A small update to v0.1.0: a bigger shader pack, so fewer objects are missing for a moment while shaders compile. As before, the launcher and setup wizard build Midnight Club: Los Angeles Complete Edition (Xbox 360, USA/Europe, title 545407F8) from your own disc image, and no game data is in any of the files below.
What changed
- A bigger shader pack. It now has 762 shaders (was 723) and 3,111 Direct3D 12 and 1,721 Vulkan pipeline descriptions (183 and 160 more). The new ones come from 136 scripted playthroughs of the 38 arcade races on both APIs, some of them with traffic. Nothing from the old pack was dropped, and our free-roam, driving and race test scripts still make no new shaders while playing. Preparing the pack takes under a second longer.
- The shader storage cleans up after old packs. When a new pack no longer has something an older pack added, the next start removes it. Entries your own play created are never removed.
Career events, cutscenes, the garage and dealers, police chases, online play and the Race Editor were out of the scripts' reach. You may still see an object pop in a moment late there the first time.
Installing or updating
Already have v0.1.0? Open the launcher. It shows An update is available: release v0.1.1. Press Update and rebuild; it downloads the new SDK bundle, updates the source and rebuilds the game, which took under a minute on our test PC. The launcher itself is unchanged in this release.
New install: download MCLA-Setup.exe and run it. It is unsigned, so Windows SmartScreen may stop it the first time; click More info, then Run anyway. The launcher's setup wizard then builds the game from your .iso. It needs the internet and about 10 GB of disk.
Tested on
Windows only, with an NVIDIA RTX 5080 and a Ryzen 7 9800X3D. Nothing has been tested on AMD or Intel graphics, on Linux or on the PS5. If you try it, please report how it went in the issues, whether it works or not.
Files
Release v0.1.1, built from commit 84d2169b47e94d6743dffec50f0538f86d27fad7 by https://github.com/RenanQueiroz/mcla-recomp/actions/runs/40245568410.
| Asset | Size | SHA-256 |
|---|---|---|
MCLA-Setup.exe
| 58.1 MB | 6eff84dd49b10721bcaf928ea3c524a21684882d13fec46348de72db927b324e
|
MCLA-Launcher-v0.1.1-win-x64.zip
| 69.6 MB | b6028310138cef87a8e480f2fd079cfbfe6069a1986afc894016e971c3802edd
|
rexglue-sdk-f5337cdc-e6071b1ed7c8-llvm-mingw-20250709.zip
| 26.5 MB | 5eaf02ca9102f9b849347bef130e4366e4234ad629801bcf1f09ab71f597eb26
|
rexglue-sdk-source-f5337cdc-e6071b1ed7c8.tar.xz
| 72.4 MB | 75d172e06b888722067340678312e77f2de4ab0188a4a326457f9f2c796808f4
|
release.json
| 8.1 KB | 0a80edbbda81ec9343e88cb66fd4fe9e7109d234ef73e69f22999c8f7f4cc8df
|
NOTICES.txt
| 29.0 KB | 0fe7dd37190046d8bf2d1a3d8ff51142d9b67278d52ea6bee7d5a834d1a6a9c9
|
SHA256SUMS
| the sums of the six above |
release.json is what the launcher's installer reads; NOTICES.txt has the licences and notices of everything in the assets. Every asset has a build-provenance attestation (gh attestation verify <file> -R RenanQueiroz/mcla-recomp).
- MCLA-Setup.exe: the one file a player downloads. Run it: it installs the launcher for the current user (no administrator rights asked for) in
%LOCALAPPDATA%\Programs\MCLA, makes a Start menu and a desktop shortcut and starts it; the launcher's setup wizard then builds the game from the player's own disc image. Unsigned, so Windows SmartScreen may warn (the README says how to go on). The launcher updates itself by downloading this asset (SHA-256 inrelease.json) and running it with--update. - Launcher zip: the same launcher folder as a zip, for anyone who wants it without the installer: unzip and run
MclaLauncher.exe; .NET and the Windows App SDK are inside. Unsigned. - SDK bundle: the ReXGlue SDK (f5337cdc) with the fork's 50 patches (digest
e6071b1ed7c8), built with llvm-mingw 20250709, and FSR's two runtimes (FidelityFXeee08db1, built with the C runtime linked in, so no Visual C++ Redistributable is needed).scripts/make_pc.ps1 -Toolchain mingw -SdkBundle <this zip> -SdkBundleSha256 <the hash>uses it. - Source archive: the corresponding source of the bundle's GPL and LGPL parts (the SDK tree at the pinned commits with the patches applied, and the fork at this commit).
gameinrelease.jsonholds the fingerprints of the supported game (names, sizes and SHA-256 of its files: no content) for the launcher's setup wizard.- No game data is in any asset. The game is built on the player's PC, from their own disc.
When publishing: leave the Target as it is (84d2169b), so that the tag is made on the commit this was built from. The tag must point at 84d2169b47e94d6743dffec50f0538f86d27fad7, which release.json names; the launcher's installer checks that.