SniperGuy Posted February 27, 2003 Share Posted February 27, 2003 sorry for people who already know this. Get a bike, a PCJ or Sanchez work the best. Go up to a building and change into first-person view, go up to the part of the building you want to look though, and position Tommy so his side is facing the building. Drive up against the building, whether it's left or right, and you should be able to see inside buildings. This works on any building! A lot easier than the ghost world trick. Link to comment Share on other sites More sharing options...
The-Jackal Posted February 27, 2003 Share Posted February 27, 2003 Damn flood control! It's also alot different than the ghost world tricks. The ghost world is where everything is just not loaded visually, but you can still bump into it and so on. In this, you can just see through due to clipping errors. This is in like most games, not really a trick. Link to comment Share on other sites More sharing options...
GTATHUG77 Posted February 27, 2003 Share Posted February 27, 2003 Yeah it has been in a fair few games. You would think by now programmers would have realized what was happening and fixed the problem for future games. Link to comment Share on other sites More sharing options...
Purple9 Posted February 27, 2003 Share Posted February 27, 2003 Not a lot in the buildings though, Sniper? The buildings which are open are the only buildings which have anything of any quality for us to see.. That's why the closed buildings..are closed. The Precinct - We're upping our standards, so up yours! Link to comment Share on other sites More sharing options...
SupremeBeing Posted February 27, 2003 Share Posted February 27, 2003 Thats a good explanation there purple lol I swear some posted about that yesterday! Link to comment Share on other sites More sharing options...
Seizure Posted February 27, 2003 Share Posted February 27, 2003 Datz sum cou stuff homie G dawg funk masta! Link to comment Share on other sites More sharing options...
stevetheleafe Posted February 28, 2003 Share Posted February 28, 2003 mods, please rid the board of this pointless thread! Link to comment Share on other sites More sharing options...
SolidCheat Posted March 1, 2003 Share Posted March 1, 2003 It's not as pointless as some other crap that has been shoved up onto the board. The only useless bit here is that petty seizure guy, another bored teen with no life wanting to get banned. mods, please rid the board of this pointless thread! And if you want a mod to get rid of a thread, report the post, dont just reply. Anyways, the clipping error really is a bugger. It's happened so many times with so many games, you'd think they'd get rid of it, like GTAThug mentioned. I wonder if it's such a complex bug that it cant really be fixed that easily. Link to comment Share on other sites More sharing options...
Gr Moff Matt Posted March 1, 2003 Share Posted March 1, 2003 Yeah it has been in a fair few games. You would think by now programmers would have realized what was happening and fixed the problem for future games. Its very hard, i'm a vb programmer and a mapper but your comment is more linked to the mapper, but it does link a tiny bit to the programmer. The programmer can change the code a little bit, but the mapper has to make it so that when the camera hits a wall, the wall is solid and the camera is solid so they colide. An example, get your ps2 and throw it against a brick wall (please actually dont do this) and get your imaginary friend and throw him into a brick wall, the imaginary friend goes straight through! Thats because he's a non-solid brush (thats what they call objects/walls in mapping language). The mappers need to make the cameras solid, but as in other games this is also a problem as if you got a street with loads of brushes then the camera will bounce off everything. So thats why the mappers have them as semi-solid! So think yourselves lucky, the camera would be everywhere, especially inside the buildings, the camera would bounce non-stop Link to comment Share on other sites More sharing options...
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