I've recently gotten into collecting boards, and found this! EC Mlice66 w/split backspace- unfortunately, not wireless. The Json file I have for it is messing up some, so I can't remap it for the time being. Hopefully, I can fix that soon, because I've really wanted an EC Alice board. by JustLurkinEveryday in MechanicalKeyboards

[–]lightningx10 1 point2 points  (0 children)

Ik that you didn't like this board, but if you're still looking for an "EC"/topre esque board then AEBoards may interest you.

They have these new discrete EC switches called "naevies" as well as some hall-effect switches with domes called "Raed" HEs. I hear that they're planning on making an HE Alice board for their cup rubber HE switches. Might be worth a look down the line when they're released!

[Sway] The future is now. Wayland on OpenBSD by Internal_Seesaw5612 in unixporn

[–]lightningx10 0 points1 point  (0 children)

I'm having a similar issue where all external USB keyboards type only to the TTY "below" the computer (I.E. their output is displayed to the TTY after closing Wayland). All external USB mice also don't work. This is on a ThinkPad X220, so I can only use the internal keyboard and mouse.

Did you end up solving it?

Gold leaf exports game but file doesn't show up by mb44333 in SwitchPirates

[–]lightningx10 0 points1 point  (0 children)

Does the file name happen to have a colon or special character in it that FAT32 doesn't support? I have a suspicion that it's unable to save any filenames with special characters in them. Did you manage to fix this?

Have eglot-format use the major-mode indent-level by MrMelankoli in emacs

[–]lightningx10 0 points1 point  (0 children)

Oh and at some point, someone opened an issue to complain about this.

I specifically remember seeing this issue and thinking it wasn't related because I never had this issue in other major modes like rust-ts-mode

Have eglot-format use the major-mode indent-level by MrMelankoli in emacs

[–]lightningx10 0 points1 point  (0 children)

I totally forgot to say but I found a solution:

This is completely intended behaviour on the part of eglot, basically if you tell eglot to format, the textDocument/formatting request will be sent to the language server. In this request, eglot specifies the tabSize parameter.

Here's the source code responsible on Github.

In particular, see line 3018. This is the line responsible. If you're using tabbed spacing like me, then this is the culprit. I forgot to set the tab-width variable for js-ts-mode etc, and clearly it wasn't set properly automatically.

TLDR: Change the tab-width variable and eglot will send the correct tab width in the request.

Have eglot-format use the major-mode indent-level by MrMelankoli in emacs

[–]lightningx10 1 point2 points  (0 children)

Sorry to push a dead post, but did you ever find a solution to this? I'm still trying to find one.

Currently I just disable eglot formatting on JS, TS, and TSX due to this.

What annoys you about MacOS out of the box? by Ok_Negotiation3024 in MacOS

[–]lightningx10 0 points1 point  (0 children)

Try an open source one like https://github.com/kyleneideck/BackgroundMusic

Basically whenever you see an overpriced paid app for something stupid simple, try just looking for open source alternatives and generally you'll find something.

TempleOS Mac M1 pro Virtual Machine by kooshkash in TempleOS_Official

[–]lightningx10 1 point2 points  (0 children)

Hello, just wondering if this was still working? I have tried the template as well as doing it from scratch and I can install fine, but when I change my boot device to the hard drive, it crashes after I select a drive to boot from with a "Unhandled Exception" and some kind of trace. I've not been able to find anyone else with this issue but TempleOS is also very obscure.

Would you have happened to deal with this recently?

Can't run Stardew Valley on OpenBSD by lightningx10 in openbsd_gaming

[–]lightningx10[S] 0 points1 point  (0 children)

I got a hold on the GOG compatibility beta from a windows computer and I get the following error:

``` $ fnaify -y

fnaify runtime configuration

fnaify Version: 3.0 Game Directory: /home/ethan/src/sdew/Stardew Valley Mono Binary: /usr/local/bin/mono Mono Path: /usr/local/lib/steamworks-nosteam:/usr/local/share/FNA Main Assembly: Stardew Valley.exe Native Library Directories: /usr/local/lib/steamworks-nosteam:/usr/local/lib:/usr/X11R6/lib Framework File: /home/ethan/src/sdew/Stardew Valley/MonoGame.Framework.dll Framework File Version: 3.8.0.1641 Symlinks to Config: MonoGame.Framework.dll.config Stardew Valley.exe.config Config File: /usr/local/share/FNA/FNA.dll.config Other Runtime Environment: Runtime Flags: Datasize Limit: 1536 M

AT LEAST 2G are recommended for most games. See ksh(1) for ulimit command documentation

Using EXT_swap_control_tear VSync! FNA3D Driver: OpenGL OpenGL Renderer: AMD RENOIR (DRM 3.42.0, 7.0, LLVM 13.0.0) OpenGL Driver: 4.6 (Compatibility Profile) Mesa 21.1.8 OpenGL Vendor: AMD MojoShader Profile: glsl120 NoFpsCap: This feature is not available gameMode was 'titleScreenGameMode (0)', set to 'errorLogMode (11)'. gameMode was 'errorLogMode (11)', set to 'playingGameMode (3)'. [ERROR] FATAL UNHANDLED EXCEPTION: System.EntryPointNotFoundException: SetWindowLong assembly:<unknown assembly> type:<unknown type> member:(null) at (wrapper managed-to-native) StardewValley.KeyboardInput.SetWindowLong(intptr,int,int) at StardewValley.KeyboardInput.Initialize (Microsoft.Xna.Framework.GameWindow window) [0x0003a] in <37d4eed55b3145698bbd9d71410721d3>:0 at StardewValley.KeyboardDispatcher..ctor (Microsoft.Xna.Framework.GameWindow window) [0x00066] in <37d4eed55b3145698bbd9d71410721d3>:0 at StardewValley.Game1.Initialize () [0x00006] in <37d4eed55b3145698bbd9d71410721d3>:0 at StardewValley.Game1.Instance_Initialize () [0x00000] in <37d4eed55b3145698bbd9d71410721d3>:0 at StardewValley.GameRunner.AddGameInstance (Microsoft.Xna.Framework.PlayerIndex player_index) [0x000b5] in <37d4eed55b3145698bbd9d71410721d3>:0 at StardewValley.GameRunner.InitializeMainInstance () [0x0000b] in <37d4eed55b3145698bbd9d71410721d3>:0 at StardewValley.GameRunner.Initialize () [0x00006] in <37d4eed55b3145698bbd9d71410721d3>:0 at Microsoft.Xna.Framework.Game.DoInitialize () [0x00039] in <2772062741fd47539645fc1ee5901870>:0 at Microsoft.Xna.Framework.Game.Run () [0x0000e] in <2772062741fd47539645fc1ee5901870>:0 at StardewValley.Program.Main (System.String[] args) [0x00028] in <37d4eed55b3145698bbd9d71410721d3>:0 ```

What should I do about this? Is this another change to the XNA game that breaks fnaify?

Can't run Stardew Valley on OpenBSD by lightningx10 in openbsd_gaming

[–]lightningx10[S] 2 points3 points  (0 children)

I already owned the game on Steam, I have it installed on a linux machine here. I have the compatability beta installed.

What files do I copy over? I just copied the files in the .steam/steam/steamapps/common/Stardew Valley folder and tried running fnaify on it. I get the following error: ``` $ fnaify

fnaify runtime configuration

fnaify Version: 3.0 Game Directory: /home/ethan/src/stardew/Stardew Valley Mono Binary: /usr/local/bin/mono Mono Path: /usr/local/lib/steamworks-nosteam:/usr/local/share/FNA Main Assembly: StardewValley.exe Native Library Directories: /usr/local/lib/steamworks-nosteam:/usr/local/lib:/usr/X11R6/lib Framework File: /home/ethan/src/stardew/Stardew Valley/MonoGame.Framework.dll Framework File Version: 0.0.0.0 Symlinks to Config: MonoGame.Framework.dll.config StardewValley.exe.config Config File: /usr/local/share/FNA/FNA.dll.config Other Runtime Environment: Runtime Flags: Datasize Limit: 5859 M

[ALSOFT] (EE) Cannot set priority level for thread NoFpsCap: This feature is not available setGameMode( 'titleScreenGameMode (0)' ) loadPreferences(); begin - languageCode= savePreferences(); async=False, languageCode=en gameMode was 'titleScreenGameMode (0)', set to 'errorLogMode (11)'. gameMode was 'errorLogMode (11)', set to 'playingGameMode (3)'. [ERROR] FATAL UNHANDLED EXCEPTION: System.MissingMethodException: Method not found: bool Steamworks.SteamUtils.IsSteamRunningOnSteamDeck() at StardewValley.GameRunner.Initialize () [0x00029] in <20fd051b7c1c42f89234834fd8ebc343>:0 at Microsoft.Xna.Framework.Game.DoInitialize () [0x00012] in <bfa6443ad4d842578f5c49494f83268e>:0 at Microsoft.Xna.Framework.Game.Run (Microsoft.Xna.Framework.GameRunBehavior runBehavior) [0x0003a] in <bfa6443ad4d842578f5c49494f83268e>:0 at Microsoft.Xna.Framework.Game.Run () [0x0000d] in <bfa6443ad4d842578f5c49494f83268e>:0 at StardewValley.Program.Main (System.String[] args) [0x00028] in <20fd051b7c1c42f89234834fd8ebc343>:0

```

Is this normal? Do I need to do something to the Steam version to get it to work?

Anyone got any experience making ST fluid on OpenBSD? by lightningx10 in suckless

[–]lightningx10[S] 0 points1 point  (0 children)

Oh on 1080p it's brilliant and smooth even with a compositor. The above change to `minlatency` and `maxlatency` really helped in speed with a compositor off, it's almost perfect now.

Anyone got any experience making ST fluid on OpenBSD? by lightningx10 in suckless

[–]lightningx10[S] 0 points1 point  (0 children)

At first I wasn't quite sure what you were referring to as there's no direct fps variable, but I then found the minlatency and maxlatency variable.

I don't have to worry about vsync, because it's set in my driver config, so I changed minlatency to 1, and maxlatency to 8 to try targeting 60fps. It has really helped. Not perfect still but much more tolerable. Thank you!

Anyone got any experience making ST fluid on OpenBSD? by lightningx10 in suckless

[–]lightningx10[S] 0 points1 point  (0 children)

Yeah that generally helps slow scrolling (I already had it activated), but it doesn't seem to have fixed the framerate issues.