Can somebody tell me what the program Jussi used to model all hills and
terrain, or how to edit all files to make them own hills or own models to game. Thanks
!!!
Jussi Koskela wrote:Yes, I create the hills in Notepad.
The files are encrypted on purpose to keep them intact.
DSJ2 was programmed with Turbo Pascal, but DSJ3 & DSJ4 are written in C++.
If you create the hills with notepad, then how do you deploy houses and trees around the hill? Is it done randomly or what?
They are positioned randomly.
I've heard that you have some real measurements data of the hills. Is it only the K and HS point, or something more such as slope angles etc.? After the HS point the transition to the flat is to me not exactly representative of the reality. Because you wouldn't be able to JUMP 200 m in Lahti, as there would be no space for jumping that long, and the fall line in DSJ4 is positioned much further. Do you do that on purpose?
What I meant is that the hills in DSJ4 are too big, especially when you look at the distance between the HS and fall line. On real Lahti hill, 200 m is BEYOND the fall line, just like in Lillehammer, but in the game it is situated before the fall line. And the slope angle decreases much faster in reality than on the hills in DSJ4.
I'm not saying that this is a bad solution, it is especially useful when it comes to how often we see a new WR. But I would like to know if Jussi does that on some purpose.
pajkul wrote:
I've heard that you have some real measurements data of the hills. Is it only the K and HS point, or something more such as slope angles etc.? After the HS point the transition to the flat is to me not exactly representative of the reality. Because you wouldn't be able to JUMP 200 m in Lahti, as there would be no space for jumping that long, and the fall line in DSJ4 is positioned much further. Do you do that on purpose?
The hills are based on real data, but the specification for the hills does not define everything 100% accurately. We should be quite close to the reality anyway.
With regards to the transition curve from HS to fall line, I noticed the same difference when visiting Lahti last Sunday. Indeed, there was an error in my profiles and I have now corrected the formula. This fixes many problems that you have been reporting earlier (i.e. too easy landing, fall line too far away, too early braking).
This is hard to believe that it took you 10 years to notice what the landing zone is shaped like. You must have been busy and thinking about different, more important issues than that. You are my idol anyway and the creator of the best game ever.