Added
Launcher and display
- Graphics API row in Settings > Display: Auto, Vulkan or DX12, with a note that DX12 takes longer to load. Auto uses Vulkan where the driver has it. It applies the next time the game starts.
- DX12 keeps its compiled shaders on disk. The first start still compiles them; the next starts skip that step. The first start also builds the late programs on more CPU threads (55-60 s down to 25-38 s on the test machine).
Garage and cars
- Hydraulics work as the original's: the switch-on, the button handling and the heights follow the original's routines.
- Wide body kits: the wheels move out to the wide body, and the kit draws the original's slot table.
- Paint shop: the colour strip and the plate editor's cursor follow the original; rim colours are saved per car, and a car without paint of its own wears its record's. A car left after the paint shop keeps its two-tone.
- NEON and WINDOW TINT are on the original's page, with NEON COLOR.
- The convertible roof folds with the original's clip when you change CONVERTIBLE TOP.
- Upgraded cars' tunes are built from their set-up stages as the original's, and the car's mod table is read from its own tune file.
- The car is reset at the garage visit as the original does, and the autosave after leaving a street garage runs at the original's moment.
- Mod cars: showroom texts and list rows past the movie's 70 entries, the cut GT-R in the R8's place, a car keeps its own rims, own engine sound by the car's own profile, and the save when leaving a garage.
Driver and rider
- Car drivers are posed by the original's animation machine: the steering-wheel shake, the hands following the wheel, clips found by the pack's own name table (this includes the Police Car Pack's drivers).
- The bike rider's machine was compared with recordings of the original and three of its rules corrected.
Police
- Whether a race has police is decided as the original's: every race runs its police evaluation.
- Race cops chase AI racers as well, with the original's arrest timers, brain overrides, target choice and radio delay; the Double Pursuit's machine was checked against the original's.
- The police tune's detect cone and siren members are read by name.
- The hookmen's class restriction is the story scripts' own OK box: flashing a story hookman with a car of the wrong class or type shows it.
- Hangout cars stand with the original's pedals instead of burning out.
Traffic and walkers
- Traffic picks the car ahead as the original does, and lanes into a junction open on green by the original's arithmetic.
- Walkers sidestep each other and dodge cars as the original's.
Story, races and the world
- The wager's start asks first (WagerStartConfirm and the money box); the event start counters for wagers, red light races, series, deliveries, tournaments and time trials, the collectables' lesson and pickup splash, the tip calls and the GPS cursor's 1 m dead band follow the original.
- The checkpoint flare's height is the room above the marker, checkpoint races lock a computer racer's nitrous at difficulty 0, and the race clock steps after the checkpoint tests.
- The player's car stays deactivated after a load until the career script activates it.
- Sound: the engine loops play in their own category, so the volume sliders reach them; the city's whooshes and the sound occlusion follow the original.
- Far models are drawn whole as the original's (the neon signs of far models are back), and the city's visibility per batch is the original's, so tunnels draw fewer parts.
Fixed
- DX12 loading (issue #33), in this build: the shader disk cache, the fullscreen fallback and the late-pipeline threads above. A fullscreen that falls back to borderless now draws at the resolution you chose instead of the monitor's.
- Volume sliders did nothing to the engine sound (issue #33), in this build: the engine now follows them.
- Police Car Pack drivers (issue #36), in this build: the Impala's and Charger's drivers get their own clips and the original's steering motion.
- Garage autosave timer (issue #36) starts when the drive-out ends again.
- Far neon signs and tunnel drawing (issue #39), in this build.
- Hangout burnouts: set-up cars no longer burn out under the held body.
Known issues
- Items marked "in this build" were checked against the original's code or recordings, not yet by the reporters; please confirm #33, #36 and #39.
- DX12 was not run on AMD.
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 87a375f995586800173834c587f1a728c31c1a71: https://github.com/holdmysocks/rusty-mcla/actions/runs/42148523012
SHA-256:
df2dbcb86439fe29bd016a7bf2399f8456af8359d60af40a909368f5ae021305 RustyMCLA.exe
366fdda065a7b359f2478d039d69d437c5a410f8667aa03a1c30542da245d694 game-0.15.0.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.