Update 0.11 is out now!!


After over a year in development, Project San Francisco update 0.11 is finally out!

  • HUGE GRAPHICAL UPGRADES!
  • HUGE PHYSICS UPGRADES!
  • SEVERAL NEW CARS!
  • PAINT CUSTOMIZATION!
0.11 Changelog:
  • Major graphics updates! (Send your thanks to Kogey! This was a lot of work!)
  • Added dynamic and baked lighting to all maps.
  • Added Post-processing AA and Bloom. This removes jagged edges and further enhances visals, especially on night maps. (Post-processing can't be disabled at this time. Options will be added in the future.)
  • Converted entire project to Universal Render Pipeline, further enhancing visual game quality.
  • Added new HD textures for all vehicles. (Resolution matches Dreamcast 2049.)
  • Temporarily disabled community skins as they were not compatible with the new HD vehicle textures. Mod support will be added soon.
  • Added four new cars: HotRod (Extreme), Venom (Expert), Rodster (Expert), Sled (Expert).
  • Added new track: Downtown from Rush the Rock.
  • Vehicle physics have been overhauled.
  • Added Automatic transmission. Press M in the menu to toggle to Automatic Transmission. (Automatic transmission is REALLY bad and you can't reverse, so abort if you get stuck. WIP. Seriously, just use manual!)
  • Added Tire select. You can now choose from 5 different tires with more to come in the future! (All tires are WIP.)
  • Added retro-style vehicle shadow. (Work in progress.)
  • Added Neon customization.
  • Added an additional Rim from Rush 2049 Special Edition.
  • Added vehicle Abort functionality. Press Y on Gamepad or T on Keyboard to respawn your car.
  • Added vehicle stuck detection.
  • Drones will now Abort if they get stuck. The player will now explode if they are stuck with no wheels touching the ground.
  • Added selectable values 2 through 7 to drone count select. (Press K in the menu to change drone count.)
  • Added bake reflections to cars in DebugMenu. Thank Kogey!
  • Added animated Train to Metro.
  • Added additional floor colliders to the Glass Loop and other areas in Metro that were eating cars.
  • Added vehicle headlight triggers to some maps.
  • Reworked the chase camera to move smoother and change chase distance dynamically based on the player vehicle's speed.
  • Fixed camera shaking violently when driving up or down steep slopes while framerate is unstable.
  • Fixed an issue with camera behaviour that caused the camera to violently snap to a direction when the player's car became airborne for the first time during an event.
  • Fixed drones never shifting gears. Also fixed an incorrect value in drone engine power calculation.
  • Fixed an issue where the debug UI could not be opened under specific circumstances.
  • Fixed an issue in car respawn logic where a car could be spawned at another car's most recent checkpoint which could place the car too far ahead on the track and invalidate it's lap.
  • Fixed input polling running on phyiscs update which was causing delayed and missed inputs, especially at lower framerates.
  • Fixed a script typo that caused drone brakelights to not light up while braking.
  • Fixed an oversight in GoldenGate that sometimes caused cars that crashed just before the finish line to spawn at the start area near the Golden Gate bridge instead of their next checkpoint.
  • Adjusted drone pathing in GoldenGate.
  • Slightly increased Sedan drifting engine power boost so it can take advantage of drift tires.
  • Adjusted the look of the temporary menu background somewhat.
  • Adjusted positions of initial spawn points in Market.
  • Slightly increased Bandit's engine power.
  • Patched up several areas with incorrect floor collision in Market.
  • Adjusted textures in many tracks including upgrade to URP physical materials. All textures are planned to be replaced/remasterd in a future update.

Files

Project San Francisco 566 MB
Version 3 74 days ago

Get Project San Francisco

Download NowName your own price

Comments

Log in with itch.io to leave a comment.

any plans for a Linux build at some point? I tried to get this to work in Proton and I couldn’t even get it to start up :’(((

really cool project btw; I have so much nostalgia from playing all the Rush games on N64 growing up :D

Hi! Thanks for checkout out the project.
If you're using a Steam Deck, PJSF works for me when using Proton 7.0-6 specifically. I am not sure if it will work the same for you but you might try different versions of proton (Game Settings - Properties - Compatibility - Force the use of a specific Steam Play compatibility tool).

I will look into the requirements for a Linux build. I am entirely unfamiliar with the system and it's requirements outside of Steam Deck desktop mode but you're not the first to request a Linux build so I will see what I can do.