Mac OS X Lion Discussion


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Damn it, I knew this wasn?t an english term :p

What I mean is, they make the feature stand up (I found what I wanted to say :laugh: ) compared to what it was before with the obscure shortcut. If you hadn?t told me, I would never have known about it and would have kept using "Look up in Dictionary", which does the same thing, but actually opens that application.

I understand what you meant before, but how is the feature more apparent in Mac OS X Lion compared to Mac OS X Snow Leopard for example?

I think the correct term you're looking for is to stand out. :)

The file names in Snow Leopard are also compressed when reducing the column?s widths, but it?s not as intense as in Lion. As you say, it?s as if there was no space between Screen and Shot...

I understand what you meant before, but how is the feature more apparent in Mac OS X Lion compared to Mac OS X Snow Leopard for example?

Isn't the correct term "stand out" btw?

Yep, stand out, sorry. I?m having a hard day in English I guess :laugh:

It?s more apparent in the sense that it is more intuitive to make this Quick Look window appear. I?m wondering how many people knew about control + command + d.

It?s more apparent in the sense that it is more intuitive to make this Quick Look window appear. I?m wondering how many people knew about control + command + d.

There's something going wrong in the way we communicate right now. I'll give it a third shot: What does Mac OS X Lion do to make access to the Dictionary pop-up window more intuitive compared to Mac OS X Snow Leopard? Through what other means can I make it appear in Mac OS X Lion beyond using the control + command + D keyboard shortcut?

There's something going wrong in the way we communicate right now. I'll give it a third shot: What does Mac OS X Lion do to make access to the Dictionary pop-up window more intuitive compared to Mac OS X Snow Leopard? Through what other means can I make it appear in Mac OS X Lion beyond using the control + command + D keyboard shortcut?

Ah, sorry my bad, the way you said "it?s not a Safari thing, it?s throughout the entire OS" made me think you realized that in Lion, you can use the "Look up" feature in the contextual menu. Boom, the popup window appears. No more control + command + d.

Pressing "Look up in Dictionary" through the Safari contextual menu doesn't do anything over here. :laugh: It doesn't show the pop-up window, nor does it launch Dictionary. I've only been using the keyboard shortcut in Mac OS X Lion like I normally would in Mac OS X Snow Leopard.

I'll be formatting my Mac tomorrow. It's not so much the bugs that bug me, but the fact most applications have a hard time on Mac OS X Lion. VMware Fusion fails to start my VMs, Transmission is unstable, both InDesign and Photoshop CS5 act quirky etc. Having to go back to Mac OS X Snow Leopard will suck though after running Mac OS X Lion intensively for the past few days. I don't want to see old Aqua again! Grrrrr :/

In addition to the floating PDF controls not currently working in Safari 5.1, I've also come across a very minor UI bug when using the Reader feature:

post-119000-0-37326800-1299025000.png

The left side is fine, but you can see on the right the out-of-place white strip. It appears to be lacking the gradient that would make appear to be curling downward with the rest of the page elements.

I noticed this, too, and I like it. The white HUD is really starting to grow on me, it does look nice. I thought it would have been kind of neat if each little sub-section of the Dictionary HUD could be scrolled downward to read the end of the definitions, but it doesn't do that.

They do expand. Click on one of the definitions and you get this:

Screen_Shot_2011-03-01_at_8.13.39_PM.png

So i found an odd quirk

not really a bug or a feature as it relies on a mod

but

i followed instructions i found somewhere to make the Lauchpad icon have a "remove from dock" option in the context menu

and when it is not in the dock, you cannot move the finder icon, however you can move other icons to the left of it

useless

but

interesting nonetheless

just in case anyone was thinking about completely throwing themselves off by making that finder icon move around

post-337036-0-87952400-1299033259.jpg

I didn't see it posted anywhere but the dialog that asks you if you want to save a file changed:

post-1419-0-99840100-1299039356.png

I assume that text has yet to be updated, because I thought the whole point of Lion was even if you quit the app, your work is automatically saved.

Also, as a reminder to those with valid ADC accounts, remember you can use the Bug Tracker to also file unwanted changes or request a feature. I've already filed a report stating that the user should be able to assign a custom name to their Space/Desktop, especially with Mission Control making the generic "Desktop 1, 2, etc." more prominent.

I assume that text has yet to be updated, because I thought the whole point of Lion was even if you quit the app, your work is automatically saved.

Also, as a reminder to those with valid ADC accounts, remember you can use the Bug Tracker to also file unwanted changes or request a feature. I've already filed a report stating that the user should be able to assign a custom name to their Space/Desktop, especially with Mission Control making the generic "Desktop 1, 2, etc." more prominent.

How would it save something you didn't name yet? Where would it put it?

How would it save something you didn't name yet? Where would it put it?

Someone made a thread on another board about Versions, and apparently if you type something into TextEdit and don't actually save the file, quit the app and then open it again, "Untitled" simply reappears exactly where you left off, the text still in place. It's stored in memory somewhere. And that's why the save sheet seems to be wrong, since with Resume, apparently you can't lose data that you didn't manually save anymore.

Someone made a thread on another board about Versions, and apparently if you type something into TextEdit and don't actually save the file, quit the app and then open it again, "Untitled" simply reappears exactly where you left off, the text still in place. It's stored in memory somewhere. And that's why the save sheet seems to be wrong, since with Resume, apparently you can't lose data that you didn't manually save anymore.

I got that sheet by pressing cmd-w not q ;) so that's probably why since it wouldn't save the state and I'm specifically asking to close that window

So Apple is ahead than Microsoft in dropping the 32bit processors in favor of the 64bit. Let see if Windows 8 will follow up.

Actually, the issue with Windows has not been the hardware base or the OEMs, but the enterprises and the installed user-base. While greater than half the Windows 7 OEM sales outside of Starter (which is x32-only) are 64-bit (and even Starter is only sold in developing markets and on netbooks), there's still a lot of x32 pre-7 out there, and that is especially true in enterprises - there are 64-bit-capable refurbs out there that are running Windows XP simply due to their age (and having the misfortune to predate the launch of Windows 7). While 64-bit-capable Intel CPUs became popular with Core, the architecture predates it - the first general-purpose x64 Intel desktop CPU that wasn't a XEON was in the LGA775 socket, but was a Pentium 4 Prescott (from the old Netburst architecture). The closest problem Apple has to that is the still-running base of G4 and G5 Power towers (none of which can run Lion, and some of which can't even run Leopard.

)

cause osx doesn't have directx

OS X *does* have a largely-unified driver model - the only real difference software-wise between the CI/QE model and DirectX are the core building blocks. The difference is bigger in terms of *hardware* - Apple picks a lot of nits when it comes up the upgrade/aftermarket hardware market (far more than is the case for otherwise-identical PC hardware). Still, the OS X model is not as demanding on developers as is that of Windows (at any end - low, middle, or high) largely because there is no real high end when it comes to Mac-based games other than MMOs and Starcraft (note that both WoW and Starcraft II: Wings of Liberty sell quite well on the Mac). Also, the install is MUCH easier on a Mac. (In most cases: drag, drop, play.)

I got that sheet by pressing cmd-w not q ;) so that's probably why since it wouldn't save the state and I'm specifically asking to close that window

Here's a really short video I did with TextEdit. It demonstrates how quitting the application will save any untitled work to memory. But then once it's actually saved and then you quit the app, it doesn't show up automatically unless opened the usual way.

EDIT: Didn't expect the video quality to be as awful as it appears. The TextEdit window is really tiny, too, sorry about that.

No more Spotlight indexing maybe?

No, CPU Use as been fine since the installation spotlighting only took a few minutes on the SSD, I'm talking about the GPU.... but speaking of, why isn't mdworker a darned Multithreaded Process yet?!

iStat Menus is working on Lion? Mine doesn't work.

Mine worked fine off the bat, but I have iStat Pro, apparently the Pro and Normal version follow different dev cycles.

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    • 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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