Good stuff! And if anyone's curious. The reason we see those flickering hall of mirrors is because we tend to render stuff to the "back buffer" and show the user the "front buffer". And when you're drawing new things you only draw what's actually there and leave the rest as it is. Think of it as showing one piece of paper and drawing on another one, and you're only drawing in what's new and leaving all the other previously drawn stuff intact. So when the two buffers are "flipped" (back becomes the front buffer) the image and "mirrors"/old stuff will be slightly different on the new buffer. That's when you get this sort of flickering effect! Newer games just draws a solid colour over the back buffer, essentially clearing it, before drawing anything new. Like Quake 2 does and Quake 1 has an option for. (gl_clear in Quake 1 means OpenGL Clear Buffer) But clearing the buffer is a tiny bit more resource expensive, so older games tend not to do it.
Basically, clearing the back buffer was a lot more expensive back then. Nowadays it usually incurs zero to near zero overhead, and there are cases where clearing the colour can improve performance.
@erik masterchef Yes. Source does it because it uses the same concept as the old id engines, called "binary space partitioning" (BSP). That is, every point everywhere is either "inside the level" or "outside the level", and during normal gameplay, an object "inside the level" could never leave to the outside. That also implies that any point of view from inside the level could never reach the outside of the level, and so it would be pointless to clear the screen before redrawing, since every pixel would also point toward a place inside the level, which means it would be drawn over anyways. So it doesn't clear the screen before redrawing. Of course, noclip is not "normal gameplay", so the player can leave the level (in the BSP sense), and so, some pixels can point towards literal "nothingness", which causes the glitch to be visible.
+mincrmatt12 A lot of (all?) Source Engine games (probably due to the engine itself) on PC don't clear the screen as well, which leads to trippy graphics when you are outside skyboxes.
If you’re not careful and you noclip out of reality in the wrong areas, you’ll end up in the Backrooms, where it’s nothing but the stink of old moist carpet, the madness of mono-yellow, and endless background noise of fluorescent lights at maximum hum-buzz, and approximately six hundred million square miles of randomly segmented empty rooms to be trapped in.
If you do here are some B A C K R O O M Tips: 1. Never ask for anyone or anything 2. If you see a humanoid at level 0 of the backrooms, walk away don't stare at them or it as they/it may become hostile 3. Stay as close as possible to your original entry way 4. Count in seconds as time in the backrooms is meaningless 5. After counting to either 500-700 make sure you have sense and perception even if recovering it you need to cut a piece of your body 6. In no situation allow yourself to panic as the backrooms extend if your emotions are strong enough 7. Never in any circumstance stop listening as the humanoids may be coming closer and you need to be able to tell if danger is close That's all good luck and safe travels to the B A C K R O O M S
It's also possible the enemies are being culled because you're leaving the area they're in. Ordinarily games (of that era) will only draw stuff based on which area the player is in (using BSP trees). Noclip might keep the level geometry still drawn, but might not apply that to enemies and objects within the game still. Entirely possible the game doesn't think you can see those enemies due to no longer being in the same level area.
Just wanted to point out and say thank you for adding subtitles to your videos. They are a godsend and makes watching your videos an awesome experience. Thank you for your hard work and looking forward to seeing more!
This brings me back over 10 years ago when my buddy showed me “no clip” in Doom. We did it just to mess around. As kids, we didn’t think anything of it. Now over 2 decades later, I appreciate this. Great video. I’m glad to come across this channel.
That's weird, I paused on the pretty rude critic comments, and noticed that someone slated the music from the DOOM episode. I think the music in all your episodes has been really good. He probably wouldn't be happy unless it was bit crushed midi (which sounds pretty rough these days) or a metal cover of DOOM songs (which are cool, but don't particularly suit these kinds of videos because it interferes with the talking) You keep doing you dude, I think your videos are spot on
The hall of mirrors effect is actually caused by the final screen texture buffer not being told to clear the previous frame. This means that the pixels drawn from the previous frame are repeated the next frame because nothing new has been drawn on top of it and thus overwritten.
I'm pretty sure Duke 3D kills you because BUILD engine levels are made of non-Euclidean chunks glued together with portals and if you don't transition right the game has no idea what to do.
The build engine kills you out of bounds because it thinks that everything out of bounds is a crush zone akin to an enemy being crushed under a door for the squish effect or simply duke being crushed by a ceiling. This was fixed in various ports and re-releases since it kind of goes against the point of being able to walk through walls if you can't walk through them lol
Some clarification: In Duke Nukem 3D you are not always killed just by walking through doors. What is really going on is that you are killed if you are ever not inside a sector, which is pretty important because of how the game tracks objects; everything is tracked from within a sector instead of just absolute coordinates like most games. This fact is what enables the Build engine to utilize its impressive non-euclidean rendering, which no other engine was capable of for nearly 20 years. In layman's terms, you'd only die if you truly walked "outside the map." But about the doors: Since what kills the player is not being within a sector, only certain types of doors would kill the player, depending on how they are constructed. Most notably the "Star Trek Door" which only had a tiny amount of geometry when the door was closed, so unless the player walked directly through the middle they would be passing outside the level geometry. Also some swinging doors depending on how they were made. If you ever want to know if it is safe to clip through a given wall, combine the cheat with DNSHOWMAP and view the map in its fully-textured mode. If there is a black space with a white border around it, don't go through that wall. Also it is worth noting that this was fixed in some source ports, and I believe in later versions of the game.
Thanks a lot for the detailed explanation! I was never big in the DN3D modding scene, so my understanding of the Build engine is pretty minimal. Always happy to hear more about it though, Duke is on my list for sure.
Your videos are so well produced. You should expand beyond just cheat codes and do history and inside stories of games as well as I think you'd do a far better job than the others already out there.
Fantastic stuff Kyle. Codex is soon turning into 1 of my favorite gaming youtube channels alongside Cinemassacre and Nostalgia Nerd. Love that unlike most of the other channels, you're covering PC gaming instead of consoles. Would love to see you get more indepth into dos games..Games like prince of persia, dangerous dave, hexen, heretic, crystal caves, paratrooper etc. Keep it up man 👍👍
Holy shit. Thanks for showing me Rescue Rover. I once played a game like that when I was very young but could never remember the name until now. Dangerous Dave and Rescue Rover. Now my past is complete.
Dangerous Dave in the Haunted Mansion was always such a cool game to me, mainly because of the gibs. It definitely influenced games like Bio-Menace, which is another classic.
Keep up the good work. Your unemotional documentative style reminds me of one of the few to-be-taken-seriously gaming documentary channels Ahoy. Stuart may have a more haunting voice, but your similar style of background digging makes these videos very very interesting to watch. A real treat for trivia lovers.
So happy to see one of my favorite childhood games, Commander Keen, talked about! Keep up the great work, Codex team, I'm hungrily waiting for the next video.
Omg thank you soo much!!! I used to play commander keen when I was a kid, and one day I lost the game. Till today, I just remember it as an awesome game that I used to play whose name I didn't remember. Now I'm gonna relive those memories!!🎆🎆
Love these style of videos! I program and have a bit of experience with game engines, so I'm just eating all the technical terms and explanations up... Subscribed!
One thing you didn't mention is that in Commander Keen Episode 1, if you press G, O and D during gameplay, not only you become invincible and enable the Infinite Jump Cheat (or Moon Jump as I like to call it) but you can also noclip in the world map and go outside the boundaries. Want to explore the uncharted? If you reach the very edge of the map and walk off the screen, you can enter hidden "levels" that are basically made of random garbage where you also die instantly. Sometimes you can even enter the level used for the title screen! Stuff that I never knew as a kid until now. By the way, Nice video!
A note about Commander Keen 1 - you can go beyond the map boundaries if you enable the main cheat by pressing G + O + D... yes, that's God Mode again :D But it also gives you unlimited movement around the world map, allowing you to go into the "void" so to speak.
Half-life kept the noclip and god commands as well (mostly because it's a heavily modified version of the quake engine) Maybe you could compare and contrast impulse 101 vs give all?
With all the quest bugs and broken doors in Skyrim and Fallout 3, NV and 4, I honestly wouldn't bother with them if I couldn't NoClip (tcl) through certain obstacles. Also, some of the most beautiful views to be had in Skyrim cannot be seen without clipping disabled. As long as you don't go up to far, the bird's eye view of Skyrim is a sight to behold.
Every time a frame is rendered it is rendered into the same spot in memory. That is so everything doesn't have to waste time figuring out where it is every frame. When a frame is rendered there's nothing that clears the buffer afterwards. Clearing the buffer would essentially be drawing a static color (black, or red for gl_clear) over the buffer which would take more processing time and on a single-buffered game could introduce screen flickering. Since a properly designed world doesn't have holes or anything that wouldn't already redraw each frame this is omitted. Options like gl_clear are intended for map makers to spot holes in the world that would otherwise be camouflaged by the "hall of mirrors" effect. Some other games use a rainbow effect where the fill color is randomized each frame to make it more obvious. To address the pinned post: this effect doesn't require a double-buffered system. On a single-buffered system there would be one image in any hole and it wouldn't flicker, it would just look like the edges of the hole were smearing over it. In a double-buffered system you get that same smearing effect on each buffer, but since they're getting different images to smear each buffer has a different result. This can result in a flickering effect where it flickers between both buffers and jitters. The entities are disappearing when you noclip out of the wall due to optimizations. Basically, rendering entities and models that the player can't see is a waste of time. Filtering down what is being rendered to what is visible is called occlusion culling. Perfect occlusion culling would be tracing a line to the outermost points on an object to see if they're visible but this is resource intensive. Quake would have used something like portal occlusion where the map is divided up into 3D segments or 'rooms', where each segment determines which nearby segments are drawn. Entities within those segments would be drawn. Opening/closing doors can be included with this, a room that is behind a door can be ignored when it's closed and rendered when it's open. In some games you can see this malfunction from time to time and see backdrops or skybox or the hall of mirror effect when you open a door. The world is a model comprised of all of the static map surfaces/brushes/models compiled together into one giant model. It always renders in entirety. This is why the world is still visible while anything dynamic like enemies or ammo that's subjected to occlusion culling isn't. I've done a bunch of HL1/HL2 modding, which is pretty similar to Quake. I got my knowledge from that, but I'm pretty sure not much changed between Quake and HL in that regard.
Hey, I saw that you put subtitles on this one. Thanks and good job! Are you planning to make one for the last two episodes as well? Or have you considered to enable Community Subtitling?
In halo 3 when your Fighting the scarab on the cartographer if you hop on the very top right corner wall by piling ghosts on top of each other you can get on top of the wall and see the mirror effect if you look down below where the wall is supposed to stop you from seeing the background cut off
Damn, nice. A very well done research and an interesting topic! Thank you for your hard work! Also, your microphone is great, so you're on a great way to become big on UA-cam :D Good luck!
Unreal 1 has a very good and clear noclip functionality called "ghost mode". I love using it and moving away from the map and seeing the entire level. No "hall of mirrors" or draw distance.
Hey, loving the channel so far. Just a heads up, not related to the videos but the thumbnails. The red box around the edge meant when you popped up in my recommended videos a few times I skipped over your content as I saw the red at the bottom and my brain went 'oh I've already watched that'. Dumb I know, but if it's happening for one person it may be happening for more potential views :)
regarding enemies getting invisible/removed: due to the player looking through the wall from the back(no surface), he can look into the room. however, visibilitychecks from entities towards the player still hit the wall(frontface of a triangle). Therefore those checks fail and the game thinks those entities are not visible to the player.
Note on Duke Nukem 3D - The Atomic edition is a lot more noclip-friendly than the original 1.3d, though it's still possible to die if you wander where you're not supposed to ;)
I think dying in DN3D while going out of bounds occurs because of the engine's weird physics which causes the player to get crushed when entering another sector. You do not get killed for going out of bounds (see 8:17 for example).
But you missed that if you type G+O+D in Keen 1, you can actually walk through anything in the world map (similar as in Keen 4) and gives you unlimited jump.
Some Quake sourceports won't produce the hall of mirrors effect by default. I've used Mark V (awesome sourceport) and DirectQ (discontinued), which had a grey background fill colour (once outside the map), identical to the one of the software renderer in the original Quake. In fact, I don't think Darkplaces and Quakespasm will produce the effect either, but I've never noclipped in those two.
Holy shit. When I was in primary school we had games on the computers. We were only occasionally allowed to play them so I didn't have many memories of them, but I always loved Commander Keen but never knew the name. I searched years for the name of that game. Thank you
Hahah, glad I could help! There are so many games from primary school that I wish I could put names to. My school had a bunch of networked Unisys ICON systems with all manner of crazy games on them.
a great info about noclipping in quake 2, if you "go out of bounds" the game gives you a penalty, and you wont be seing the green screens with militairy information between the level hubs :)
this video actually taught some PC history (personal computer, not politically correct ) about how hardware evolved along the way and constrained the software
Good stuff!
And if anyone's curious.
The reason we see those flickering hall of mirrors is because we tend to render stuff to the "back buffer" and show the user the "front buffer".
And when you're drawing new things you only draw what's actually there and leave the rest as it is.
Think of it as showing one piece of paper and drawing on another one, and you're only drawing in what's new and leaving all the other previously drawn stuff intact.
So when the two buffers are "flipped" (back becomes the front buffer) the image and "mirrors"/old stuff will be slightly different on the new buffer.
That's when you get this sort of flickering effect!
Newer games just draws a solid colour over the back buffer, essentially clearing it, before drawing anything new.
Like Quake 2 does and Quake 1 has an option for. (gl_clear in Quake 1 means OpenGL Clear Buffer)
But clearing the buffer is a tiny bit more resource expensive, so older games tend not to do it.
Thank you for the detailed explanation! This is really cool.
Basically, clearing the back buffer was a lot more expensive back then.
Nowadays it usually incurs zero to near zero overhead, and there are cases where clearing the colour can improve performance.
@erik masterchef Yes. Source does it because it uses the same concept as the old id engines, called "binary space partitioning" (BSP). That is, every point everywhere is either "inside the level" or "outside the level", and during normal gameplay, an object "inside the level" could never leave to the outside.
That also implies that any point of view from inside the level could never reach the outside of the level, and so it would be pointless to clear the screen before redrawing, since every pixel would also point toward a place inside the level, which means it would be drawn over anyways. So it doesn't clear the screen before redrawing.
Of course, noclip is not "normal gameplay", so the player can leave the level (in the BSP sense), and so, some pixels can point towards literal "nothingness", which causes the glitch to be visible.
Of course, some modern games still don't clear the screen for maximum performance. You often observe that more on consoles though.
+mincrmatt12 A lot of (all?) Source Engine games (probably due to the engine itself) on PC don't clear the screen as well, which leads to trippy graphics when you are outside skyboxes.
If you’re not careful and you noclip out of reality in the wrong areas, you’ll end up in the Backrooms, where it’s nothing but the stink of old moist carpet, the madness of mono-yellow, and endless background noise of fluorescent lights at maximum hum-buzz, and approximately six hundred million square miles of randomly segmented empty rooms to be trapped in.
Why does everyone say the same thing when they are tryna talk about to backrooms pls put it in your own words
@@aidenisweirdok123 The Backrooms is a really big thing
@@Joshrivers2010 yes finally
@@aidenisweirdok123to make it sound like everyone saw the same
Noclip
1990-2000: Cheat to pass throught walls
2010: Escaping from reality
2019: B A C K R O O M S
Just be sure you dont no clip i to the Back Rooms
Thanku
If you do here are some B A C K R O O M Tips:
1. Never ask for anyone or anything
2. If you see a humanoid at level 0 of the backrooms, walk away don't stare at them or it as they/it may become hostile
3. Stay as close as possible to your original entry way
4. Count in seconds as time in the backrooms is meaningless
5. After counting to either 500-700 make sure you have sense and perception even if recovering it you need to cut a piece of your body
6. In no situation allow yourself to panic as the backrooms extend if your emotions are strong enough
7. Never in any circumstance stop listening as the humanoids may be coming closer and you need to be able to tell if danger is close
That's all good luck and safe travels to the B A C K R O O M S
Just restart level
2019: T H E B A C K R O O M S
It's also possible the enemies are being culled because you're leaving the area they're in. Ordinarily games (of that era) will only draw stuff based on which area the player is in (using BSP trees). Noclip might keep the level geometry still drawn, but might not apply that to enemies and objects within the game still. Entirely possible the game doesn't think you can see those enemies due to no longer being in the same level area.
Just wanted to point out and say thank you for adding subtitles to your videos. They are a godsend and makes watching your videos an awesome experience. Thank you for your hard work and looking forward to seeing more!
This brings me back over 10 years ago when my buddy showed me “no clip” in Doom. We did it just to mess around. As kids, we didn’t think anything of it. Now over 2 decades later, I appreciate this. Great video. I’m glad to come across this channel.
There are many channels with way more subs that dont have such an outstanding quality of content. Great video! Subbed
That's weird, I paused on the pretty rude critic comments, and noticed that someone slated the music from the DOOM episode. I think the music in all your episodes has been really good. He probably wouldn't be happy unless it was bit crushed midi (which sounds pretty rough these days) or a metal cover of DOOM songs (which are cool, but don't particularly suit these kinds of videos because it interferes with the talking)
You keep doing you dude, I think your videos are spot on
The hall of mirrors effect is actually caused by the final screen texture buffer not being told to clear the previous frame. This means that the pixels drawn from the previous frame are repeated the next frame because nothing new has been drawn on top of it and thus overwritten.
Thanks for the explanation Kevin! I'll keep this in mind for future videos.
Just to clarify, there is no such thing as "drawing nothing" in computer graphics. There always exists backbuffer, which is what you see on screen.
@@PatPatych Nothing new. It has no new information, so it repeats what is already in the buffer.
No, I agree with everything you've said, I'm just addressing Codex's words in the video about drawing nothing and magical results of it.
@@PatPatych Ah, I see. Good clarification.
I had to show my 7-year-old what no clipping is, and was thrilled to show him this video. We loved the master class in video game history. Thank you!
Great work, it brought me back to the happier days. Again, can't wait to see the next one.
I'm pretty sure Duke 3D kills you because BUILD engine levels are made of non-Euclidean chunks glued together with portals and if you don't transition right the game has no idea what to do.
Atomic Edition doesn't kill you, though.
The build engine kills you out of bounds because it thinks that everything out of bounds is a crush zone akin to an enemy being crushed under a door for the squish effect or simply duke being crushed by a ceiling. This was fixed in various ports and re-releases since it kind of goes against the point of being able to walk through walls if you can't walk through them lol
No idea if Codex will read this but its worth at least someone knowing
Thank you for providing an actual explanation my good friend
Thanks for the info dude! I could have dug into this a little deeper for sure, just didn't want to go off too far on a tangent. :)
Some clarification:
In Duke Nukem 3D you are not always killed just by walking through doors.
What is really going on is that you are killed if you are ever not inside a sector, which is pretty important because of how the game tracks objects; everything is tracked from within a sector instead of just absolute coordinates like most games. This fact is what enables the Build engine to utilize its impressive non-euclidean rendering, which no other engine was capable of for nearly 20 years.
In layman's terms, you'd only die if you truly walked "outside the map."
But about the doors: Since what kills the player is not being within a sector, only certain types of doors would kill the player, depending on how they are constructed. Most notably the "Star Trek Door" which only had a tiny amount of geometry when the door was closed, so unless the player walked directly through the middle they would be passing outside the level geometry. Also some swinging doors depending on how they were made.
If you ever want to know if it is safe to clip through a given wall, combine the cheat with DNSHOWMAP and view the map in its fully-textured mode. If there is a black space with a white border around it, don't go through that wall.
Also it is worth noting that this was fixed in some source ports, and I believe in later versions of the game.
If you ever wanted to go over this in a future video, I can help you go over a lot of the rendering details of the Build engine.
Thanks a lot for the detailed explanation! I was never big in the DN3D modding scene, so my understanding of the Build engine is pretty minimal. Always happy to hear more about it though, Duke is on my list for sure.
Thanks for reminding me about the 'build' engine. I remember getting it on a PC Gamer CD and making a level based on my house.
3 videos, and already a better production value than most youtubers. Subscribed.
Your videos are so well produced. You should expand beyond just cheat codes and do history and inside stories of games as well as I think you'd do a far better job than the others already out there.
Amazing video. Loved the way it’s edited. You have such a unique editing style, I’m surprised a channel so new has a style like this.
You've got a perfect blend of your voice and speaking style and the background music in both volume and nature. Impressive and immersive.
Fantastic stuff Kyle. Codex is soon turning into 1 of my favorite gaming youtube channels alongside Cinemassacre and Nostalgia Nerd. Love that unlike most of the other channels, you're covering PC gaming instead of consoles. Would love to see you get more indepth into dos games..Games like prince of persia, dangerous dave, hexen, heretic, crystal caves, paratrooper etc. Keep it up man 👍👍
Thanks for the comment Omkar! Glad you like the videos. I do plan on covering console titles as well, but there's a focus on PCs for sure. :)
What about Game Theory channel
Damm I had totally forgotten Commander Keen but just seeing those few seconds was enough, so thanks for reminding me of that game.
NEVER FORGET
This channel reminds me of Ahoy, which in no way is a bad thing. Love the production quality. So good, definitely subscribing.
I can't believe you don't have 1 million subs. Your video quality is just that good.
Holy shit. Thanks for showing me Rescue Rover. I once played a game like that when I was very young but could never remember the name until now. Dangerous Dave and Rescue Rover. Now my past is complete.
Dangerous Dave in the Haunted Mansion was always such a cool game to me, mainly because of the gibs. It definitely influenced games like Bio-Menace, which is another classic.
New favorite channel. Can’t wait to see what else is coming up.
Just over 10 minutes video without ads? Instant like.
Keep up the good work. Your unemotional documentative style reminds me of one of the few to-be-taken-seriously gaming documentary channels Ahoy. Stuart may have a more haunting voice, but your similar style of background digging makes these videos very very interesting to watch. A real treat for trivia lovers.
Such a fresh channel, so good, so smooth
this is one of the best channels for gaming and game dev! As a aspiring game developer this is damn awesome!
Thank you Chinmay! I really appreciate your support :) What kind of game are you working on right now?
not making any game right now... i am a student... so just learning more!
Well best of luck to you!
So happy to see one of my favorite childhood games, Commander Keen, talked about! Keep up the great work, Codex team, I'm hungrily waiting for the next video.
KEEN4 also have that catchy music that you never forget.
The Keen series has always been one of my favorites, I couldn't pass up an opportunity to talk about it!
I see you're a man of culture as well~
Dope Fish will forever live.
Maybe they will make another one, someday...
Great stuff! I loved your first video and I couldn't wait to see more topics like this covered in such a great way again. Kudos!
Omg thank you soo much!!! I used to play commander keen when I was a kid, and one day I lost the game. Till today, I just remember it as an awesome game that I used to play whose name I didn't remember. Now I'm gonna relive those memories!!🎆🎆
If you play fortnite on pc you can also do this, just pres alt+f4
That’s a pretty big whoosh
I'm on ubuntu
i rebound ALT+F4 to start up my playlist
it started playing distorted version of BFG Division that I had in there
worth it.
@@GamePro-vc2vq Try Command-Q!
This alt-F4 joke is older than I am :P
Bro, it's such an amazing video that just poped up in my recomend!
Great stuff, awesome to walk through some memories of some of the most fun games I've played! Thank you for doing these videos.
Thank you for commenting, Alan! I'm glad you enjoyed the video.
Love these style of videos! I program and have a bit of experience with game engines, so I'm just eating all the technical terms and explanations up... Subscribed!
Subbed after watching the doom cheats video.
Very detailed, well written and well spoken.
Awesome channel man, hope it explodes for you.
Great Video, I'm glad you appeared in my recommended !
Quality content mah dude!
Youre just a new channel yet so interesting
Thanks for the quality content, keep up the great work!
Was disappointed to see that this was a new channel. I wanted to binge watch the channel!
again a very good video! Keep on doing!
Thank you very much! Your support is appreciated. :)
One thing you didn't mention is that in Commander Keen Episode 1, if you press G, O and D during gameplay, not only you become invincible and enable the Infinite Jump Cheat (or Moon Jump as I like to call it) but you can also noclip in the world map and go outside the boundaries.
Want to explore the uncharted?
If you reach the very edge of the map and walk off the screen, you can enter hidden "levels" that are basically made of random garbage where you also die instantly. Sometimes you can even enter the level used for the title screen!
Stuff that I never knew as a kid until now.
By the way, Nice video!
superb ........The language and Presentation just blows me away.Pls Do more .....Cheat Gamers too exist
I can see you blowing up soon. Commenting to show my friends when you hit 1,000,000 subs and we all talk about you on break.
I will personally owe you a beer if it happens.
A note about Commander Keen 1 - you can go beyond the map boundaries if you enable the main cheat by pressing G + O + D... yes, that's God Mode again :D
But it also gives you unlimited movement around the world map, allowing you to go into the "void" so to speak.
I love how professional your videos are. Can't wait for your next one!
Thank you, I'm glad you think so! The next one should be out in a few weeks. :)
Half-life kept the noclip and god commands as well (mostly because it's a heavily modified version of the quake engine) Maybe you could compare and contrast impulse 101 vs give all?
I'll see what I can do with that, thanks!
@@CodexShow what about no target?
Another great video... Keep up the great work!
Thank you Jack!
With all the quest bugs and broken doors in Skyrim and Fallout 3, NV and 4, I honestly wouldn't bother with them if I couldn't NoClip (tcl) through certain obstacles. Also, some of the most beautiful views to be had in Skyrim cannot be seen without clipping disabled. As long as you don't go up to far, the bird's eye view of Skyrim is a sight to behold.
Lovely video, can't wait for more!~
Every time a frame is rendered it is rendered into the same spot in memory. That is so everything doesn't have to waste time figuring out where it is every frame. When a frame is rendered there's nothing that clears the buffer afterwards. Clearing the buffer would essentially be drawing a static color (black, or red for gl_clear) over the buffer which would take more processing time and on a single-buffered game could introduce screen flickering. Since a properly designed world doesn't have holes or anything that wouldn't already redraw each frame this is omitted. Options like gl_clear are intended for map makers to spot holes in the world that would otherwise be camouflaged by the "hall of mirrors" effect. Some other games use a rainbow effect where the fill color is randomized each frame to make it more obvious.
To address the pinned post: this effect doesn't require a double-buffered system. On a single-buffered system there would be one image in any hole and it wouldn't flicker, it would just look like the edges of the hole were smearing over it. In a double-buffered system you get that same smearing effect on each buffer, but since they're getting different images to smear each buffer has a different result. This can result in a flickering effect where it flickers between both buffers and jitters.
The entities are disappearing when you noclip out of the wall due to optimizations. Basically, rendering entities and models that the player can't see is a waste of time. Filtering down what is being rendered to what is visible is called occlusion culling.
Perfect occlusion culling would be tracing a line to the outermost points on an object to see if they're visible but this is resource intensive. Quake would have used something like portal occlusion where the map is divided up into 3D segments or 'rooms', where each segment determines which nearby segments are drawn. Entities within those segments would be drawn. Opening/closing doors can be included with this, a room that is behind a door can be ignored when it's closed and rendered when it's open. In some games you can see this malfunction from time to time and see backdrops or skybox or the hall of mirror effect when you open a door.
The world is a model comprised of all of the static map surfaces/brushes/models compiled together into one giant model. It always renders in entirety. This is why the world is still visible while anything dynamic like enemies or ammo that's subjected to occlusion culling isn't.
I've done a bunch of HL1/HL2 modding, which is pretty similar to Quake. I got my knowledge from that, but I'm pretty sure not much changed between Quake and HL in that regard.
amazing quality, good job
love stuff like this. interesting with good production value.
thank you for cracking all those games for us codex :)
Great videos! Loving the channel, keep it up!!
Yourube likes your channel bro. You're definitely getting somewhere.
good content like this seriously makes my day :)
I expected backrooms comments, was not disappointed
Your comment is basically a no clip comment
Hey, I saw that you put subtitles on this one. Thanks and good job!
Are you planning to make one for the last two episodes as well? Or have you considered to enable Community Subtitling?
Thank you! I'll upload subtitles to the other two videos as soon as I can.
Wow that poptartpete beat caught me off guard
In halo 3 when your Fighting the scarab on the cartographer if you hop on the very top right corner wall by piling ghosts on top of each other you can get on top of the wall and see the mirror effect if you look down below where the wall is supposed to stop you from seeing the background cut off
I like how people want to discuss DOS a lot
Damn, nice. A very well done research and an interesting topic! Thank you for your hard work! Also, your microphone is great, so you're on a great way to become big on UA-cam :D Good luck!
Thanks dude! I appreciate your comment :) the audio equipment was not particularly cheap, so I'm just happy to be getting a lot of use out of it!
Unreal 1 has a very good and clear noclip functionality called "ghost mode". I love using it and moving away from the map and seeing the entire level. No "hall of mirrors" or draw distance.
Thank you for another awesome video!
Damn, I thought based on the intro you were gonna have at least like 500k sub, but you only have about 9k, great quality content, keep it up!
Hey, loving the channel so far. Just a heads up, not related to the videos but the thumbnails. The red box around the edge meant when you popped up in my recommended videos a few times I skipped over your content as I saw the red at the bottom and my brain went 'oh I've already watched that'. Dumb I know, but if it's happening for one person it may be happening for more potential views :)
Hahah good point, thanks for the info!
Underrated channel, u need subs
I just found your channel, you have pretty amazing content, keep it up.
Another gr8 vid plz keep it up I need more
Thanks friend!
this is so good cant wait for more :)
Great job with this video, i liked it, subscribed.
regarding enemies getting invisible/removed:
due to the player looking through the wall from the back(no surface), he can look into the room. however, visibilitychecks from entities towards the player still hit the wall(frontface of a triangle). Therefore those checks fail and the game thinks those entities are not visible to the player.
your vids are great. hope you make tons more!
Awesome edit, nice vid :D
Note on Duke Nukem 3D - The Atomic edition is a lot more noclip-friendly than the original 1.3d, though it's still possible to die if you wander where you're not supposed to ;)
I think dying in DN3D while going out of bounds occurs because of the engine's weird physics which causes the player to get crushed when entering another sector. You do not get killed for going out of bounds (see 8:17 for example).
dafuq, dis you just make 3 Videos, with this quality and 14k subs? Amazing
For all these years, I didn't know Commander Keen have cheat codes.
Cant wait for you to get big!
I always knew that Hall of Mirrors as Bogging
In keen1 you can use "G + O + D" for godmode and you can also walk through the the walls in the mapscreen.
back in my day 8x10 floppys where the best for games and each game came with like 20 of them my favorite was silent scope
But you missed that if you type G+O+D in Keen 1, you can actually walk through anything in the world map (similar as in Keen 4) and gives you unlimited jump.
In Wolfenstein 3-D you need to press Tab for the cheats, instead of F10.
Woahhhhh that's good noclip history!
Edit: +1+ subscribers
I'd really love to see some source engine/ team fortress content!
TF2 or TF?
Some Quake sourceports won't produce the hall of mirrors effect by default.
I've used Mark V (awesome sourceport) and DirectQ (discontinued), which had a grey background fill colour (once outside the map), identical to the one of the software renderer in the original Quake.
In fact, I don't think Darkplaces and Quakespasm will produce the effect either, but I've never noclipped in those two.
Holy shit. When I was in primary school we had games on the computers. We were only occasionally allowed to play them so I didn't have many memories of them, but I always loved Commander Keen but never knew the name. I searched years for the name of that game. Thank you
Hahah, glad I could help! There are so many games from primary school that I wish I could put names to. My school had a bunch of networked Unisys ICON systems with all manner of crazy games on them.
Brilliant video. How long does it take you to make one including all the research from start to finish?
6:55 This used to scare the shit out of me back when I was playing CS 1.6 at like 5 years old. Thought my game was haunted or something....
Skyrim doesn't just allow you to noclip, it just turns of the physics
a great info about noclipping in quake 2, if you "go out of bounds" the game gives you a penalty, and you wont be seing the green screens with militairy information between the level hubs :)
That's good to know, I had no idea! Thanks for the tip!
this video actually taught some PC history (personal computer, not politically correct ) about how hardware evolved along the way and constrained the software
Lol finding out how to noclip in the early call of dutys sparked my career in IT pretty much lol
Noclip is a blessing
Thank you for cracking games, good job!
This is the wrong codex
My favorite exploration cheat.
Great stuff. Subscribed!
Woah, this content is top-notch. Do you have any previous experience in making videos like these?