github holdmysocks/rusty-mcla v0.10.0
Rusty MCLA 0.10.0

4 hours ago

Added

Police

  • Offences, the ram and the busted scenes follow the original's code: the police manager runs once per game frame, the offence gate compares before it adds, and a race bust and the bikestand rider are handled as the original does (an arrest in a race marks it finished and arrested and returns you to the cruise).
  • Arrest timers, the patrol and its random follow, and the arrest scene's police are the original's. The timer needs a tactic cop that sees you. Where the cops come from, the arrest's engine, mix, traffic and black, and the payback's end follow the original's scripts (issue #17).
  • No phone call comes up while the police are on you: pull-over, pursuit and search hold calls, and a police dispatch to you holds them until it responds. The phone also waits while a career speech line plays, and only comes up on the HUD when the game is not paused.

Engine and scenes

  • The engine starts as the original's after a story scene or an arrest: ignition, crank, flare and settle, instead of the engine simply running again. It comes back at the original's moment, not at the scene's end, and the engine sound stops after a damage-out and starts again (issue #17).
  • GO TO GARAGE is the original's: only garages that are running count, the LOADING box shows, and the car drives in from anywhere with the garage's warp. The rows also follow the original's gates (never after the race that opens a garage on its own), and a quick fix sets the engine sound running at once.
  • The race-over tab is built per menu class from the code: delivery, payback, time trial and freeway have their own rows, the local racers and wagers get the favourites row, and VIEW REPLAY and GO TO GARAGE are on every list.
  • In a scene the car's driver is shown by the original's show flag for every car, the hookman's character set is the one the career gives him, and the scene's car slots name their mover as the scene script does. The cockpit view uses the character set's own cockpit model (arms and hands) and no driver at all while you look back.
  • After a race, a run or a hangout, each place comes back on the map by its own test, and the cruising hookmen start again from their reset positions. The places and hookmen leave the map whenever the game is not cruising. The red light and freeway men reset to their own reset position.
  • Beat me there puts the map in race mode when the hookman is flashed, as his script does.
  • Headlight flash takes the hookman's challenge on the pad while the CHALLENGE RACER / FLASH HEADLIGHTS box is up (a tutorial box made the pad read as a menu; issue #11).

Cars and graphics

  • Each traffic and parked car keeps its own two light slots: from dusk to dawn the street lamps and the light manager's lights that reach it are weighed where the car stands.
  • The traffic cars' occlusion blob is sized from the car type's own bound, as the original does.
  • The reflections' far city blocks and the rear-view mirror's detail sectors are picked by the original's distance rule (from a view moved back along the camera's axis, by the larger of the two plan gaps).
  • The 3D passes are drawn half a pixel right and down, as the original's. The wheel's back is drawn in the rim's place while the camera is outside the wheel.
  • Car maps are filtered as stored (no gamma on the car programs' samplers), and the 240SX badge's bump map is read as the original's fetch constant says.
  • If the game stops while loading, the crash report now gives the panic's own message (a graphics validation error names the shader and the line).

Fixed

  • The quick fix and the gas station's full fix clear scratches as the original's do: the racer's restore repairs through the damage map's repair, which keeps the scrapes on a quick fix and clears them on a full fix; a badly hit area may come back as an unpainted primer part, and every repair kills the car's tyre effects at once.
  • Drivers and riders load again after the game folder was moved. The animation pack index kept full paths, and when they pointed nowhere every car's driver failed to load.
  • The garage's exit takes the driver out of the scene as the original does, and a cutscene's showdriver / hidedriver events are remembered for the car.
  • Many routines are now checked against the original's own code run offline, and the differences found were fixed (arithmetic of the engine, damage and road code; some tests also run on other platforms).

Known issues

This is still an early release. Expect bugs; please report problems on GitHub.

Update

  • This update changes the game program only (the launcher has no change but its version number); the install data version is unchanged, so there is no rebuild offered. An install built before 0.5.0 has no pond water shader file yet, and the fountain basins and ponds keep their generic look until the game data is built again.
  • If something goes wrong, Export Logs on the Support tab, and Settings > General can go back to the previous game version.

Game

  • Not everything on the police list is done yet: how easily you get pulled over, how the cops ram and parts of the busted scenes are still being worked through (issue #17).
  • The white paint on some AMD drivers (issue #14) has not been confirmed on the machines that showed it. DirectX 12 has been tried on very few machines, and its first start takes a few minutes while shaders compile.
  • Mods are being implemented slowly and are not ready to use.
  • The pad and rumble fixes have not been tried with a real pad here (PS4 pad especially), and the sound fix has not been confirmed on the machine that had no sound.
  • The GT-R's tuning, sound and cameras are borrowed from other cars, because the disc has none of its own.
  • Some sounds are approximations: the opponents' engine blend uses speed only, the traffic's obstacle, lane-limit and emergency-brake sounds are stand-ins, the junction warning follows the port's signalled junctions, the wipeout loops follow the port's wipeout flag, and the air-ride sounds are not played.
  • Delivery and garage icons on the minimap are in the wrong place or have the wrong design.
  • South Central's two hangout entries are not armed, and the rear-view mirror is an option that you have to switch on.
  • Gear shifts at the start of a race can look delayed.
  • Two-wheel-drive cars pull slightly harder than they should. Some bike behaviours (stoppie, burnout), some particle effects and parts of the pedestrian behaviour are approximations.
  • The far city and a few places at dusk and dawn differ slightly from the original.
  • Online play is not available.

Settings and extras not available yet

  • The launcher shows the display and performance options, but the game reads settings.toml when it starts; changes in the game's OPTIONS pages are applied at once and saved. Ultrawide handling and upscaling are not available. Fullscreen has been tried on one machine only (on DX12 it runs borderless), and choosing a second monitor has not been tried.
  • Custom music (including Spotify), controller adaptive triggers and racing wheels are not available. The launcher's Music tab is a locked preview.

Launcher

  • Windows only for now. Linux and macOS are planned and only compile-checked.
  • It is not code-signed, so Windows may show "Windows protected your PC". Choose More info, then Run anyway, after checking the SHA-256 below.
  • It needs the Microsoft Edge WebView2 runtime (built into Windows 11 and current Windows 10) and about 14 GB of free space for the game data, plus the disc image itself.
  • Only the Xbox 360 Complete Edition (USA, Europe) disc image is supported. PS3 saves can only be imported from the US release.
  • The launcher's fallback through github.com has not been tried on a network that really blocks the API host. The Gamepad tab is read-only and does not show the layout yet. Only English is available.

Install and update

New here? Download RustyMCLA.exe, put it in a folder of its own and start it; it walks you through the setup. You need your own disc image of the Xbox 360 version of the game (Midnight Club: Los Angeles, Complete Edition). Nothing of the game is included.

Already installed? The launcher offers this update by itself. You can always skip it.

The launcher is not code-signed, so Windows may show "Windows protected your PC". Choose More info, then Run anyway, after comparing the SHA-256 below with your download.

Build

Built on GitHub Actions from commit 03f31b9bb0e70b6f2f116203ecbc8d92dbec206e: https://github.com/holdmysocks/rusty-mcla/actions/runs/40983852485

SHA-256:

982e7c07c0008ac76820c8ce54ab2620f0f01cde5015a909d3e4a5c73f4cb06d  RustyMCLA.exe
c2a76e4355fcc8dd06ee664455172b8e7226999c500138b3be17ee17b2540617  game-0.10.0.zip

This is an unofficial fan project. It is not affiliated with or endorsed by Rockstar Games or Take-Two Interactive. It is licensed under the GNU General Public License, version 3 only.

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