Added
Mods
- Mods are being implemented slowly. Work on them continues, and they are not ready to use yet.
Police
- Chases run the original's tactic machine instead of every cop driving straight at you: one cop per pursuit, the Double Pursuit, the Arrow Trap and Dispatch to Location; a cop catches up, comes alongside after chasing for over 3 seconds within 30 m, or gets ahead. Police cars are driven by the racers' brain (nav-mesh path, race line and speed profile), their light bars are the original's, and a cop that stands with its goal behind it turns round.
- Pull-overs last (the score is held until the bullhorn has sounded and run out), and the ticket and arrest scenes work as the original's. An arrest during a race ends it back in the cruise, and a race keeps one cop zone on one lap (the first racer in it sets it off and the chase starts 5.5 seconds later).
- The cruiser wears its stock set-up's black body, light grey doors and roof and grey bumpers, and has no driver, as in the original (issue #17). While police are on you the menus grey the rows that would leave the chase (RESTART, QUIT RACE, VIEW REPLAY, NEXT RACE, RETURN TO CRUISE) and CONTINUE reads RETURN TO CHASE. Police radio calls keep one sender and one receiver voice, and the arrests' scene audio plays.
Pad, saves and statistics
- Pad rumble works as the original's: its effect table and patterns, the gear change, slide, bottoming and surface rumbles, and the hits and damage.
- A save that cannot be written opens the original's save dialogs (write again, continue without saving, or turn AUTO SAVE off). The pause menu's SAVE GAME shows the SAVING tag and writes nothing while AUTO SAVE is off.
- The statistics the port never counted are counted as the original does (ARS, best race time with "New best time", wins and more), and the career's pink slip profiles by district follow the original's save code.
- One GPS target at a time: setting a target on the map or in the mission log replaces the old one, and the route and the HUD arrow both go to it.
Cars, sound and graphics
- Traffic cars are drawn as the original draws them: a shader's draw bucket decides its pass, so decals, logos, plates and glass blend after the opaque parts. Traffic materials are read from a flat copy, which removes the blue speckle on the Cobalt's black window seam.
- Every car's textures come from its
.xtp, as the original's loaders take them. - A motorcycle drafting in a race, the slipstream's speech and trail, and the nitrous burn and its stats follow recordings of the original. Game sounds freeze in the pause, as in the original.
- A tick's time by section is logged once a minute (
ticktimes:), so a session that slows down as it goes on can be traced. - If a graphics device cannot be made, the game now shows a message box that names the card and why (no Vulkan or DirectX 12 driver, or the driver refused), says where the log is and exits with code 1, instead of just closing (issue #16).
- Test switches for bug reports:
MCLA_DEBUG_VIEW703 - 715 show the matte paint's parts one by one.
Fixed
- White dirty-matte paint on AMD (RDNA3) cards (issue #14): the paint read its table at a runtime index and the driver mis-read it; it now reads the three paint rows by constant indices, a term that is not a number is dropped, and environment map texels that are NaN or infinite count as 0. Please confirm on the card that showed it.
- Slow city, sky and roads on an RTX 5060 (issue #12): the translated sky, road and sea pixel programs filled their inputs in a loop, which the driver kept in memory for every pixel (the sky's one draw 46 ms a frame at 1440p). They are written out place by place now. Please confirm the frame rate on your card.
- Cruising hookmen no longer fall through the map: their car is set down as the original's teleport does, on the nearest rail with a ground probe.
- Traffic cars no longer fly off after a hit: a car that had been physical and came to rest was put back on a seat from before the hit and took that jump as its velocity (78 m/s for 1.4 m).
- A damaged-out car drives again after the wreck's reset or a QUICK FIX (it used to stay stopped).
- The bumper and cockpit views no longer take the car's own lens and distance terms (the slipstream's 15 degrees and the nitrous lens), as the original's lens step only adds them on a chase view not looking back.
- Bikes with the rider off behave as the original's: no throttle, half brake, no handbrake, steering following the body's turning.
- Slipstream speech holds through a pause, and the trail's fog is the original's fog pass.
- Many routines now give the original's numbers bit for bit (audio dB, curves, the Flash player, the career's functions, lane and junction tests, race line and more); most differences were last-bit differences from fused multiply-adds.
Known issues
This is still an early release. Expect bugs; please report problems on GitHub.
Update
- This update changes the game program and the launcher; 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
- The performance fixes for RTX 50-series cards (issue #12) and the white paint on AMD (issue #14) have not been confirmed on the machines that showed them. DirectX 12 has been tried on very few machines, and its first start takes a few minutes while shaders compile.
- 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.tomlwhen 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 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 0283b22ad12cc873fb6f32cf56887435c9cf64ff: https://github.com/holdmysocks/rusty-mcla/actions/runs/40799511976
SHA-256:
c1a61d902380c539456a18d0f81615e7cf46da6cd3824305452553534ee91d5b RustyMCLA.exe
256d930e16d35fe15709458f0443cf9827a99a5a30735a3826fa203b0e39c000 game-0.9.0.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.