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Posts posted by jeffsmith
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Creature Double Feature in Boston
Beginning in 1972 a station in the Kaiser Broadcasting (later Field Communications) chain, WKBG (Channel 56; WLVI after the Boston Globe sold their share back to Kaiser in 1975) aired its collection of Godzilla movies - one per week at 4 pm on Saturday under the title, The 4 O'Clock Movie. They cycled through their collection twice, noticing that the broadcasts were especially popular with youngsters. Then, they started showing the film at midnight, calling it Creature Feature. The ratings became so popular that the show was moved to noon to increase its ratings. However, it was in direct competition with WCVB-TV's Candlepin Bowling and was moved to the 2 pm time slot. Its popularity grew and they tweaked the title to Creature Double Feature and changed its start time to 1 pm. The show quickly became a staple of the station's Saturday programming schedule during the '70s and early '80s. Although the exact date of the final show is currently unknown, it seems to have petered out sometime in 1983.
To this day WLVI staffers report that they still receive more e-mail and phone calls about Creature Double Feature than anything else. In 2006, channel 56's Steve Ratner was quoted in the Boston Globe as saying "I'm amazed at the following the show continues to have. It's just insane how many people come up to us and ask after the Creature Double Feature. Every day we get e-mails from people all over the country." However, the station is unlikely to revive the show on their own since that timeslot is usually used now for infomercials, from which the station makes a considerable amount of income.
In June 2006, The Boston Herald reported that Boston-area car dealership owner Ernie Boch, Jr. would be bringing the show back to WLVI - at its original timeslot - on an occasional basis. The first program of the new series aired on June 24, 2006. The two films shown on this occasion were Godzilla vs. the Smog Monster and The Giant Gila Monster. Boch himself hosted the show in full makeup as The Ghoul, though the original show never had a host - only announcers. A second episode aired on October 28, 2006, featuring 1973's Horror Express followed by the original 1968 Night of the Living Dead.
The show's original announcers were reportedly Ron Dwyer and Tom Evans. During most of its run, however, the show's announcer was Dale Dorman, a Boston radio personality at WRKO who also frequently did voice work for 56's children's programming. Although Dorman's voice was perfect for this kind of work, it was never well-suited to an afternoon of horror movies.
The intro/outro music used for Creature Double Feature throughout its run was Emerson, Lake & Palmer's "Toccata" from Brain Salad Surgery. WLVI has kept the song as the theme of the 2006 revival. It is not yet known if current WLVI owners Sunbeam Television will continue to air the revival.
Ahh remember it well
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I always enjoyed smaller "Byte Battles" in CMX1
because I could focus on small unit command
(In larger scenarios I often lost track even in WEGO)
I am finding that in CMSF I prefer the more limited battles
to even a greater degree, due to working in Real Time
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I sort of did the same thing I edited the hotkeys and then had no menusOriginally posted by Martyr:Matt,
Maybe I did something wrong, but when I simply erased the relative keys (as your example above) and added more keys to the direct section, they didn't work. And they didn't show up in the menu, either. When I went back in and deleted the whole relative command section of the file, both problems disappeared.
so I went back to my back-up copy and tried again
Still No menus Hmmm
Then I realized I had to click on a unit to show the menus
I redid all my Hotkey edits and they work fine
just make sure to click on a unit
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I accidently punched a CMSF Stryker through a barrier wall
by telling it to go FAST and putting the waypoint just at the wall
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OK I am on the road for 6 weeks with my PC laptop
Compaq Notebook AMD 800MHZ Turion64,
381 Megs of Ram,and a graphics card that shares Ram
(the 2GHZ Core 2 Duo with 2 Gigs of Ram, 256 Meg Vid card & 24 inch screen is at home)
I try the CMSF Demo and it runs ok
small battles / low settings
well the demo isnt enough and I cant wait til I get off the road to play the full game
so I buy CMSF
It isnt necessarily pretty and I have to literally "pick my battles"
and learning the new interface while using a track-pad is a challenge
but it is running
I am slowly learning
and I am enjoying the game
any body else with a similar low end rig playing too?
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I am on the road with a laptop
No Mouse
so is there a reason the arrows dont work for movement
and its not camera height that the keys currently change
they change the viewing "angle"
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the arrow keys wont move the camera back and forth
but they tilt it up and down
what am I doing wrong ?
compaq ppresario notebook
AMD 800mhz Turion
(with low settings CMSF works fine for me)
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Well this old fart wishes to summon the name
Desdichado
and says hello anyway
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Doesn't necessarily have to be a Bug does it ?
Could be a feature that needs tweaking or just an improvement in gameplay
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Now thats Customer Service
someone gets a New Game way before they are Supposed to
and the Developer still is willing send him the updates
Originally posted by Battlefront.com:Well... I don't think it is a hoax and I'm certainly not laughing.
SirReal, please email Martin and let him know where your copy came from. Someone has made a mistake (called a "crime" by the courts) and we're going to need to figure out who to spank.
SirReal, you're going to want to get the v1.01 patch, so email me and I'll see what I can do about getting you the current beta version.
Steve
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the reason I posted what I did
is that despite being an Ardent Mac Fan myself
I would imagine BFC gets a bit tired of the questioning
after awhile it gets to be like
mommy can I have an ice cream ?
you said i could have an ice cream
you promised i could have an ice cream
when are we going for my ice cream ?
BFC has made a statement about a potential Mac port
they do tend to keep us rather well informed
& if they change their minds I am sure they will tell us
asking them about a Mac port
and starting threads like these
just before a game release
has to be AT BEST
Distracting from the work at hand
the work on CMSF is not finished by a long shot
in fact the weeks just before and after a release
are some of the busiest
So rather than being part of a problem
lets just let them work on what they have to do now
THEN they will either begin the Mac port
or tell us why not
[ July 04, 2007, 08:10 PM: Message edited by: jeffsmith ]
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Originally posted 5/31/07
Originally posted by Battlefront.com:Originally posted by H.W. Guderian:As far as I understand we will NEVER get an OS X native CM and it seems that the commitments made to OS X CM2 have certainly "shifted" a bit, no? I doubt anyone keen on CM2 wants to wait longer for the OS X version? But maybe I've missed some last minute forum minutiae? Which I'm sure someone will point out as my failing if it is so.
The current plan is that after a few months post CM:SF release he'll start experimenting with movnig the code over to OSX. The post release demands on us are always huge, which means effectively nothing else gets done for a period of time (probably 1-2 months). He wants to program on the Mac as his primary machine, like the old days, so it's worth investigating at least. If it seems to be too much of a hassle, we'll probably try to find someone to do the port for us. That's an iffy thing for many reasons, but theoretically viable.
If everything goes right there should be a native MacOS X (universal binary) within 4 months of CM:SF's release. So for those of you who G5s or Intel Macs without Windows will likely (not assured) eventually have a universal binary CM:SF. Lower end machines, almost certainly G4s and absolutely G3s, are going to be out of luck no matter what.
That's the plan as we see it now!
Steve
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G. Wait for Mac version
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At the Risk of being a SmartA$$
Michael you have truly been assimilated
why do you think you were made a Beta Tester?
(other than your knowledge and expertise)
Its just because you were the sworn leader of the "if not WWII Camp" that they chose you
by luring you in and converting you
they have essentially hobbled the rebellion
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ask BFC when they are done with the next gameOriginally posted by General_solomon:How difficult would it be to create a WWII mod with the new engine.
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from the Blog
I believe Rune said it a few posts agothe specialized engineering capabilities of the vehicle are currently not simulatedthe key word (Not Phrase) is YET
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Originally posted by Battlefront.com:Originally posted by H.W. Guderian:As far as I understand we will NEVER get an OS X native CM and it seems that the commitments made to OS X CM2 have certainly "shifted" a bit, no? I doubt anyone keen on CM2 wants to wait longer for the OS X version? But maybe I've missed some last minute forum minutiae? Which I'm sure someone will point out as my failing if it is so.
The current plan is that after a few months post CM:SF release he'll start experimenting with movnig the code over to OSX. The post release demands on us are always huge, which means effectively nothing else gets done for a period of time (probably 1-2 months). He wants to program on the Mac as his primary machine, like the old days, so it's worth investigating at least. If it seems to be too much of a hassle, we'll probably try to find someone to do the port for us. That's an iffy thing for many reasons, but theoretically viable.
If everything goes right there should be a native MacOS X (universal binary) within 4 months of CM:SF's release. So for those of you who G5s or Intel Macs without Windows will likely (not assured) eventually have a universal binary CM:SF. Lower end machines, almost certainly G4s and absolutely G3s, are going to be out of luck no matter what.
That's the plan as we see it now!
Steve
[ May 31, 2007, 08:12 PM: Message edited by: jeffsmith ]
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OK maybe but
Parallels still requires a Copy of Windows
it runs in another "layer"
I'd rather just reboot
and run XP directly on the Intel Hardware
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"Think That bridge will be there and it'll be there. It's a beautiful bridge and it's gonna be there"
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</font>Originally posted by Kurtz:jeffsmith: that quote about OS X is more than a year old. I wouldn't draw any conclusions from that.
update:
However, this info from another thread looks promising
</font><blockquote>quote:</font><hr />Originally posted by Battlefront.com:
I run on a dual core Mac without any problems (other than me being stuck with substandard ATI video technology).
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I Definitely want to support BFC in Continuing Development for the Mac
but at the same time I REALLY DON'T want to wait to play CMSF
& buying BOTH versions is a bit cost prohibitive for me
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Originally posted by grunt_GI:
2. How has it playtested on an Intel Imac with Bootcamp and Windows XP?
From hereOriginally posted by Battlefront.com:FYI, CM:SF is running on a dual core Power Book Pro under XP without problems. Initially there was a huge problem, but it turned out to be a bug in Windows having to do with power management (for laptops) and dual core setups. The gist of it is high demands on the processors (from 3D intensive games, for example) ran into conflicts with power conservation concerns. There is a patch for this but I don't think Microsoft wants many people to know about it. Why? Because it basically disabled power management, which means millions of laptop owners would see their batteries run down very quickly even when using non-intensive applications. It's the kind of engineering fix we have come to expect from Microsoft
Anyway, it works and works well!
Steve
Originally posted by grunt_GI:3. Please give us a bone about plans for a OS X version...not that I wouldn't feed my addiction by buying the PC if I have to wait another year for a native OS X version...more profit for BFC
From hereOriginally posted by Battlefront.com:This new development is great! CM:SF is slated to run on OSX regardless of the chip set, but now we are more sure that we can make something that will run equally well on PowerPC and Intel chips. We were holding off from starting on a MacOS version until we were reasonably sure that Apple wasn't going to deal us another last minute "gotcha" like they did with RAVE support under OSX.
Unfortunately, due to problems with compilers on the Mac and the uncertainty of the new Intel Macs, we held off making anything for OSX thus far. Because of where we are in development we aren't going to stop and port to the Mac right now. What we will instead do is continue to make the game and then evaluate our porting options when it is nearly finished. It might mean no simultaneous release. We don't know yet. But a release for MacOS is certain to happen no matter what. Worst case a few months after the PC version.
Steve
Group Think - What the hell were you thinking?
in Combat Mission Shock Force 1
Posted
I've been accused of drinking the "Kool-aide"
and even I tried the Demo First