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Extreme Slingo Recent Bug Fixes and project DONE

Chilly Charlton
Registered User
Join date: 15 Jun 2004
Posts: 483
09-05-2006 10:00
1.)
Fixed a bug where unused jokers were rolling over into the next round and even into the next game (from round 20 of previouse to round 1 of next). An unused Joker was not showing as a joker on the next round but that column had joker ability after a rollover and if you had a matching number you could cover two spaces, so long as you used the joker somewhere else first.

This was not apparent as most click numbers but was detected mostly when the next round was a coin and you could mark and most notably then the next round was the first round of a new game.

Most people use thier jokers (who wouldn't) so this was most apparent going from round 20 to round 1.

At any rate, jokers no longer roll over =c) ... this was a nasty bug to find btw...

2.)
After observing several instances when a completed card was not giving a bonus I did a code review of how this is detected. I couldn't find any flaws (doesn't mean there weren't any!) ... but during the code review designed an implemented a new method (which is actually more efficient) of detecting and giving the completed card bonus. Hopefully there will be no more completed cards not recieving a bonus ... only time will tell. It was happening about once or twice a week before so now we'll just keep an eye out. It would have been nice to determine the root cause of the original bug, but with a new system in place for this I'm just letting that go and see how the new system works out.

3.)
Extreme Slingo has been running dual sim for many months now (the scoreboard is in a seperate sim then the cards and players). This is one of the reasons for excellent performance at Extreme. As this project is coming to a close I went back and patched up areas which were neglected for single sim usage and tested several games under the single sim scenario.

4.)
Although Extreme Slingo is not for sale Sammmy Stuart now has a copy of Extreme Slingo to do with as she pleases. Sammmy has supported me in the past and come to the rescue with her own resources at times I've been away and Extreme needed her. This is my way of telling her thank you. As a result I imagine Sammmy will help shake out any issues related to running Extreme Slingo on a single sim (unless she buys another sim!) so most likely any updates going forward will be to fix anything wrong with single sim operation.

5.)
Major bugs are fixed! I'm calling this project done except for any minor bugs that come along and possibly adding some more fluff, game variations, or bonuses for special cirumstances (considering a direct win of 10K for five coins ... etc...).

I want to thank everyone who helped test and invite anyone to come play Extreme Slingo at Extreme and or where ever Sammmy decides to have Slingo events.... THANK YOU ALL!
Tiberious Neruda
Furry 'On File'
Join date: 1 Nov 2005
Posts: 261
09-11-2006 15:06
Does the game still apply coins and such BEFORE devils?

If it does, maybe you're not quite done yet (this makes getting deviled ALOT more punitive than it should be, and even the original checks for devils first)...
Chilly Charlton
Registered User
Join date: 15 Jun 2004
Posts: 483
Devil's Penalty
09-13-2006 10:02
A devil only takes 1/2 of your previous round score. So no. Any point for coins, covered numbers, completed lines, completed patterns, or completed cards will not be peanalize in a current round a devil shows up.

This is even for the case when you get a coin or click a number before the devil appears.

Bottom line, the devil only takes away 1/2 of the points from your previous total.

I might note it's been this way for over a month, that's one of the first bugs I fixed. Let me know if you see otherwise =c)