github holdmysocks/rusty-mcla v0.20.0
Rusty MCLA 0.20.0

49 minutes ago

Added

Garage and cars

  • The brake calipers take the car's own colour, as the original hands it (they were grey on every car).
  • Palms sway in the wind as the original's.
  • The radar detector beeps as a cop comes near; a hard hit now sounds the original's large debris sound; the camera button plays its change sound; reversing has the original's whine.
  • The driver's fidget at a standstill is drawn (it never was); a car's window controllers start at the original's state.
  • The garage rooms are drawn only while the original holds them (all three drew all the time before), and the hangouts and the story scenes draw their set dressing.

Music, speech and the mission log

  • The music buttons work as the original's HUD: MUSIC_UP is the next song, MUSIC_DOWN tapped is the previous song and held for a second a pause, MUSIC_PAUSE pauses.
  • The mission log's tabs do not go round, play their sound and the d-pad changes them; the footer shows SET AS TARGET / UNSET TARGET only where the original does, and the REWARD line shows the mission's last visible reward.
  • One speech queue of 8 for the player's lines and the police radio's reports, as the original has.

Cameras, map and weather

  • The pause menus' camera frame is built from the car's live bound box as the original does (the old offset put the car's parts 30 - 69 px off).
  • The GPS flights fade the fog, shadows and depth of field as the original's; the GPS arrows' level frame is the original's.
  • The map's fixed places (hangouts, wager hangouts, garages, delivery, payback) show on the minimap and GPS map only while their set-up scripts run, so a new career shows only the Hollywood garage (issue #49, in this build).
  • The night programs switch at the original's hours (after 18:00 and before 6:00); shadows stop below a strength of 0.05; by day the traffic lights are off in Nice and Cloudy weather.

Story, races and police

  • The race end waits (the pink slip scene, the camera swing, the race-over menu and the place splash) are timed as the original's WAIT natives; script waits follow the frame rate as in the original.
  • The race's cop zone machine (who sets it off and its chase target) and the parked cars' spawner follow the original; walkers follow their path rails as the original.
  • Wipeouts: the slow motion and its way back follow a recording of the original.
  • More of the game's rules were checked bit for bit against the original's code, in the car simulation, traffic, racers, cops, hydraulics and cameras (the slipstream turbo burn, the idle torque of an engine with no idle curve and the engine speed at a set-down changed in small ways).

Performance

  • Garage arrival in the Hollywood garage takes 137 ms instead of 1.1 - 1.3 s; the race start's tick no longer waits for the opponents' cars and race lines, which are built ahead on workers (the longest race-start frame in the test load went from 333 / 639 ms to 207 / 228 ms).
  • Video memory and the physics level over a long session (issue #48, in this build): car models nothing has used for 120 s are freed with their set-ups, car textures are freed like the city's, untouched far-away props and the objects of cars that are gone leave the physics level, and the whole city's props are put back at a race start and a hangout entry as the original does.

Fixed

  • The cockpit view no longer cuts away the roof and the A-pillar at speed (issue #43, in this build): the in-car depth offset clipped everything within 0.28 m of the eye.
  • A texture that cannot be made for lack of video memory is logged and drawn white instead of crashing the game (issue #48, in this build).
  • South Central's two hangouts start (issue #49, in this build): a scene car was posed about 1,000 m from the lots, so the hangout entry lines were never armed.

Known issues

  • Items marked "in this build" were checked against the original's code or recordings, not yet by the reporters; please confirm #43, #48 and #49.
  • Bikes have the neon's light quads but not its shadow body quad.
  • 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 0923f618695bcfdce70ef653de95b938f52285f7: https://github.com/holdmysocks/rusty-mcla/actions/runs/42946119649

SHA-256:

4e48b8cd47374eeff09b61292592f20154de81947a0b9cd8f9f301c3481e8683  RustyMCLA.exe
adf83cd723ff9a5ca6355c1c6e18e82be3c5891450cc0fbef1f42234be676c20  game-0.20.0.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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