Greedy Greedy (Second Life)

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Greedy Greedy game logo.

Contents

Greedy Greedy

Introduction

Greedy Greedy is a simple, but highly addictive fast-paced dice game for 2 to 8 players. The objective of the game is to get as many points as you can without getting too "greedy". There is no limit to the number of rolls you can make in a turn, but if you fail to roll something of point value on each roll, then you lose everything you have accumulated for that turn.

Also Known As

Greedy Greedy goes by other names depending on where you learned it. You may know it as 10,000 (Ten-Thousand), Farkle, Stugots, or Zilch.

House Rules

Most K.R. Engineering games have a variety of options or "house rules" that can be turned on and off by the game owner to change how the game plays. These options can include changing the winning criteria for a game, adding new rules or disabling other rules, or just placing time limits on how long you can be away before the game skips you. It is often helpful to know what house rules you are playing with when you sit down at a game. To that end, you can touch the game logo on any K.R. Engineering game to see a list of which options are enabled and which are not.

For owners/administrators wishing to change these options, please see the ADMINISTRATION section.

Getting Started

If you are new to owning a K.R. Engineering game or have upgraded from an older game version, then this is the section for you! Here we will try to address some common stumbling blocks that people encounter when they're new.

Where is my game?

If you just purchased a new game, you may be wondering where the actual game is. Our new system uses a rezzer, and the games are all inside the rezzer! You should find the item in your inventory that is called "K.R. Engineering Game System" and rez that into the world. Once you've got that, simply click and hold your mouse button on it for a few seconds, and a menu should appear. Choose "Games" and select the game you want to play. For more information, see the Game Rezzer System section.

Why does my game say it does not have a license?

If you have activated a game on your rezzer and it will not play because of a lack of license, then there are a couple possibilities.

  • You may not own a license for that game! Game rezzer systems come with all K.R. Engineering Games, but they do not include a license for all games! You only have licenses that you have purchased from the K.R. Engineering store. If you purchase Greedy Greedy for example, it will come with a game rezzer system that includes all other games, but you will only be able to play Greedy Greedy until you purchase additional licenses.
  • If you are sure you own a license, then you may have improperly shutdown a previous copy of the game, or left a copy of the game loaded somewhere else in Second Life. A license only allows you to run 1 copy of that game at any time. If you want to run more copies, you need to own multiple licenses for the same game. In either of these cases, you can still play your game by touching the Gaming.SL Logo on the table, and choosing "G.SL Force." This will tell the server that you wish to use your license on THIS copy of the game, even if it is already in use elsewhere! If you do this, any copy of the game elsewhere in Second Life that was using that license will cease to be playable as the license is taken away and given to the new copy of the game.

Can I use my license with other rezzers?

Yes! Your game licenses can be used on any K.R. Engineering game rezzer system that is purchased from our store. There are many styles to choose from and more added on a regular basis! The game comes with a standard table to play on, but you can purchase other rezzer systems to use as well.

Purchasing

To purchase any K.R. Engineering product, simply visit our virtual store in Second Life.

Click here to visit our store.

Most of our products can also be purchased through the web on the Second Life Marketplace.

Click here to browse our products on the Marketplace.

Joining The Game

Most K.R. Engineering games can be played simply by right-clicking on a chair and choosing "Play."

K.R. Engineering games can be played on a variety of themed furniture objects, and the "chairs" may not always look like chairs. For example, on the Chess theme, the "chairs" are the giant chess pieces. If you are unsure what is a chair and what isn't on a particular, that's okay! You can right-click and select 'Play' on any part of a theme and it will automatically place you in an available chair, even if you didn't click on a chair specifically.

Important: K.R. Engineering games use a rezzing system. This means that the GAME (buttons, dice, cards, game boards, etc) is a separate object from the furniture/rezzer/theme. You must right-click on the THEME to play, not the game itself, as you cannot sit on the game pieces (such as dice, game boards, cards, etc). You must sit on the furniture around the game to play, not the game pieces.

While MOST game themes are furniture that you can sit on, there may be some exceptions. The Pocket theme for example cannot be sat on, as it has no chairs. Instead, you can join a game on a Pocket theme by clicking the MENU button on the game.

Game Play

Game play begins with the first player to be seated. The seating arrangement is not important as the game will simply skip empty seats automatically. If you stand up during the game you will be skipped. If it is your turn when you stand up, game play will automatically be passed to the next player.

Each player starts their turn by rolling. You must then choose dice of point value to keep by clicking on them. After you have chosen dice to keep, you must either keep rolling for more points, or end your turn and add what you have earned this turn to your overall score. Selected dice will turn red and you can click them again to deselect. Blue dice are scored dice from previous rolls and cannot be changed or unselected.

At least one die of point value must be kept from each roll.

Dice cannot be added to dice saved as points from previous rolls (blue dice) for an added bonus. Dice are scored on a PER ROLL basis only.

You must score at least 1000 points before you are considered 'on the board' and can end your turn. After you are on the board, you can end your turns with as few points as you choose. (This option, known as "Initial Barrier", can be turned off by the game owner.)

If you manage to use all six dice, you may reroll all six dice again and continue accumulating points.

If Speed Play is not enabled, then the game is over when a player goes over 10,000 points. When that happens everyone else gets one more round to beat them and you must roll until you win or bust. If Speed Play is enabled, the game ends automatically after 8 rounds (after everyone has had a chance to roll 8 times), and the player with the highest score wins automatically.

Players can hit the stop button before they roll to pass their turn if they wish.

You must select the dice you wish to keep and be scored even if you do not intend to roll again. The game makes no assumptions about what dice you might wish to keep when you press stop.

Once a game has been won, anyone may press the ROLL or RESET button on the board to begin a new game with the currently seated players.

Scoring

  • Three of same dice counts as the number on the die multiplied by 100, except for 1s which are multiplied by 1000.
    • 222 is 200 points.
    • 333 is 300 points.
    • 444 is 400 points.
    • 555 is 500 points.
    • 666 is 600 points.
    • 111 is 1000 points.
  • When you have more than three of the same dice, each additional die after the 3rd doubles the previous value. We will use 3s as our example here, but it applies equally to all numbers.
    • 333 is 300 points (3 x 100).
    • 3333 is 600 points ((3 x 100) x 2).
    • 33333 is 1200 points (((3 x 100) x 2) x 2).
    • 333333 is 2400 points ((((3 x 100) x 2) x 2) x 2).
  • The only numbers that are worth anything by themselves are 1 and 5. Both of these numbers can also be used in combos as seen above.
    • 1 is worth 100 points by itself. Two 1s together do not form any special combo and would be worth 100 + 100 points.
    • 5 is worth 50 points by itself. Two 5s together do not form any special combo and would be worth 50 + 50 points.
  • Three Pairs: 3 pairs (e.g. 225566) is worth 1000 points
    • By default, four-of-a-kind plus two-of-a-kind (e.g. 222244) does NOT count as 3 pairs, unless "Full Houses" have been enabled in the game settings.
  • Straights: A straight using all six dice as 123456 is worth 1800 points.
    • By default, there are no short straights in the game. A short straight with 12345 or 23456 can be scored for 900 points ONLY IF "Short Straights" have been enabled in the game settings.

Variants

All of the variants below can be used individually, or all at the same time if you choose, or any combination of them that you prefer.

These variants can be enabled or disabled by owners or administrative users by accessing the Administration menu. For more information on how to do that, see the ADMINISTRATION section below.

These variants can also be turned on or off by touching the appropriate button on the table top.

Zilch

Zilch is a variant of Greedy Greedy whereby you risk more when busting, but it is also made more difficult to bust. The new rules are:

  • If you bust (score nothing) three turns in a row, you lose all accumulated points for tha game so far, not just points accumulated on that turn. Your cumulated busts are reset back to 0 the moment you have a normal scoring turn. The game will warn you both at the end of your turn and at the beginning of the next if you have 2 busts and are in eminent danger of losing everything. Be sure not to bust a third time!
  • If you have a set of three or more dice from a previous roll (example: you have 3 fours for 400 points) and you roll an additional four on subsequent rolls, you may add the four to the previous set for zero points.

Amish Dice

Amish Dice is a variant of Greedy Greedy whereby you can choose to "take over" rolls from previous players' turns. For example, if the player before you rolls 1,1,1,5,2,3, they are likely to keep the 1,1,1,5 and end their turn, thereby scoring 1050 points. Now that it is your turn, you have a choice to make:

  • Press ROLL to take over their roll. The game will treat this as if YOU were the person who had rolled the original 1,1,1,5,2,3 and had kept the 1,1,1,5, therefore if you choose to keep rolling, you are only rolling the remaining 2,3. If you bust on an Amish take over, you are done, and play passes to the next player. If you do not bust, and succeed in rolling additional dice of point value, such as 1,4, then you have successfully taken over your opponent's roll. You now get to keep both your opponent's original roll of 1050 points, plus whatever you have added to it. You may continue to play as normal, keeping the 1 and rolling the 4 again if you wish, to try and add more points.
  • Press STOP to choose NOT to take over their roll. This will reset the dice. You may now click ROLL to begin a fresh roll of your own.
  • There is no limit to the number of times an Amish roll may be passed around. One player may score 500 points and stop, the next may take over and add another 200 points to it, stopping with a total of 700. The player after that may choose to take it over as well, and another 400 points to it, thereby stopping with 1100, and so on. This can continue indefinitely until someone busts, and then it starts over again.
  • You may not take over a roll that used all six dice to score. This presents players with the option of disallowing the next player from taking over their roll while still keeping their points. It also doesn't make any sense for a player to be able to take over a roll where all six dice have been used, because there is zero added risk for taking the previous player's roll.

Amish Dice is interesting because it alters the strategy of the game. In general, you will want to end your turn in such a way that it is as hard as possible for the next player to take over your score. Of course, this means leaving as few dice unrolled as possible, which is also very risky. Is it better to bust and leave your opponent nothing, than to keep your score and give them the possibility of taking over? That's for you to decide!

Crazy Dice

When using Crazy Dice, all six dice are swapped out for a set of dice that special markings on one side each. Each die is unique, in this case.

  • One of the dice only has special markings on the 1 side.
  • One of the dice only has special markings on the 2 side.
  • One of the dice only has special markings on the 3 side.
  • One of the dice only has special markings on the 4 side.
  • One of the dice only has special markings on the 5 side.
  • One of the dice only has special markings on the 6 side.

These special dice do not effect the way the game plays, but understanding how they work may prompt you to make different choices about which dice to keep on your roll. Any time you are able to incorporate a specially marked die into your "kept" roll, then you gain a point bonus. If you can incorporate 2 such specially marked die into your roll, then you get an even bigger bonus! The same holds true for 3, 4, 5 and 6 specially marked die all used at once. The bonuses you receive for each crazy die are as follows:

  • If you use 1 crazy die, your roll value is: Score x 2 (total bonus: x2.0)
  • If you use 2 crazy die, your roll value is: Score x 2 x 1.5 (total bonus: x3.0)
  • If you use 3 crazy die, your roll value is: Score x 2 x 1.5 x 1.25 (total bonus: x3.75)
  • If you use 4 crazy die, your roll value is: Score x 2 x 1.5 x 1.25 x 1.125 (total bonus: ~x4.2)
  • If you use 5 crazy die, your roll value is: Score x 2 x 1.5 x 1.25 x 1.125 x 1.0625 (total bonus: ~x4.48)
  • If you use 6 crazy die, your roll value is: Score x 2 x 1.5 x 1.25 x 1.125 x 1.0625 x 1.03125 (total bonus: ~x4.62)

As you can see, the bonus you get from each additional crazy die is compounded, but diminishing. You only get half as much of a boost from the second die as you get from the first, and halving each time.

Here are some examples of crazy die in action:

  • You choose to keep 3,3,3 from your roll. This is normally worth 300 points. If one of those 3s happens to be a crazy die, it becomes worth 600 points.
  • You choose to keep 2,2,4,4,6,6 from your roll. This is normally worth 1000 points. If one of those dice happens to be crazy, it becomes worth 2000 points. If 2 of those dice happen to be crazy, it becomes worth 3000 points.
  • You choose to keep 1,1,1,5 from your roll. Ordinarily, you might decide not to keep the 5, because it is of very low point value and you could possibly do better by rolling it again. However, if the 5 is crazy in this situation, keeping what is on its own a very low value die will double the value of everything from 1050 to 2100.
  • The only way to use all 6 crazy dice at once is a full straight of 1,2,3,4,5,6. If you're incredibly lucky and all 6 come up as crazy dice, then this roll normally worth 1800 becomes worth 8250. Here's how:
    • 1st crazy: 1800 * 2 == 3600
    • 2nd crazy: 3600 * 1.5 == 5400
    • 3rd crazy: 5400 * 1.25 == 6750
    • 4th crazy: 6750 * 1.125 == 7550
    • 5th crazy: 7550 * 1.0625 == 8000
    • 6th crazy: 8000 * 1.03125 == 8250

If you're an astute mathematician, you might notice that the numbers are a little bit off. This is because score values are always rounded down to the nearest 50.

Crazy Dice mean the game usually escalates more quickly and finishes faster than a game played with regular dice.

Wild Dice

Wild Dice is a bit of a misnomer, as there is actually only 1 wild die. If you get lucky and roll the wild die (as of this writing, represented by the K.R. Engineering logo), you will be required to declare the value of the die before continuing. You will be prompted for the die's value when you click on the dice. Once you have declared the value of the wild die, it cannot be changed again for the current roll. If you roll it again later, even if it is on the same turn, then you can pick a different value for it. After declaring the value of the die, play continues as normal.

If playing with both Wild Dice and Crazy Dice enabled, the wild die is always Crazy 6. If you think of the dice as actual physical dice, the Wild Die replaces the 1 on the same die as Crazy 6. So if you get a Wild Die, and you want it to be Crazy, choose 6. Of course, if you choose 6 and there's no way for you to use a 6 in your current roll, it won't do you any good, so only choose 6 if you can use it.

Bug Fixes & Upgrades

Owners of K.R. Engineering games are entitled to free upgrades to newer versions of the game. See the Frequently Asked Questions section for your game for instructions on how to update. If a new update is available, then following the updating instructions for your game will result in a new copy of the most recent version being sent to you by the update server. This process is not automatic, you must tell the game to update itself!

If you are having problems with your game, please instant message Karsten Rutledge in Second Life or send email to support@karstenrutledge.com for product support. If the problem you are having has not previously been encountered, a new game version will be released with a fix as soon as possible.

DISCLAIMER: The appearance and feature set of games are subject to revision between versions as the capabilities of Second Life change over time. Please see the detailed ChangeLog for new versions before upgrading by visiting the K.R. Engineering Support Wiki at http://wiki.karstenrutledge.com/. By continuing with the update you are agreeing to accept any and all changes that have been imposed on the updated version of the game.

Bug Bounties

If you think you've found a bug in a K.R. Engineering game, you could earn a bounty by reporting it! Follow these steps to report the bug and you could earn an L$500 gift card good towards anything at K.R. Engineering! All of the criteria below must be met before you are awarded a bounty on your bug.

  1. The game with the bug must be a Gaming.SL compatible game (have the Gaming.SL logo present on the game itself).
    • If you find a bug in something other than a game, you can still report it. For example, if you find a bug in an accessory such as a scorekeeper or a prize server, you can report which game you were using it with when you encountered the bug, as long as the game you are using it with meets the above criteria.
  2. Verify that the bug exists on the latest version of the game. Click here to find the latest version numbers for all Gaming.SL games.
  3. Verify that the problem you are reporting is actually a bug. Not everything is a bug! It is at our discretion whether to award a bug bounty or not. There are some pretty common-sense things that will not earn you a bounty.
    • If you find a typo in the game documentation, website or the game itself, we would love to hear about it so we can correct it, but a typo is not a bug.
    • If the game behaves in a way that you think it should not, it is not necessarily a bug.
      • For example, a customer was once very cross with us because Spades progressed counter-clockwise around the table, instead of clockwise. This is not a bug, it is a design decision that you disagree with, and will not earn you a bounty.
      • Another example is that for a long time, Greedy Greedy did not allow four-of-a-kind plus two-of-a-kind (e.g. 222244) to count as three pairs when scoring. This was later added as an optional house rule, but it is not a bug, it was an intentional part of the scoring system.
      • Sometimes there are bugs that we are not able to fix because they are problems with Second Life as a whole, not with our products. One example of this is that older versions of our games sometimes display ??? in place of player names. This is a problem with Second Life giving our games bad information, not our games working incorrectly. We worked around this by reverting to old style names if we detect Second Life giving us bad information, but this is not a bug with our games.
    • Fundamentally, a bug is any feature that does not work as intended, rather than a feature that does not work as desired. You are always welcome to discuss how something works with us and offer suggestions for things like optional house rules, but there is no bounty for suggesting new functionality, only for reporting broken existing functionality. If you're not sure whether something is really a bug or not, feel free to report it anyway, and we'll follow up with you.
  4. Send an email to support@karstenrutledge.com or instant message to Karsten Rutledge about the bug. Do not send a notecard.
    • Obviously, you must tell us the game that has the bug.
    • You must also tell us how you found the bug, and what it does. If we are not able to reproduce the same bug with the same results on a table of the same version, then we can't fix the bug, and you won't get credit for it. You should tell us things like:
      • What options were enabled on your table?
      • What steps did you take to get the bug to happen (e.g. "I clicked roll, and then clicked the second dice, and then I played Sweet Home Alabama on my banjo for my pet rhesus monkey, and then I clicked roll again...")
      • What happened, versus what you expected to happen.
  5. If it turns out to be a new bug that we were previously unaware of, and we can reproduce it, then we will fix it and you will get a free L$500 gift card!
    • All of our games use common core components. For example, the script that connects the game to the Gaming.SL website is identical in all of our games. If a bug is found in this script, for example, then it is considered discovered for all games that share that identical script. You cannot report a bug as new by reporting the same bug for each game it effects, since it is the same bug and has the same effect for all of them.

How To Change Theme

K.R. Engineering games use a rezzer system to play games on-demand. These rezzer systems ARE the themes! If you want to use a different theme/rezzer, simply visit our store in Second Life or on the Second Life Marketplace and purchase another themed rezzer. Any game licenses that you already own will work on any newly purchased rezzer, you do not need to buy additional licenses to change which theme you are running them on! See the Purchasing section for links to our stores.

Player Experience

Introduction

At K.R. Engineering, we believe that playing games in Second Life is about more than just the game. It is about socializing and enjoying the game the way you like it. To that end, our game tables incorporate features that go beyond game mechanics. Once you are seated at one of our game tables, a number of options become available to customize your experience.

These options most frequently include camera and animation controls, but may also include other features that are theme specific. To access these features at any time you can click on the chair you are seated in, OR press the MENU button if a game is loaded on the theme.

Persistence

Our themes will store your custom settings on our web server, so that the next time you sit down to play on the same themed game system it will automatically restore your previous settings. Your avatar seating position, your camera settings, your last chosen animation, etc. will be saved and reloaded.

This applies to all instances of the same theme. If you sit down at a Hot Tub theme and choose a new animation, then stand up and move to a different Hot Tub theme in a different region, it will still remember your settings!

Animations

The animations available will vary from theme to theme and are shown in the menu. Press the numbered button that corresponds to the animation you wish to use.

There may be more animations than can fit on a single 'page' of the menu. Use the >>> and <<< buttons to turn pages and see more animation options.

If you are using a couples animation and your animation becomes out of sync, you can press the SYNC button to try and get them back together. This can happen because animations in Second Life are played CLIENT-SIDE and sometimes they do not start playing at the same time or speed depending on internet connection and computer hardware.

Seating Position

From the animation menu, you can press the ADJUST button to change your avatar's seating position, including scooting forward, back, up, or down. Press RESET to restore to the default seating position.

Camera View

From the animation menu, press the CAMERA button to change your camera view. There are multiple settings here with different effects.

  • Save Default: If you are the theme owner, you can press this button to save your current camera settings as the default that all players will start with until they change it.
  • Disable: Turn off control over your camera. The game will not attempt to control the position of your camera in any way.
  • Third: Use a third-person perspective of the game, looking over your shoulder.
  • Birdseye: Use a top-down perspective of the game.
  • Persp. On: Enabled perspective-based camera. By default, the camera always appears from the perspective of "player 1" on the game, so everyone sees the same game perspective, which is generally the most readable and functional way to view many games. However, if you turn this on then the camera will be rotated so that you're looking at the game from the position your avatar is seated at, instead of the player 1 position. If you are seated opposite of player 1, this may make the game appear "upside down."
  • Persp. Off: Disable perspective-based camera. When off, the game will always be viewed from the perspective of Player 1, and not your own seating location.
  • Zoom In: Move your camera view closer to the game.
  • Zoom Out: Move your camera view farther from the game.

It is important to note that your camera can be overridden at any time by you. If you decide to move your camera, the game will always let go. If you are pressing camera buttons and nothing seems to be working then your camera may have been 'taken away from' the game at some point. To fix this, simply press the ESC key on your keyboard a couple times. This will cancel any manual control over your camera that you have done and let the game control it again.

Gaming.SL Live Integration

Gaming.SL Live (also known as Gaming.SL or G.SL) is gaming platform and services system developed by K.R. Engineering and brings a variety of enhanced features to games in Second Life that are not possible with Second Life alone.

Leaderboards

Gaming.SL connected games have a grid-wide top score database that allows players to compete and have a pervasive record of their high scores. These high scores can be viewed by using a Top Scores display board in Second Life or by accessing the Top Scores page on the Gaming.SL website. Scores can be filtered down by region, specific game tables, dates, and other criteria.

In addition to recording high scores, games keep a running tally of the total number of times players have won on a game. This information can be viewed on a Top Winners display board in Second Life or by accessing the Top Winners page on the Gaming.SL website. Winners can likewise be filtered by region and other criteria to see a more specific list of winners.

On supported games, players will also be assigned a rank that compares their performance to other players who have played the same game. Players can improve this rank by playing well against other players. Rank information can be viewed on a Top Ranked display board in Second Life or by accessing the Top Ranked page on the Gaming.SL website.

Achievements

Gaming.SL includes support for Achievements in participating games, where-in you can unlock trophies by performing miraculous or mundane feats of gameplay. Achievements are awarded automatically and announced in Second Life when they are unlocked. Players can check their own achievements by visiting the Achievements page on the Gaming.SL website.

Jackpots

Gaming.SL supports the option to have ongoing recurring Jackpots where players can win cash prizes just for playing, no purchase necessary! Visit the Jackpots page on the Gaming.SL website to see the current jackpot standings, and who you need to defeat to win a prize. Prizes are based on ranking on a leaderboard that is erased during each jackpot period. Players must play during each period to be eligible to win during that period.

Licensing

Gaming.SL connected games utilize a licensing system that allows scores, ranks, winners, and other attributes to persist between rezzes of the same game, regardless of location in Second Life. This licensing system also allows games to have COPY permissions while still offering instancing control.

Public Games

Games that use Gaming.SL Live can also optionally be specified as a PUBLIC game by the game's owner. This will display the game on the Gaming.SL Live Games page, including game status, options, and location, and a button to let a user teleport straight to the game to play. All games default to PRIVATE unless explicitly changed by the owner of the game.

Privacy

See the Gaming.SL Live page for more details on the Gaming.SL Live system as well as our comprehensive Privacy Policy detailing the information we collect and how we use it.

Game Rezzer System

Overview

The latest versions of K.R. Engineering games use an on-demand rezzing system for playing. Rather than rezzing a game directly, you rez one or more themed game rezzers. These themed game rezzers may be tables, hot tubs, or any other mesh furniture objects that are capable of rezzing games.

All game licenses come with a free copy of the standard game rezzer system, a wooden Octagon-shaped gaming table. It is not necessary to purchase any additional rezzers, but many are available if you wish to have a different piece of furniture to play your games upon.

To use a themed rezzer you must own a license for each game you wish to play. For example, if you wish to play Greedy Greedy then you must purchase a Greedy Greedy license. A license grants you the right to have 1 copy of Greedy Greedy rezzed and in use at any given time, on any compatible rezzer, at any location. If you wish to play Greedy Greedy at another location, you can shut down the running version of Greedy and then run it at another location. Since the license transfers in this case, all scores, addons, settings, and other features of the previous game transfer with it.

If you wish to run more than 1 copy of the same game at the same time, you are able to purchase additional licenses. For example, 2 licenses allows you to have 2 of the game running at the same time.

Both the themed game rezzers and the games themselves are copyable, so it is not a big deal if you delete them. Games that are deleted rather than shut down properly will not save their settings, but you will not lose your license or the game. Licenses that were improperly shut down will automatically unload after 1 hour. You can also force a license reload sooner than an hour if you wish by loading a new instance of the same game on a rezzer.

How to Use

For players, the themed rezzer system will be indistinguishable from a standalone game. Players can simply sit on the furniture that comprises the themed game rezzer and play the game as normal.

For game owners, all controls over the themed rezzing system (including loading and unloading games) are accessed from the Administration Menu of the rezzer.

Rezzer Administration

To access the rezzer's administrative menu, simply click and hold your mouse button down on any part of it for 2 seconds and a menu will pop up on your screen displaying current settings and providing options to change them. (In slow simulators, this may take slighter longer than 2 seconds, just hold the mouse button down until you see a menu.)

If you have a game already active on the rezzer, you may accidentally open the GAME's administrative menu instead of the REZZER's administrative menu, depending on where you clicked. This is okay! If you are in the GAME's admin menu, you can switch directly over to the REZZER's admin menu by pressing the "↙ Rezzer" button. Likewise if you open the REZZER menu by mistake, and wish to switch over to the GAME menu, you can simply press the "Game ↗" button.

Some elements of the administration menu are accessible only by the owner, while others can be accessed by anyone who is considered an administrative user, either explicitly added or implicitly through the Group Admin feature.

There are too many options to fit in a standard dialog window, so the window has been divided into pages. You can use the <<< and >>> buttons at the bottom of the admin menu to change which page of options you are currently viewing. If you don't see the option you want then it is on another page!

Owner-Only Options

  • Add Admin: Use this button to add a single Second Life avatar to the list of approved administrative users. This person will have most of the same control as the owner does over the rezzer AND any active games.
  • Rem Admin: Remove an administrative user from the rezzer and any games run by this rezzer.
  • Admins: See a list of current administrative users.
  • Update: Request the latest version of the game rezzer from the server.
  • Branding: Set a custom branding image to be displayed beneath games when in use. Optionally includes a custom normal and specular map.
  • Theme: Change texture and color options for this themed game rezzer.
  • Short Hold: Admin menu opens after clicking and holding for at least 2 seconds.
  • Long Hold: Admin menu opens after clicking and holding for at least 4 seconds.
  • G.Admin On: Enable Group Admin setting. This allows anyone who is in the same group as the rezzer to be considered an administrative user. This also applies to any active game on this rezzer.
  • G.Admin Off: Disable Group Admin setting. This also applies to any active game on this rezzer.

Administrative User Options

  • Games: Load or unload a game on this rezzer. If you load a game that you don't have a license for, it will appear, but it won't be playable.
  • Gaming.SL: Access the Gaming.SL menu.
  • Key: Get the rezzer's Second Life UUID, if for some reason you need it. This is NOT a Gaming.SL license key, just the SLUUID assigned to it at rez.
  • Volume High: Set volume to 100%. This will also apply to any active game on this rezzer.
  • Volume Low: Set volume to 50%. This will also apply to any active game on this rezzer.
  • Volume Off: Set volume to 0%. This will also apply to any active game on this rezzer.
  • G.Play On: Restrict non-group members from playing at this rezzer.
  • G.Play Off: Allow anyone to play at this rezzer, whether they are in the rezzer's group or not.
  • Restore On: Defaults to on. When players sit at this rezzer, they will return to the same pose they had last time they were seated.
  • Restore Off: Players will always start with the default pose.
  • Game ↗: If you have a game currently active on the rezzer, this button will open the game's administrative menu instead of the rezzer's menu.
  • Align: If you have a game currently active, pressing this button will cause the active game to snap back into place with the rezzer if you have accidentally moved them apart.

Theme Specifics

While many features of themed gaming rezzers are universal, some themes may have additional features or options.

Remote Random

As part of integration with Gaming.SL, some games are capable of using random numbers generated from the Gaming.SL server rather than Second Life. As many people are aware, most computers are not capable of producing truly random numbers. Any time a computer gives you a "random" result for anything, be it shuffling cards, rolling dice, etc. it is not actually doing it randomly. It is giving you a number that APPEARS to be random, but is in fact determined by a complex mathematical formula. There are different algorithms for doing this, and some are better than others.

Second Life generates random numbers through an LSL function called llFrand(). This function is often criticized for producing poorly generated random numbers. A common complaint with things like dice rolling in Second Life is that you may roll 5, 3, 2 by calling the random number function 3 times in a row, then immediately after, you roll again, and get 5, 3, 2 for a second time. Realistically speaking, this is POSSIBLE when you are rolling real dice as well, but it's not very LIKELY. However, it happens frequently in Second Life, often many times during the same game, and for this reason people often feel like the numbers they're getting are a mistake or a problem with the game, when in fact it's just the numbers that the random number generator gave us to work with. Any attempt to mitigate these kind of results from the random number generator would rightly be viewed as tampering, and would not actually improve the random number generation at all anyway.

Games that are equipped with Remote Random features will instead be pulling random numbers into Second Life from an outside source, namely the Gaming.SL server. This lets us control the algorithm that is used to generate the random numbers and with some luck, find one that is better than the one built in to Second Life. In any situation where the game is not able to communicate with the Gaming.SL server for any reason, it will automatically default back to using the llFrand() function so the game can continue unhindered.

This feature is considered EXPERIMENTAL. If you do not wish to use it, you may turn it off from the Administration menu of your game by choosing the "Local Random" button. Upon doing so, the game will begin strictly using llFrand() again and not pull any numbers from the server. You can re-enable it at any time by choosing the "Remote Random" button.

Administration

To access the game's administrative menu, simply click and hold your mouse button down on any part of it for 2 seconds and a menu will pop up on your screen displaying current settings and providing options to change them. (In slow simulators, this may take slighter longer than 2 seconds, just hold the mouse button down until you see a menu.)

It's likely that you may accidentally open the THEME/REZZER's administrative menu instead of the GAME's administrative menu, depending on where you clicked. This is okay! If you are in the THEME/REZZER's admin menu, you can switch directly over to the GAME's admin menu by pressing the "Game ↗" button. Likewise if you open the GAME menu by mistake, and wish to switch over to the THEME/REZZER menu, you can simply press the "↙ Rezzer" button.

Some elements of the administration menu are accessible only by the owner, while others can be accessed by anyone who is considered an administrative user, either explicitly added or implicitly through the Group Admin feature.

There are too many options to fit in a standard dialog window, so the window has been divided into pages. You can use the <<< and >>> buttons at the bottom of the admin menu to change which page of options you are currently viewing. If you don't see the option you want then it is on another page!

Rezzer Options

Many options that were formerly in the game admin menu have been moved to the rezzer admin menu! These are options that are game-independent, such as admin users, branding, sound volume, and updating. These options are now set on the rezzer/theme and apply automatically to whatever game is being played on that rezzer. For details on accessing the rezzer admin menu and what options are in it, please see the Game Rezzer System section.

Owner-Only Options

  • Dice: Access the dice customization menu for changing the texture of the dice.
  • Indicators: A menu for changing the color of the turn indicator lights on the game board.
  • Color: An alternate way to access the color/theme menu for the table. This is the same as pressing the Color button on the table top.
  • Vision: Change the intensity of colors used for dice actions.

Administrative User Options

  • ↙ Rezzer: This button will directly open the rezzer's administrative menu instead of the game's menu.
  • Players: Access the player management menu to skip or evict players from the game.
  • Abandoned: Select this button to change the number of seconds the table waits to reset an abandoned game after all players have left.
  • Timeout: Select this button to change the number of seconds the table waits for idle players to begin their turn. If they don't roll before the timeout occurs, the game will skip them for this round.
  • Quiet: Makes the table be quieter in chat, disabling many chats that are redundant to the information displayed 'graphically' on the table.
  • Chatty: Makes the table normally chatty again.
  • Limit Join: When on limit join, no new players may join after the first roll has been made and anyone who leaves the game has five minutes to return before the game considers them gone. When free player join is off and all players have left the game will automatically reset.
  • Free Join: Turns the game back to free join mode, anyone may join at any point during the game. The game will skip abandoned seats and automatically give any newcomers the chance to roll on the next round.
  • Initial On: On by default, this initial barrier requires players to score a minimum of 1000 points before they can begin scoring. Once they have scored their first 1000 points, they may then stop with as few points as they like on subsequent rolls.
  • Initial Off: Disable the initial barrier.
  • FH On: Off by default, this enables the "Full House" feature of Greedy. This allows you to count 4 of a kind plus 2 of a kind as a "full house", which is equivalent to three pairs. Example: 222244 is not normally considered three of a kind, but it would be with this feature enabled.
  • FH Off: Disable the "Full House" rule.
  • Short On: Enable the "Short Straight" house rule. This allows 12345 or 23456 to be counted as a small or short straight, worth 900 points.
  • Short Off: Disable the "Short Straight" house rule.
  • Evict On: Turn on evicting of players who are idle on their turn, as dictated by the Timeout function above.
  • Evict Off: Turn off evicting of players who are idle on their turn. Players who are idle will be skipped instead.
  • Speed On: Enabled Speed Play. When enabled, the game will automatically end after 8 rounds (or 5 if Fast Game is enabled also) instead of after someone reaches a specific point threshold, and the player with the highest score wins.
  • Speed Off: Disable Speed Play.
  • Fast: Set game length to Fast. Players must only reach 7000 to end the game instead of the usual 10000. (or 5 Speedplay rounds)
  • Long: Set game length to Long. Players must reach 15000 to end the game instead of the usual 10000. (or 12 Speedplay rounds)
  • Normal: Set game length to Normal. Players must reach 10000 points to end the game. (or 8 Speedplay rounds)
  • Amish On: Enable Amish Rules. See the Amish Dice section for details.
  • Amish Off: Disable Amish Rules.
  • Zilch On: Enable Zilch Rules. See the Zilch section for details.
  • Zilch Off: Disable Zilch Rules.
  • Crazy On: Enable Crazy Dice. See the Crazy Dice section for details.
  • Crazy Off: Disable Crazy Dice.
  • Wild On: Enable Wild Rules. See the Wild Dice section for details.
  • Wild Off: Disable Wild Dice.
  • Text On: Enable hover text scores for each player. (Table Only)
  • Text Off: Disable hover text scores for each player. (Table Only)
  • Text Only: Enable hover text scores for each player and disable the on-table displays. (Table Only)
  • Local Random: Game will only use random numbers generated by Second Life's llFrand() function.
  • Remote Random: Game will attempt to source better random numbers from the web server when possible, and fall back to llFrand() if no connection is available.

Branding

K.R. Engineering games allow you to put your own image or logo on your game systems. This custom image will appear on the game playing surface (the octagon that has the game elements on it, such as dice, cards, game boards, etc). Your image may be partially obscured by the game pieces, and how much is visible will vary depending on which game is being played.

By default, this game area is controlled by the theme system and can appear differently depending on which theme you are using. There may be options to customize the game area from within the THEME menu as well. To override the theme and supply your own image instead, you will need to use the BRANDING button within the rezzer's admin menu. For information on using the admin menu, please see the Game Rezzer System section.

After pressing the BRANDING button, you will be prompted to supply a texture UUID by speaking it on your chat channel. You must be near the game for this to work. UUIDs can be obtained from any texture or snapshot in your inventory that you have full permissions on (a texture that you uploaded, or a snapshot that you took, for example). Simply right-click on the texture and choose "Copy Asset UUID." This will copy the texture's UUID to your computer's clipboard, and you can paste it your Second Life chat box.

Advanced Branding

In addition to supplying your own texture, you can also supply your own normal map and specular map if you wish. To do this, simply chat all three at once, separated by the pipe (|) character. For example:

TEXTURE_UUID|NORMAL_MAP_UUID|SPECULAR_MAP_UUID

All three textures will have repeats of 1x1 with no offsets. There are also some optional extra parameters you can include along with each UUID by separating them with semi-colons (;).

TEXTURE_UUID;<vector_tint_color>

Tint color will default to white (no tint) if not supplied.

SPECULAR_MAP_UUID;<vector_specular_color>;specular_glossiness;specular_environment

Specular color will default to white if not supplied. Specular glossiness will default to 50 if not supplied. Specular environment will default to 20 (low reflection) if not supplied.

There are no extra options for the normal map at this time.

All of this options must be supplied at the same time, and can be combined as desired. For example:

TEXTURE_UUID;<tint_color>|NORMAL_MAP_UUID|SPECULAR_MAP_UUID;<specular_color>;gloss;environment

Colors are expressed in the form of a vector of <R, G, B> including the angle brackets (< and >). R, G, and B are values between 0.0 (0%) and 1.0 (100%).

Leaderboards

K.R. Engineering games that are connected to Gaming.SL Live and have a scoring system as part of their normal gameplay will have Top Scores leaderboards included with them. All games will have Top Winners leaderboards included even if they have no scoring mechanic, as these simply show the number of games won. There may also be Top Ranked leaderboards on some games that shows the best ranked players for a particular game.

These devices allow you to view the top leaderboards for the game with varying levels of resolution.

External API

All of the types of Leaderboards default to having their External API disabled. If you turn this on, the leaderboards will use extra sim resources, but there are some cool benefits.

Leaderboards will auto-refresh themselves after a game ends with the External API turned on, otherwise they will refresh at set intervals throughout the day.

With External API turned on, leaderboards can optionally auto-switch between the game they are showing based on what your game rezzer is doing. If you have a game rezzer in the region, AND you have External API enabled on your leaderboard, AND the leaderboard is unlocked, AND the leaderboard is not showing scores only for a specific license, then the leaderboard will switch games automatically when the rezzer loads a new game. If you are playing Greedy, the leaderboards will show Greedy scores/ranks/wins. If you then unload Greedy and load Simopolis instead, the boards will switch to showing Simopolis scores/ranks/wins.

Top Scores

Click to download high-res template.

Top Scores boards display the current top scores for the game. Depending on the game, this may either be the lowest scores (e.g. Aught) or highest scores (e.g. Greedy Greedy).

Top Scores boards come in a "low prim" and "high prim" design. They both have exactly the same features, but the low-prim design displays information as floating text. The high-prim design displays information as letters on a prim face.

You can touch either version for an option/admin menu. This menu is only available to the owner of the Top Scores board.

Top Scores Option Menu

  • Cancel: This button does nothing except close the menu.
  • Help: The leaderboard will give you a notecard full of helpful information about itself.
  • Refresh: The leaderboards will refresh the information they show every 12 hours, or immediately when a nearby game is completed if ExtAPI is enabled. Using this button, you can force a refresh immediately, whenever you want.
  • Change: Change the game type that the leaderboard is showing. This lets you switch between, for example, Greedy Greedy and Simopolis.
  • Lock: Prevent the leaderboard from automatically changing game types when rezzers in the region load a new game.
  • Unlock: Allow the leaderboard to automatically changing game types when rezzers in the region load a new game.
  • ExtAPI ON: Enable the leaderboard to listen to API calls from nearby games. This defaults to OFF to reduce sim resource usage (listeners). ExtAPI will also neeed to be enabled on the game for this to work.
  • ExtAPI OFF: Disable the leaderboard from listening to API calls from games. Reduces sim resource usage.
  • Reset: This will reset all information on the leaderboard. (In practice, at least. What this actually does is causes the leaderboard to only show games finished after the time you reset it.)
  • Parcel Only: This will narrow the information on the leaderboard to only showing games that were completed on the same parcel that the leaderboard occupies. It is based off of the parcel's UUID, so even if the parcel name changes it should still load the correct scores. If you chop up a parcel then the parcel UUID may change.
  • Regional: This will set the leaderboard to show information on all games completed in the same region as the leaderboard, regardless of parcel lines.
  • Unique OFF: By default, the leaderboard will only show one entry per player, their highest score.
  • Unique ON: This will make the leaderboard show the "true" top scores for a game, which may include the same player more than once if they occupy multiple slots.
  • Solo OFF: Tells the leaderboard to ignore games where only 1 player was playing when it was completed.
  • Solo ON: Tells the leaderboard to show all games, even if only a single player was playing when they were completed.
  • Brand: Although the leaderboards are modifiable, many people are not comfortable with editing prims. This option allows them to place a logo or other graphic on the leaderboard without having to use the prim editor interface.
  • One Game: This option allows you to focus the leaderboard on a specific game license, rather than showing scores for a region or parcel. To use this feature, you will need to provide the leaderboard with the Gaming.SL License ID for the game you wish it to track. This is separate from the game's UUID or "key." The key for your table can be found by pressing the "Key" button in the admin menu, but this is not what the leaderboard needs. UUIDs (or Keys) in Second Life change every time you rez the table, which makes it unusable for tracking information about a specific game. Instead, the game is given a permanent and unique ID by Gaming.SL that stays the same between each rez. To find this permanent ID, you can touch the Gaming.SL logo on the table, and choose the "G.SL Info" button. Using the One Game feature will automatically lock the leaderboard from changing game types.
  • All Games: This reverts the leaderboard back to showing information for all games on the parcel/region.
  • One Rezzer: This option allows you to specify a specific rezzer (or "game system") that the leaderboard will listen to for the purposes of changing the game it is displaying.
  • All Rezzers: Clear the "One Rezzer" option.

Top Winners

Click to download high-res template.

Top Winners boards display the current top wins for the game. Unlike top scores, these are not specific high scores, but rather cumulative number of wins. In other words, who has won the most number of games.

Top Winners boards come in a "low prim" and "high prim" design. They both have exactly the same features, but the low-prim design displays information as floating text. The high-prim design displays information as letters on a prim face.

You can touch either version for an option/admin menu. This menu is only available to the owner of the Top Winners board.

Top Winners Option Menu

  • Cancel: This button does nothing except close the menu.
  • Help: The leaderboard will give you a notecard full of helpful information about itself.
  • Refresh: The leaderboards will refresh the information they show every 12 hours, or immediately when a nearby game is completed if ExtAPI is enabled. Using this button, you can force a refresh immediately, whenever you want.
  • Change: Change the game type that the leaderboard is showing. This lets you switch between, for example, Greedy Greedy and Simopolis.
  • Lock: Prevent the leaderboard from automatically changing game types when rezzers in the region load a new game.
  • Unlock: Allow the leaderboard to automatically changing game types when rezzers in the region load a new game.
  • ExtAPI ON: Enable the leaderboard to listen to API calls from nearby games. This defaults to OFF to reduce sim resource usage (listeners). ExtAPI will also neeed to be enabled on the game for this to work.
  • ExtAPI OFF: Disable the leaderboard from listening to API calls from games. Reduces sim resource usage.
  • Reset: This will reset all information on the leaderboard. (In practice, at least. What this actually does is causes the leaderboard to only show games finished after the time you reset it.)
  • Parcel Only: This will narrow the information on the leaderboard to only showing games that were completed on the same parcel that the leaderboard occupies. It is based off of the parcel's UUID, so even if the parcel name changes it should still load the correct scores. If you chop up a parcel then the parcel UUID may change.
  • Regional: This will set the leaderboard to show information on all games completed in the same region as the leaderboard, regardless of parcel lines.
  • Solo OFF: Tells the leaderboard to ignore games where only 1 player was playing when it was completed.
  • Solo ON: Tells the leaderboard to show all games, even if only a single player was playing when they were completed.
  • Brand: Although the leaderboards are modifiable, many people are not comfortable with editing prims. This option allows them to place a logo or other graphic on the leaderboard without having to use the prim editor interface.
  • One Game: This option allows you to focus the leaderboard on a specific game license, rather than showing scores for a region or parcel. To use this feature, you will need to provide the leaderboard with the Gaming.SL License ID for the game you wish it to track. This is separate from the game's UUID or "key." The key for your table can be found by pressing the "Key" button in the admin menu, but this is not what the leaderboard needs. UUIDs (or Keys) in Second Life change every time you rez the table, which makes it unusable for tracking information about a specific game. Instead, the game is given a permanent and unique ID by Gaming.SL that stays the same between each rez. To find this permanent ID, you can touch the Gaming.SL logo on the table, and choose the "G.SL Info" button. Using the One Game feature will automatically lock the leaderboard from changing game types.
  • All Games: This reverts the leaderboard back to showing information for all games on the parcel/region.
  • One Rezzer: This option allows you to specify a specific rezzer (or "game system") that the leaderboard will listen to for the purposes of changing the game it is displaying.
  • All Rezzers: Clear the "One Rezzer" option.

Top Ranked

Click to download high-res template.

Top Ranked boards display the current top ranked players for the game. Top Ranked players are players who are consistently playing the game at the highest level of difficulty against opponents who are similarly skilled.

Top Ranked boards come in a "low prim" and "high prim" design. They both have exactly the same features, but the low-prim design displays information as floating text. The high-prim design displays information as letters on a prim face.

You can touch either version for an option/admin menu. This menu is only available to the owner of the Top Ranked board.

Top Ranked Option Menu

  • Cancel: This button does nothing except close the menu.
  • Help: The leaderboard will give you a notecard full of helpful information about itself.
  • Refresh: The leaderboards will refresh the information they show every 12 hours, or immediately when a nearby game is completed if ExtAPI is enabled. Using this button, you can force a refresh immediately, whenever you want.
  • Change: Change the game type that the leaderboard is showing. This lets you switch between, for example, Greedy Greedy and Simopolis.
  • Lock: Prevent the leaderboard from automatically changing game types when rezzers in the region load a new game.
  • Unlock: Allow the leaderboard to automatically changing game types when rezzers in the region load a new game.
  • ExtAPI ON: Enable the leaderboard to listen to API calls from nearby games. This defaults to OFF to reduce sim resource usage (listeners). ExtAPI will also neeed to be enabled on the game for this to work.
  • ExtAPI OFF: Disable the leaderboard from listening to API calls from games. Reduces sim resource usage.
  • Parcel Only: This will narrow the information on the leaderboard to only showing games that were completed on the same parcel that the leaderboard occupies. It is based off of the parcel's UUID, so even if the parcel name changes it should still load the correct scores. If you chop up a parcel then the parcel UUID may change.
  • Regional: This will set the leaderboard to show information on all games completed in the same region as the leaderboard, regardless of parcel lines.
  • Brand: Although the leaderboards are modifiable, many people are not comfortable with editing prims. This option allows them to place a logo or other graphic on the leaderboard without having to use the prim editor interface.
  • One Game: This option allows you to focus the leaderboard on a specific game license, rather than showing scores for a region or parcel. To use this feature, you will need to provide the leaderboard with the Gaming.SL License ID for the game you wish it to track. This is separate from the game's UUID or "key." The key for your table can be found by pressing the "Key" button in the admin menu, but this is not what the leaderboard needs. UUIDs (or Keys) in Second Life change every time you rez the table, which makes it unusable for tracking information about a specific game. Instead, the game is given a permanent and unique ID by Gaming.SL that stays the same between each rez. To find this permanent ID, you can touch the Gaming.SL logo on the table, and choose the "G.SL Info" button. Using the One Game feature will automatically lock the leaderboard from changing game types.
  • All Games: This reverts the leaderboard back to showing information for all games on the parcel/region.
  • One Rezzer: This option allows you to specify a specific rezzer (or "game system") that the leaderboard will listen to for the purposes of changing the game it is displaying.
  • All Rezzers: Clear the "One Rezzer" option.

Prizes

As of September 1st, 2014, it is a violation of the Second Life Terms of Service for this game to have betting or buy-in options. As a result, K.R. Engineering games do not accept or facilitate any Linden Dollar money transactions.

See the Skill Gaming page for full details.

Frequently Asked Questions (FAQ)

Greedy Greedy

Wiki FAQ Q Icon.png Do you offer upgrades on my version of Greedy?

  • Greedy Greedy tables that are version 2.0 or newer are automatically eligible for upgrades and can be upgraded without our assistance by following these instructions: How do I get my table upgraded?
  • If your Greedy Greedy table is older than version 2.0, you may still be able to receive an upgrade to it by contacting us directly. Please see the End of Life page for more details.

Wiki FAQ Q Icon.png How do I get my table upgraded?

  • If your table is v3.0.0 or later, you cannot update the game directly! Instead, you should update any themes that you own. Updated themes include the latest version of all games supported by that theme.
    • Click and hold your mouse button on part of the theme for 3 seconds until a menu appears, click 'Update.'
    • If you don't see the "Update" button, try pressing the <<< button until you see it. The admin menu has multiple pages.
    • If you cannot find an "Update" button, you may have opened the GAME's admin menu instead of the THEME's Admin menu. You can switch between these with the "Game ↗" and "↙ Rezzer" buttons.
    • A new, updated theme should be sent to you from our update servers within a few minutes. If it's not, please try again. If you are unable to get an update, please contact us for assistance.
  • If your table is v2.0 or later (>=2.0), click and hold your mouse button on part of the table for 3 seconds until a menu appears, click 'Update.'
    • If you don't see the "Update" button, try pressing the <<< button until you see it. The admin menu has multiple pages.
    • Your table will disappear (delete itself) and you will receive a new table. Delivery of new table may take up to 5 minutes.
  • If your table is older than v2.0 (<2.0) (such as v1.9x, v1.8x, v1.7x, v1.6x, v1.5x, etc...) then please read the End of Life page.

Wiki FAQ Q Icon.png I can't change any of the options on the table, like Zilch Rules, Initial Barrier, etc.

  • You may not be the owner or approved administrator of the table. If you have deeded the table to a group, you may not be able to change these anymore.

Wiki FAQ Q Icon.png How do I reset the gamekeeper/scorekeeper?

Wiki FAQ Q Icon.png I want the oval Pocket Greedy, not the octagon Pocket Greedy, where do I find that?

  • You don't. Very old versions of Pocket Greedy (before v2.0) were slightly smaller and oval in shape, instead of the octagon they are now. This is no longer the case, and I have no plans to change them back for a variety of reasons. The shape was changed because I decided to expand the offering of Pocket games beyond Greedy, to include other games in Pocket format (such as Canoga and Pentadee). The problem with this is that I wanted all of my Pocket games to have a similar style, the same way all my table games have a similar style. Giving them all common infrastructure elements (such as shape, border, etc) is what makes addon themes possible. If each pocket game were a different shape, then addon themes would be difficult or impossible to make fit each unique game. Unfortunately, the oval shape was impossible to fit most of my games onto. Pentadee, for example, has a very tall score card, and would not have fit. I decided upon the octagon shape because the full size table games are already designed with an octagon shaped playing area in mind, due to the fact they're all designed to accommodate 8 players. This makes it very easy to adapt future games to Pocket format, because I can simply shrink down the original components. It also means that whatever game I choose to make into a Pocket format will be guaranteed to fit into the space.

General

Wiki FAQ Q Icon.png Will you bring your games over to InWorldz/other OpenSim-based grids?

  • Short answer: Not for the foreseeable future, no.
  • Longer multi-part answer:
    • Most money made in Second Life comes from volume sales, it's the reason you can buy a shirt for L$200, which is the equivalent of $0.80 USD. They're called micro-transactions because despite the big numbers we throw around in Second Life (ooh, "thousands"), they're really, really tiny amounts. My games range between L$295 and L$1995, that's about $1.18 to $8.00 USD, or what you'd expect to pay for a good phone/tablet app on iPhone or Android these days. This works because like Android/iPhone app developers, Second Life developers hope to sell not merely hundreds, but thousands of copies of whatever they make, otherwise it simply is not worthwhile. This means to make developing worthwhile, you need to have a large market to sell to, because if you're lucky, 1 in 100 people will buy your product. If there's 1000 people, you might sell 10. If there's 10,000 people, you might sell 100, if there's 100,000 people, maybe you'll break the 1000 barrier. It's simple economics. Not everyone is interested in everything, so not everyone is going to buy your product. The biggest problem with InWorldz (and other even smaller grids) is that it is VERY, VERY SMALL. As of this writing, there are 2000x fewer people connected to it than Second Life. That means you can roughly expect to sell 2000x fewer of your product on InWorldz than Second Life. In order for that to be worthwhile, you'd have to sell it for 2000x the cost, but nobody would buy it for 2000x the cost. That would make Greedy Greedy $16,000 USD on InWorldz. If it were as simple as picking up my games, walking over to InWorldz and rezzing them, I might consider it, but there is a considerable time and resource investment into bringing a product like my games over to another grid, and all indications say "You will never make that money back." It's simply more worthwhile for me to develop new products for Second Life than to port old ones to a nearly empty grid.
    • Some people might argue that this is a chicken and egg problem, or more succinctly, "if you build it, they will come." InWorldz is small because of lack of content, but it has a lack of content because it is small, it's a vicious cycle! That may be true, but unfortunately doesn't change economics. I've logged into InWorldz periodically over the last few years (my name is Karsten Rutledge there also) and what I see is not a world suffering from lack of content, it's a world suffering from a poor business plan. InWorldz looks like Second Life from 4 years ago, and performs even worse. The ONLY reason anybody at all is on InWorldz is because they offered super cheap regions compared to Second Life, and then on top of that, offered 45,000 prims per region instead of 15,000. Sounds too good to be true! That's because it is.
      • Second Life regions aren't limited to 15,000 prims out of spite, they're limited that way in an effort to offer both resources and performance at a balance. This doesn't always work because people who use the regions don't understand region performance is a finite resource, but you know what works even less? Tripling the load on the regions. This doesn't just triple the load on the regions, it also triples the load on all of the viewers trying to look at that region. Instead of having to download 15,000 prims from the internet, your computer now has to download 45,000 prims from the internet, and your computer has to render those 45,000 prims on your screen. Sounds good on paper, in practice, people who run Second Life slowly run InWorldz EVEN SLOWER, if they can run it at all.
      • This 'super cheap gimmicky regions' philosophy has led to one readily foreseeable and obvious result: It's a wasteland. While I'm writing this, there are enough people connected to have 1 person for every 6 sims. Vast expanses of land with nobody in them.
      • OpenSim is a remarkable effort, but it never was up to the performance of Second Life and probably never will be. I've been standing in a nearly empty InWorldz sim just waiting for a single airplane to fully rez, and half an hour later, it still hasn't, it's just a distorted cluster of half-rezzed sculpts. This happens in every region I go to. InWorldz simply can't deliver what it promises.
    • (Update) I'm told InWorldz has Mesh now, at least in beta. Which just further illustrates that InWorldz is just treading water to keep up with Second Life, it's not offering anything new or innovative. Second Life has had mesh for years, and InWorldz is just now getting around to catching up.
    • Scripting support lags behind. For something like skins, this hardly matters, but if Second Life adds a new LSL function and InWorldz doesn't, your scripted content probably doesn't work on InWorldz anymore.
    • If you think 'copybotting' is a problem in Second Life, wait until you see OpenSims. The 'open' being the key part. Once you upload your content to an OpenSim grid, it's now "in the wild" so to speak. The one last bastion of security in Second Life is that scripts are still not accessible to copybots. If you're a skin designer, your skin is no more at risk on an OpenSim than it is in Second Life, to see a skin or other texture your computer has to download it (although new server-side avatar baking is making this much harder, thankfully, something else I believe InWorldz/OpenSim doesn't do, meaning your skins are now less safe in OpenSim than Second Life), so you are essentially passing out copies to anyone who even sees an avatar wearing your skin, much less buying it. You only see the EFFECTS of scripts though, not the scripts themselves. Therefore porting scripted content to an OpenSim grid carries a huge additional risk, because now you are making your scripts available to a much wider group of people, namely whoever has administrative access to that OpenSim grid.
    • All in all, I believe competition for Second Life is healthy and good, but InWorldz and other OpenSim grids aren't competition, they're poorly made ripoffs trying to lure people in with cheap gimmicks, and that's probably all they will ever be. If one of them manages to achieve any significant market size or, shockingly, innovates on Virtual Worlds somehow, I'll probably be keenly interested. Until then, it's not worth the time or effort.

Wiki FAQ Q Icon.png I (or someone else) does not appear on scorekeepers or gamekeepers, or on the Gaming.SL website!

  • This is because you (or they) specifically requested NOT to appear on scoreboards. You did this by touching the Gaming.SL logo on a game table and selecting the 'Opt Out' button. See the Gaming.SL page for more details about this. You can fix this by touching the Gaming.SL logo on a game table, and pressing the 'Opt Out' button AGAIN.
  • On newer game tables, this button is marked as "Opt Out|In" and spawns a warning dialog box asking ARE YOU SURE you want to do this. On older tables, it will simply tell you in local chat what it is you have done after you click on it.
  • NOTE: Opting out also prevents you from earning achievements and participating in grid-wide jackpots.

Wiki FAQ Q Icon.png Are you going to convert your games into mesh?

  • Yes, they are mesh now as of July 2018. If you have an older non-mesh game table, you can convert it to the new Mesh system by visiting our store in Second Life and using the MIGRATE sign on the wall.

Wiki FAQ Q Icon.png I saw a game table I want to buy, but it looks different from the ones in the store. Where is the other one?

  • Our tables come with 2 basic themes or "skins" they can use. A wooden classic octagon table and a post-modern futuristic shiny table. Newer tables also can have new themes added on to them after purchase by visiting the theme showcase in our store. New themes are released regularly and cover a wide range of styles and genres. After buying the table, you can change which theme is in use at any time.
    • For newer games, that is games that show the Gaming.SL logo on the table top, this can be done by accessing the Color/Appearance menu on the table and choosing the Switch option.
    • For older games, this can be done by pressing the New Style or Old Style buttons in the game's Admin Menu.

Wiki FAQ Q Icon.png My game has been updating for a long time, it says to contact you if it persists, what do I do?

  • This happens to very old games when the Second Life network is losing packets under a heavy load. Send the game to Karsten Rutledge in a folder with your name on the folder.

Wiki FAQ Q Icon.png Where can I find/do you have a table with multiple games on one table?

  • No. I would like to do something like this, but it isn't practical in SL for many reasons, including prim limits, scripting issues, security issues and permission issues.

Troubleshooting

Wiki FAQ Q Icon.png How do I get rid of the annoying info box that pops up when I mouse over your table?

  • This is actually something your viewer is doing. The table cannot produce this info box and also cannot get rid of it. You can disable it in your viewer's preferences (usually labeled as "Hover Tips"), but it will disable it for all objects, not just the table. In most viewers, you can toggle this feature on or off by pressing CTRL+SHIFT+T on your keyboard.

Wiki FAQ Q Icon.png I think my table is broken, it wants me to pay to play, but the Pay... window is completely blank!

  • This a bug in some very old versions of a modular script that really old tables used that will cause it to blank the pay dialog if the table is picked up and rezzed again. You should really update your table.

Wiki FAQ Q Icon.png Why do I only see candles on the table?

  • On very, very old versions of the game tables you could touch the base of the table (the flat round part at the bottom) to 'hide' the game. You probably touched it by accident. Just touch it again to bring the game back. Or better yet, update it, because your table was around to see the Pharaohs.

Wiki FAQ Q Icon.png I lost the instructions card that came with my game, can I get a replacement?

  • The instructions notecard is the same card you get by pressing the HELP button on the game. Simply click it for a new card.

Wiki FAQ Q Icon.png Some of the buttons on my game don't work, what do I do?

  • Often this is because someone's invisible attachment is covering the button, such as shields and other things. To check, open the View menu and turn on 'Highlight Transparent.'

Wiki FAQ Q Icon.png My game doesn't work at all, NONE of the buttons work, what do I do?

  • First verify that you are not in a no-scripts zone.
  • Next, you should verify that the table is not obstructed. Often this issue arises because there is an invisible prim over the table, frequently from nearby foliage. Press Ctrl+Alt+T on your keyboard and this will activate "Highlight Transparent" mode on your viewer. Any prims that have alpha (transparent) will be turned red. Make sure there are no red prims covering the table that you are accidentally clicking on instead of the actual table. Press Ctrl+Alt+T again to turn off the highlighting.
  • If you're not in a no-scripts zone, then right-click on your game and choose 'Open', if there is nothing in the contents then you must have removed all the scripts from it, apparently without realizing it. There is no way to fix this, the game will have to be replaced. Send it to Karsten Rutledge in a folder with your name on it.
  • If there are scripts inside the game when you open it, the problem may be that the scripts got deactivated, possibly by the estate tools. You may have a jerk for a sim administrator. The game will have to be replaced if this is the case. Send it to Karsten Rutledge in a folder with your name on it.

Wiki FAQ Q Icon.png My game paid the winner twice (or more times), and now I lost money, what do I do?

  • As of September 1st, 2014, gambling on K.R. Engineering tables is against the Second Life Terms of Service. You should update your table to a compliant version immediately.
  • More than likely, this means you have more than one Prize Server rezzed in the same region (sim). One server works for every game in the same sim, unless you tell the prize server to only listen to a single table. See the Prize Server page for more info.

Wiki FAQ Q Icon.png My game is running very slowly, what is wrong with it?

  • The speed of objects in Second Life is based on the speed of the simulator they are rezzed in. If the simulator is running very slowly, which happens when it is overloaded, then everything in the sim will also run slowly. Void/Homestead/Openspace sims are always going to be much slower than full simulators even if they are relatively empty.

Wiki FAQ Q Icon.png My game got deeded to a group, and now I can't do anything with it, what do I do?

  • Presumably, since the table got deeded to the group that means you are either a group officer or a group owner. As such, you can simply set the table for sale for 0L and buy it back from the group. To do this:
    1. Right-click on the table and choose 'Edit...'
    2. If you have not used the building interface before, you may need to click the 'More' button to expand the window.
    3. Go to the 'General' tab on the left of the window and check "For Sale."
    4. Be sure to set the price next to this to 0.
    5. Below the For Sale box it should say 'Original', 'Copy' and 'Contents', make sure that Original is the button that is marked.
    6. Now right-click on the table again and choose 'Buy.' The table will still remain rezzed, but you should now be the owner again.

Wiki FAQ Q Icon.png Your game has texture fighting problems on the table, can you fix this?

  • Unfortunately, no. If you are seeing texture fighting (usually the black backboard and the wooden game table surface are most commonly noticeable), then you are probably at a really high altitude, such as greater than 1000 meters up. This happens because of rounding errors (such as 1.06 getting rounded to 1.0, loss of precision) in the math that the Second Life viewer does when calculating where to display each part of the game. The math gets less and less accurate the higher up you go. Before a couple years ago, we were limited to building up to 768m high for that reason, they only recently raised the cap to 4096m, but the problem is still there. For some things it doesn't matter, like nobody cares if their couch cushions aren't quite where they should be, but in the case of the games, the black backboard and the wooden table surface are both parallel and fairly close together, so the rounding error shows up on it in a big way. At that altitude, Second Life thinks that prims that were separated by a small amount are no longer separated at all, and draws them in the exact same position even though they are not. The only solution is to use the table at a lower altitude, generally less than 1000 meters, although your mileage may vary depending on your graphics settings. You can see this for yourself if you move the table down to lower altitudes. At ground level you will see the table most correctly, but the flickering will stop well before then. The only way I could "fix" this issue is by separating all the game elements much farther away from the table surface, but this would cause the game to look strange at normal altitudes instead of looking strange at high altitudes, a trade-off that's not really practical or desirable.

Wiki FAQ Q Icon.png Whenever I brand my table, some or all of the dice disappear, what am I doing wrong?

  • This happens whenever you use a texture that has an alpha layer (transparency) on the backboard. The dice are partially transparent, so you end up with the well-known issue of "texture fighting" on your board, where the viewer isn't sure whether to display the dice on top or the backboard on top. Even if your texture does not have any visible areas that are transparent, it can still have an alpha layer. If you are the original creator of the texture, try uploading it again without an alpha layer. The easiest way to do this is to save it as a .jpg (Jpeg) or a .bmp (Bitmap) file before upload. .png (Portable Network Graphics) will also work, as long as you know how to save it specifically as a 24-bit .png file (minus the 8-bit alpha layer that a 32-bit .png file has).

Wiki FAQ Q Icon.png Since I upgraded my table, I can't choose specific seats to sit at anymore, why?

  • You still can, actually. Newer tables have a new theme system that allows them to have cushions on the seats, but the cushions are not part of the seats, so if you try to sit on the cushions it is no different than trying to sit on the table itself. In these cases, Second Life will simply seat you at the next available seat in order. To choose a specific seat, try right-clicking on the chair back instead of the chair seat and choosing Play. Some themes may drastically alter the shape of the chairs, but you can always still choose a specific seat by right-clicking the correct prim.

Modifying

Wiki FAQ Q Icon.png Will you create a custom game for me/my business?

  • At this time we do not offer custom games. The tables have the ability to change their centerboard texture if you wish to brand them for your establishment or replace with a picture, etc.
  • Additionally, newer game tables have the ability to add entire new themes to them. We do not do custom themes, but we do take suggestions for future themes you would like to see available as options.
  • Perhaps most importantly, adding any amount of customization to a game, be it aesthetic or functional changes, automatically terminates the update path for that game. The updater will not be able to send you newer versions of your specifically customized game in the future, thus cutting you off from bug fixes and new features.

Wiki FAQ Q Icon.png This game is a lot of prims, will you tweak it for me to be less prims?

  • This falls under custom games also, and likewise, no. I do my best to create games with as few prims as possible. If I could reasonably reduce the prim count further I would have already done it.

Wiki FAQ Q Icon.png Can I buy a copyable version of your games?

  • No, sorry, I do not sell copyable games.

Wiki FAQ Q Icon.png Can I buy a modifiable version of your games?

  • Likewise, no, I do not sell modifiable games. The reason is because any game that is modifiable opens it up to potential abuse by the owner of the table, including manipulating the outcome of the game by inserting extra scripts into the game contents. This is bad both for my business and for anyone who owns one or more of my games. If even the possibility of a game table being rigged exists, then it damages the credibility of every one of my games in Second Life. If a dispute arises, I can say "No, the game tables can not be rigged by unscrupulous hosts." because it is true. I need that deniability and so does every honest game host on the grid. It is important that people trust the outcome of a game to be fair and based only on legitimate game actions.

Wiki FAQ Q Icon.png Can I put your games into a temp-rezzing system?

  • No, for two reasons. A temp-rezzer works by deleting and re-rezzing the object every 1 to 2 minutes. On top of being incredibly hard on the simulator (causes a LOT of lag), this means that everyone playing the game would be evicted and the game 'reset' every 1 to 2 minutes. Makes for a very unplayable game. The other reason is that the games are no-copy/transfer, and they would have to be copy/no-transfer for this to be doable.

Wiki FAQ Q Icon.png Can your games be put into a rezzing system of any kind?

  • No. Again, the games would have to be copy/no-transfer for this to work.

Money

Wiki FAQ Q Icon.png Can I gamble on this game?

  • No, you cannot. Gambling is currently a violation of the Second Life terms of service. Please see the Skill Gaming page for more information.
  • If you have an older game, it may have the option to gamble on it, but you absolutely should not. You should, in fact, update your table immediately, as you can get in trouble for having a game with payout options, even if you don't use them. See the Skill Gaming page for more information.

Wiki FAQ Q Icon.png I only want to play the game with my friends, we don't want to have to pay it, can I do that?

  • Yes, in fact, this is the only way you can play it. It is a violation of the Second Life terms of service to play a game that has betting options on it, even if you don't use those options. See the Skill Gaming page for more information.

Wiki FAQ Q Icon.png Why is my game asking to take money from me? Is it trying to steal my money? I don't understand!

  • If your game is doing this, you should update it immediately! Please see the Skill Gaming page for more information.
  • If you have an old table, debit permissions are needed for the Pay-to-Play feature to work correctly. This is because Pay-to-Play is basically a vendor, a vendor that sells a service (playing the game) rather than a product. All games in Second Life that can be bet on work this way, because it is the only option. Objects can not hold money, so money paid to a game goes to its owner instead. In order for the game to pay back to the winner, it must have permission to take the money out of the owner's account. You can safely deny this if you are feeling particularly paranoid about it. It will not break the game, it will only prevent the Pay-to-Play feature from working, which is not an issue if you intend the game to be free-to-play anyway. If you accept the debit permissions, it will never pay out more money than was taken in during a game, so you cannot lose money by enabling it.

Purchases & Replacements

Wiki FAQ Q Icon.png My object got returned, and now it is gone, it never came back! Can I get a replacement?

  • Your object is probably not actually lost, just hidden! This is a feature of Second Life. When more than one object gets returned from a parcel at the same time, then Second Life does not send them back to your inventory as individual objects. Instead, it will bundle them all together into a single package. This package/bundle will appear in your Lost and Found folder as one inventory item, even if there are 5, 10 or 100 objects actually inside of it. The bundle/package will only show the name of the FIRST item in the bundle while it is in your inventory. To see what else is inside this bundle you will have to rez it. We recommend finding a sandbox to do this in to be sure that there are enough prims available for whatever happens to be inside the bundle. Some additional things to look out for:
    • Because bundles only show the name of the FIRST item in the bundle and nothing else, this means that the inventory search bar at the top of your inventory window will not help you, as it cannot search inside of bundles.
    • Bundles should have a different icon next to them than single objects do. This is often represented as a stack of smaller boxes, rather than a single large box.
    • If you can't find your missing objects, you should try clearing your inventory cache in your viewer preferences. This is usually under the "Network & Files" or "Network & Cache" tabs in most viewers. Look for the "Clear Inventory Cache" button, not the standard "Clear Cache" button as that only clears texture caches. You will have to close and restart Second Life after clearing your inventory cache.
    • Returned objects NEVER go back to their creator, they only go back to their OWNER. This is a false rumor. Second Life simply does not work that way, nor has it ever.
    • As a general rule, you should never return anything that you want to keep. Return is for taking out the trash, it's like a bulldozer clearing a lot for new construction. It is not a tool of finesse, and is known to eat objects. Always remember to properly TAKE things that you care about, and only RETURN if you have other copies of the object or don't care if you lose it.
  • If following the above advice does not allow you to find your missing object, you can contact us to ask for a replacement. In most cases we will be able to provide a replacement as long as your table was purchased from us originally. If you bought your object used from a third-party reseller, we may have no record of it.

Wiki FAQ Q Icon.png I found someone reselling your products, is that allowed?

  • I do not have a reseller program at this time. However, many of my products are transferable and this allows anyone to resell that game to someone else, much as you would at a garage sale or flea market. Unfortunately, often times these tables are counterfeit and I cannot guarantee the same level of support on a used table as I can on a new table. You automatically assume some risk when purchasing used. For example, if there is a failed delivery, it will be up to you to resolve it with the used reseller, I won't be able to help you since it wasn't purchased from me. Likewise, old tables that are purchased used may not be able to be updated to newer versions. There's also the possibility it is a straight up scam, and you will receive nothing for your money. I cannot guarantee the legitimacy of "used" products that are sold by a third party, as I have no affiliation with them. Buyer beware.

Wiki FAQ Q Icon.png My object is missing and I don't know what happened to it. Can I get a replacement?

  • First, you should verify that the item is actually missing! This seems obvious, but sometimes people look in the wrong places. Here are some common mistakes people make when looking for lost items:
    • If you are using the inventory search bar at the top of your inventory window, make sure you are searching by the product name and not the brand name. For example, if you're trying to find your Greedy table, make sure you search for Greedy, do not search for any variation of K.R. Engineering, because the brand name is not in the name. The objects are named "Greedy Greedy Table v2.75" and NOT "K.R. Engineering Greedy Greedy Table v2.75" so they will not show up when searching for brand.
    • Do not rely on the "Recent" tab in your inventory window, as this will often not show items that you expect to be 'recent', such as newly purchased items. To verify your object is actually missing, always go to correct folder in your main "Inventory" tab.
    • Verify that you are not looking in an old folder or box. Each time you update your Greedy game, for example, you will have a new folder with a new game in it, and if you haven't deleted your old folders (from before the update) then you may find yourself having multiple folders all called "K.R. Engineering Greedy Greedy (boxed)."
  • When an object actually goes "missing" in Second Life, the next thing you should do is clear your inventory cache. There are two versions of your inventory; the one that the server knows about and the one that your computer knows about. Sometimes these can be end up being different due to communication errors between the server and your computer, and clearing your inventory cache forces your computer to update what it thinks is in your inventory to be the same as what the server thinks is in your inventory. Very often objects will reappear after doing this, especially objects that were lost due to 'failed to rez' errors.
  • If you still can't find your missing object, there's a good chance that it was returned to you at some point by the owner of the land you last rezzed it on or even by Second Life itself, such as when a parcel goes over prim limits. In this case, your object should be in your Lost and Found folder and just needs to be moved back to its normal folder, BUT it may be hidden! This is a feature of Second Life, and you can read about it in our FAQ on returned objects.
  • If following the above advice does not allow you to find your missing object, you can contact us to ask for a replacement. In most cases we will be able to provide a replacement as long as your table was purchased from us originally. If you bought your object used from a third-party reseller, we may have no record of it.

Wiki FAQ Q Icon.png Can I get a discount if I buy a lot of something?

  • Rather than a bulk discount, our vendors now offer a rewards bonus for each purchase in the form of store credit. This reward bonus can be used towards the purchase of other items in the store. To see how much store credit you currently have just touch the CREDIT sign in the store, or view the "My Credit" page on the Gaming.SL Live website.

Wiki FAQ Q Icon.png I bought something and everything is in the folder except for the actual product!

  • This can actually never happen, but there are many common reasons it might APPEAR to be that way! Here some of the most common reasons:
    1. If this is a newer version of a game you previously owned and updated, you may be looking in an old folder or box from your previous table, make sure that you don't have multiple folders/boxes and verify that you are looking in the most recent one.
    2. If you are using the search bar at the top of your inventory window, you will need to search by the product's name, not our company name. For example if you purchased Greedy Greedy, try searching for Greedy, do not search for K.R. Engineering because the object name is "Greedy Greedy Table vx.xx", there's no "K.R. Engineering" in the name of the game table like there is in the name of other things in the folder.
    3. Do not use the "Recent" tab on your inventory window. The ways of the Recent tab are mysterious and shadowy, it does not always show you everything that's been added to your inventory recently. Look for the folder in your normal Inventory tab.
    4. You may have gotten the item and then subsequently misplaced it unknowingly. This is a "feature" of Second Life. It occurs whenever you attempt to rez a folder full of objects all at once in some Second Life Viewers, by dragging the folder out of your inventory instead of individual items. When this happens, Second Life interprets this as "put this folder of stuff INSIDE whatever I dropped it on." In this case, you have everything except the game/product because it is transfer-only, and everything else in the folder is copyable. Your game/product is inside whatever prim you dropped it on, probably your floor or rug, for example.
      • This can also occur if you press the CTRL button on your keyboard when dragging and dropping just the table by itself.
      • There may be other ways to do this that are not listed here, depending on the viewer you are using, but the end result is the same.
      • Also keep in mind, it is inside the PRIM you dropped it on, not the OBJECT you dropped it on, even if you dropped it on a prim that is in a linked object. You will probably have to enable "Edit Linked Parts" in your build window to look in individual prims, rather than whole objects.
      • It is possible you put the game/product inside an object that you don't own, for example if it is a group owned object or if you have modify rights on someone else's objects (such as your significant other). If this is the case, you don't own it anymore as ownership is transferred to the person who owns the object it is inside of. You may have to ask them to retrieve it for you and return it to you.
      • If you are unable to locate the item, or are unsure how to look for it, please let us know and we will be happy to help you look for it. If we also can't find it then we can usually replace the lost table.

ChangeLog

  • Version 1.0 [June 2005]:
    • Initial release.
  • Version 1.1 [July 2005]:
    • Option to disable free player joining.
    • Option for owners to pay a fixed cash prize to winners, with or without player pot enabled.
  • Version 1.2 [August 2005]:
    • Option to enable rules from Zilch, a popular variant of Greedy Greedy.
  • Version 1.21 [August 2005]:
    • Bug fixes.
  • Version 1.22 [August 2005]:
    • Bug fixes.
  • Version 1.23 [September 2005]:
    • Bug fixes.
  • Version 1.24 [September 2005]:
    • Bug fixes.
  • Version 1.3 [September 2005]:
    • New table design.
    • Pocket Greedy introduced.
    • Many bug fixes.
  • Version 1.31 [September 2005]:
    • Add and remove administrative users to let other players change board options.
  • Version 1.32 [October 2005]:
    • Turn timeout! Optionally automatically skips players if they do not make their first roll within the allotted timeout period.
  • Version 1.33 [OCtober 2005]:
    • Minor script optimizations to reduce memory usage of game.
  • Version 1.34 [October 2005]:
    • Fix: Admin users are no longer allowed to toggle player pot, to prevent failure acquiring debit permissions from owner.
    • Fix: New condition checking to better handle weird player behaviour (teleporting while sitting, client crashing, etc.)
    • Admin users or owner may touch a player's turn indicator for a menu to skip player on their turn or eject them from the game.
  • Version 1.35 [October 2005]:
    • Admin users are allowed to toggle the player pot again, due to new betting code.
    • Minimum bet setting and optional house raking.
  • Version 1.36 [November 2005]:
    • Some bug fix that I forget.
  • Version 1.37 [November 2005]:
    • Table now whispers instead of talks, making it only hearable in an 8m radius from the center of the table instead of 20m.
  • Version 1.38 [December 2005]:
    • Significant performance improvement during gameplay, primarily when rolling and manipulating dice.
  • Version 1.39 [January 2005]:
    • Patch for bug that will sometimes randomly force a player out of the game without unseating them with free player join turned off.
  • Version 1.4 [February 2006]:
    • Option for 2D or 3D dice added.
    • Bug fixed where only half of the players got their bets paid back when the table was reset during a game.
    • Tables are now touch to configure! The tables no longer listen by default. They listen when you click them, accept one command and stop listening.
  • Version 1.5 [March 2006]:
    • Entirely new look! New chairs, textures and features.
    • New theme engine allows the owner to switch instantly between 12 preset colors or 6 unique themes (the old favorites plus three new ones)!
    • New Auto Camera option! When enabled (default), sitting at the table will cause your camera to automatically orient to a top-down view of the table.
    • Fixed a bug where the game would never end if the first person to go over the winning score gets up from the table before the game is over.
    • Reduced prims from previous themed table versions.
  • Version 1.51 [March 2006]:
    • Bug fixes.
  • Version 1.6 [January 2007]:
    • New table designed with a more polished look.
    • Updated theme and color system with 18 standard colors and 6 improved themes.
    • Option to change dice texture as well as customize the main game panel with your own texture!
    • Removed old Auto Camera functionality and replaced with independent camera controls in each chair, allowing each player to choose their own camera view.
    • Cameras automatically disengage when game is hidden now.
    • Extra optimized code resulting in faster overall game speed and reduced performance impact on simulator.
    • AUTOMATIC UPDATES! See 'Bug Fixes & Upgrades' below!
  • Version 1.61 [January 2007]:
    • Player names are now shown in place of 'Player X' over player indicators.
    • Player indicators now show whether a player has contributed to the pot or not.
    • Warning and buzzer sound added for Zilch mode when 2 stars are reached.
    • Fixed a bug in the new camera system.
  • Version 1.7 [August 2007]:
    • Remove all player betting to comply with the wagering ban handed down by Linden Lab.
  • Version 1.71 [September 2007]:
    • Dice now turn green when they have been rolled, but no action has been done on them after the roll (like selecting).
  • Version 1.8 [October 2007]:
    • Rebuilt money handling in the game to use new K.R. Engineering Game Prize API. Read more about it in the PAY TO PLAY section above.
    • The previously incorporated 'payout' option has been moved to the 'prize server' discussed in the PAY TO PLAY section.
  • Version 1.9 [October 2008]:
    • All scripts recompiled for the new MONO scripting engine. This should improve performance in slow simulators.
    • Improved camera system for game players. When seated, pressing left/right changes camera view, and pressing forward or back zooms in and out.
    • Custom gameplay poses. When seated, pressing page up or page down will allow the player to change their pose. Poses include generic male/female sits, slave sits allowing them to kneel beside their master/mistress, and couples poses.
    • Takes advantage of new scripting functions to reduce primcount (combining buttons into single prims).
    • Removed 'dining table' feature, as it added unnecessary prims and scripts, and most people somehow managed to trigger it accidentally and then IM me in a fit/panic instead of reading the instructions.
    • Totally redesigned administrative system for owner to change game options. Now in an easy to access, easy to use, hopefully non-confusing menu.
    • New sculpted table and chairs.
    • Reduced entire game by 16 prims on the table version and 3 prims on the pocket version.
  • Version 1.91 [November 2008]:
    • Added option to admin menu to switch table between old style and new style. Purely aesthetic, no gameplay changes. Prim count unchanged.
  • Version 1.92 [February 2009]:
    • Fixed a bug where the camera perspective of players was not properly updated when one player stood up. This is a compensation for a bug in the Second Life camera system that incorrectly affects all seated avatars' cameras.
  • Version 1.93 [September 2009]:
    • Added Quiet/Chatty option to the admin menu, to optionally suppress game chat that is considered redundant because of the table interface.
    • Fixed a bug in the Pay2Play feature where picking up the table and rezzing it again would cause the pay dialog to show as blank.
    • Table Only: Changed it so that clicking on the indicator lights on the board toggles the options as well as clicking on the words next to them.
    • New Speed Play mode added to game options, where the game ends after 8 rounds (5 if Fast Game is enabled) and the highest score wins.
    • Table Only: Free Join option moved from table top to admin menu. Speed Play takes its place on the table top.
  • Version 1.94 [September 2009]:
    • Fixed a bug where sometimes Speed Play went 1 round too long.
    • Added the current game round to the table display when Speed Play is enabled, replacing the To Win display when Speed Play is off.
    • Turned Chatty back on by default, restoring the default behaviour of previous versions.
  • Version 1.95 [June 2010]:
    • Fixed a typo on the admin menu.
    • Removed 3D dice option. This has been broken for years and Linden Lab does not seem interested in fixing it, therefore I am removing it until they do to avoid customer support problems.
    • Drastic script reduction and performance improvements thanks to new scripting functions added to Second Life by server version 1.38. Game now uses about half of the script time of previous versions when idle.
    • Moved Branding menu to Admin Menu to avoid customer support problems. Admin menu now appears regardless of where you click and hold on the table, instead of a different menu coming up on the centerboard.
    • By popular demand, added an option to toggle phantom on/off on the table.
    • Prize Server API now sends an update whenever a player's score changes.
    • Added a beautiful gothic black wood option by popular request.
  • Version 1.96 [June 2010]:
    • Fixed a small bug in speed play mode with zilch rules enabled when playing solo.
    • Added a "Full House" house rule to the admin menu. Enabling this will make the game count a full house (four of a kind + two of a kind, i.e. 333322) the same as three pair (1000 points).
    • Minor UI improvements in Admin menu to avoid confusion. (page turn arrows collapse when there are no more pages in that direction.)
  • Version 1.97 [June 2010]:
    • Changed the method by which player scores are transmitted to the prize server API.
  • Version 2.0 [February 2011]:
    • Admin users can now access the administrative menu, but do not have all the options that owners do.
    • Added new Group Admin option, defaults to off, allowing anyone in the same group as the table to be considered admins without having to be added manually.
    • Updated sculpted prims on wooden chairs, to give them more realistic leg-bracing.
    • Pocket game changed to an Octagon shape to match the tables. This has been standardized to make way for more Pocket games in the future which would not work with the oval.
    • New textures for wooden table.
    • 9 new colors for the old style (post-modern) table. Gold, silver, bronze and 6 pearl (pastel) colors.
    • Added a Glass toggle in the color menu for the old style table. This turns the black ring on the table into glass or back to opaque. Some really old game tables had this glass feature and it has been requested to make a come back. Some games will not work well with it, as their game elements may alpha-fight with the glass texture, but the choice to use it is up to the table owner. Defaults to opaque.
    • Updated to support the Display Names feature on newer Second Life viewers.
    • Game now has OPTIONAL internal prize server with buyin and betting options that give games more control over how these events occur. External prize servers are still fully functional and now receive more information than before. Internal prize server now responsible for communicating with external prize servers. External API can be enabled/disabled independently of internal prize server features.
    • Two new poses in each seat.
    • Compensated for a bug in SL where when you sit down, SL sends random keystrokes to the game, even if you pressed nothing. This was relatively harmless, but resulted in the animation menu randomly coming up, or your camera view not defaulting to birdseye when it should.
    • Removed support for legacy scorekeepers.
    • No longer required to reset between games, displacing all the players. Once a game has ended, simply press ROLL again to start a new game with everyone seated.
    • Added Amish Dice variant to game. OPTIONAL. Defaults to off. Players may choose to continue the rolls from the previous player's turn if they wish.
    • Added dice theme menu back in to Admin menu. White, black or legacy dice options available.
    • Changed the "tintable" branding preset to something less hideous.
    • Added option to put table into Group Play mode, where only members of the same group as the table are allowed to play it. Must have group tag active to work.
    • Reduced prim count on Table game by 4 prims, and on Pocket game by 3 prims.
    • Reduced script count on Table game by 9 (down to 18) and on Pocket game by 1 (down to 10).
    • Added support for permanent, searchable leaderboards on http://Gaming.SL/. Leaderboards can be viewed by table, region or grid wide, with criteria on winner, date, number of players, game options used.
    • Added support for achievements on http://Gaming.SL/. Performing certain miraculous feats during gameplay will net you achievements. Some hard, some easy, some really hard.
    • Added support for jackpots on http://Gaming.SL/. Placing high on leaderboards can net you L$ prizes. Play frequently to win frequently.
  • Version 2.1 [March 2011]:
    • Table game reduced by 8 prims, down to 32.
    • Game owner now gets notified when they play the game if there are any new News posts on Gaming.SL about their specific game.
    • Added support for addons to be installed into the game after purchase.
    • Old Style/New Style buttons in admin menu considered deprecated, and removed. Theme switching occurs in the color menu now as part of a brand new theme engine.
    • Used new Gaming.SL addon support to create installable themes for the game that are universal for all compatible tables (n/a for Pocket game) (buy a theme once, use it with all compatible tables).
    • Added toggle button for fullbright in branding menu.
    • Added walnut, rich walnut and rosewood textures from pre-2.0 tables back in.
    • Slightly increased the distance of the centerboard off of the table to make the games more resistant to high altitude rounding errors in drawing geometry.
    • Added Indicators option in admin menu to change the color of the turn indicator lights.
    • Added Short Straight house rule (enabled through the Admin Menu) to score 12345 or 23456 as half of a full straight.
    • Added 6 new Achievements on http://Gaming.SL/.
    • Added 3 new poses to table game.
    • Added single and multi table tournament support on http://Gaming.SL/.
    • Scripts reduced to 17 on table game.
    • Added ability to make frame on Pocket version be invisible.
  • Version 2.11 [March 2011]:
    • Fixed bug in add-on themes that contained particles.
    • Added ability to toggle particle effects on/off on a per-part basis for add-on themes.
  • Version 2.12 [April 2011]:
    • Added theme support on Pocket Greedy Greedy. Themes may support either Standard, Pocket or Both.
    • Added G.SL Quiet toggle in Gaming.SL menu to turn off some of the Gaming.SL chatter, primarily achievement text and new news post announcements.
    • Added support for add-on themes to include customized branding textures for the centerboard.
    • Added glass support back to Postmodern table theme. This got lost with the new add-on theme engine, but has now been restored due to a revamped theme.
  • Version 2.13 [April 2011]:
    • Fixed Shine Off/On not working on new theme engine that was introduced in v2.12. Oops.
  • Version 2.14 [April 2011]:
    • Fixed bug in Effects On/Off for theme engine introduced in v2.12.
  • Version 2.15 [April 2011]:
    • Fixed a bug in Tournament support where games played after the tournament had ended were still marked as tournament plays.
  • Version 2.16 [May 2011]:
    • Minor rule change to Amish Rules: If a player ends a turn with all six dice used to score point, the next player may not take it over.
    • Fixed bug in "Limit Join" option on table that didn't cause a player to leave the game if they stood up.
  • Version 2.17 [November 2011]:
    • Added an option to have players evicted rather than skipped if they don't take their turn in a specified amount of time. This should help with Pocket games especially, for when people join and then wander off and stop playing.
    • Turn timeouts are now enforced across a player's turn. This means players can time out if they idle halfway through a turn, rather than only timing out if they haven't started their turn.
    • Fixed only 5 of the 6 places showing up on High Prim gamekeeper.
    • Added option to gamekeepers and scorekeepers to control whether single-player games are shown.
    • Fixed Reset option in gamekeepers and scorekeepers working off of GMT instead of Second Life time.
    • Gamekeepers and scorekeepers now show the UUID and G.SL ID of the game they are paired with if set to One Game.
  • Version 2.18 [January 2012]:
    • Fixed a bug where disabling buyins or betting on the internal prize after a game had already been won (and thus payouts had been made already) but before the game had been reset would cause it to refund players.
    • Fixed a bug in scorekeepers/gamekeepers where the "Solo Off" button wasn't working correctly.
  • Version 2.2 [January 2012]:
    • Fixed an exploit in Amish Rules when playing solo that would allow you to get uncapped points.
  • Version 2.3 [February 2013]:
    • Converted most of Greedy's chat messages to use llRegionSayTo so that only the person whose turn it is hears most of the messages now.
    • Added code to revert back to llKey2Name (legacy names) when llGetDisplayName is only returning ???.
    • Switched both Table and Pocket games to Convex Hull physics, reducing table to 28 prims and Pocket to 8 prims.
    • Switched high-prim Scorekeepers and Gamekeepers to Convex Hull physics, reducing them from 46 prims to 24 prims each.
    • Created new graphical tutorial boards for Greedy to replace old Rules Display prim.
  • Version 2.31 [November 2013]:
    • Cleaned up additional instances of table not defaulting back to Legacy Names when Display Names return ???. (Internal prize server)
    • Opt Out button in Gaming.SL menu is now Opt Out|In for clarity. Also spawns an ARE YOU SURE confirmation dialog with more information.
    • Added ambient sound support to Gaming.SL addon themes. When a theme has an active sound, a Sound ON|OFF button appears in the Modify submenu.
    • Table owners can now set the color and/or texture of seats individually on their table. This is retroactive for all themes.
    • Table owners can now set the color and/or texture of other parts of the table more discretely where they were not able to before, such as cushions/lights/other accents.
    • Changed theme menu to (almost) always have a Close button present, instead of having to click Back multiple times to return to the parent menu before closing. More user friendly.
    • Pocket games only: Frame OFF|ON buttons moved to Modify submenu.
  • Version 2.4 [February 2014]:
    • Added Crazy Dice rules variant.
    • Added Wild Dice rules variant.
    • Speed Play and Fast Game options moved from table top to the Admin menu to make room for Crazy Dice and Wild Dice.
    • Replaced the 3 very old dice textures with 8 new ones.
    • Greedy Greedy now uses Gaming.SL API version 1.1. What does this mean? Not much. Just go with it.
    • Fixed bypassing of initial barrier restriction by standing up.
    • Now packaged with new 1-prim Mesh Prize Servers and Jackpot Server.
    • New lower-prim Mesh scorekeepers and gamekeepers.
    • Fixed Scorekeepers/Gamekeepers not updating automatically after a game when they are set to One Game mode.
    • Scorekeepers/Gamekeepers now reset to the minute, rather than the day.
    • Added the ability to set an arbitrary number of days for scores to age off of Scorekeepers/Gamekeepers.
    • Pocket Game now brings up a menu on clicking Play, instead of trying to join the game, allowing players to Sweep even if they're not playing.
    • Added an AutoSweep option to Pocket play menu, enabling AutoSweep will automatically evict players who have left the region.
    • Sweep on Pocket Games now uses range finding rather than dataserver to determine if a player is absent.
    • Sweep Range added to Pocket Games, allowing owners to customize how close players must be to play a Pocket game.
    • Improved tournament support in Pocket game.
  • Version 2.41 [February 2014]:
    • Fixed a bug where other players could decide what your wild die was.
  • Version 2.42 [February 2014]:
    • Fixed a bug where a player who abandoned the game before choosing the wild die would let the next player choose the wild die.
  • Version 2.43 [February 2014]:
    • Changed it so that you don't get a Zilch warning on the final round of the game.
    • Fixed low-prim Gamekeeper showing only zeros.
  • Version 2.44 [February 2014]:
    • Most game options are no longer able to be changed while a game is in progress.
    • Admin menu now contains buttons to toggle the game variants in addition to being toggleable from the table top.
    • Anyone can now touch the Greedy Greedy game logo to see a dialog of all current game options, so players can see what rules the table is playing.
    • Added High, Low and Off volume controls for game sound effects.
    • Setup menu on Pocket board now considered deprecated. Removed in favor of being integrated with Admin menu.
    • Game now records minimum and maximum players present during a game. Gaming.SL jackpots now use this information instead of players present at game end.
  • Version 2.45 [February 2014]:
    • Fixed a typo in the admin/rules dialogs where Zilch Rules appeared on the wrong line when enabled.
    • Retooled all admin menus (branding, dice, indicators, tournaments, prizes, etc) to have a more consistent interface, including a Back button to return to the main admin menu.
    • Starting with this version, the game will attempt to automatically restore all settings from before it was updated.
    • All menu listeners randomized to avoid dialog confusion when multiple games of the same type are being admin-ed at the same time.
    • Indicators button in Pocket Greedy admin menu now changes the text color of the player listing.
    • The Wild Die now automatically selected to keep after it is declared.
  • Version 2.46 [March 2014]:
    • Removed some debug messages that were left in accidentally.
  • Version 2.47 [May 2014]:
    • Table reduced from 28 to 25 PE. Pocket reduced from 8 to 7 PE.
    • Changed stitching style for Classic theme's table support to cylinder.
    • Color button added in Admin Menu that brings up the same menu as pressing Color on the table top.
    • New Vision button in Admin Menu lets you set dice colors to bright, light (pastel) or dark.
    • Help notecard still erroneously mentioned "Old Style" and "New Style" deprecated buttons under admin section, removed these.
    • Chairs should no longer get messed up if you rotate the table while it is in the process of changing themes.
  • Version 2.5 [July 2014]:
    • Full mesh conversion done to game elements (Everything inside the black octagon). Table and chairs are still sculpted. Unfortunately, this is the only way for themes to work currently.
    • Theme engine updated to allow themes to adjust the physics shape of individual pieces, on a per-theme basis. This may cause minor fluctuations in prim count when changing themes.
    • Player scores no longer represented by floating text (that evil of all evils), and is now represented by numbers above each player's turn indicator.
    • Because of mesh, table PE count may fluctuate when changing themes. The default theme is now 23 PE instead of 25. Pocket is now 6 PE.
    • Camera and poses no longer controlled by keyboard, now accessed through "POSE" button on table top. Table no longer takes over your controls at all.
    • Script count reduced by 7 on the Table version, now only 11 scripts for entire game.
    • ALL PRIZE FUNCTIONS HAVE BEEN REMOVED to comply with the new Skill Gaming policy from Linden Lab. As a result, table no longer requests debit permissions on rez.
    • Changed the way games fetch addons from the server to reduce the number of HTTP requests being made, since LL is throttling them.
    • Added new option for themes to specify whether they are normal sitting, ground sitting or laying down themes, and added 4 new poses.
  • Version 2.51 [July 2014]:
    • Made score numbers on table slightly larger.
    • Also added Text On|Off option to admin menu, if you really want to keep hover text scores, you can turn them back on.
    • Small bug fix to free join option on new player manager script.
    • Updated Prize Server and Jackpot Prize Server for the new Skill Gaming Policy. Advanced Prize Server is not legal under the new policy and will not be included.
  • Version 2.52 [July 2014]:
    • Fixed the game not saying anything when someone tries to reset it who is not allowed.
    • Fixed a bug that would cause an agent permission error when 3 or more people were playing and someone stood up.
  • Version 2.53 [July 2014]:
    • Fixed a bug in the new Branding Controller script that caused brand settings not to be restored properly after update.
  • Version 2.54 [August 2014]:
    • Fixed hover text on both table and pocket games showing Legacy Names instead of Display Names.
    • Made the points displays on the table substantially larger.
  • Version 2.6 [January 2015]:
    • Added support for specular and normal maps to theme engine. Also includes alpha mode support.
    • Themes that include specular information will now use this for Shiny On/Off options in themes, instead of old style shiny.
    • New Theme Engine is backwards compatible with non-materials addons. Material addons are not backwards compatible with old tables.
    • Added the ability for table owners to save new default camera settings from the Pose/Camera menus.
    • Fixed a bug when "Evict Idle" was enabled causing the table to repeatedly try to eject players when nobody was playing.
  • Version 2.61 [January 2015]:
    • Fixed a bug with Pocket Greedy theme engine not displaying texture options.
    • Standardized update restore code in table player manager.
  • Version 2.62 [April 2015]:
    • Fixed Pocket Greedy incorrectly loading themes after Materials update.
    • Added Select All button between Roll and Stop. If all selectable dice are already selected, it will deselect all instead.
    • Fixed a part of the tournament code conflicting with hovering text on Pocket Greedy.
  • Version 2.63 [June 2015]:
    • Fixed a bug with restoring Default Camera settings from some previous versions.
    • Changed "Fast Game" to "Game Length" now with a Long option, adding a 15,000 point (or 12 rounds) play length.
    • Added a "Text Only" option to turn on the floating text scores and turn off the table prim scores.
  • Version 2.64 [September 2015]:
    • Fixed a bug where using the SELECT ALL button wasn't triggering the Wild Die selection dialog.
  • Version 2.7 [February 2016]:
    • Added Local/Remote Random option as seen on newer games such as Ludo and Lifestyle. Game will attempt to pull random numbers from a better web server source if possible.
    • Updated Gaming.SL API code to latest version.
  • Version 2.71 [March 2016]:
    • Fixed bug in Tournament code that was supposed to show the names of players participating at a given table.
    • Fixed a camera restore bug in table game.
  • Version 2.72 [August 2016]:
    • Hopefully Fixed a fringe case where having Remote Random enabled could cause a stack heap collision (low memory) under rare circumstances.
  • Version 2.73 [March 2017]:
    • Fixed an issue with the admin menu popping up unexpectedly due to sim lag causing delayed touch events.
    • Added an "All Red" vision color scheme for blue/green color blindness.
  • Version 2.74 [April 2017]:
    • Fixed a bug where a table expecting remote random sourcing couldn't contact the server in a very weird and highly specific circumstance would end up repeating the same dice rolls multiple times.
  • Version 2.75 [May 2017]:
    • Added new "Blind 1" and "Blind 2" options in the Vision menu. These colors are specifically tailored to be visible to people with color blindness, but they're also just kind of pretty.
  • Version 3.0.0a [June 2017]
    • Limited alpha release to test new rezzer mechanics.
    • Special thanks to FireEyes Fauna, Aries Oh, and Eggnham Samiam.
  • Version 3.0.1a [June 2017]
    • Some minor bug fixes for alpha release.
  • Version 3.0.2a [June 2017]
    • More bug fixes.
    • I got married to a wonderful woman who I met in Second Life!
  • Version 3.0.3 [June 2018]
    • Changed to a new multipoint versioning system, so industry standard!
    • Changed permissions from no-copy/transfer to copy/no-transfer!
    • Converted from a Sculpted prim addon theme system to a Mesh themed game rezzer system.
    • New Mesh themes mean that themes can have custom scripting and unique animations in each theme.
    • Games are no longer 'objects' and instead are now 'licenses' that work on any compatible themed game rezzer.
    • Older 'object' based games can be converted to licenses for free by using the migration system in the store.
    • Switched from old Gaming.SL website/backend to entirely new Gaming.SL LIVE website/backend.
    • Addons, achievements, games, and scores can be migrated from old Gaming.SL to new Gaming.SL Live if desired.
    • Entirely new External API system for external/third-party game addons. External API defaults to OFF.
    • Many game settings have been moved from the games to the rezzers now.
    • Updating is now a function of the rezzers, not the games. Updating a rezzer updates all compatible games inside it.
    • New Gaming.SL Live now allows players to log in to the website and change their profiles and view/control their purchased products.
    • New redelivery system available in store and on the website, since games are copy/no-transfer permissions now.
    • Games can now be made PUBLIC and will show up on the website's LIVE page. All games default to PRIVATE.
    • Updated backend means that all games can have top winners boards even if they have no scoring system, and these wins no longer expire off.
    • New Top Ranked system ranks how well you play against other people based on the game performance of all participants.
    • Games no longer have a 'hard reset' where they eject all sitting players. Players can still be ejected from the admin menu if desired.
    • Tournaments are not curently supported on Gaming.SL Live, as nobody used it on the old system. An entirely new in-world based tournament system is being planned.
    • Players are not prevented from sitting down even if they are not allowed to play. They will be added on the next game instead.
    • Added two new achievements for playing with Wild Dice enabled.
  • Version 3.0.4 [July 2018]
    • Fixed a bug where a table might say "Admin menu is currently in use." to people who click on the table while playing.
    • Added support for external Leaderboards to lock onto specific game rezzers rather than just specific games.
  • Version 3.0.5 [August 2018]
    • Added the ability to access the MIGRATE system by touching the Gaming.SL logo on the game, rather than having to visit the store.