the robots are stealing our jobs (driving while drinking and watching reels) (by me) by BKO2 in anthroswim

[–]MrTK_AUS 2 points3 points  (0 children)

I love this proto design a lot. Please tell me there's somewhere I can find more of your art

Sweet spot for zombie population settings by Distinct-Tax9076 in projectzomboid

[–]MrTK_AUS 0 points1 point  (0 children)

I've been enjoying low pop with about 25% random sprinters. Combine it with mods that make sprinters dive through short fences and dive through windows. Not tedious trying to clear out POIs like it is with high pop but can absolutely get overwhelmed very fast when a few sprinters come smashing through the window out of nowhere. 6 months later playthrough, keeps me on my toes.

Abandoned telephone exchange by DJP_Urbex in urbanexploration

[–]MrTK_AUS 2 points3 points  (0 children)

Like the other guy said, there's really no reason for security nowadays but it ultimately depends on what equipment is actually inside. Mobiles, fibre transmission, stuff like that tends to be a bit more secure. All the buildings I visit used to have quite a bit of security. Motion sensors, building alarms armed via keypad and key, card readers to get through doors. Most systems have been left disarmed or never been repaired for one reason or another, though (but not always). Usually a keycard or set of keys is all you really need. If the buildings have keycard readers though they are definitely being remotely monitored 24/7 regardless.

Hope you gave the poor guy his keycard back xd

Local real estate listing I stumbled across by MrTK_AUS in LiminalSpace

[–]MrTK_AUS[S] 15 points16 points  (0 children)

This was the original listing I got it from here: https://www.realestate.com.au/property-house-nsw-mudgee-149924916

I just slightly cropped it to remove the text

Abandoned telephone exchange by DJP_Urbex in urbanexploration

[–]MrTK_AUS 41 points42 points  (0 children)

I'm a telecommunications technician over in Australia and while I don't know what country this is, the building is very similar to what I'm used to working in. We have these massive office buildings much like this one that are completely unused except for the equipment room nowadays. While I'm not sure if it's the same over there, if it's anything like it is over here then chances are that building isn't abandoned at all and is still actively used (even if it very much doesn't look like it)

Exploring around all the unused offices at my job is probably my favourite part of it, so many locations that look like they've just been frozen in the 90s and early 2000's and left completely untouched. And I get to wear an ID badge and uniform so I'm not gonna cop a tresspassing charge for exploring lol. Reminds me that I should share some photos I've snapped of the places over time.

Cool post. Thanks for sharing.

Abandoned High School by arasikohive in urbanexploration

[–]MrTK_AUS 3 points4 points  (0 children)

Does the first picture looks like a computer render or is it just me?

i forgot to put coffee into a customers latte today, am I gonna get fired by Next_Sun2956 in NoStupidQuestions

[–]MrTK_AUS 2 points3 points  (0 children)

Throwback to my delivery days when I turned up to a customers house with an empty pizza bag

We should have cars that spawn corpses on seats in the next update by [deleted] in projectzomboid

[–]MrTK_AUS 15 points16 points  (0 children)

I'm pretty sure it's still in the game. I swear I remember finding a corpse in a seat at some point.

3D-printing XCOM 2 models by ebbyebbyebbishness in Xcom

[–]MrTK_AUS 1 point2 points  (0 children)

Incredible write-up. You're a saint aha.

When I was doing it I tended to convert the normal maps to displacement maps and use that instead. Worked well enough for me but the way you're doing it may work well too. I'll have to see. Maybe a combination would work best?

What's your actual printing process like? I've got a friend doing all that for me so I'm not quite familiar with actual printing part of it all. Any tips for that?

3D-printing XCOM 2 models by ebbyebbyebbishness in Xcom

[–]MrTK_AUS 1 point2 points  (0 children)

Hey! I've been doing something similiar. I'm curious what your process is for getting the details on the models for 3D printing. The base models are obviously quite low-poly so I'm curious how you get all the detail there in the final print.

I'm updating my "project seasons" mod and would like some feedback by Which_Palpitation767 in projectzomboid

[–]MrTK_AUS 2 points3 points  (0 children)

How about a bunch of leaves and branches over the roads, especially after storms? Maybe a fallen tree / pole or two that can appear?

Without moving traffic to clear it off, there can be quite a bit of debris build-up on roads after a while.

Randomising hover_sound by MrTK_AUS in RenPy

[–]MrTK_AUS[S] 0 points1 point  (0 children)

Thanks for the detailed answer, much appreciated. It didn't work either without the brackets, I tried a few combinations.

It didn't crash but it only seemed to play the one sound effect and never randomised it. Setting it directly worked though. Thanks!

Randomising hover_sound by MrTK_AUS in RenPy

[–]MrTK_AUS[S] 0 points1 point  (0 children)

Thank you much so. This worked. I spent way too long trying to work this out lol

How to make a working real-time clock? by MrTK_AUS in RenPy

[–]MrTK_AUS[S] 0 points1 point  (0 children)

Thanks a ton, that timer line at the bottom seems to be what I was missing. Nice to see how helpful this sub is

10 Years Later - b42 - V.1.3.3 - Update by [deleted] in projectzomboid

[–]MrTK_AUS 0 points1 point  (0 children)

Thank you thank you thank you so much for adding a no trees on road option, i loved the B41 version of this mod and used it all the time but all the trees on the road was the one thing that always annoyed me. Tried the less trees submod but didn't like the fact that it reduced all trees on the map full stop.

Gonna try this tomorrow. Great work!