivh NVIDIA_kernel-1.0-2960.i386.rpm
Preparing... ########################################### [100%]
1:NVIDIA_kernel ########################################### [100%]
/lib/modules/2.4.18-11/kernel/drivers/video/NVdriver: The module you are trying to load (/lib/modules/2.4.18-11/kernel/drivers/video/NVdriver) is compiled with a gcc version 2 compiler, while the kernel you are running is compiled with a gcc version 3 compiler. This is known to not work.
/lib/modules/2.4.18-11/kernel/drivers/video/NVdriver: insmod /lib/modules/2.4.18-11/kernel/drivers/video/NVdriver failed
/lib/modules/2.4.18-11/kernel/drivers/video/NVdriver: insmod NVdriver failed
Compiling from the source does the same thing.
The 2.4.18-11 kernel is actually something like 2.4.19-pre10-ac2, which ships with the (null) redhat beta. I imagine the 2.4.19 will be the basis for the next public offering from redhat and will be compiled with gcc 3.2 as well.
do a /cat/proc/version, and look at the compiler version, redhat is know to use
a different compiler for kernel compiles than the installed system compiler.
if that's the case, compile the kernel on your own, or compile the driver with the
version you got from the command.
do a websearch for gcc 2.96 redhat and kgcc, even linus (who says almost nothing about
distributions) was, errm "not amused")
Please re-read my previous post.. The kernel IS compiled with gcc 3.2. This is not a case of regarding the 2.96.x compiler issues.
I know I could just reinstall an older version of gcc, recompile the kernel, and get on with my life, but the fact is that things are moving forward. Vendors are retooling their OS's with more current technology. For vendors who supply binary-only software, they could get caught up in the mix of needing to revamp their product as well.
I read all the post above more than just carefulle, but havn't seen the place
which says the kernel was compiled with gcc 3.2. (not looked at the rpm sequence) :D
but have you compiled the driver as Thunderbird suggested?
You will have to wait for nvidia to release something new I think. Parts of the kernel module are gcc 2.x that causes the problem. Normally you don't compile a kernel using gcc 3.x. It doesn't really create faster C code than 2.x. For c++ code it is a big improvement.
Thunderbird: it compiles with gcc 3.2 without a hassle, just confirmed it on my own machine.
my last setup was completely gcc 3.x build, but one of my harddisks blew off, before I had
any chance to make a backup :(
I think the solution to the problem might be very easy then. I think he re-used the nvidia kernel module source of a kernel module he compiled for his previous kernel. When redoing make in the dir something like "make clean" doesn't happen. To really recompile the kernel module you should remove all object files (.o files) and the NVdriver and another file (don't know the name by head).
I thought that also, _but_ he did a rpm build... seems that redhat still ships with
different compilers. rpm --rebuild _should_ use just the gcc in the path.....
maybe it would work if he would "export CC="gcc -V 3.2" prior the build
as I did, because my default compiler is still 2.95.x
_redhat_ grrr (without running into a flame war, I hope)
I agree that it will compile just fine. Note that nvidia supplies a file called Module-nvkernel in their srpm and tgz files. This is their binary kernel module, and is not recompilable by the end user. Like thunderbird said, the opensource part of the driver is the 'glue', not the guts.
To see the error I'm getting, compile your kernel with gcc3.2, install it, and try to load the binary nvidia module. You'll get the same error message I posted above. Or, you could install the latest redhat beta called (null) and have an identical install base to what I'm using. (null) will probably be released as Redhat 8.0 in the coming month or two.
All of my work is being done with a freshly installed system and newly downloaded files. There isn't a chance of a tainted build here from leftover files.
Further evidence of the compiler version:
root@localhost [116]# rpm -qa|grep gcc
root@localhost [119]# gcc -v
Reading specs from /usr/lib/gcc-lib/i386-redhat-linux/3.2/specs
Configured with: ../configure --prefix=/usr --mandir=/usr/share/man --infodir=/usr/share/info --enable-shared --enable-threads=posix --disable-checking --host=i386-redhat-linux --with-system-zlib --enable-__cxa_atexit
Thread model: posix
gcc version 3.2 (Red Hat Linux Rawhide 3.2-1)
To catch other possible questions, cc is symlinked to gcc by default and there is no kgcc.
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John Hiatt to play Pabst Theater Aug. 26
Few singer-songwriters tell stories better - or seem to have a better time telling them - than John Hiatt. And he sure seems to love telling them in Milwaukee.
A frequent visitor here - often in recent years with fellow songsmith Lyle Lovett - Hiatt brings his band, The Combo, to the Pabst Theater Aug. 26 for an 8 p.m. show. »Read Full Article
Lollapalooza lineup coming Wednesday; 3-day passes sold out
All of the three-day passes for Lollapalooza in Chicago were gone less than 90 minutes after going on sale — and the lineup hasn't even been announced yet.
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Gettinger is education director for the Jewish Museum Milwaukee. »Read Full Blog Post(1)
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Last time Lewis Black was in town, the hilariously irritated stand-up was headlining a comedy showcase at the 10,000 capacity BMO Harris Pavilion during last year's Summerfest.
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On Tap Today: Paul McComas 'Unplugged'
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