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hmmm I see. Well it's not a big concern, so it isnt a big priority If it gets fixed in the future, then it will, but I'm not going to try and solve rogue bugs for individual programs when I'm already stressed for time. Sorry
D'oh!
*edit* heh, I fixed it in about 2 seconds...  the fix will be in the next minor update which will probably be once I fix the checkbox bug.

Woohoo! Way to go! Looks like both the bugs that were "bugging" me will be gone next time. Thanks.

D'oh!

Woohoo! Way to go! Looks like both the bugs that were "bugging" me will be gone next time. Thanks.

yup, cause I just figured out the checkbox bug!

It was something I'm sure noone would have even thought of.

It seems that if the checkbox check is exactly black or 0 0 0 windows inversed it, thus making it white and indistinguishable between checked and unchecked. :wacko: Damn buggy MS theme engine... *shakes fist* well ok that narrows my bug list down to 1 remaining bug that is fixable! :woot: yay me! *faints*

Update will follow... if not tonight, tomorrow.

Chris

UPDATE: Watercolor Lite v2.1

Finally fixed the checkbox bitdepth bug and a few other misc. bugs :)

:woot: :woot: :woot:

download link is in the first post. But if your too lazy to go there, here it is ;):

Watercolor Lite v2.1

Thanks again to bug reporters :)

Chris

Lovin' it Binary, but I've always had one problem with your skin. The original shellstyle for Ergonomic never worked for me on the original Watercolor and now Watercolor Lite, any ideas?

No shellstyle is included in this version. I will add revamped shellstyles in the next major revision.

Also they may not have worked before, if you didnt have them in the correct folders.

Chris

does anyone know where i can find a modded version of Watercolour, without the start-menu - replaced by the dot-like gradient (usually left to the minimise/maximise/close buttons)? i've had trouble finding it. thanks.

also, i have a problem with this style, i will post a screenshot up later - it is regarding the three buttons not showing fully once the window is maximised. i found this strange, as once before i reinstalled XP, it was perfectly fine. my resolution had not been changed, perhaps i should download this version.

To Jason: I don't think you can find the links to the mod on the board. Find someone who has it (like in a screenshot or something) and ask them for the Bitmaps.

As for bugs, I have one. It concers that the words are cut off on a button. Like "Continue" would be seen as "Contin" and the "ue" would be cut off.

Well, this kicks ass. I've been using watercolor in one incarnation or another since the uxtheme.dll was first hacked many months ago. Despite the fact that there are actually a few good themes out there, I find myself coming back. Partly I'm frustrated that I can't find anything out there that is both nice-looking and usuable for more than 30 minutes before it's too anoying to stare at any longer. Then you just HAD to go release a version with the "violet" substyle! I'd still like to see a red substyle, but even if it never comes you have ensured that I will continue to use watercolor for many months to come. Great work, Binary! Looking forward to the new shellstyle; in the past I have just substituted the Luna shellstyles, as the watercolor shellstyles were just too bland, so I can't wait to see what you're cookin up.

Maybe someone can help me out..?!

I`m using ICQ with ICQ Plus and Watercolor Lite 2!

When I`m to use the xp-theme for ICQ I`m having this problem (see ss)

Is this a bug in watercolor or in ICQ Plus? Anybody have an idea?

its a problem with ICQ Plus, for me it doensnt apply any XP them fine :p

heres a bug i found the check boxes are all big

Dan

I could have made them normal sized, however, IE distorts them at random, and it looked really ugly. So I opted for the way luna displayed them, which is large, but not all distorted.

Chris

Maybe someone can help me out..?!

I`m using ICQ with ICQ Plus and Watercolor Lite 2!

When I`m to use the xp-theme for ICQ I`m having this problem (see ss)

Is this a bug in watercolor or in ICQ Plus? Anybody have an idea?

If you've been using 3rd party visual styles long enough, you'll start to find that alot of programs that rely on XP's skinning engine for widgets (Photoshop, ICQ plus etc..) based their configurations on luna. So the end result is usually ugly with anything other than luna, or a luna based style.

Chris

As for bugs, I have one. It concers that the words are cut off on a button. Like "Continue" would be seen as "Contin" and the "ue" would be cut off.

do you have an example (pic)?

It's probably just a mix up with the content margins. (stylebuilder likes jumbling my values from time to time :angry:)

Chris

also, i have a problem with this style, i will post a screenshot up later - it is regarding the three buttons not showing fully once the window is maximised. i found this strange, as once before i reinstalled XP, it was perfectly fine. my resolution had not been changed, perhaps i should download this version.

perhaps

First off is there going to be a msgina.dll? Cause there's a logonui-like theme already and the theme would be more complete if there would be a msgina. Anyway this is just a suggestion.

Possibly, when I have time. I wish I could be paid for working on themes! :D Then I'd have all the free time in the world ;)

Chris

Argghh! I keep getting "Cannot find server" when trying to d/l 2.1 ! :(

But for my favorite VS, I can wait, guess I'll have to.  :D

Keep up the great work !

Yeah, seems it's down. Must have got alot more hits than I thought I would... I thought the watercolor craze was over :laugh: It should be back eventually, unless it's maxed out, in which case it wont be :huh: I'll Start uploading to various theme sites once version 3 is finished. I just want to get this theme fully finished (shellstyles) before sending it to theme sites, because once I upload, I really dont wanna update every few bug fixes. Much easier to do that on my own server :)

BTW, anyone who wants to supply mirrors to 2.1 in the mean time is always free to do so. :)

Chris

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    • Hello, Hope all is well. I am in UK.  
    • I'm not happy with myself for it, but I've gone and got hold of it. Just another 45 minutes and I'll be Bond, James Bond. In my defence, IO's Hitman series is awesome, and I'm a sucker for 007. So while it might seem a bit simplified compared to Hitman, I'm sure I'll be right at home.
    • 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.
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