Counter Strike 1.6 – KP Team + UCP
Counter Strike 1.6 – KP Team + UCP
Download this Counter Strike 1.6 Click Here
Download this Counter Strike 1.6 KP Team + UCP Click Here
In June 2003, The Walt Disney Company launched its first MMORPG, Toontown Online, for open release.[26] Unlike a lot of other first and second generation MMOs at the time, Toontown was unique from the rest because it specifically focused on reaching audiences of children and families, while most MMOs of the generation appealed to older players. Because of this, it is often entitled the first MMO for families. With Toontown’s unique playing style, players took on the roles of classic cartoon characters, which were heavily based off the world in the 1988 Warner Brothers picture, Who Framed Roger Rabbit. The objective of the game was simple. One had to save the city of Toontown from evil business robots, known as Cogs. While a lot of the game was based on leveling up from side activities, the combat features of the game took precedence. The weapons of the game that lured off Cogs were known as Gags, unique objects found in cartoons and comedic nature (such as a flower pot or TNT). According to the storyline, “Cogs just can’t take a joke!” After a good 10 years of the game being targeted to all kinds of audiences, Disney decided to close it in order to shift its development towards another virtual world experience known as Club Penguin. Thousands of community members are still actively playing in community servers that have risen in the wake of its closing.[27]
In October 2003, Lineage II (NCsoft’s sequel to Lineage) became the latest MMORPG to achieve huge success across Asia. It received the Presidential Award at the 2003 Korean Game awards, and is now the second most popular MMORPG in the world. As of the first half of 2005 Lineage II counted over 2.25 million subscribers worldwide, with servers in Japan, China, North America, Taiwan, and Europe, once the popularity of the game had surged in the West.
2003 also saw the appearance of Second Life. While not primarily a role playing game, it is clearly multiplayer and online, and it is used as a platform where people construct role playing games based on Gor, Star Trek, vampires, and other genres.
In April 2004, NCSoft produced another significant title, City of Heroes. It introduced several major innovations in gameplay and also featured an extreme number of possible visual character appearances, and its comic-book superhero theme made it stand out.
The most recent generation of MMORPGs, based on arbitrary standards of graphics, gameplay, and popularity, is said to have launched in November 2004 with Sony Online Entertainment’s EverQuest II and Blizzard Entertainment’s World of Warcraft (WoW). At the time, Sony expected to dominate the market, based on the success of the first EverQuest, and decided to offer a flat monthly rate to play all of their MMORPGs including EverQuest, EverQuest II, and Star Wars Galaxies, to keep from competing with itself. While EverQuest II was a commercial success as predicted, World of Warcraft immediately overtook all of these games upon release, and indeed became so popular that it dwarfed all previous monthly-fee MMORPGs. At present, WoW is one of the most played games in North America, and the most subscribed to MMORPG worldwide, with a total of over 7 million subscriptions in the middle of 2013.[28] The closest MMORPG to World of Warcraft is, in terms of paying subscribers, RuneScape with more than one million subscribers and even more free players. RuneScape is also the world’s largest free MMORPG,[29] though it receives less media attention than WoW. With the release of these newer games, subscriptions began to decline for many older MMORPGs, even the year-old Lineage II, and in particular Everquest. The current MMORPG market has World of Warcraft in a position similar to the position of Dungeons & Dragons in the tabletop RPG market, with both games’ market share being greater than 50% of the overall market.
In August 2005 Sony Online Entertainment acquired The Matrix Online, and the game was shut down at 11:59pm, 31 July 2009.[30] It is the one of the first games Sony terminated along with Free Realms on March 31, 2014.
On April 25, ArenaNet (a subsidiary of NCSoft) successfully launched Guild Wars, introducing a new financial model which might have been partly responsible for the game’s success. Though definitely an online RPG, and technically having a persistent world (despite most of the game’s content being instanced), it requires only a one-time purchasing fee. It was also designed to be “winnable”, more or less, as developers would not profit from customers’ prolonged playtime. Other differences compared to traditional MMORPGs include strictly PvP-only areas, a relatively short playtime requirement to access end-game content, instant world travel, and strategic PvP. The game is designed around the max level cap of level 20, so players will not run into the level-spreading problem when grouping. For these differences it was termed instead a “Competitive Online Role-Playing Game” (CORPG) by its developers. With five million games purchased as of April ’09,[31] Guild Wars is still continuously profitable (due to several stand-alone games) but is still not viewed by some as a serious competitor to WoW in terms of profit and number of players. However, the alternative nature of the payment system in Guild Wars means that the game does not aim to “compete” with WoW rather than exist alongside it, and in that sense it can still be considered a large success.
There has also been significant competition (and potential for profit) among free-to-play MMORPGs. A few of the most successful of these are Silkroad Online by the publisher Joymax, the 3D sprite based MMORPG Flyff by Aeonsoft, Rappelz by nFlavor, (with Aeonsoft and nFlavor merging in 2010 to become Gala Lab Corp) Perfect World by Beijing Perfect World, the 2D scrolling MMORPG MapleStory by Wizet and finally the free-to-play converted Shadowbane by Ubisoft. Most of these games generate revenue by selling in-game “enhancements”, and due to their free nature have accumulated huge numbers of registered accounts over the years, with a majority of them from East Asia.
On July 1, 2009, Ubisoft shut down the Shadowbane servers.
Many of the most recent big-budget contributions to the market have focused on giving players visually stunning graphics. In 2007, The Lord of the Rings Online: Shadows of Angmar (LOTRO) was one of the first of these to meet with commercial success, followed by the problematic 2008 launch of Age of Conan: Hyborian Adventures and the Player versus player focused Warhammer Online: Age of Reckoning. Much like LOTRO, many of the games in development with big expectations have multi-media tie-ins, such as Star Wars: The Old Republic and Star Trek Online.
In 2010, Pocket Legends, the first cross-platform MMORPG for mobile platforms was launched for iOS and later that year for Android. In contrast to PC and console MMORPGs and despite the game’s success, development was short lived. Since 2012, no new expansions are released as the player base has shrunk due to the company’s focus on the launch of new titles.[32]
In 2014, WildStar that is developed by Carbine Studios was released by NCSOFT was a big budget subscription-based game that later moved to a free-to-play model.
The term “internet” was adopted in the first RFC published on the TCP protocol (RFC 675:[39] Internet Transmission Control Program, December 1974) as an abbreviation of the term internetworking and the two terms were used interchangeably. In general, an internet was any network using TCP/IP. It was around the time when ARPANET was interlinked with NSFNET in the late 1980s, that the term was used as the name of the network, Internet, being the large and global TCP/IP network.[40]
As interest in networking grew and new applications for it were developed, the Internet’s technologies spread throughout the rest of the world. The network-agnostic approach in TCP/IP meant that it was easy to use any existing network infrastructure, such as the IPSS X.25 network, to carry Internet traffic. In 1984, University College London replaced its transatlantic satellite links with TCP/IP over IPSS.[41]
Many sites unable to link directly to the Internet created simple gateways for the transfer of electronic mail, the most important application of the time. Sites with only intermittent connections used UUCP or FidoNet and relied on the gateways between these networks and the Internet. Some gateway services went beyond simple mail peering, such as allowing access to File Transfer Protocol (FTP) sites via UUCP or mail.[42]
Finally, routing technologies were developed for the Internet to remove the remaining centralized routing aspects. The Exterior Gateway Protocol (EGP) was replaced by a new protocol, the Border Gateway Protocol (BGP). This provided a meshed topology for the Internet and reduced the centric architecture which ARPANET had emphasized. In 1994, Classless Inter-Domain Routing (CIDR) was introduced to support better conservation of address space which allowed use of route aggregation to decrease the size of routing tables.[43]
TCP/IP goes global (1980s)
CERN, the European Internet, the link to the Pacific and beyond
Between 1984 and 1988 CERN began installation and operation of TCP/IP to interconnect its major internal computer systems, workstations, PCs and an accelerator control system. CERN continued to operate a limited self-developed system (CERNET) internally and several incompatible (typically proprietary) network protocols externally. There was considerable resistance in Europe towards more widespread use of TCP/IP, and the CERN TCP/IP intranets remained isolated from the Internet until 1989.
In 1988, Daniel Karrenberg, from Centrum Wiskunde & Informatica (CWI) in Amsterdam, visited Ben Segal, CERN’s TCP/IP Coordinator, looking for advice about the transition of the European side of the UUCP Usenet network (much of which ran over X.25 links) over to TCP/IP. In 1987, Ben Segal had met with Len Bosack from the then still small company Cisco about purchasing some TCP/IP routers for CERN, and was able to give Karrenberg advice and forward him on to Cisco for the appropriate hardware. This expanded the European portion of the Internet across the existing UUCP networks, and in 1989 CERN opened its first external TCP/IP connections.[44] This coincided with the creation of Réseaux IP Européens (RIPE), initially a group of IP network administrators who met regularly to carry out coordination work together. Later, in 1992, RIPE was formally registered as a cooperative in Amsterdam.
At the same time as the rise of internetworking in Europe, ad hoc networking to ARPA and in-between Australian universities formed, based on various technologies such as X.25 and UUCPNet. These were limited in their connection to the global networks, due to the cost of making individual international UUCP dial-up or X.25 connections. In 1989, Australian universities joined the push towards using IP protocols to unify their networking infrastructures. AARNet was formed in 1989 by the Australian Vice-Chancellors’ Committee and provided a dedicated IP based network for Australia.
The Internet began to penetrate Asia in the 1980s. In May 1982 South Korea became the second country to successfully set up TCP/IP IPv4 network.[45][46] Japan, which had built the UUCP-based network JUNET in 1984, connected to NSFNET in 1989. It hosted the annual meeting of the Internet Society, INET’92, in Kobe. Singapore developed TECHNET in 1990, and Thailand gained a global Internet connection between Chulalongkorn University and UUNET in 1992.
While developed countries with technological infrastructures were joining the Internet, developing countries began to experience a digital divide separating them from the Internet. On an essentially continental basis, they are building organizations for Internet resource administration and sharing operational experience, as more and more transmission facilities go into place.
Africa
At the beginning of the 1990s, African countries relied upon X.25 IPSS and 2400 baud modem UUCP links for international and internetwork computer communications.
In August 1995, InfoMail Uganda, Ltd., a privately held firm in Kampala now known as InfoCom, and NSN Network Services of Avon, Colorado, sold in 1997 and now known as Clear Channel Satellite, established Africa’s first native TCP/IP high-speed satellite Internet services. The data connection was originally carried by a C-Band RSCC Russian satellite which connected InfoMail’s Kampala offices directly to NSN’s MAE-West point of presence using a private network from NSN’s leased ground station in New Jersey. InfoCom’s first satellite connection was just 64 kbit/s, serving a Sun host computer and twelve US Robotics dial-up modems.
In 1996, a USAID funded project, the Leland Initiative, started work on developing full Internet connectivity for the continent. Guinea, Mozambique, Madagascar and Rwanda gained satellite earth stations in 1997, followed by Ivory Coast and Benin in 1998.
Africa is building an Internet infrastructure. AfriNIC, headquartered in Mauritius, manages IP address allocation for the continent. As do the other Internet regions, there is an operational forum, the Internet Community of Operational Networking Specialists.[51]
There are many programs to provide high-performance transmission plant, and the western and southern coasts have undersea optical cable. High-speed cables join North Africa and the Horn of Africa to intercontinental cable systems. Undersea cable development is slower for East Africa; the original joint effort between New Partnership for Africa’s Development (NEPAD) and the East Africa Submarine System (Eassy) has broken off and may become two efforts.[52]
Asia and Oceania
The Asia Pacific Network Information Centre (APNIC), headquartered in Australia, manages IP address allocation for the continent. APNIC sponsors an operational forum, the Asia-Pacific Regional Internet Conference on Operational Technologies (APRICOT).[53]
In 1991, the People’s Republic of China saw its first TCP/IP college network, Tsinghua University’s TUNET. The PRC went on to make its first global Internet connection in 1994, between the Beijing Electro-Spectrometer Collaboration and Stanford University’s Linear Accelerator Center. However, China went on to implement its own digital divide by implementing a country-wide content filter.[54]
Latin America
As with the other regions, the Latin American and Caribbean Internet Addresses Registry (LACNIC) manages the IP address space and other resources for its area. LACNIC, headquartered in Uruguay, operates DNS root, reverse DNS, and other key services.
Rise of the global Internet (late 1980s/early 1990s onward)
Main article: Digital revolution
Initially, as with its predecessor networks, the system that would evolve into the Internet was primarily for government and government body use.
However, interest in commercial use of the Internet quickly became a commonly debated topic. Although commercial use was forbidden, the exact definition of commercial use was unclear and subjective. UUCPNet and the X.25 IPSS had no such restrictions, which would eventually see the official barring of UUCPNet use of ARPANET and NSFNET connections. (Some UUCP links still remained connecting to these networks however, as administrators cast a blind eye to their operation.)
As a result, during the late 1980s, the first Internet service provider (ISP) companies were formed. Companies like PSINet, UUNET, Netcom, and Portal Software were formed to provide service to the regional research networks and provide alternate network access, UUCP-based email and Usenet News to the public. The first commercial dialup ISP in the United States was The World, which opened in 1989.[56]
In 1992, the U.S. Congress passed the Scientific and Advanced-Technology Act, 42 U.S.C. § 1862(g), which allowed NSF to support access by the research and education communities to computer networks which were not used exclusively for research and education purposes, thus permitting NSFNET to interconnect with commercial networks.[57][58] This caused controversy within the research and education community, who were concerned commercial use of the network might lead to an Internet that was less responsive to their needs, and within the community of commercial network providers, who felt that government subsidies were giving an unfair advantage to some organizations.[59]
By 1990, ARPANET’s goals had been fulfilled and new networking technologies exceeded the original scope and the project came to a close. New network service providers including PSINet, Alternet, CERFNet, ANS CO+RE, and many others were offering network access to commercial customers. NSFNET was no longer the de facto backbone and exchange point of the Internet. The Commercial Internet eXchange (CIX), Metropolitan Area Exchanges (MAEs), and later Network Access Points (NAPs) were becoming the primary interconnections between many networks. The final restrictions on carrying commercial traffic ended on April 30, 1995 when the National Science Foundation ended its sponsorship of the NSFNET Backbone Service and the service ended.[60][61] NSF provided initial support for the NAPs and interim support to help the regional research and education networks transition to commercial ISPs. NSF also sponsored the very high speed Backbone Network Service (vBNS) which continued to provide support for the supercomputing centers and research and education in the United States
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