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Comment: Re:Why ... (Score 4, Interesting) 162

by jstaniek (#24057381) Attached to: Review of KOffice 2.0 Alpha 8 – On Windows
The port was available in 2004 already, but just not maintained. The KDE 4 port is available on Windows since I compiled the stuff in September 2007.

People are just not aware of that.

The problem is the deployment of alpha software, we have no volunteers to even make good screenshots (the article shows GIMP on one of them!). Don't expect developers to work more than 24h a day :)

Again, there is single codebase in most KDE apps (minus examples like Konsole), no "hard porting" is needed except work on dependencies that are non-Qt, e.g. less portable filter dependencies for Krita.
PC Games (Games)

+ - Why do games still have levels?-> 1

Submitted by
a.d.venturer
a.d.venturer writes "Elite, the Metroid series, Dungeon Siege, God of War I and II, Half-Life (but not Half-Life 2), Shadow of the Colossus, the Grand Theft Auto series; some of the best games ever (and Dungeon Siege) have done away with the level mechanic and created uninterrupted game spaces devoid of loading screens and artificial breaks between periods of play. Much like cut scenes, level loads are anathema to enjoyment of game play, and a throwback to the era of the Vic-20 and Commodore 64 when games were stored on cassette tapes, and memory was measured in kilobytes. So in this era of multi-megabyte and gigabyte memory and fast access storage devices why do we continue to have games that are dominated by the level structure, be they commercial (Portal, Team Fortress 2), independent (Darwinia) and amateur (Nethack, Angband)? Why do games still have levels?"
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