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Comment History  (0 - 30 of 101)
cambragol Apr 9 2012, 6:38pm says:

Thanks! At least one person will enjoy the game, I hope.

+1 vote   news: Unstable Space Beta Released
cambragol Apr 9 2012, 6:34am says:

Glad you like it. In game it is actually dynamic and animated. It just cycles through scenes in the Middle States.

+1 vote   media: New Start Screen
cambragol Mar 18 2012, 4:13am says:

Looking very nice indeed, and it has obviously changed A LOT from the original resource. Nice work.

+2 votes   news: [Project Brazil] Progress Goal Met for March, Already
cambragol Jan 19 2012, 7:08am says:

Looks amazing! I especially love the skies. ;)

+3 votes   mod: S.T.A.L.K.E.R. - Lost Alpha
cambragol Jan 3 2012, 2:54am replied:

Same to you Thaiauxn! The look of what you've pulled together for Brazil already is amazing. Totally immersive atmosphere. As you already used my old vault 88 resource, you are more than welcome to use anything in Vault 24, or any of its assets, however you wish. I would be honoured if you did.

+1 vote   mod: Vault 24
cambragol Dec 31 2011, 5:55am says:

Good to hear that progress is ongoing! How about some more in game shots? Those you have generously provided already really raised interest in this project. Regarding porting to it really worth the effort? Certainly it has some more features, but the effort to to the port seems to have nearly taken the life out of the project. Or so it seemed...

+1 vote   news: 2 New World Maps & Updates
cambragol Dec 24 2011, 5:41am replied:

The entrance is hidden in a utility room, back behind some shelves. If you have explored the whole sewer, just look on the mini-map and you should see an icon for the door which links to the Vaults' entrance.

+1 vote   mod: Vault 24
cambragol Oct 23 2011, 6:26pm replied:

If you are getting exclamation marks, then you have installed the files to the wrong folder. Try to reinstall it, but be careful where you are putting the files. The exclamation marks mean that the game cannot find the models that the .esp is telling it to use.

+2 votes   mod: Hightown
cambragol Aug 30 2011, 6:17am says:

Looking very detailed. Can't wait to try it out.

+1 vote   media: Fallout: Who Vegas - Out of Time "Preview"
cambragol Aug 22 2011, 8:04am says:

Well, two versions might just be more work. Perhaps just a very basic optimization, at least enough to let people with average computers run the mod. As it stands the levels are pretty huge and brutal to a below average computer. With a re-texturing mod in play it could be a big problem.

My main concern is that no one will actually ever use it as a resource! Maybe it is just too big for general use. And in that case, if someone did you it, they just use chunks or sections of it. And in thaaaat case...they wouldn't need my optimization for the most part. They could have to customize for their own layout.

+1 vote   news: Vault 24 Alpha 0.9 Released
cambragol Aug 22 2011, 7:32am replied:

I actually thought that whole quest could be transferred to the Vault 24 layout. It would be a chunk of work, but could give a fresh, massive and brutal spin on the original mission.

+1 vote   mod: Vault 24
cambragol Aug 22 2011, 7:30am says:

The vanilla game has really lame elevators. They just fake the movement by having everything move around you. These elevators actually move. Which is kind of fun, and opens up some gameplay possibilities. Plus, thousands of people have always wondered what Fallout's vaults' elevators might have looked like. Well, now they know! At least SpeedyB64s and my interpretations.

+1 vote   media: Vault 24 Elevators
cambragol Aug 22 2011, 7:23am replied:

Thanks for the recognition. To a certain extent I have made this resource to illustrate exactly what you have pointed out. Perhaps others will be positively influenced, perhaps not. At the least, I have done it.

+1 vote   mod: Vault 24
cambragol Aug 20 2011, 9:36am says:

heh heh...not the greatest screenie I'll admit, but I'm just trying to show that I actually made working 'elevator type doors'.

+1 vote   media: Vault Elevator Waiting Rooms
cambragol Aug 17 2011, 8:05am replied:

Sorry, but I have halted development on this mod. There was just no interest in it. I have moved onto a different project that does not need as much debugging. If only you and four or so other people had come along a little sooner...

+2 votes   mod: Hightown
cambragol Jul 5 2011, 7:46pm says:

Thanks for the appreciation. In a task this big, it really helps to not toil in utter obscurity.

Regarding vents and/or a 'Mr. Oxygen'...doing both is a nice idea. Some redundancy or a fail safe via a vent to the surface makes sense.

Optimization has only been started on the upper most 5 or 6 levels. Complete optimization will be included in the final Alpha release. For now some levels will certainly be choppy, as they are huge and graphically intense in regards to lighting and FX.

+1 vote   news: Vault 24 Alpha 0.8 Released
cambragol Jul 3 2011, 4:29am says:

Just click on the video tab above. There is a video of a short tour of the vault.

+1 vote   download: Vault 24 Alpha 0.8 Full Version
cambragol Jul 3 2011, 12:28am replied:

Yep, I like detail as well. The pre-war vintage feel is definitely what I want to achieve. The posters are hard to make out in these shots, but they are all modified version of real late 40s and 50s public safety, health, education and propaganda type posters. They were all adjusted to make sense for a 'Vault' environment.

+1 vote   media: Vault Signage
cambragol Jun 30 2011, 6:37am says:

Yep, the layout is as much vertical as it is horizontal.

+1 vote   mod: Vault 24
cambragol Jun 17 2011, 3:55am says:

Thanks for the praise.

It would be nearly impossible, or a LOT of work to change the look to an inhabited look. However, the vault would not have to be rebuilt, but would rather only need to be re 'cluttered' with nice chairs, furniture, unbroken things etc. I suppose then it would be possible. Just a lot of work. The vault is HUGE.

However, I think it would just be easier to say it is inhabited by degenerate tribes/factions, who can't be bothered, or don't have the organizational ability to maintain the vault. So it is deteriorated.

+1 vote   download: Vault 24 Alpha 0.7 Full Version
cambragol Jun 17 2011, 3:52am says:

Glad you like them. I released them on the New Vegas Nexus as separate modders' resources for those interested.

+1 vote   news: Vault 24 Alpha 0.7 Released
cambragol Jun 2 2011, 9:24pm says:

Looking very nice. It's good to see more Fallout mods at the Moddb.

+1 vote   mod: Sun Valley
cambragol May 28 2011, 10:27pm replied:

Thanks for the offer. When we move to the actual mod stage, we will most likely not go with any voice acting. Alternative methods to carry quests forward will be used. It is just a lot of work, too much in fact, to get NPCs and voice acting integrated smoothly.

+1 vote   mod: Vault 24
cambragol Apr 23 2011, 7:30am says:

Lots of demand for the ghoul option. Might need to make some kind of unique ghoul-like creature just for this vault.

+2 votes   media: Navmeshed Levels
cambragol Apr 23 2011, 2:52am says:

Add some light fixtures for the light sources, and some FXGlows with appropriate emittance, and this room will look even more gorgeous.

+2 votes   media: overseers office
cambragol Apr 23 2011, 1:29am replied:

My first choice would be no vault experiment. Hold it a little truer to Fallout 1, and have the vault fall to ruins for more mundane reasons. That scenario would have a few 'tribes' or 'factions' surviving within the ruins of the vault, the collapse of which could be attributed to any number of causes.

However, there are also a few 'vault experiment' based quest-lines kicking around. Those could be interesting as well.

Whatever direction is taken, it will need to take advantage of the huge, vast, and complicated area that is the vault. Some kind of extended exploration/mission deep into the vault, or ongoing missions throughout it would seem in order.

There is not team currently. Only myself.

+3 votes   mod: Vault 24
cambragol Apr 18 2011, 7:18am replied:

That is one of the best compliments I have ever received. I never even thought of that when designing any of this level, strangely, and yet you are right that it does look like parts of that intro.

+1 vote   media: Waterworks Level
cambragol Apr 18 2011, 7:17am replied:

No. This is being built as a modders' resource, so completely quest free.

+1 vote   media: Navmeshed Cells
cambragol Apr 18 2011, 7:16am replied:

With Photoshop. A complex mix of textures, effects, opacity and layers. I can't really remember though. It is supposed to look like the lights in the vault though...

+1 vote   media: Navmeshed Cells
cambragol Apr 18 2011, 7:15am replied:

Lots of room for lots of ideas. A zombie filled nightmare of some kind seems to be a favourite.

+2 votes   mod: Vault 24
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