Burning Environment?

The so called fire propagation is a licensed part of the cry-engine - so WH doesn’t need to work on the method itself

Fire propogation is in Dunia, not Cryengine.

yes but dunia-engine bases on the cry-engine and the digital rights of the cry-engine including the dunia features like dynamic weather, dynamic fire propagation (influenced by weather system), volumetric lighting, realistic fire, physics,full day/night cycle and non-scripted A.I.

So there is no need for WH to reinvent the wheel

It would be a cool feature, but I don’t think doing it realistically would be possible. Both Far Cry games were not RPGs and they were also limited in what they allowed to catch fire. Even in FC2 which used this feature to the maximum the fire would go out by itself after a minute, not burn down the entire savanna in the direction that the wind is blowing like it should.

If it’s done realistically then you should be able to burn down almost everything flammable in the game. So after your pyro-maniacal spree where you’ve burnt down every village, tree and bush and permanently broken all the quests what will you do then? The game would be pretty boring after that point.

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It’s based on CryEngine 1 but it’s now entirely the property of Ubisoft, CryEngine does not get the features included in it. I’ve worked with CryEngine 3 extensively and I can assure you the fire system is not in it. If you care to show otherwise then feel free.
Also, just because it’s based on something doesn’t mean that the original tech is granted the rights to all new mechanics developed for the newer tech. That would be like the Quake engine inheriting features from the Source engine.

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nice, but i don’t want to burn down the whole world :wink:

which is even worse, because if you’re not using fire as a main feature, it’s a waste of time to implement. it was in far cry games because much of the world can be burned.

Haha, alright then. :smile:

So you’re just after small cosmetic fires that can be used as diversions/distractions or barriers between you and your enemy? (much like the Far Cry games) I think that could be possible but it would be a lot of work for such a small feature, and I think it would also detract from the realism and immersion of the game somewhat.

It would be awesome if we could burn down a whole village

I only work with the legal positions of software rights according int. law so i have small knowledge about the technical content of the current - but i know that the european supreme court considered every part of a source code used in further/modded frame software is only protectable by law in combination with the original engine.

So from the p.o.v. of the legal side it could be included.

Hmm, yes… I can see we have a few pyromaniacs here on these forums…

:fire: :fire: :house: :(__ :frowning: :fire: :fire:____ :smiling_imp:

But trying to program the game around such large variables would be incredibly difficult, particularly as this is an RPG and so burning a whole village down would have an enormous impact on the game world and all the quests that related to it.

I think it’s just too large in scope to be practical for game development at this stage, even for an EA published game using multiple studios.

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This game tries to be as realistic as it can be. Things burn. People react to the fire. Even if it could actually be not a great use or a main feature of the game, fire exists and has a great impact on the enviroment. That could be a pain in the ass to code but as programmer i can say that those are the things that once done give you a great satisfaction.
Personally i would like that feature.

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I think npc would react to the fire and put it out, could be handy as distraction

and with the question on quest etc, you can kill npc even without burning them, same result :wink:

if they are really aiming to be realistic, fire must be included

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but in that case pooping must be included as well

Srsly guys I think its a good idea to come up with stuff that could be implemented. Nevertheless for the sake of quality u have to sacrifice quantity. To enable the player to ignite the area in game will burn alot of ressources and with this project ressources are scarce. It’s simply not possible to implement everything that was possible at that time.

Burning ressources for little to no immersion improvement is a nogo!

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We don’t really know if that’s already implemented in some way, but i don’t get how people external from the DEV team could say things like “it takes too much resources”. I mean, don’t read it badly, we’re not REQUESTING a feature, we’re just suggesting. If i was making a game i would like to have suggestions from what are going to be my future users. I probably will not accept all of those suggestions but still i would love them. So i don’t see the porpuse of saying “That takes too much time”: they probably know how much time they have or resources, so they will think about either accept this suggestion or reject it, right?

I’m not saying “Don’t reply”, i’m just saying that that’s not our concern. I mean, i will surely not suggest something that would change some major feature or something i think would be unacceptable because that would be just egoistic and childish but still…

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I would love to see everything burn… But not as badly as FarCry 3. One loose spark and a field would be set ablaze, burning you to a crisp :smiley:

I guess that’s part of some quest and the fire is scripted :-/.

I’d like to sneak at night to the smith’s house. Poop on his stair. Ignite the poop. And watch the smith stomp on the poop to put out the fire. I’d sit in the next bush and giggle like a child, happy about the successful pun. Unfortunately @Madsmejki already confirmed there will be no pooping in the streets.

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I’m sure they can do it. If there’s a will there’s a way, brah.