Sway is a tiling Wayland compositor which has mostly the same features, look and workflow as the i3 X11 window manager. Because Sway uses Wayland instead of X11, the tools to setup X11 don’t always work in sway. This includes tools like xrandr, which are used in X11 window managers or desktops to setup monitors. This is why monitors have to be setup by editing the sway config file, and that’s what this article is about.
Getting your monitor ID’s
First, you have to get the names sway uses to refer to your monitors. You can do this by running:
$ swaymsg -t get_outputs
You will get information about all of your monitors, every monitor separated by an empty line.
You have to look for the first line of every section, and for what’s after “Output”. For example, when you see a line like “Output DVI-D-1 ‘Philips Consumer Electronics Company’”, the output ID is “DVI-D-1”. Note these ID’s and which physical monitors they belong to.
Editing the config file
If you haven’t edited the Sway config file before, you have to copy it to your home directory by running this command:
cp -r /etc/sway/config ~/.config/sway/config
Now the default config file is located in ~/.config/sway and called “config”. You can edit it using any text editor.
Now you have to do a little bit of math. Imagine a grid with the origin in the top left corner. The units of the X and Y coordinates are pixels. The Y axis is inverted. This means that if you, for example, start at the origin and you move 100 pixels to the right and 80 pixels down, your coordinates will be (100, 80).
You have to calculate where your displays are going to end up on this grid. The locations of the displays are specified with the top left pixel. For example, if we want to have a monitor with name HDMI1 and a resolution of 1920×1080, and to the right of it a laptop monitor with name eDP1 and a resolution of 1600×900, you have to type this in your config file:
output HDMI1 pos 0 0
output eDP1 pos 1920 0
You can also specify the resolutions manually by using the res option:
output HDMI1 pos 0 0 res 1920x1080
output eDP1 pos 1920 0 res 1600x900
Binding workspaces to monitors
Using sway with multiple monitors can be a little bit tricky with workspace management. Luckily, you can bind workspaces to a specific monitor, so you can easily switch to that monitor and use your displays more efficiently. This can simply be done by the workspace command in your config file. For example, if you want to bind workspace 1 and 2 to monitor DVI-D-1 and workspace 8 and 9 to monitor HDMI-A-1, you can do that by using:
Posted by: xSicKxBot - 01-09-2020, 05:28 AM - Forum: Lounge
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Wargroove Free "Double Trouble" DLC Coming Next Month
The strategy RPG Wargroove is getting its first big piece of free DLC on February 6, according to developer Chucklefish. That date will bring the "Double Trouble" expansion to most platforms: PC, Xbox One, and Nintendo Switch. The one exception is PS4, which will be getting the DLC at an unspecified later date. A new trailer for the DLC is below.
Double Trouble is designed to be ideal for co-op and features a new story with an entirely new faction. The new Outlaw Commanders include Wulfar, the twins Errol and Orla, and Vesper. You'll get access to two new unit types, Thieves and Riflemen. The update will also include new Arcade missions, new map editor features, and expanded options for Quick Play and custom campaigns. It will also be accompanied by a new balance patch for several units and commanders.
The Double Trouble expansion recently caused some trouble for Chucklefish, as it received criticism for casting white actors to play three new characters of color. The outcry was enough to prompt a response from the developer, explaining its decision and promising to do better in the future.
Wargroove is a retro-styled strategy game modeled after games like Advance Wars, though with a fantasy setting. GameSpot's review gave it an 8/10 for its deep strategy and suite of creation tools.
"Wargroove is a delight to play, and the possibility of an endless supply of content for it is a tantalizing prospect," wrote Chris Pereira. "Chucklefish could have offered up a prettied-up take on Advance Wars with online multiplayer and called it a day. Instead, it's made meaningful improvements that make this both a satisfying answer to starved Advance Wars fans' wishes and a genuinely great experience on its own merits."
Wargroove is also available on Xbox Game Pass for consoles.
Posted by: AbbottRoger - 01-09-2020, 05:28 AM - Forum: Lounge
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Posted by: AbbottRoger - 01-09-2020, 05:25 AM - Forum: Lounge
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Posted by: xSicKxBot - 01-09-2020, 05:14 AM - Forum: Lounge
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Fantasy Flight Interactive to close after company-wide layoffs
News is spreading that Fantasy Flight Interactive, the branch of Fantasy Flight Games in charge of the tabletop game company’s digital games, will close in February after an unspecified number of employees were laid off.
This is a notable failure for Fantasy Flight Interactive, which opened its doors in 2017 with a mission to both adapt Fantasy Flight’s physical games for digital platforms and develop its own original games based on the company’s library of franchises.
But in a LinkedIn post published yesterday, studio head Tim Gerritsen (formerly of Human Head) wrote that “the decision has been made to close Fantasy Flight Interactive next month.”
“I’m going to do my best to get my team placed in new positions. I have programmers, designers, artists, QA staff and a producer to get placed in new roles and will do my best to do so quickly,” he added. “Additionally, I’m now open to new opportunities myself since I will also be out of a job.”
Gamasutra has reached out to company representatives for further details and comment on the layoffs. If you or someone you know has been affected, you can email Gamasutra to share your story confidentially.
Update: A source close to the situation estimates that over 10 people have been let go from Fantasy Flight Games, and that the customer service department and tabletop RPG department are also expected to shutter as a result.
Rumour: The Pokémon Direct Will Share “New Details” About Sword And Shield
As you’ve probably already heard by now, later this week a Pokémon Direct is airing. It will apparently feature “roughly 20 minutes” of new Pokémon information in a live stream presentation. This is definitely odd timing, considering Pokémon Sword and Shield were only released last November, so what exactly is this upcoming broadcast focused on?
If you were hoping for details about future remakes of the older Pokémon RPG, try not to get your hopes up. According to Twitter user @Ruki185, the German press release “specifically states” the presentation will be sharing “new details” about Pokémon Sword and Pokémon Shield. This information was allegedly spotted on the German press release, which was retrieved from the German NoE press server.
As the Twitter user who shared this information seems to be in question, we’ll tag this as a rumour for now. In saying this, we would be surprised if we didn’t get at least some new information linked to S&S or new details about Pokémon Home – a storage solution designed to connect with the modern Pokémon titles.
The Pokémon Direct will be streamed live at 6:30am PT on 9th January (so that’s 9:30am ET / 2:30pm GMT / 3:30pm CET), will you be tuning in? Leave a comment down below.
Super Smash Bros Ultimate's 6.1.1 Patch Introduces One Tiny Change
Super Smash Bros Ultimate has received a minor new update today, and it's natural to wonder when you see the game update what has just been added. Update 6.1.1 for the hit Switch fighter is such a small change, though, that most players will not notice it. Don't worry about tier changes or balance shifts that will affect how you play--this update is just for amiibo support.
Update 6.1.1 implements support for the Dark Samus and Richter amiibo, both of which release on January 17. The update will allow you to use both amiibo in-game, leveling them up and fighting against them as you would with any other amiibo fighter.
The majority of Super Smash Bros Ultimate fighters have now received amiibo, except for the characters available in the Season Pass--Joker, Hero, Banjo-Kazooie, Terry, and an unannounced fifth fighter, and whoever else Nintendo will release in the future.
This update is necessary to play the game online. Local wireless play is not compatible with earlier versions, and replay compatibility is available for replays saved on ver. 6.1.0, but not 6.0.0 or earlier.
Posted by: xSicKxBot - 01-08-2020, 03:50 PM - Forum: Windows
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Sea of Thieves passes 10M player mark
We’re
excited and humbled to share that Sea of Thieves has now been played by
more than ten million players, reinforcing its status as the most successful
new IP from Xbox this generation.
It’s
mind-blowing to think of that many people setting sail on the Sea of Thieves,
and it’s all been made possible by the support and passion of our fantastic
community.
For
everyone at Rare, the Sea of Thieves community represents the very best
of what gaming can be. It’s home to players from more than eighty different
countries, bringing together gamers on Xbox Game Pass, Xbox One and Windows 10 PC
and creating countless stories and moments that people can treasure. Seeing
these stories shared through social media or other community spaces is
something that inspires the team every day. To every person who’s played Sea
of Thieves, thank you.
Our community will be at the centre of our January update – ‘Legends of the Seas’ – which will be available to all players for free from Wednesday January 15. Not only will this update celebrate our community and its stories, it will also feature two limited-edition gifts to mark our 10 million player milestone. Log-in to the game between January 15 and 22 and claim a free custom sail and a special new emote.
Once again, on behalf of everyone at Rare I’d like to say thank you to everyone who’s been on this journey with us so far. The best news is that we’re just getting started and have big plans for the coming year. See you on the seas!
Feature: Game Of The Decade Staff Picks – Fire Emblem: Awakening
Following on from our reader-voted Top 50 Games of the Decade, Nintendo Life staff members will be picking their personal favourite Nintendo games between the years 2010-2019. Today, Gavin looks back nearly seven years and tries to remember the name of his kid…
Picking one’s favourite game from a decade’s worth is a tough proposition. It involves quantifying something intangible. What does ‘favourite’ mean exactly? The games I’ve had most fun with were invariably tied up with people, places and periods of my life where the game itself was just a single element, one part of the puzzle. They’re tied up inextricably with memory and these days I have trouble remembering what I did at the weekend. You might suggest looking at solid metrics like Most Played Game to help arrive at a decision, but is StreetPass Mii Plaza really my Game of the Decade?
My introduction to the Fire Emblem series was through Fire Emblem: The Sacred Stones. Having got in early with the 3DS (and paid top dollar before the price cut), I was eligible for the Ambassador Programme and the 20 Virtual Console games it gifted. I played through several of the exclusive GBA offerings for the very first time and Sacred Stones was one of them. I’d tried Advance Wars back in the day but somehow bounced off it (I should really go back and try again at some point), but Fire Emblem’s mix of story and strategy hooked me immediately and I devoured Sacred Stones on my commute over a month in 2012.
Being a listener of the 8-4 Play podcast (check it out if you’re a fan of Japan, games or Japanese games), hearing that they were behind the translation of the upcoming 3DS entry encouraged me to dive in early, and digitally – a novelty for me at the time. I remember weighing up whether I wanted to wait until morning just to have a box or start playing that very night (a couple of days after the EU launch on Sunday 21st April 2013 according to my 3DS Activity Log – how I miss these stats on Switch). Impatience got the better of me, so I got it on the eShop and dived right in.
I don’t remember why, but for some reason I went straight in on Hard difficulty. Perhaps I’d heard that was the best way to play (it certainly is for the latest entry on Switch). Whatever the reason, it was the right choice; the pitch-perfect level of challenge that expertly walked the line between frustration and compulsion and had be hard resetting many, many times. Permadeath is a fundamental part of the series, but I wasn’t about to let any of my team go gently (or not so gently) into that good night – not on my watch! In fact, I doubled my playtime through resets as I restarted battles again and again to make certain my entire team survived.
Where normally such a rigmarole would sour me on a game immediately, Awakening was brilliant enough to make hard resets essential. I simply had to go back, rethink, restrategise, and redeploy my team to attain victory. I was invested in all aspects of the game – the positioning, the strategy of terrain, character and weapon type, and the stories behind the characters themselves. Every component dovetailed to make Awakening one of the most challenging and satisfying games I’ve ever played.
Much of its appeal comes down to the writing. The web of interactions between all characters is complex and relationships are forged and strengthened in a system which puts friendships at the heart of the game, on and off the battlefield. Fighting alongside one another strengthens a pair’s bond and you find yourself playing social engineer as well as coordinating offensives on enemy forts. The spunky Sully quickly stole my heart and we ended up marrying and fighting back-to-back on many occasions. We had a kid, too, although I’m hazy on the details. I told you I can’t remember what I had for breakfast – you expect me to remember my kid’s name? Sully, though! She sure sticks in the memory…
In addition to the synergy between narrative and gameplay, it’s one of the games that used the 3DS’ namesake function really well. The battlefield UI and map was well-designed and easy enough to parse without it, but the 3D effect separated each layer and made it a breeze to understand what was going on at a glance. A thrilling soundtrack and beautiful presentation rounded out what has to be one of the 3DS’ most perfect packages: it would seem you lot agree, too. The game was so good that you really didn’t notice the absence of feet for the entire cast.
You’d think that having enjoyed Awakening so much I’d have gone on to devour Fates and Shadows of Valentia, but other games got in the way. The latter, in particular, is one I’d like to return to at some point, but I’ve had Fire Emblem: Three Houses sitting on my Switch for months and have barely scratched the surface thanks to about thirty other games waiting to be played. This is what I do now – buy and collect brilliant games and never play the damn things. Maybe that’s another factor in how fondly I look back on Awakening. Back then I had the time to pump 100+ hours into an SRPG and get totally lost in it, hard resetting over and over with no care for the clock.
So, there we are – I went with Fire Emblem: Awakening. Shout-outs to Super Mario Galaxy 2, Kirby’s Epic Yarn, Dark Souls II, Breath of the Wild, Overcooked and about forty others, but Awakening was particularly special for me. Is it categorically my ‘favourite’ game of the last decade? Pah, I’m not sure what that even means anymore. All I know is that it’s a phenomenal game that’s worth hunting down a 3DS to play.