Mac OS X Lion Discussion


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I think they're going to for that slider look you see in Time Machine preferences as well (among other places).

screenshot20110224at211.png

I imagine the button in the Finder toolbar slides around when selecting a different view mode.

Ah, that would make more sense, but at the moment it just looks like multiple view modes are selected, especially because the other buttons don't follow suit. Perhaps it will be more intuitive when being used than just looking at screenshots.

Ah, that would make more sense, but at the moment it just looks like multiple view modes are selected

To be fair, when I saw it I thought the same thing .Neo said.

How can you think multiple view modes are selected? You know, it’s like the optical illusion test where there is the silhouette of a dancer rotating on the same spot and the test asks you if you see it rotating on the left or right. I always answer left, and never understood this one completely (like how can people say it rotates to the right) :p

To be fair, when I saw it I thought the same thing .Neo said.

How can you think multiple view modes are selected? You know, it’s like the optical illusion test where there is the silhouette of a dancer rotating on the same spot and the test asks you if you see it rotating on the left or right. I always answer left, and never understood this one completely (like how can people say it rotates to the right) :p

I know multiple view modes can't be selected (presuming it isn't a new feature), but based purely on how conventional buttons work it looks like multiple options are selected.

I'm curious what their pricing structure will be. Snow Leopard was a bargain just because the lack of front-end changes made it difficult to sell the advantages, but we're getting some really nice changes with Lion. Do we all expect a full price tag, or will Apple follow with the SL example?

Most likely they moved to 64bit only so the core duo are out. I'll have to sign up for the Mac developer program so I can download it tonight ;) I was waiting for a good reason to buy it.

And they're still selling them in the MBA :D

My C2D Mac mini runs SL 64bit :wacko: ......"core duo are out" I don't think so

It's starting to look VERY iOS like.

Not thats necessarily a bad thing, just looks like it will take a fair bit of getting used to.

My C2D Mac mini runs SL 64bit :wacko: ......"core duo are out" I don't think so

He means the older Core Duo CPU (NOT Core 2 Duo) that was used in earlier versions of the Mac Mini (and Macbooks I think).

The Core Duo isn't 64 bit. The Core 2 Duo is.

It's starting to look VERY iOS like.

Not thats necessarily a bad thing, just looks like it will take a fair bit of getting used to.

He means the older Core Duo CPU (NOT Core 2 Duo) that was used in earlier versions of the Mac Mini (and Macbooks I think).

The Core Duo isn't 64 bit. The Core 2 Duo is.

Yup, 1 model of Macbooks had Core Duos. I believe one version of the Mini had Core Solos too.

It's starting to look VERY iOS like.

Not thats necessarily a bad thing, just looks like it will take a fair bit of getting used to.

He means the older Core Duo CPU (NOT Core 2 Duo) that was used in earlier versions of the Mac Mini (and Macbooks I think).

The Core Duo isn't 64 bit. The Core 2 Duo is.

Core 2 Duo ≠ Core Duo.

ahhhh ok, my bad :p

How long will Versions hold onto the historical versions of a file for? After you "quit" the application, will it erase the versions?

And is it possible to quick view the contents of a zip file yet?

from the looks of it, version will keep track of the document for its entire life-time...

How long will Versions hold onto the historical versions of a file for? After you "quit" the application, will it erase the versions?

I'm hoping Versions isn't something that will spiral out of control and engulf your HDD. :p If you set Time Machine to defaults your external HDD is full in no time at all.

Good. I'll make a complete backup and give a try.

I'll report as soon as I can on this board. In the meanwhile, what are your impressions?

my main first impression of lion is that its very clean, which is a huge plus for me personally.

I have had a quick look (lol see what i did there :shiftyninja: ) at most of the applications, apps such Launchpad is kinda nice and i can see where apple is going with it but as an apple geek myself i wont be using it so much, but seeing this is only a developer preview there is still room for improvement.

Mission Control at the moment feels & looks awful, hopefully though Apple has plans on working more on Launchpad until Lion is officially released.

The new Mail client is absolutely 10x better then the current one, looks so my cleaner in my opinion.

I haven't tried this yet as I'm not a Mac Developer but Mail along makes this worth the upgrade for me.

It's a sad state of affairs when the iPad has a better mail client than your desktop. I much prefer reading mail on my iPad

from the looks of it, version will keep track of the document for its entire life-time...

I'm hoping Versions isn't something that will spiral out of control and engulf your HDD. :p If you set Time Machine to defaults your external HDD is full in no time at all.

Yes, that's exactly why I'm asking... Kind of scared of that especially since it's dealing with internal storage. That won't end well. :laugh:

mission control has potential but is terrible right now... they should let you interact with the windows and apps instead of just clicking on one to switch to it.

Aw. So for now it's only a “static” view of your running applications? I would have guessed you could at least have a sort of mini-preview on mouse-over.

Does versions exist for things like photos and audio files too? Can imagine it taking up a lot of hard drive space if you can't limit how much it uses.

It's for document based applications. It doesn't create new copies of the entire document, just stores the changes.

Time Machine is for your photos, audio, and other stuff.

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    • 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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    • 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?
    • The problem is in the fundamentals of how businesses are allowed to operate and the change should happen in the basics and certain consumer friendly and moral practices should be enforced by law. This would fix so many things, not just this ages old default browser issue which is a tiny drop in the backut that includes a flood of privacy and other issues.
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