- Download count 521
- Pageviews 2858
- Unique foldername
- Skin for
- Track Mod for
- Based on
- Release date 2026-04-04
- Version from
- Version
- RVW-ID 46561
- Category Modification
- Score
- Unconventional car?
- Construction
- Engine
- Transmission
- Top speed mph
- Total weight kg
- Acceleration m/sΒ²
- Construction
- Track difficulty
- Track length m
- Reverse version available?
- Time trial times available?
- Practice mode star available?
- Online multiplayer compatible?
After Years of playing around with the idea of "modding" RVGL to add custom modes in it (and more) I finally came up with something I decided was worth releasing. This modification adds Lua script support to RVGL, this allows anyone to make custom scripts for the game!
IMPORTANT! Before you start:
1) This modification ONLY works with this specific version of RVGL:
Build 23.1030a1 - win64
Download RVGL full win64 latest version
Alternative links:
- Game files
- DC Pack
- RVGL 23.1030a1 Core files: Option 1 or Option 2
2) This modification will NOT work in multiplayer. If you regularly play online multiplayer it is strongly recommended to create a separate installation of RVGL.
3) This modification is NOT compatible with RVGL Launcher.
4) This project is still very incomplete, so the stuff you can do with it is limited (better than nothing I guess) and bugs/crashes are to be expected.
5) This modification will almost certainly trigger your antivirus because it does runtime memory patching to interface with the game engine.
6) For transparency sake, this project was AI assisted.
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How to install the modloader:
1) unzip RVGL_lua_modloader.zip in your RVGL installation, you should be asked to replace SDL2.dll file, click yes to complete the installation.
2) the modloader is now installed! (to check if it worked, open RVGL.exe and it should display a yellow text on the top right corner of the screen saying "No scrpits loaded".)
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How to install mods:
1) put the lua script of the mod you want to install inside the "mods" folder in your RVGL game folder (there are some example mods you can test in the "example_scripts" folder if you want to try)
2) the mod is now installed! if you want to uninstall it just remove the lua file from the "mods" folder.
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How to create mods:
1) in the "documentation" folder (inside "mods" folder) there is a file called "modloader_functions_documentation.txt" which contains a list of all functions and callbacks (with short descriptions on what they do) currently available to be used to make your mod
2) also inside "example_scripts" there are some example lua files you can study and/or edit to get started with your mod creation
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How to unistall the modloader:
1) go in your RVGL game folder and delete SDL2.dll
2) rename SDL2_real.dll in SDL2.dll
3) the modloader is now uninstalled!
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Additional special commands added by the modloader:
Ctrl + M to refresh all the loaded scripts (DEV mode only).
Hold F9 while executing RVGL.exe to launch it without loading any script.
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Fluxer server where we can talk about scripting:
https://fluxer.gg/U6QMYdgp

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![[Lua] Frontend Car Rotator [Lua] Frontend Car Rotator](https://www.revoltworld.net/wp-content/uploads/2026/03/260330123125052035-200x200.jpg)



That’s an awesome mod, I think this will advance RVGL to the next Era!
I have a question: is there a way or workaround to determine the direction of the current track {n (normal), m, r, rm}? I can’t find any function which fulfill this. Thank you in advance for your answer!
The download links for the installation have been updated. Use the first link in bold text as it already includes the stock and DC cars and tracks.
Alternative links have been added in the future case where RVGL gets updated and the Modloader stops working with that latest version (first link will always download the latest version of RVGL.)
link to this RVGL version is not working when i click on it gives me this error 403 Forbidden
i think the link is dead
@Adjie
currently no plans for that, sorry
Can you make this for windows x32 bit too?
@Zon
currently only available on windows
quick question about this, is this mod compatiable (ignore my spelling) with other platforms such as macos and linux?
@Xarc
That’s okay.
This sentence is to meet the minimum word limit of 6.
@cactoking because the forum is down.
It’s also the newest version, so you don’t have to worry abt having the wrong one, at least for now.
the link to this version of RVGL dont work, it showes “403 Forbidden”
@Marshy
Yes, you can detect the currently selected track in the game frontend by using: ml.get_frontend_selected_level()
and in regards to cars, yes it is possible to make custom car effects/special abilities.
Animated skin textures are also possible to make, you can make a frame by frame animation with each frame being a different skin and animate it by continuously cycling thru the skins with: ml.set_car_skin(car_id: integer, skin_id: integer)
@Xarc
i knew that mobile might be too much to ask, but its worth a shot honestly and its fine
i also have a follow up question since its possible, does the same thing applies to the track that is displayed on the main menu?
and i probably kinda said that wrong but as in like ray tracing, or godrays or idk what its called, particle effects maybe
kinda curious to how its going to implement on cars you mentioned, is it like animated skins? or underglow? or even special abilities thats tied to the car
keep up the good work, this kinda makes me want to learn lua and make mods but no laptop sadly
@Marshy
glad you like it :D
here are your answers:
1) Yes you can make a lua script execute code only on a specific track, you just need to check if the player is in the track you want and/or with the mode you want, you can filter for pretty much anyting you want and make the lua script execute only in these conditions.
example:
———————————————————————————————————-
function on_race_start()
if ml.get_current_level_folder() == “nhood1” then
ml.announce(“hello! you are in Toys in the Hood 1! this message will only show up in this case!”)
— … do your stuff
end
end
———————————————————————————————————-
the same logic applies for cars too, it would be possible to make a car that while selected makes some lua code execute stuff
1.5) I didn’t understand this question, but since you specifically talked about “fu**ed vision” there are some functions that can do that for sure (especially if you mix multiple of them with crazy values)
ml.set_contrast(value: number) -> nil
ml.set_saturation(value: number) -> nil
ml.set_screen_tint(r: number, g: number, b: number) -> nil
ml.set_chromatic_aberration(offset: number) -> nil
ml.set_pixelation(size: number) -> nil
ml.set_blur(radius: number) -> nil
2) Nothing planned for that
this a great addition to revolt, huge, amazing even
and i have a few question since im familiar with the games i play with lua which is roblox and notitg
1. is it possible for the track to have lua coded inside?
like a new stage gimmicks, or a story driven stunt track, or minigame oriented
theres alot of ideas that could open up
1.5. if its possible, will there be shaders inside?
ive seen a couple of showcase of it in roblox. it could be use for more cool menu levels
or even more challenging tracks that fucks your vision
2. is there will be mobile version planned?
thats all, other than that i cant wait for future mods and this to get updated
(if you need to test for mobile i am your guy or not lmao)
@The Green J
Sadly i have no idea how to make it work in multiplayer, the fact that i’m working at this alone makes it pretty much impossible to test multiplayer features, so for now i have no plans to make it work in multiplayer
In regards do future RVGL versions support, due to how i programmed all this, it will be nightmarish to update (it was a really great idea to make it in spaghetti code lolz), but not impossible. Depending on if new RVGL versions are released and on what these new versions adds to the game i might decide to update the modloader for these new versions (it has to be worth it)
The idea of adding script load/unload functions is really great, there is already a way to launch the game without loading any scripts by holding f9, but i can see how the ability of deciding what scripts in particular to load/unload on the fly can be useful. Added to the to-do list
@LxR_01
I have no plans for mac as i have 0 experience and i know nothing about that, sorry
Are there any plans for a macOS version?
I’ll have to admit, this mod loader is a wonderful way to customize Re-Volt further to one’s liking than before, and I’m wondering when you think it might be fully complete and/or it might work better in multiplayer. Just keep working on it, and we might see more progress and functionality in the future.
And also, not only would it be great if it even works with later RVGL versions, but it would be beyond spectacular to see a version that actually adopts the native ability to load, reload, and unload one or more mods via in-game options, in-game button commands, and launch parameters without having to manually swap out the SDL2 files.
Either way, you did an excellent job on this mod loader! I can’t wait to keep using it! Thank you!
Updated the zip to make the installation easier, the new installation process is now:
– unzip RVGL_lua_modloader.zip in your RVGL installation, you should be asked to replace SDL2.dll file, click yes to complete the installation.
nothing changed in the modloader itself, so if you already downloaded the previous version you don’t need to download it again
credits to Esteban for cleaning up the description and better organize the files
2) drag and drop the content of the “modloader” folder inside your RVGL game folder….
Can someone bash my brain with a sledgehammer, thanks. I went full retard. Sorry, I’ll be the one to take accountability.
@LivingWithGames
if I understood correctly you moved the entire modloader folder inside your rvgl folder, but that is not actually what i meant with the instructions, what i meant is to drag the content (the file inside) the modloader folder (which is SDL2.dll and mod folder) inside your rvgl folder, anyway i’m happy to see that you and crimson both solved your issues, and i’m sorry if the instructions were confusing, i will update the files soon to make the installation easier, thanks for your feedback
The issue is now sorted. Thank you!
I did not miss a step, Xarc. I follow every single step. I have a new version of RVGL, with the correct version, x64 works for me so I grab that. I grab this mod loader, I make sure to rename my SDL2.dll to SDL2_real.dll. I chuck the modloader folder inside the RVGL game folder, as you instructed.
Only problem, the SDL2.dll that’s inside the modloader folder, when you run RVGL.EXE, Windows complains it’s missing, You have to drag that SDL2.dll from the modloader folder, to the RVGL folder. In the steps, it doesn’t mention dragging the SDL2.dll in the modloader folder to the RVGL folder. The description needs to have that extra bit of detail, because any newbie will miss that.
@LivingWithGames
it seems like you skipped this step:
2) drag and drop the content of the “modloader” folder inside your RVGL game folder
because the SDL2.dll you needed was in there, only renaming your game’s SDL2.dll to SDL2_real.dll isn’t enough to install the modloader
you need to both have the renamed SDL2_real + the SDL2.dll that comes inside the zip which is a modded version of that file
I downloaded the x64 version myself through rvgl.org’s place, I have the same issue as Crimson Fury. It complains the SDL2.dll was not found. EDIT: Gonna try esteban’s link instead and see if I get the same issue or not. EDIT 2: Nope. If you rename your SDL2.dll into SDL2_real.dll, running the rvgl.exe just gives you the error your SDL2.dll has not been found.
DISCOVERY EDIT: Uh Xarc, you need to update the zip. I found the issue. The modloader comes with the SDL2.dll but it’s INSIDE THE MODLOADER FOLDER.
If you drag this SDL2.dll in said folder, to the RVGL game folder, it loads, no crashes. And the top right message loads. What a rookie mistake.
this is strange, apparently rv hideout is currently down this is why the link isn’t working, at this point the only thing i can suggest is to wait for it to come back and try with the version from there
when you do that, if it still doesn’t work, feel free to send me a direct message here on RVW or Fluxer and we will investigate this further, hopefully it will work
EDIT: thanks Esteban, you can try with his link instead of waiting rv hideout
Oh true that forum is temporarily down, use this link instead https://distribute.re-volt.io/releases/rvgl_full_win64_original.zip
@Xarc
I have downloaded and set up the Windows 64 version (x64) and I encountered the same problem. The link that you posted for the RVGL version is broken. I honestly don’t know what I’m doing wrong.
@Crimson Fury
if you are sure the version of the game is correct, then the most likely cause is that you are using the x32 version instead of the x64, make sure to download the correct version and try again
Hello. I have followed the exact instructions and when changing the SDL2.dll to SDL2_real.dll, the game refuses to launch, even when I have the latest RVGL patch. What am I doing wrong then?
@Ato
glad you like it :)
in regards to your question “where do I ask scripting questions?”, I decided to make a Fluxer server (sorry i stopped using Discord) where we can talk about scripting and/or showcase our projects, for anyone interested i added the link to the description. Or you can just send me direct messages here on RVW
First of all: Thank you! This is a much-needed thing. Modloader for RVGL is like WolfR4 was for v1204 Re-Volt and Puma was for v1.2 Re-Volt, only yours is even better, as its user-moddable. Yay!
Second: where do I ask scripting questions? I think I ran into a syntax misunderstanding (or a bug?)
I already have the ideas for watching replay without finishing the race (what older Re-Volt had), and for disabling AI opponent repos (for ironman races), and-and-and…
Greetz,
Ato
@lu9
1. Yes, i’m pretty sure there is enough stuff that could be used to create new weapons, but there are 2 limitations: first of all we are limited into only using models/particle effects that are loaed in all tracks, otherwise your mod would require the user to add some new files to every single track installed. And the second limitation is that there is no way to interact with the original game powerup system (other than getting/setting the player’s vanilla powerup and ammo) so we have to do some “faking” to make it support a new powerup stuff like: drawing the icon of our powerup on top of another vanilla weapon to display it, and then make it do the effect we want when the user presses the fire key (this means that the user will also activate the real powerup he really had tho, but i can see a workaround by using the metal ball weapon, we can delete it with delete_object as soon as it spawn, it might work with other vanilla powerups too). Anyway i’m aware that this first release is limited in what it can do, and i will make the next update according to feedbacks like this, this one gave me the idea of trying adding new functions to override the powerup system or try to load custom models/particle effects dynamically in tracks.
TLDR: I think it is possible but tricky to implement and very limited with the current supported functions. I will try to add new functions in the next update to make it easier to do.
2. I honestly don’t know, one thing i can say for sure is that i’m planning to switch to Linux, so maybe that will give me the will power to make a Linux version, no promises.
2 questions:
1. could this possibly be used to add entirely new weapons/items?
2. is support for linux RVGL planned?
This is a huge advancement in the modding aspect of the RVGL community!