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Pablo Eduardo Camardelli

Working on the Street Corsa mods

This project holds the source of Street Corsa's mods: the engine packs, the add-ons and, later, the settings. Each mod has its own Subversion (SVN) repository here, so you only download the one you want to work on.

Players: you don't need any of this. Get the mods from the website and install them with the game's Mod Manager.

Modders: anyone can download a mod and look at it. To send changes back, ask for access (below).

The repositories

Mod Repository
Buick V8 https://svn.code.sf.net/p/streetcorsa-mods/buick-v8/
Cadillac V8 https://svn.code.sf.net/p/streetcorsa-mods/cadillac-v8/
Chevrolet W V8 (348, 409, 427 Z11) https://svn.code.sf.net/p/streetcorsa-mods/chevrolet-w-v8/
Ford 385 V8 (429, 460, Boss 429) https://svn.code.sf.net/p/streetcorsa-mods/ford-385-v8/
Ford Cleveland V8 (351C, 400, 351M) https://svn.code.sf.net/p/streetcorsa-mods/ford-cleveland-v8/
Ford Falcon six https://svn.code.sf.net/p/streetcorsa-mods/ford-inline-six/
Lincoln-Mercury V8 (Y-block, MEL) https://svn.code.sf.net/p/streetcorsa-mods/lincoln-v8/
Oldsmobile V8 https://svn.code.sf.net/p/streetcorsa-mods/olds-v8/
Pontiac V8 https://svn.code.sf.net/p/streetcorsa-mods/pontiac-v8/

Each one is laid out the same way:

  • trunk/ is the mod as it is in the next release. Only the maintainer commits here: SourceForge can't lock it, so it's an agreement, and a commit to trunk by anyone else is reverted.
  • branches/ is where your work goes, one branch per idea: branches/<your name>-<what it does>.
  • tags/ holds the released versions (tags/2.0), never changed.

What's in trunk is the mod exactly as the game loads it: the mod.json, the parts' JSON, the models (.kn5) and the engine sounds (.bank). The game's modding reference describes every file: https://github.com/streetcorsamods/street-corsa/blob/main/docs/modding.md

Getting access

  1. Make a SourceForge account.
  2. Ask for access, giving your SourceForge username, which mod you'd like to work on and what you'd like to do with it: open a ticket with Kind access-request and Mod set to the mod, or write through https://streetcorsamods.github.io/contact/ .
  3. You're given commit access to that mod's repository only; ask again for another one. Commit with your SourceForge username and password (https:// URLs), or add an SSH key to your SourceForge account and use the svn+ssh:// address the repository's page shows.

Tools

  • TortoiseSVN (https://tortoisesvn.net/), which adds SVN to the Explorer's right-click menu. Tick "command line client tools" in its installer if you also want svn in a terminal.
  • Street Corsa itself, to try your changes.
  • Whatever you model in: the parts are KN5 models, made for Assetto Corsa (Kunos' editor, or Blender with an exporter).

Download a mod

Check it out outside the game's folder, for example into D:\scmods\ford_six:

svn checkout https://svn.code.sf.net/p/streetcorsa-mods/ford-inline-six/trunk D:\scmods\ford_six

or in TortoiseSVN: right-click an empty folder > SVN Checkout..., paste the URL ending in /trunk.

Try it in the game

The game loads mods from %LocalAppData%\Programs\Street Corsa\Content, each in its group: engines\, addons\, settings\. Copy your working copy over the installed mod, leaving out the .svn folder:

robocopy D:\scmods\ford_six "%LocalAppData%\Programs\Street Corsa\Content\engines\ford_six" /MIR /XD .svn

/MIR makes the game's copy exactly like yours, deleting what you deleted. To go back to the released mod, reinstall its zip with the Mod Manager.

Make a branch and work on it

Before you start something new, make a branch from trunk and switch your working copy to it:

svn copy https://svn.code.sf.net/p/streetcorsa-mods/ford-inline-six/trunk ^
         https://svn.code.sf.net/p/streetcorsa-mods/ford-inline-six/branches/yourname-better-heads ^
         -m "Branch for better heads"
svn switch https://svn.code.sf.net/p/streetcorsa-mods/ford-inline-six/branches/yourname-better-heads D:\scmods\ford_six

(TortoiseSVN: Branch/tag..., then Switch....) A branch costs nothing: SVN doesn't copy the files.

Then:

  • Update before you start each day (svn update), in case the maintainer changed something.
  • Commit often, with a message that says what changed and why (svn commit -m "..."). New files must be added first (svn add, or TortoiseSVN's commit window lists them to tick).
  • To bring in what changed in trunk since you branched: svn merge ^/trunk, then commit.

When it's ready, open a ticket with Kind merge-request, saying which branch and what it does. The maintainer tries it, and merges it into trunk or answers with what needs to change. It goes out in the mod's next release, with your name in the credits.

The rules

  • Your work is under the mod's licence. Each mod has a CONTENT-LICENSE.txt; most are CC BY 4.0. By committing you agree that your changes are released under it.
  • Only content you're allowed to share. Models, textures and sounds you made yourself, or ones whose licence allows them here (CC BY, CC0). Say where every outside piece came from: the part's credit field or a CREDITS.txt. No ripped game assets, nothing "free for personal use", nothing from Assetto Corsa's own content.
  • Keep the mod loading. Try it in the game before you ask for a merge: the parts appear, the engine runs.
  • Don't commit work files: .blend1, backups and logs are ignored already; keep .blend and 3ds Max scenes in your own folder unless the mod asks for them.
  • Big files: a KN5 can be tens of MB. Commit a model when it's done, not every small step, so the repository doesn't grow without need.