$ cat 2025-03-31.txt 2025-03-31 kube clusters, waiting for mame, gaming and noise while we wait for a march release of mame ... tech/ i recently went through the beginnings of playing with kubernetes. i started with the okd project as an attempt to align with some future requirements. this was an interesting experience. their doco is there but relatively out of date with broken doco links being more prevelant than not and this is a 3 node bare metal user provisioned infrastructure deployment, so okd in hard-mode nodes are made up of 3 x i5 6400 2.70GHz with 32G RAM and a 256GB SSD in a ThinkCenter M710s, the s being for SSF. bootstrap is a qemu vm with an img attached as an nvme to match the nodes, this is incidental in the final deployment but exists in this configuration as the node was initially used to debug some fcos behaviours on the bare metal nodes. `openshift-install` is used to generate the ignition configurations. the cluster is intended to be 3 schedable control-planes (workloads can run on these). and each node (plus bootstrap) is pxe booted first time (matched by mac addr) into their respective modes. the pxe boot process pulls the kernel, initrd, (as required) metal image and ignition config over http to automatically setup the nodes and cluster. dnsmasq is used for dns, static-dhcp, host-record and address-records (wildcard) are setup as per the prereqs nginx is used as a tcp load balancer although with the caveat that not having nginx-plus we cannot easily do a /readyz health_check, so we rely on basic tcp health checks for now. since this is a home cluster that should be fine for the time being. to get to this point i had to tidy up a number of external systems, dns, gitea, pxe etc. i am glad i did it made the end result much more pleasent to use. the nodes as purchased originally shipped wth 8G ram, this was enough to get the genral process down for initial deployment and node registration, it was not enough to complete the install (min req is 16G per node) resulting in the router not deploying and kube-api having failed deps, this was resolved by providing enough resources. and so finally after many hiccups (stupidity on my part) and broken doco this process works extremely well for (re)deployment of the 3 node bare metal okd cluster. ultimately i haven't played with the workloads yet but the intent is to run some basic containers and perhaps add in a couple of arm nodes for building software without cross-compiling. some things to take into account - there is a 24h lifespan for deployment certificates in the ignition configs, so if you are redeploying you will want to regenerate the configs - no enough resources will fail in odd ways - do not inject your own self-signed certs into the mix on the lb, it will fail to deploy - there appears no way through `openshift-install` 4.17 to drop your own ca onto the fcos system - there were more lessons here but my brain is again full of noise, so onto other things gaming/ stumbled onto wolfenstein: blade of agony on flathub the other day, a mod for doom2/gzdoom using oldschool wolf style assets. decided to give this a go. tl;dr this mod is incredible, you should play it the mod is a story driven narrative by realm667 detailing an alternative wwii timeline. the levels are long and well designed with an engaging story. the combat may not be much for the seasoned doom player but it has been a while for me and after just finishing selaco on steam i found i enjoyed the combat well enough. this game is a time suck where i was averaging around 4h per mission but i didn't realise this until i reviewed the blackboard in the briefing room after the first "episode" was nearly complete, still a very enjoyable title all around. i have to lean into the gzdoom thing for a bit, as mentioned i recently played through selaco, now wolf:boa both of which i thoroughly enjoyed. gzdoom is a little further on from core doom gameplay providing more modern features and feel to the game. these mods (tcs?) take advantage of this and the results are just fun. this resulted in me getting into a doom mood so i also booted up the tnt pack which i'd never played through before, long but fun with but some maps (the mill) were a bit "meh". the game felt way too easy on whatever difficulty setting i chose and this may have impacted the intended map population as a result with a number of later maps having wide-open empty spaces. tnt felt long and by the end i was in more of a "just get it done" mindset however as a whole it was enjoyable. too be fair to this title rl challenges may be influencing my mood atm. ... and with that mame0276 releases so it is time to sign off