- Download count 84
- Pageviews 1022
- 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
link to this RVGL version: https://forum.rvgl.org/viewtopic.php?t=1642&sid=af8290180e4e212cd0e7ea393db88950
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 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.
4) This modification will almost certainly trigger your antivirus because it does runtime memory patching to interface with the game engine.
5) For transparency sake, this project was AI assisted.
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How to install the modloader:
1) go in your RVGL game folder and rename your SDL2.dll in SDL2_real.dll
2) drag and drop the content of the "modloader" folder inside your RVGL game folder
3) 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 "other_files" folder if you want to try)
2) the mod is now installed! if you want to unistall it just remove the lua file from the "mods" folder.
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How to make mods:
1) in the "other_files" folder there is a file called "modloader_functions_documentation.txt" it containes 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 "other_files" there are some example scripts 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

100/100



@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!