Added
Cars and the cockpit
- The in-car dashboard works as the original's: the speed (mph), odometer, trip, gear and clock show in the in-car view, each on its own bone of the car or a fitted part, and the dashboard needles turn.
- The engine stops while the car is deactivated (before a race starts, in scenes).
- A car's class is its performance class everywhere, and the performance shop goes back to stock (issue #42, in this build).
- The Roar and EMP leave dust; a MegaShield breaks at the fourth hit; the shot's ribbon beam, the lightning arcs, the particle tints and the ability and crash cameras follow the original.
- Brake rotors and calipers are sized and placed from the rim, and the lamp glow bones follow the original's light set.
- A motorcycle's rims are not faded along the axle, and on a bike the scenes draw the player in the jacket copy.
- The car lamps show in the road's reflection, and prop lamps too.
- The garage refuses part lists with the wide body kit fitted, except the menus the original opens (wide body, seats, stereo, steering wheel, gauges, exhaust pipe).
- A driver's car lights and floor shading are worked out per vertex, as the original's character programs do.
Sound
- Sounds are occluded as the original's: the cars' sounds (engines, tyres, nitrous, one-shots), the ambient cars' and the walkers' reactions, the props' hits and loops, and the city ambience's local places are muffled by the world between you and them.
Police and traffic
- The pull-over fades and the police scenes' cop slots follow the scripts; squad swipes (Arrow Trap, Double Pursuit), the dispatch cop's and search brain commands, the cops' lost-target clock, StartTactic and the pursuit tutorial follow the original, each checked against its code.
- Computer cars wipe out and damage out as the player does, a racer in the air works its in-air control, and the racers run in the original's order with its obstacle scan.
- Traffic: run-time rails, the speed step, the trailer pick and the pass tracker follow the original; walkers ask for, receive and drop their paths, wait and pick junction arms, and remark on your car as the original's.
Story, races and the HUD
- The South Central tournament and time trial missions start their launchers (they did not before).
- A won pink slip race ends with its reward scene, the WAGER AMOUNT stakes follow the original, and VEHICLE SELECT and the pink slip choice read the pad as the original's scripts do.
- Time trial unlock calls and the unordered races of the district progression follow the original; a REPEAT_BESTOF mission's racer is never the mission's own man; mission reminders ring every 400-500 s of free roam.
- Phone calls speak the right lines (BEAT_SH_02_EXOTIC and RACE_SH_01), the three reward scripts that make a call now make it, and the four visual-part tips show their own text.
- A race's teardown takes the GPS arrow's target away. The garage intro and the payback intro end with the original's fades.
- The song line: a song waits for the HUD's info line and the movie runs it across, highlighted; the info line queue and the beat-me-there CANCEL line follow the original.
- The minimap's projection, rim dots, tick, flag and icons are the original's; the goons' walk-ups play their stream and six story scenes fade down and up inside themselves.
- Start screen: the loading music goes on across the switch to the title, and the prompt bar no longer shows its yellow layout boxes for a frame.
Cameras, look and city
- Chase and event cameras: tune keys a file leaves out keep the original's values; the camera's polygon sweep, the director's blends and view pushes and the view buttons over the event camera follow the original.
- Draw distance: city sectors are in detail or far by the original's distance rule, far models are linked to their sector by the original's records, and occlusion volumes are selected and switched off as the original does.
- Luminance adaptation is gated as the original's, the glow tune is summed by weather, and the night fill and star table follow the original.
- Effects that start with a pre-update already run on their first frame.
Fixed
- Car class and performance shop (issue #42), in this build.
- Missions that never started: the South Central tournament and time trial.
- Engine running while deactivated, and the start-up music and yellow boxes, as above.
- Road reflections missed the car lamps and prop lamps.
Known issues
- Items marked "in this build" were checked against the original's code or recordings, not yet by the reporters; please confirm #42.
- 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 352bd38cb8dbd1beb7793718c372c8860bcdd429: https://github.com/holdmysocks/rusty-mcla/actions/runs/42325130477
SHA-256:
af0f1f66aa9094c925cf2114c21d2481c62ac217dfcf6943e41f9750b98e61cc RustyMCLA.exe
88f14e19e4c2bfd9b67512a9a5b6a378cece9324761b2a63a0523af9436e29f0 game-0.16.0.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.