> On Mar 1, 10:33 pm, smitty <tom4sm...@gmail.com> wrote:
> > ok.. whats up with the server?? i finally have a good game going for > > once. > > got to medusa and found a bones file chock full of goodies.
> > if the powers-that-be would post a motd when we log in that would be > > nice!
> Yes. It is getting pretty frustrating. The main site posted:
> 2008/02/26 - The server is suffering from some hardware problems, > possibly a wonky disk; dtype is working on it, play at your own risk!
> But I have no word on the progress they are making. Can anyone fill us > in?
So that's what was wrong with it, I wanted to continue my game for once (stopped paying for internet to accomodate studies) and was severly disappointed.. So is it all better now?
> ok.. whats up with the server?? i finally have a good game going for > once. > got to medusa and found a bones file chock full of goodies.
> if the powers-that-be would post a motd when we log in that would be > nice!
Speaking of such things, Has anyone proposed the possbility of transferring save files *from* NAO and the others? It might be something to alleviate such problems.
> > ok.. whats up with the server?? i finally have a good game going for > > once. > > got to medusa and found a bones file chock full of goodies.
> > if the powers-that-be would post a motd when we log in that would be > > nice!
> Speaking of such things, Has anyone proposed the possbility of > transferring save files *from* NAO and the others? It might be something > to alleviate such problems.
> -- > (setq (chuck nil) car(chuck) )
When I had a game rendered unwinnable by a bug about a year ago, paxed kindly gave me a link to the save game.
That requires a) duplicate hardware b) twice the maintenance and c) twice the damage from a lightning strike (only a half-smiley on that last). No, it's better if backups are kept off site as well. The problem may come from going in the other direction and verifying which games are legit NAO games if uploading afterwards was allowed. The real problem would be bandwidth contraints one would imagine.
>> > ok.. whats up with the server?? i finally have a good game going >> > for once. >> > got to medusa and found a bones file chock full of goodies.
>> > if the powers-that-be would post a motd when we log in that would >> > be nice!
>> Speaking of such things, Has anyone proposed the possbility of >> transferring save files *from* NAO and the others? It might be >> something to alleviate such problems.
> When I had a game rendered unwinnable by a bug about a year ago, paxed > kindly gave me a link to the save game.
What kind of wait/download speed did you get if you remember?
> >> > ok.. whats up with the server?? i finally have a good game going > >> > for once. > >> > got to medusa and found a bones file chock full of goodies.
> >> > if the powers-that-be would post a motd when we log in that would > >> > be nice!
> >> Speaking of such things, Has anyone proposed the possbility of > >> transferring save files *from* NAO and the others? It might be > >> something to alleviate such problems.
> > When I had a game rendered unwinnable by a bug about a year ago, paxed > > kindly gave me a link to the save game.
> What kind of wait/download speed did you get if you remember?
> -- > (setq (chuck nil) car(chuck) )
I don't recall the KB/sec on the download. Paxed was kind enough to give me access to the save file so I could forward it to TDT if they needed it in addition to the .ttyrecs and bug report.
> Speaking of such things, Has anyone proposed the possbility of > transferring save files *from* NAO and the others? It might be something > to alleviate such problems.
Do you happen to have the exact same compiler version, practically the same hardware and a compiled nethack with the same compile-time options as NAO?
> That requires a) duplicate hardware b) twice the maintenance and c) > twice the damage from a lightning strike (only a half-smiley on that > last).
Any fall-back solution requires a second set of equipment (real or virtual), that requirement cannot be avoided. In case the disk data is to be protected a RAID 1 system should be sufficient for this application.
> No, it's better if backups are kept off site as well.
For a Nethack server - why?
If there's a fire, natural disaster, terrorist attack, or whatever, there are more important problems than a restored Nethack game. And for other failures a RAID mirrored data server seems sufficient.
> The problem > may come from going in the other direction and verifying which games are > legit NAO games if uploading afterwards was allowed.
Nah; too much effort for nothing.
> The real problem > would be bandwidth contraints one would imagine.
If it's really the server hardware that has problems, and if you want to play despite the server crashes or becomes unreliable, then you need a second server (with or without automatic switchover).
>> Speaking of such things, Has anyone proposed the possbility of >> transferring save files *from* NAO and the others? It might be >> something to alleviate such problems.
> Do you happen to have the exact same compiler version, practically the > same hardware and a compiled nethack with the same compile-time > options as NAO?
I believe only the nethack version would be relevant, but why do you ask?
>>> Speaking of such things, Has anyone proposed the possbility of >>> transferring save files *from* NAO and the others? It might be >>> something to alleviate such problems.
>> Do you happen to have the exact same compiler version, practically the >> same hardware and a compiled nethack with the same compile-time >> options as NAO?
> I believe only the nethack version would be relevant, but why do you > ask?
Save files are binary files, and are strongly dependant on what options were compiled in. Binary files also may differ from platform to platform. Your mileage may vary.
>>>> Speaking of such things, Has anyone proposed the possbility of >>>> transferring save files *from* NAO and the others? It might be >>>> something to alleviate such problems.
>>> Do you happen to have the exact same compiler version, practically >>> the same hardware and a compiled nethack with the same compile-time >>> options as NAO?
>> I believe only the nethack version would be relevant, but why do you >> ask?
> Save files are binary files, and are strongly dependant on what > options were compiled in. Binary files also may differ from platform > to platform. Your mileage may vary.
But only NAO or the server involved are relevant. The user just gets a copy of his save file. As for playing it on *their* computer, yes, that opens a can of worms, but I never proposed that.