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Great to see some updates, but hopefully that one can be turned off :rofl:

 

Couple of issues with the miniplayer...

 

# max/min buttons tend to clash with some album art, especially when they have words in that area. Any chance of hiding the buttons unless you mouse over that area?

 

# Dual screens (laptop+external). Miniplayer on the external display. Shut down laptop. Boot up without the external display connected, miniplayer launches to the display that's not there (and I can't recover it unless I reconnect the display). Possible this is a Windows 10 issue, but just letting you know in case it isn't :laugh:

 

Cheers and keep up the great work.

 

Yes it can be disabled :) I know that not everyone likes the spectrum analyzer (was already the case in musiX :))

 

Indeed, the mini player buttons are a pain. I've been wanting to improve them since the beginning, but still searching for the best looking solution :)

I'll log a bug for the multi display issue and will try to reproduce it.

Great to see some updates, but hopefully that one can be turned off :rofl:

 

Couple of issues with the miniplayer...

 

# max/min buttons tend to clash with some album art, especially when they have words in that area. Any chance of hiding the buttons unless you mouse over that area?

 

# Dual screens (laptop+external). Miniplayer on the external display. Shut down laptop. Boot up without the external display connected, miniplayer launches to the display that's not there (and I can't recover it unless I reconnect the display). Possible this is a Windows 10 issue, but just letting you know in case it isn't :laugh:

 

Cheers and keep up the great work.

 

How about this?

 

I love the spectrum analyser!   :D  It's a great feature!  Like to see those bouncing lines!   :D

 

I also like some animation when playing. They'll be on by default, but can be disabled with an option.

  • Like 3

Nice buttons. :)

 

For the multi monitor issue, let me explain a little more.

 

Setup at home: Laptop + external monitor via VGA. Setup at office: Laptop + external monitor via DVI.

 

If I shutdown the laptop with dopamine running on the external screen at home, when I attempt to run it in the office, it doesn't show on the external screen. It's like the position is remembered from previously, and it is hard coded to the last used display. When that display isn't present I have a problem.

The splash screen shows on the main display, but the actual app, nope. I have the same issue if I run the laptop without any display, dopamine doesn't show.

 

Changing the display settings with Win+P and setting to single and back to extended or mirrored doesn't help.

Long story short, I had the issue this morning in the office, and know the reason.

 

It is the positional information recorded in the settings.xml file for dopamine under the appdata folder. If I have dopamine running on an external monitor, this position is recorded in the xml. If I shutdown and reboot with no external display, the recorded positional values don't change. So windows positions the app where I have no screen!

 

The issue with my home/office setup is the external monitor is in a different position (at home it is above the laptop display, office to the right of the laptop). So the values recorded in the xml are not valid when I switch with or without an external screen.

 

I guess there needs to be a way for dopamine to recognise there is no external display and reset the positional values stored in the xml, or at least ensure the position recorded is within the available screen resolution and if not, reset it.

Long story short, I had the issue this morning in the office, and know the reason.

 

It is the positional information recorded in the settings.xml file for dopamine under the appdata folder. If I have dopamine running on an external monitor, this position is recorded in the xml. If I shutdown and reboot with no external display, the recorded positional values don't change. So windows positions the app where I have no screen!

 

The issue with my home/office setup is the external monitor is in a different position (at home it is above the laptop display, office to the right of the laptop). So the values recorded in the xml are not valid when I switch with or without an external screen.

 

I guess there needs to be a way for dopamine to recognise there is no external display and reset the positional values stored in the xml, or at least ensure the position recorded is within the available screen resolution and if not, reset it.

 

Ok this is great info. Thanks! I'm adding it to the bug report. I'll look if there is a way to detect whether or not there are multiple monitors connected.

I recently picked up a cheap tablet (Toshiba Encore 2) (because I cannot afford a Surface).  I have my Music folder pointed at a network drive that I mapped from my PC.  Dopamine has no issues indexing or playing over the wifi, and it is working great on a touchscreen.  Plus it really does look beautiful.  I am digging the new logo, too.

Btw ... I really like the extended use of the dopamine logo in the top left. Updates available are shown there, in addition to the spinning progress circle when indexing. Good stuff!

 

Thanks! :)

I recently picked up a cheap tablet (Toshiba Encore 2) (because I cannot afford a Surface).  I have my Music folder pointed at a network drive that I mapped from my PC.  Dopamine has no issues indexing or playing over the wifi, and it is working great on a touchscreen.  Plus it really does look beautiful.  I am digging the new logo, too.

 

That is very useful information. Thanks!

If all goes well during testing, tomorrow I'll release this build:

 

26-02-2015: Dopamine 1.0.0.142 (Preview)

  • Added workaround for ID3v2.3 bug and Artist "Ghost/Light"
  • Added an optional spectrum analyzer
  • Mini player buttons are only shown when the mouse is in the top area of the screen
  • Fixed positioning when external display is missing

Ok, I had to iron out some things I didn't like. But I made the deadline  :rofl:.  Build 144 is available!

 

This is the changelog:

 

27-02-2015: Dopamine 1.0.0.144 (Preview)

  • Added workaround for ID3v2.3 bug and Artist "Ghost/Light"
  • Added an optional spectrum analyzer
  • Mini player buttons are only shown when the mouse is over the cover picture
  • Fixed positioning when external display is missing
     

Download here

  • Like 3

I seem to have broken the spectrum in the mini player. I've fixed it and will release build 145 tonight.

 

Edit: oh well, I've made it available already :) It's here

  • Like 3

Hi people!
I see you've noticed the front-page article already. I hope you like it  :)

If you find any mistakes or misinformation, please do let me know. :)

And congrats once again Raphael! :D

  • Like 3

Hi people!

I see you've noticed the front-page article already. I hope you like it  :)

If you find any mistakes or misinformation, please do let me know. :)

And congrats once again Raphael! :D

 

Thanks for featuring Dopamine! The article looks all good :)

  • Like 1

Thanks for this app. It's awesome!! zune 5.0!!

I have almost 3,000 albums in my collection, Can it manage such a big collection?

 

Also It would be great if we could add our own artist images so they show up on the now playing screen. Something as flexible like how Plex does it. Artist images in each folder with a name like "poster_1,poster_2,poster_3" and fade randomly into each other with text.

And different styles of Spectrum analyzer we could choose from. 

 

Donation on it's way.

 

Thanks for all your hard work.

A little off-topic, but this makes me smile a little, and not in a good way. This app is one guy's work, a very good work for that matter, and people are talking about donations and support. And I find that absolutely normal. But in the same time, I have to argue with other people on G+ over paying whatever they like on a OS  and they bitch about Linux being open-source (as in free). I'm talking about elementary OS.

 

Anyway, I'm one of the people that believes a person's work, no matter how small, should be rewarded if I enjoy its results. So go ahead and contribute to this in any way you can, it would mean a lot to the developer. :)

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    • Or just check the script yourself ^^. I hate having a Microsoft account tied to my windows install.
    • 007 First Light review: Satisfying spy adventure that James Bond needed by Pulasthi Ariyasinghe I have fond memories of classic James Bond games from the Electronic Arts era. Using high-tech gadgets, sneaking into parties, and dispatching bad guys were wildly exciting activities for my younger self. In recent years, Bond games have entirely disappeared, alongside the super spy genre. Fast forward to 2020, imagine my surprise when IO Interactive announced it had secured the Bond IP to make a game. Considering the studio’s Hitman history, this project is one I keenly kept an eye on. Six years later, 007 First Light is finally here, and after spending time inside this globe-trotting adventure, I can safely say that my excitement for this developer’s take on this universe was not unfounded. IO has taken lessons it has learned from Hitman and combined them with what I would expect from a directed cinematic experience like James Bond. I have refrained from mentioning major plot points to save you from story spoilers in this review. This is an original story that doesn’t tie into any movies, so there isn’t an expectation of knowing the backstory or the decades of movies either. Bond, James Bond When 007 First Light begins, Bond is just Bond. There isn’t a spy angle, fancy gadgets, or even a secret mission. The introductory mission is framed to show how James Bond handled himself and how he does not care about the odds when it comes to saving lives. It’s a gorgeous level as well, showing off an island scattered with cliffs in the middle of a storm. Looking back, this is probably the best-looking level in the game, with IO showing off all its abilities with its custom engine, Glacier. But my favorite ended up being the follow-up to this level. Once the United Kingdom's foreign intelligence agency, MI6, recruits our daring youngster into its super-spy “00” program, training begins. However, instead of treading through the same tutorial missions where the game teaches you to run and jump and drive, IO opted for a montage, and it’s amazing. The scenes cut between Bond practicing and improving his marksmanship, parkour, hand-to-hand combat, and driving as weeks go by in his training. What impressed me here was the lack of any loading screens or stutters as scenes instantly switched to different locations entirely, as if I was watching a movie. This creativity is a trend I noticed in most levels, where there is some sort of gameplay or choreography mechanic being introduced to keep things interesting. Soon, the rest of the cast is introduced, bringing other agents that our favorite secret agent will be working with, the scientists and engineers that build MI6’s spy gadgets, as well as higher-ranking officers that either appreciate or (at best) tolerate Bond’s rebellious attitude. It’s a tight cast, all with incredibly good voice acting and personalities that quickly grew on me. The casting for Bond himself is also an excellent one. From showing his iconic soft spot for women to the condescending smiles that get a rise out of enemies, I had no issues getting immersed into this universe as this new face of James Bond. The missions take place in a wide range of locations as MI6 sends Bond to tackle dangers that are growing everywhere from the UK to Africa. These aren’t unrelated adventures where MI6 is sending secret agents, which is an angle I would love to see in another game, but a part of a bigger conspiracy affecting the entire world. Some of the twists and turns were all too predictable, and the character that Lenny Kravitz played made me cringe a little too much. But all in all, I enjoyed the campaign’s storyline that sets the stage for this new agent joining the illustrious “00” program. Plenty of Possibilities The third-person style of IO Interactive fits this role quite well. Bond is presented as a master at hand-to-hand combat as well as firearms, while also having a knack for being stealthy when required. Most sections of missions have a lot of freedom. This means I could beat up every goon and security guard on the way to an objective, slip past them without sounding a single alarm, or do a mix of both. My sessions usually end up with the third option because I tend to be impatient about waiting for a patrol to move. Drawing from its Hitman genes, the developer almost always gives multiple routes for going through missions. Levels can be massive, sometimes sporting hundreds of NPCs going their own ways and having conversations. If my objective is to break into a security room on the third floor, I could look around for roof access, eavesdrop on conversations to find out where someone lost a key, create a distraction and pickpocket a guard for a keycard, sneak in through the vents, or simply kick down the offending door. I enjoyed the variety on offer, especially because the same solutions didn’t usually show up in different missions. Before heading out into a secret MI6 escapade, the gadget specialist of the branch walks Bond through the organization's latest and greatest achievements. This can be cool little devices like a laser built into the watch, a phone that fires poison darts, or a camera that emits a powerful shockwave. The choice of what can be taken into the mission is up to the player. I could usually find fresh routes or get out of tough situations with a punch or two, so I never had the feeling of missing out by not choosing the right equipment. It’s still a fun practice. Choosing the armaments before a mission enhanced the super spy feeling quite a bit. As I mentioned, stealth comes in as a very viable option for most of the missions, letting Bond sneak past foes or knock them out silently. While it is satisfying to clear entire areas of goons and walk away without any alarms, the way of accomplishing this could have been done better. Bond can lure enemies, sneak up and knock them out, or use a gadget to disorient them before dealing a nasty blow. Bodies cannot be moved or hidden afterward either. It’s a very simple system, which I wish were more exciting to pull off. Perhaps more stealth-orientated gadgets, distraction options, or multi-takedowns could have helped here, I think. Getting caught while attempting to be in stealth does not mean a game over. Other than getting into a fist fight, an interesting twist of 007 First Light is the bluffing option. While an enemy is confused as to what you are doing in a restricted location, Bond has the option to improvise and persuade them that you are exactly where you’re supposed to be. These are fun little dynamic interactions with unique dialog depending on the mission and location, giving a few extra moments for Bond to go past suspicious guards smoothly. It’s the first time I’ve witnessed this system in a game, and I hope to see more. License to Kill Bond isn’t just dealing with security guards or civilians. From time to time, entire gangs of gun-toting mercenaries show up in levels looking to take down our protagonist. It is then that License to Kill mode is activated for Bond, letting him use firearms with no restrictions. I was surprised by just how tight gunplay is in 007 First Light. The weapons feel powerful and satisfying to fire, with single bullets capable of taking down an enemy with a headshot. Ammo is scarce, and enemies don’t drop weapons with full magazines most of the time. This forces a hectic kind of gameplay where I am always advancing towards enemies to take their weapons after they are downed. Things like shooting legs to immobilize, aiming at the hands to make their weapon go flying, blowing up nearby fire extinguishers for cover, and using gadgets to halt a goon in their tracks while I reload, make up enjoyable levels. I had to hold back my disappointment when the enemy count in these action sequences dropped to zero and I had to go non-lethal again. Speaking of action sequences, First Light isn’t just offering sandbox levels to complete at the player’s own leisure either. Each level comes with specific linear and directed scenes to move the story forward and put Bond in tight situations. These usually end up with high-octane chases or driving sections, offering the chance to witness chaining explosions, hails of gunfire, and scripted parkour scenes that remind me of Mission Impossible movies more than Bond. Elements like seeing James Bond jump out of a plane without a parachute or drive through buildings in London inside a trash truck were fantastic and always left me at a high point when finishing a mission. The classic James Bond theme is sprinkled in here too, which only happens a handful of times in the game, but at just the right moments. Visuals and Performance Compared to Unreal Engine 5 games we are seeing nowadays, 007 First Light isn’t flexing a huge amount of realism when it comes to graphics. The models, textures, and effects all feel a little dated, with the starting mission that I mentioned being the most visually striking. However, the complete lack of stutters, the hundreds of NPCs that can be on screen without a single hitch, massive sandbox levels, and smooth transitions between them all play a part in making this an immensely immersive and complex experience. The in-engine cutscenes are gorgeous as well, offering an upgraded visual style and model detail over the gameplay sections. Animations are one aspect that jumps out at me about any new game, and First Light has nailed what a third-person action game should feel like. Walking, sneaking, and running all have a heaviness to them that I appreciate. Whenever Bond moves past a wall or a ledge, his arms reach out to lightly hold those structures until he moves away. NPCs actually react to my character and move out of the way. Even during melee combat or takedown animations, the fists impacting a body or a head hitting a wall all have that same weight. Even the more frivolous animations, like catching a gun in midair or chucking an empty one at a goon (yes, you can do that), are satisfying to pull off. Of course, the in-engine cutscene animations are remarkably well done too, with facial animations and the upgraded model details improving my engagement with the characters. I have an AMD Radeon RX 9070 XT 16GB paired with an eight-core Ryzen 7 3700X and 32GB of RAM, with the game running at 1440p resolution. Deciding to completely max out all the graphics options gave me a range of frame rates between 60 and 100 depending on the scene and level. While I did try to enable AMD FSR, which bumped up the frame rates by a good 20% at Quality mode, IO Interactive’s implementation of the technology wasn’t that great. Every corner and edge in levels began shimmering, and I was also seeing smearing issues in fast-moving sections. The title seemingly uses the older generation FSR 3.1 and not the machine learning-assisted FSR 4, leading to these artifacts. Unfortunately, there isn't a way to manually upgrade this right now either. I opted to turn off the upscaling and play the game in native 1440p to avoid problems. I would say the FPS range I was getting was an acceptable one for a single-player action game for my setup. I do wish there were an FOV slider option in the settings. While the camera is far enough back for my tastes in most situations in this third-person adventure, at times the perspective is far too close. When trying to look around quickly and spot targets, I realized I was getting a slight headache at times due to the use of an almost over-the-shoulder close-up camera. Conclusion Being James Bond in 007 First Light is a treat. Traveling around the world chasing conspiracies, using high-tech gadgets disguised as everyday accessories, and improvising on the spot to fool foes all give a fantastic feeling of being a super spy. For an origin story, IO Interactive has done a great job at introducing the character and his motives for doing what he does. The satisfying combat animation and fantastic voice acting are definitely high points, with the License to Kill moments being my favorite. Not being able to move bodies and the simplistic stealth of mechanics does hurt its presentation a little. The NPC logic and intelligence is easy to manipulate and trick, repeating the same actions over and over again if I keep making distractions. The lack of an FOV slider was also a pain (quite literally) at times, and the FSR implementation is quite poor. These are things I hope the studio will improve upon with updates. Even with its faults, IO Interactive and James Bond are a match made in heaven. The studio knows how to make a main character that oozes charm and competency while also leaning heavily into its Hitman experience to make gigantic levels with what looks like hundreds of NPCs roaming around. Being an origin story, IO’s Bond has a way to go before he becomes the highly effective agent we see in the movie world. I am hoping the studio will continue this series alongside its Hitman ventures going forward, just so we get to experience the journey for longer. 007 First Light is available on PC (Steam, Epic Games Store, and Xbox PC), Xbox Series X|S, and PlayStation 5 for $69.99. This review was conducted on the PC version of the game provided by IO Interactive.
    • [Price Drop] PDF Expert for Mac v3 is still half off by Steven Parker Today's highlighted deal comes via our Apps + Software section of the Neowin Deals store, where for only a limited time you can save 42% on PDF Expert One-Time Purchase. PDFs remain the best way to transmit documents, but editing them isn't possible with standard Mac software. PDF Expert changes that, allowing you to edit PDF text, images, links, and outlines quickly and easily. Typo in a contract? Easy fix. Need to rework a complete section of a document? No problem. PDF Expert provides a series of essential functions that will transform the way you work with documents on your Mac. It recognizes text and OCR, makes edits, and fills out forms. And with the “Enhance” feature powered by AI, it will fix distortions, remove shadows and improve contrast so that even difficult-to-read documents look great. EDIT Change the text. Easily fix typos, update numbers, or add entire paragraphs Insert images. Update logos in a contract or add a new graph to a report Add links. Enrich your PDFs by linking to other pages or external websites ANNOTATE Highlight the important. Make the most valuable content stand out at a glance Comment on PDFs. Add text to PDFs, insert pop-up notes & write your thoughts in the margins Add stamps. Review documents with our set of stamps or create custom stamps for any workflow ORGANIZE Merge PDFs. Combine multiple files into one PDF document Manage pages. Add, delete, rearrange, or rotate PDF pages with ease Split PDFs. Extract pages from PDFs & save them as separate files CONVERT Convert to PDF. Turn JPG, PNG, Word, PPT, and Excel to PDF PDF to Word. Convert PDFs into editable Word documents PDF to image. Turn PDFs into JPG or PNG images PDF to Excel. Convert PDFs into Excel spreadsheets PDF to PPT. Save PDFs as PowerPoint presentations PDF to text. Convert PDFs into editable TXT files FILL OUT Fill out PDF forms. Easily fill out PDF forms by just clicking on them Sign documents. Add your signature to a PDF in a few clicks. Let customers sign documents with handy one-time signatures Redact PDFs. Blackout or erase confidential information from your documents RECOGNIZE TEXT OCR text in PDF. Recognize the text, so you can search, highlight & copy it Enhance scans. Fix distortions, remove shadows & improve contrast Crop & split pages. Split double-page scans into separate pages & remove undesired margins Good to know: Length of access: Lifetime Redemption deadline: redeem your code within 30 days of purchase Access options: Mac Max number of device(s): Unlimited usage on personal macOS devices Version: PDF Expert 3 for Mac (macOS) Updates: Get continuous support and bug fixes. Additional new features may come at an extra cost. PDF Expert One-Time Purchase normally costs $139.99, but you can pick it up for just $69.97 for a limited time, that represents a saving of $70 (50% off). For a full description, specs, and license info, click the link below. Deal Price One time cost now only $69.97 (was $139.99) Although priced in U.S. dollars, this deal is available for digital purchase worldwide. Support queries If you have queries or need support for any of the Neowin Deals, please use the contact form here. Neowin Deals are managed and sold by StackCommerce who represent Neowin on an affiliate basis. We post these because we earn commission on each sale so as not to rely solely on advertising, which many of our readers block. It all helps toward paying staff reporters, servers and hosting costs. Other ways to support Neowin Whitelist Neowin by not blocking our ads Create a free member account to see fewer ads Make a donation to support our day to day running costs Subscribe to Neowin - for $14 a year, or $28 a year for an ad-free experience Disclosure: Neowin benefits from revenue of each sale made through our branded deals site powered by StackCommerce.
    • Indeed - drives me mad - usually because Refresh is hidden in the full menu.
    • Firefox has had rounded corners for many years. I take it you're not a fan of modern browsers?
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