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    CZE Employee
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    Last Post
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    660
    04-18-2016, 06:45 PM
    43
    04-18-2016, 05:18 PM
    219
    04-09-2016, 02:49 AM
    33
    04-08-2016, 09:30 PM
    25
    12-11-2015, 02:57 PM
    14
    11-19-2015, 04:08 PM
    16
    02-09-2015, 03:41 PM
    4
    01-15-2015, 03:22 PM
    67
    07-08-2014, 03:41 PM
    15
    04-10-2014, 10:16 PM
    125
    04-04-2014, 07:27 PM
    38
    08-08-2013, 02:57 PM
    5
    06-17-2013, 07:07 PM

    Usage: Click on the employee's name to drill down to their posts!

    1. 04-08-2016, 09:30 PM

      Hex api

      Hey all,

      There's a bug with the PlayerUpdated messages in the current client that prevents games from working if you use the API and send all messages. If you're using it, I suggest you change in api.ini and instead of sending all to a site, send

      <ADDRESS>|Tournament|Inventory|Collection|Login|Lo gout|SaveDeck|DraftPack|DraftCardPicked

      Alternatively, you can just remark out a target if you wish by putting a # in front of it

      #<ADDRESS>|All


      Sorry 'bout that; the order of some game events changed and that's causing the API to look for information the client doesn't have yet. We'll fix it ASAP.

      EDIT: I have no idea what it wasn't to put "Lo gout" instead of "Logout". But, there's no spaces there.

      Chris Woods

    2. 03-22-2016, 03:42 PM

      Hex api

      It was because the messages were getting rather large, and card title is less information then guid. (Guid implies card title, and card title does not imply guid. Consider Alternate Art cards, for example.)

      I'll try to add a flag to each destination in api.ini that makes the messages more human-readable for easy debugging, but I think more remote targets (like HexTCGBrowser) will appreciate it if you don't use that flag with them, as it makes everything more compact.

      Chris Woods

    3. 03-18-2016, 05:48 PM

      Hex api

      I'll add # with set 4 so you can. Currently, not really. There's some hacky ways to do it, but I wouldn't suggest them.

      Chris Woods

    4. 02-10-2016, 08:01 PM

      Hex api

      Hey all,

      Some notes on updates coming with the next patch:

      Now sends a message on people saving their talent spec:

      {
      "Message" : "SaveTalents",
      "User" : "<DISPLAY NAME>",
      "Champion" : "<CHAMPION NAME>",
      "Race" : "<RACE>",
      "Class" : "<CLASS>",
      "Picks" :
      [
      { "Name" : "<TALENT NAME>", "Guid" : "<TALENT ID>" },
      { "Name" : "<TALENT NAME>", "Guid" : "<TALENT ID>" },
      . . . .
      ],
      }



      Now send inventory (non-card) collection information:

      {
      "Message" : "Inventory",
      "Action" : "[Overwrite/Update]", # Action works like it does in Collection
      "Complete" : # Only filled out in Overwrite; is everything
      [
      { "Guid" : "<ITEM ID>", "Count" : <ITEM COUNT>, },
      { "Guid" : "<ITEM ID>", "Count" : <ITEM COUNT>, },
      . . . .
      ],
      "ItemsAdded" : # Only filled out in Update; shows number of items added
      [
      { "Guid" : "<ITEM ID>", "Count" : <NUMBER ADDED TO COLLECTION>, },
      . . . .
      ],
      "ItemsRemoved" : # Only filled out in Update; shows number of items removed
      [
      { "Guid" : "<ITEM ID>", "Count" : <NUMBER REMOVED FROM COLLECTION>, },
      . . . .
      ],
      }


      Reformatted Collection message to make it much smaller:

      {
      "Message" : "Collection",
      "Action" : "[Overwrite/Update]",
      "Complete" : # Only filled out in Overwrite; is everything
      [
      { "Guid" : "<CARD ID>", "Flags" : "<FLAGS>", "Count" : <CARD COUNT>, },
      { "Guid" : "<CARD ID>", "Flags" : "<FLAGS>", "Count" : <CARD COUNT>, },
      . . . .
      ],
      "CardsAdded" : # Only filled out in Update; shows number of cards added
      [
      { "Guid" : "<CARD ID>", "Flags" : "<FLAGS>", "Count" : <NUMBER ADDED TO COLLECTION>, },
      . . . .
      ],
      "CardsRemoved" : # Only filled out in Update; shows number of cards removed
      [
      { "Guid" : "<CARD ID>", "Flags" : "<FLAGS>", "Count" : <NUMBER REMOVED FROM COLLECTION>, },
      . . . .
      ],
      }



      Finally, the HTML header now describes itself as JSON. Just helps out various webservers.

      There's a bunch of performance work behind all that, but that's the front-side of it. Should all go out next time we do a patch to live.


      Thanks,

      Chris Woods

    5. 01-30-2016, 09:55 PM

      Psychic torment banned

      Hey all,

      As far as changing the equipment or not I can't speak to. On the code side we've handled the loop. While your client wins the game and everything progresses normally on your side, the server still tries to resolve all the effects before it cleans up the game.

      Since that loop isn't going to end, what happens is the server keeps going until it runs out of memory and crashes, creating a pretty terrible experience for basically everyone.

      This is bonus bad, since it is a VIP weekend, so I ask the card be banned until we can get a patch that has the game clean up as soon as a victory is detected, regardless of if there are other triggers pending processing.

      Anyhow, like I said. Maybe the card/equipment/somethngelse changes -- I dunno about that. But the ban will be lifted as soon as we can patch out the resource leak on the server. We didn't really catch this until yesterday (even running at full speed, it takes a while before it really starts hurting the server) so we have to struggle through the weekend.

      Super sorry, but I swear we didn't ban your card because it was too powerful or we just hate Vennen. (We totally do hate Vennen, but.. I mean... they're orc spiders. What's to love here?) It was strictly to try to keep things as smooth as possible for VIPs. We will give it back ASAP.

      Chris Woods

    6. 01-28-2016, 03:16 PM

      Does anyone get lag in match very bad?

      There's a bug that can cause lag in games very occasionally, and then it will affect all other games playing on that server for about 1-2 minutes. We've worked it out locally, but it's usually nothing you're doing, but something someone else is doing in an entirely different game sharing your games CPU.

      Chris Woods

    7. 12-09-2015, 07:06 PM

      Hex api

      Yeah, it's the same problem. Basically, the API used to just wholesale send your entire collection when it was changed. This was pretty hard on sites like TCGBrowser, so I changed it to only send the delta in the collection.

      Due to where the API hooked into the collection list, though, it was actually figuring out what to send by diffing the two lists, which can get really expensive for larger collections. I just moved it to the same place where the inert happens in your client lists to prevent all the extra work. I'm testing it out now, but I'm pretty hopeful.

      Chris Woods

    8. 12-09-2015, 06:51 PM

      Hex api

      Yup, pretty easy to figure out at that point. I'll get this sorted out so it goes with the next patch.

      Chris Woods

    9. 12-09-2015, 06:19 PM

      Hex api

      That should all be in it's own thread, so it shouldn't affect anything else. What's a setup I should create to get what you're talking about so I can debug it?

      Chris Woods

    10. 12-09-2015, 05:41 PM

      Hex api

      None of that stuff is true; to facilitate campaign launch I've been doing everything that's not campaign related so that team can concentrate entirely on that. I've found that if you ask someone to do something that only takes 5 minutes it can actually cost them hours by breaking their train of though or forcing them to switch environments, etc. As such, I've been doing all the health changes/card changes/fixes/etc. for live while everyone else just makes a cool campaign.

      I was planning on spending some time over break updating stuff on the API. I've got some ideas of stuff people will want WRT campaign and I wanted to add that in; I'll also see what additional information I can put into the GameEnded to make it easier to track info/etc.

      And also, ya. There's clearly been a ton of AI work going on with the campaign. It's come a pretty long way.

      Chris Woods

    11. 07-23-2015, 08:24 PM

      Hex api

      Hey all,

      Just finished working on changes to the API that will go out with the next patch. Mostly just reworking how some stuff is, but the big ticket items are:

      GameEnded event no longer causes the UI to prematurely stop.

      If you have no request to forward a message, that message is not even processed. (In case a problem similar to GameEnded happens again.)

      Collection now looks like this:

      {
      "Action":"Update|Overwrite",
      "CardsAdded":[...],
      "CardsRemoved":[...],
      "User":"<NAME>",
      "Message":"Collection"
      }

      The Action now tells the receiver how to deal with the message. "Update" means the lists of CardsAdded and CardsRemoved should be delta'ed against the collection already held by the receiver. "Overwrite" means this is a complete collection sync, and the receiver should dump whatever it had and replace it with CardsAdded.

      The client now sends an Overwrite on login (I'll try to add per-URL caches later, but otherwise this is the only way to guarantee a new user using your system gives you a fill collection) but after login it will *only* send Update, and it send an Update on every collection modified event.

      This should both resolve a problem where people were doing something approaching Voodoo trying to get the client to tell a 3rd party what it's collection was, as well as prevent the client from sending outrageously large amounts of information. (Eg, if it gets 45 cards one-at-a-time)


      Hopefully this will help everyone; sorry to change the internal structure of a message again. I really hate doing that.

      I keep trying to find time to setup a website with good docs on all this stuff, but between set 3 and GenCon things have been pretty hectic. I'll try pretty hard to get this all centralized and easy to follow somewhere as soon as I can.

      Should I add an int as an API key to Collection? It wouldn't mean anything anywhere else, but it would mean instead of having to compare Name, Guid, Gems and Flags you could presume card #75 was the same card being discussed before.

      Chris Woods

    12. 07-22-2015, 03:24 PM

      Hex api

      No, the GUID is easiest described as a "mint condition version of the card as soon as a user acquires it from the system" (eg, through winning a tournament or opening a pack.) Any modifications are stacked onto that base template on a per-card instance.

      Extended Art *ought* to be showing up in the Flags as "ExtendedArt", but maybe there's a bug there. I'll take a look real fast and, if so, I'll get it in the first patch I can.

      However, once you know that card number 12387543 has GUID 8be63c6d-c744-4274-a07d-d4197366db97 that will never, ever change.


      Except for when it does -- in game due to Transform effects.


      But in your collection, the mapping of GUID to item should never change. The same deck will have the same GUIDs in it regardless of Gems, Extended Art, or whatever other nonsense we cook up.

      Chris Woods

    13. 07-22-2015, 03:00 PM

      Hex api

      The GUIDs are a map into the basic information the card has associated with it. If you want to look at the root data, just grab 7-zip and point it at

      <HEX_INSTALL>/Data/gamedata

      That will extract out a monolith of JSONs that is the basic details on every card in the game (as well as a ton of other random stuff, really.)

      Burn, for example, would have:

      "_t":"Reckoning.Game.CardTemplate", "m_Id" : {
      "m_Guid" : '8be63c6d-c744-4274-a07d-d4197366db97'},
      "m_Name" : "Burn",
      (more stuff)

      That is the GUID of your "typical" burn, then there is also:

      "_t":"Reckoning.Game.CardTemplate", "m_Id" : {
      "m_Guid" : 'd56346ad-e422-4795-ba5c-fed641e76b56'},
      "m_Name" : "Burn",
      (more stuff)

      which is the AA version of the same card.


      I included the GUIDs in the output of the card templates so people could load gamedata themselves and index into it to get additional information about cards for their apps.

      To the client, though, there is no such thing as "alternate art", so there is no flag for it. The client just knows that a GUID means to load a particular card. The concept of "alternate art" is entirely based on the pack generator on the server, so the client doesn't really have a way to "know" something is AA; it's more of a human construct, really.


      Note the GUID is not the unique identifier per card instance (that's just a ulong that we add 1 to every time a card is made). The GUID is the thumbprint to determine what all the unmodified attributes of a card are.

      Chris Woods

    14. 07-15-2015, 02:52 PM

      Armies of Myth Launch Postponed

      Aw, there's something behind me, isn't there? was the first thing what went through my head when I locked the branch for shipping last week. We'd heard a smattering of reports about memory problems, but we couldn't see it internally, and we couldn't show it was happening en masse.

      Then an email showed up later Friday, and it was pretty clear we had a major problem. So, I wanted to hop in here and try to explain this whole memory leak thing, and why it was such a big deal -- both to solve as well as to try to figure out.

      It all really boils down to how Unity is inherently designed. Unity's core philosophy of what a game "is" can be described easiest as "like Doom". Essentially, a game is a series of unique levels that a player progress through, and Unity's asset system only wants to have things available for the current "level". Once you beat E1M1, Unity unloads that level and loads E1M2. Then you're thrust back into shooting Imps and looking for the BFG.

      In TCGs this makes a whole lot less sense. The closest to "levels" we have is different screens. You go to Deck Editor, or Tournaments, or a game. So, we have built into our system that those are "levels".

      With that, comes level assets. These are the geometry, textures, sounds, and other rendering bits associated with a level. Once you "leave" a level, you unload that levels assets. Then you load the assets for the new level you're entering, and presto. Since "levels" are "screens" to us, what's happening on the client looks like this:


      +-------[Exit Screen]-------+-------[Load Screen]-------+
      +---[Unload Assets]---+ . . +---[Load Assets]---+


      Normally exiting a screen and unloading it's assets are coupled, but at some point in development we decoupled unloading and loading screens from unloading and loading screen assets. The only requirement for the destination screen was "all the assets are ready before you start rendering".

      So what's a "screen asset" (level asset)? Well, basically everything that has to do with rendering cards is in those screen assets. So, that's all of the art ever.

      This wasn't really a "problem", per say, except it was really inefficient. Swapping from the Deck Editor to the General Lobby would be very expensive, but it wasn't a "problem".


      Well, it was't until that [Unload Assets] bar was longer then that [Exit Screen] bar.


      This has actually probably already been a problem for some users with machines slower then the ones we have access to for testing and development, but it just never showed up on our radar. It wasn't until Set 3 and Extended Art made the asset size large enough that we started to see it.

      When [Unload Assets] takes longer then [Exit Screen], Mr. [Load Assets] gets into the mix, and believe me, Mrs. [Unload Assets] and Mr. [Load Assets] are not on speaking terms. If the two of them are going at the same time, and we're trying to unload Set 1 while we are also trying to load set 1, it gets crazy.

      What ends up happening is [Load Assets] tells [Unload Assets] "Hey, could you, um, stop deleting those cards? Because I'm going to need them." [Unload Assets] does this, but in the most passive-aggressive way possible. It just literally stops. Mid job. Then [Load Assets] has a partial library floating around, and he can't use that. So he loads a new copy.

      Nobody ever unloads that partial copy that's left over, though.

      So, the guts of the bug are actually pretty simple: If you switch screens and the new screen loads faster then the assets of the old screen take to unload, you end up wasting memory with a partial set of assets the previous screen used.

      Every time you switch screens.

      Every. Stupid. Time.

      Once this was identified, the solution was really, really easy:
      - Figure out what assets the leaving screen has the new screen also wants
      - Remove those from what [Unload Assets] is going to unload
      - Do everything else normally.

      The results of finding and fixing this bug have been enormous, actually. Deck Editor is significantly faster now, screen swapping is much smoother, and any time we "flip" a card (eg, pack opening) doesn't really require the asset to be found at the last minute. It's made things a whole lot cleaner.

      All because Mr. [Load Assets] and Mrs. [Unload Assets] had a little spat over who was putting away the dishes. Honestly, with that much tension in the relationship, I'm shocked Mrs. [Unload Assets] kept Mr. [Load Assets] last name.

      Almost home.

      Chris Woods

    15. 06-25-2015, 02:22 PM

      Hex api

      Okay, looks like we moved the used config.ini to

      C:\Users\<USER>\AppData\LocalLow\Cryptozoic\HexPat ch

      and we overwrite it on each run of the patcher. I'll try to come up with an easy way to configure the API before launch, but for the time being you can mess with it by editing that config and running Hex.exe directly (to prevent the patcher from nuking it.)

      I'll figure out a way better solution today.

      Sorry all; didn't know as part of the patcher upgrades it was expected to change this specifically.


      Chris Woods

    16. 06-25-2015, 01:52 PM

      Hex api

      Ya, there must be a bug in what we're sending somehow. I tested it locally just off the build Unity creates and I can definitely see the messages come across. I'll have to mess with it here more and make sure I know what's going on.

      If you have an output_log.txt from a session where you were trying and failing to get messages, that would help a lot.

      Chris Woods

    17. 06-24-2015, 08:51 PM

      Hex api

      Hmm, I think the API should have been working on test, but maybe there's something wrong. I'll take a look.

      Okay, I just tested it on my local client and it's functional -- if there are still issues let me know.

      Been reading over the thread, and I'm trying to do some cleanup on the system. The big thing people seem to want is a better trigger for Collections, so I'll see if I can come up with something clever that doesn't just spam-dump your collection all the time.

      We did add to the API (though it's not on the test server yet, sadly). Specifically -- we now forward game events to the API. There are two new messages, CardUpdated and PlayerUpdated, that contain all the information needed to track basically everything that your client sees about a game.

      As an example, here's my champion card coming into play at the game start:

      {
      "Cost":0,
      "Attack":0,
      "Defense":20,
      "Controller":1,
      "Name":"Bun'jitsu",
      "Gems":0,
      "BaseTemplate":{"m_Guid":"60e7f6aa-8743-4daa-816c-85ca99928945"},
      "State":0,
      "Shards":0,
      "Abilities":["[BLOOD][BLOOD]: [BASIC] [5], Void two ready troops you control [ARROWR] Create an <b><a data=c776499e-53c1-4526-9be4-acba62050d06 function=OnCardLinkClick trigger=OnClick>Abomination</a></b> with [ATK] equal to 3 plus their combined [ATK], and [DEF] equal to 3 plus their combined [DEF] and put it into play exhausted."],
      "Attributes":0,
      "Collection":0,
      "User":"cwtest1",
      "Message":"CardUpdated"
      }

      I'll have to doc out what how to use Gems, State, Attributes, and Collection since those are encoded. Controller:1 tells you player 1 controls this card. You can lookup the BaseTemplate in data to figure out the un-modified appearance of the card, Abilities will give you all current gametext, and whatnot.

      A Playerupdated looks like:

      {
      "Resources":0,
      "Id":1,
      "Thresholds":{"Blood":0,"Sapphire":0,"Wild":0,"Dia mond":0,"Ruby":0},
      "User":"cwtest1",
      "Message":"PlayerUpdated"
      }

      Id is basically player number (not my actual user id), resources are how many resources I have available, etc.


      Note that your life total is actually stored on your champion as Defense, not on your player object. This is just sort of how things work under the hood.


      Anyhow, any time a card or player changes state, it will spit out new data for it. I'll try to figure out a way to key the cards for people so you don't have to write your own game-state tracker.


      Also, you note we're naming all the JSON fields now to make parsing a lot easier. No more having to figure out what field is what. All messages of any type are guaranteed to have the fields "User" and "Message". You have to figure out what else you're gonna have after that.

      This should let people do all sorts of silly things, up to making basically their own client (though still no input, I guess). You could track all opening hands for mulligan data, or just figure out how many times you got a particular card into play.

      I never know what people are going to do with all this crazy stuff.

      Chris Woods

    18. 05-22-2015, 02:01 PM

      Twitch plays Hex

      Hey all,

      watched some of the streams with this; no one seems to have mentioned it, but this tool is amazing.

      One thing to know for streamers, if you single-click on a card in draft (so it's highlighted) that card *will be the card picked* when time runs out, so you can just click on whatever is winning to let the vote run to the last second.

      Chris Woods

    19. 04-21-2015, 08:25 PM

      Hex api

      Quote Originally Posted by ossuary View Post
      Is CZE still actively monitoring this thread? There've been several requests in the past couple of weeks but no CZE response. Would be nice to know if we can expect to see the additional items added to the export sometime soon.
      Ya, still watching it for sure. I personally don't like to talk about something until I've already got it working, so I tend to be quiet until I can confidently say "Okay, now <thing> and <other_thing>."

      The API is still being worked on, however, and I hope to enable as much crazy stuff as people will want to hook into.

      Chris Woods

    20. 02-28-2015, 07:19 PM

      Large Tournament Stress Test with Prizes - Saturday, 2/28 at Noon Pacific

      I believe it does, Hammer. Fairly confident when we bottleneck tournaments at this point the rest of the farm has fallen over and died.

    21. 02-28-2015, 06:26 PM

      Large Tournament Stress Test with Prizes - Saturday, 2/28 at Noon Pacific

      Greetings, programs!

      I wanted to jump in here and thank everyone for the help; believe it or not, this test went very well. Honestly, I wouldn't believe that if I were me (which I am), so allow me to explain.

      For a while we've had a very difficult problem with exponential growth on the tournament server. Essentially, every person who joins a queue is more taxing on the server than the previous one. This is why 8-mans run well, but the VIP is capped at 128. The cost to run a tournament is the number of people who entered squared, so an 8 person draft is 64 "server points", but a VIP is 16,384 server points, despite only being 16 times larger.

      If we wanted to run a tournament with a mere 1,000 people, it would take a million points. That's a lot. Way more than I ever got in Street Fighter.

      This actually sounds like a freshman exercise, but it turned out it was FAR more complex. There are a lot of layers to the tournament onion. The trouble we were facing on the live tournament server was it would spawn a thread -- a process that does a little job and then terminates -- for every user that joined. Once you make enough of these little guys you end up deadlocking the CPU. It's like when you're trying to listen to a conversation in a crowded room. If there are a few people talking, you can make out everything whomever you're chatting with says. Bounce that up to 100 folks, and the background noise means you really have to concentrate. Once you hit 1,000 other people yapping at each other and, well, you might as well be talking in Swahili.

      That was pretty easily sorted, but then we discovered that every status update for a player (eg, you change your deck) was getting broadcast to every /other/ player. Sorted. However, every time someone went to the tournament screen it shouted out the current status to everyone on that screen, which included anyone participating in that tournament. Sorted. Pairing players could get out of control in some very edgy cases (side note; pairing for a tournament is COMPLICATED).

      Sorted.

      Breaking the tournament egg has involved a lot of troubles with how it was designed initially. As we've peeled off every layer, we have also discovered some trouble with the next one.

      Today, we crashed the connection server!

      As a point of reference, the server we're running for maintaining connections on the test realm has a smaller CPU and less memory than the first iPhone. The test realm server responsible for maintaining a connection with the clients is worse then a telephone that shipped out almost a decade ago. I could not be happier about that.

      This probably makes me sound like a monster. The server on Live that deals with this makes Deep Blue blush; we could easily have a significantly stronger server handling connecting to test.

      But I don't wanna.

      I know that we have to deal with hundreds of thousands of players competing for a massive prize purse, so we WILDLY underpowered the test environment to see how far we could push the envelope. We have to know where it breaks, and today we discovered it doesn't break on the tournament server. It breaks on the hilariously underpowered connection server.

      I owe everyone in this thread a personal hug, and I am very sorry. As stupid as it sounds, I could not be more happy with how things went today.

      END OF LINE

    22. 02-10-2015, 02:39 PM

      Hex api

      Hey all,

      Just wanted to jump in here and say I'll keep an eye on this thread and try to imp events as people bring them up. The way the API is setup it's really easy to add new events to ship out to some external program so people can start collecting data.

      Two big points I really wanted to make real fast:
      - The API is user opt-in and off by default, so you don't need to worry about it sending out data unless you opt into it first.

      - I will never send out any data that is even remotely sensitive. When Risterral says "LOGINNAME" about, he actually means display name (Mine online is 'Chris', for example) -- I would never allow the API to ship out your actual login name, password, IP Address, any computer information, or literally anything that could be remotely considered personal information.

      Otherwise, I hope there are some devs out there who want to make some cool apps to coop with the Hex client, and we'll do everything we can to support that initiative.

      Chris Woods

    23. 08-20-2014, 07:34 PM

      Launcher Problem

      Hum, I run on Windows 8.1 without issue. Try right clicking and "Launch as Administrator" for the patcher so it can write to the "Program Files (x86)" directory.

      Alternatively, you might try downloading it again from http://hextcg.com/client-download/.

      If you still have problems, let me know and I'll see if we can figure something out. It's for sure nothing I've ever seen or heard of before.

      Chris Woods

    24. 08-20-2014, 06:58 PM

      Download Error

      This should be cleared up now. Sorry to our Mac users!

      Chris Woods

    25. 04-17-2014, 08:48 PM
      Chris_Woods

      Unable to play - infinite patch bug

      Okay, should all be sorted out. Sorry, we've been working on some changes to make the patcher faster, and some of the new way of storing files snuck into the build there. Should all be cleared up.

      Chris Woods

    26. 04-17-2014, 08:36 PM
      Chris_Woods

      Unable to play - infinite patch bug

      Hey guys,

      I'm looking at this now. Should be fixed in about 5-10 minutes here while I straighten out all the files.

      Sorry 'bout all that.

      Chris Woods

    27. 03-28-2014, 03:49 PM
      Chris_Woods

      Scheduled Maintenance Every Week Monday through Friday at 2:00 PM Pacific (21:00 GMT)

      Most of the maintenance has been us ensuring we can do complicated tasks without affecting the users. For example, last Friday we patched out new game logic without taking the servers down or affecting people playing games. It was pretty sweet.

      It's not something we anticipate to need to do often/ever once we're actually out there, but we want to make sure if there is some critical issues we can solve it without bringing the system down for hours.

      Chris Woods

    28. 03-28-2014, 03:40 PM
      Chris_Woods

      HEX Alpha Patch Notes - v828 - 3/28/2014

      We just opened the servers; it just means there is an annoying display bug that we're going to resolve over the course of the day. I just wanted everyone to know the implications of it (they seem minor) so people didn't get confused.

      Chris Woods

    29. 12-27-2013, 03:48 AM
      Chris_Woods

      Holiday Surprise Patch

      SERVERS ARE NEVER DOWN LONGER THEN EXPECTED!

      Chris Woods

    30. 11-20-2013, 04:30 PM
      Chris_Woods

      BUG: Login Failed V0.0.82

      Hey guys,

      I just rebooted live with some changes that should help a lot regarding login issues. I have several PMs from various users about trouble they are having -- you should all be resolved, but hit me again if that's not the case and I'll take a look. I'm going to believe that the messages I have in my box right now are resolved with the changes I made today. Let me know!

      Thanks!

      Chris Woods

    31. 11-19-2013, 07:15 PM
      Chris_Woods

      BUG: Login Failed V0.0.82

      Hey guys,

      I am seeing a few people try to log in with what looks like either keep or forum names (eg, "Chris_Woods" instead of chris.woods@email.address) -- note that your email will always be your login name, not your keep name.

      That said, if you're using your email and having issues go ahead and PM me just your login name (I'll never need to know your password) and I'll take a look. From the looks of the login server, it's having no issues what-so-ever, so it might be something screwy in the DB. I can figure that out for you.

      Thanks!

      Chris Woods

    32. 10-10-2013, 08:57 PM
      Chris_Woods

      Player Wins Coin Toss - AI Gets First Turn Anyway

      Yeah, the AI is just REALLY good at coin tosses. Sounds like the guy who made it did too good a job.

      :P


      Chris Woods

    33. 10-09-2013, 07:28 PM

      For Chris Woods (I think...)

      Haha, the reference is to me adding a feature to make that particular card work. I took a shortcut that means the script works for that card, but won't work for future cards with similar wording. I was acknowledging my short cut is inappropriate down the road, but would be fie until set 2, but did so in one of my more colorful ways.

      Personally, I find HEX_000109 to be my favorite, though you need a bit of context.

      Chris Woods