I never bothered setting up an upload area on my board before, but decided to start working on setting one up. So I set up a directory called "Uploads" in my Main file area and gave it a path on the drive.
Went to test a simple upload, entered "test.txt" using the (U)pload option, and I got a "Bad filename" response. I tried another filename, "test_upload_file.txt" and got the same message.
I don't have anything set for "Extensions Allowed" for the Uploads directory, so I think that should allow anything. My file.can file only has info.zip and photo.scr in it.
Anything else I can check?
You may want to double-check what you have set in SCFG->File Options->Allowed Filename Length. The default is 64 characters. If you set this to some low number, that could explain the error you're seeing.
Re: Cannot upload - "Bad filename" message
By: Digital Man to Codefenix on Thu Feb 02 2023 02:54 pm
You may want to double-check what you have set in SCFG->File Options->Allowed Filename Length. The default is 64 characters. If you set this to some low number, that could explain the error you're seeing.
That was exactly it! Mine was set to 0. I set it to 64 and it's working now. Thank you!
Is this a somewhat recently added config option? In which case, could it be that the upgrade defaulted me to 0 if I upgraded from 3.18? Asking, because I don't recall setting this option to 0 ... although maybe I just have a bad memory.
It was a new option added in v3.19. It's possibly there's something screwy in the upgrade process from v3.18->v3.19->v3.20 (I see you're running v3.2You may want to double-check what you have set in SCFG->File
Options->Allowed Filename Length. The default is 64 characters. If
Re: Cannot upload - "Bad filename" message
By: Digital Man to Codefenix on Fri Feb 03 2023 10:27 am
It was a new option added in v3.19. It's possibly there's something screwy in the upgrade process from v3.18->v3.19->v3.20 (I see you're running v3.2You may want to double-check what you have set in SCFG->File
Options->Allowed Filename Length. The default is 64 characters. If
Just fyi, i don't see that option "allowed filename length" in my production 3.19. I do see it in my test 3.20 (upgraded from 3.19) sync and this setting was also set to 0.
Sorry to ask but,
I have about 200 doors running and I think you have helped me on one or two
and I want to thank you for that!
But I really only play Barren Realms league games & Gutter Bowl.
I have tried for hours to figure out what I'm doing wrong
with Gutter Bowl to no use with gbowl16 or gbowl32, but mainly
with gbowl16. Now mind you I have had it running on win32 but not linux and
dosemu.
What's the question?
Question is does anyone here have gutter bowl working on v3.19 and a linux OS, I have had a few doors give me trouble but this one has me pulling what little hair I have out!
I'm curious to do some more debugging to see why GutterBowl 3.0 is immediately exiting when I try to run it remotely.
I'm curious to do some more debugging to see why GutterBowl 3.0 is
immediately exiting when I try to run it remotely.
Hello Nightfox
I did a search for the early version and couldn't find it.
I guess I don't feel so bad with the hours of screwing
aorund with this door. I would like to get it running
though I play it and I have one user that wants it also.
in DOSEMU. I did see that in the docs he states on time
of release of 3.0 he would also release a linux version.
I would enjoy finding that.
So what does the older version look like when playing?
Yeah, I'd be interested in knowing if there is a Linux version of GutterBowl.
Re: Door help
By: Havok to Digital Man on Sun Feb 12 2023 07:09 pm
Ha> Question is does anyone here have gutter bowl working on v3.19 and a linux
Ha> OS, I have had a few doors give me trouble but this one has me pulling
Ha> what little hair I have out!
I'm running Synchronet on Linux, and I'm using dosemu2. I've tried to set up GutterBowl 3.00 (using the 16-bit executable), and it runs locally, but for some reason it immediately exits when I run it remotely as a door. For now, I've set up an older version (1.01) and that seems to work okay.
I'm curious to do some more debugging to see why GutterBowl 3.0 is immediately exiting when I try to run it remotely.
Re: Gutter Bowl 3.0
By: Nightfox to Greg Youngblood on Mon Feb 13 2023 03:24 pm
Ni> Yeah, I'd be interested in knowing if there is a Linux version of
Ni> GutterBowl.
I found the older Gutbowl and of course 5 min later running, what made
me happy was the key gen for 3.0 seemed to work for the older game, wow!
Where can i find v3.0? I'm curious to make it work in dosemu2
Where can i find v3.0? I'm curious to make it work in dosemu2
Laughing now I'm really confused I did a fresh install of Mystic with
the same version dosemu and Gutter Bowl works. Not what I wanted to
see being I want it to run on this board.
I thought before today ok so it wont run on dosemu but now don't really know what to think. Going to have to try looking at it more.
Is that version 3.0 of GutterBowl? Interesting.. So it may be a Synchronet issue causing GutterBowl 3.0 not to run? It would be interseting to try to debug that some more. One thing to do would be to redirect the GutterBowl output to a file, so if it ouptuts any erors, hopefully you can catch the errors. Also, I think Synchronet outputs log files when it runs programs via dosemu(?) - so that might be something to check as well.
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