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Information About

Noclip Mode





DESCRIPTION

The term was popularised by the games of . The cheat is commonplace, particularly in action-oriented first-person shooters such as '' Quake '' or '' Half-Life ''.

Noclip modes (and other similar modes) often originate as a means by which developers test games. If a new feature is implemented in a game but requires play to determine whether it works, it saves time if a developer can quickly reach the relevant portion of the game by avoiding death or by "flying" over time-consuming regions of the game environment. This source of God modes often manifests itself in the route by which players activate these modes - for example, running a game with a development mode flag.

Technically, no clipping simply turns off the "clipping" code in the game's engine. Generally speaking, walls and objects have no "substance" unless advanced in-game physics is being used. Clipping in this case refers to the intersection of a wall or object with the player's Avatar . If there is an intersection (clipping code is on), the game stops the player's motion, as if they had bumped into the intersecting object. Otherwise, the avatar will not interact with the object and will pass through it. This is a relatively simple method of implementing in-game physics with walls.


BENEFITS OF NO CLIPPING


A benefit of noclip is that it allows players to access areas that might otherwise be inaccessible.

In the case of Doom 3 , or Harry Potter And The Chamber Of Secrets (video Game) , for instance, there are numerous rooms that are not linked directly to any part of the game and are used only to hold monsters or people until a transporter retrieves them.
The NPCs in these rooms can also be used for the cut scenes and in the case of Harry Potter (above) most of them on broomsticks.

In other games such as No One Lives Forever or AvP 2 , a variation of Noclip allows the player to see characters and areas that are not intended to be accessed otherwise, including "set" areas used for various cut scenes.
These Sets are often half Textured with a "NoRender" or "NODRAW" material so as to optimise it, as the camera or player's view would/could never see from that angle anyway.


USES OF NOCLIPPING


This is an list of what you can do when you use Noclip:

  • Cheating, clearing the level/game in an amazing time score.

  • Getting past a severe game-stopping bug or glitch that would render the user unable to do anything except restart the game.

  • In Game designing and debugging, a method of finding bugs, glitches or errors in map quickly, often past areas with consumes a lot of time to pass through.

  • In multiplayer games, a method of sneaking up or hiding inside solid (and not hollow) objects or just outside the maps to hunt down or win against other players, which is usually frowned upon.

  • Seeing parts of the world not normally accessible in normal ways.

  • Seeing what it would be like to leave the boundaries of the game's worlds.

  • Seeing what lies beyond a "Loading Screen", in depth without triggering the Screen.



"HALL OF MIRRORS" EFFECT


In classic Doom and similar games, going outside of the level results in a Hall Of Mirrors Effect , whereby the game engine does not have any part of the level to render so just repeats the last rendered part over and over again.

Typing "gl_clear 1" (in Opengl games) is a way to empty the buffer of the image of what was last rendered, seeing as no light or structure exists elsewhere in the "Void", all seen is black. Although it doesn't change your location it just makes everything easier to see.


OTHER INSTANCES, OF NO CLIPPING


There are bugs in games such as Sonic Adventure 2 at which the character's shadow appears on the floor below the character, floor below that, below that (reccurring)....


SEE ALSO