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[Lua Utility] Custom Gui Utility
Modification

Monday, 20th April 2026

you can check how this script is structure to understand how to make utility libs the important part is to share the functions you make by using set_shared_function() insite init() and then explain at the top of the script library how to retreive them in any other script(--@require your_lib_name and then all the get_shared_functions) it is important to note that it is only possible to share self contained functions (your functions cannot reference anything outside of them) due to set_shared_function() limitations

RVGL Lua Modloader
Modification

Tuesday, 7th April 2026

@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

RVGL Lua Modloader
Modification

Tuesday, 7th April 2026

@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.

.SR
Super Pro Car

Wednesday, 24th December 2025

Toy world 1 has been officially destroyed with this car now, challenge time video has been added to the car description, also i updated the description to include a better organized section with all the records done with this car, i'll try to keep it updated if anybody crazy like me wants to join this lolz

Desolate District 2
Standard Track

Monday, 26th December 2022

if you don't want to consider it the official successor and don't want to be compared to the first track, why calling it Desolate District 2? You could have called it Desolate District Mayhem or Chris' Desolate district or anything else that made clear you didn't want to be considered the official successor to the first track, but with this name of course it is going to get compared to the first one. That being said, i really liked the track, and here is what i think: starting with the graphichs, textures are the same as Desonale District 1 and are good, regarding the decoration aspect instead i kinda get what kiwi meant with the lack of decorations both on the track and “behind the walls”, the most obvius section of the track i noticed that has this problem is this one: https://i.imgur.com/C2DWbTC.png it is a very long curve with the same texture and 0 decorations both on track or in the background, other sections of the track looked fine to me, for example you did the “behind the walls” decorations very well in this section: https://i.imgur.com/CJTwU6G.png Now to the raceline: it is a short track but there is a little bit of up and down in the first section of the track which i liked, yeah there is some uneven terrain but it's not too hard to avoid it or navigate trough it, there are mainly 2 sections that i didn't liked a lot and both have the same problem, they are blind turns with an obstacle right after that you can't see, you have to already know what's going to be behind the wall, the fist one is this: https://i.imgur.com/aveUXK0.png i noticed that i was crashing on the street lamp very often, even after knowing that it is right behind the wall, it is placed in such a way that it is easy to crash on it after the 90 blind turn, an idea i have to make it more visible is to make the wall diagonal like this (ignore the bad textures this is just a quickly made demostration of my tought): https://i.imgur.com/vKDrLLS.png i think this way the street lamp will become visible to the racers earlyer allowing them to avoid it. Next section i had problems to is this one: https://i.imgur.com/fYe7hjF.png the main problem is the object in the red circle it covers the view on the actual raceline, it hides the door making harder to see where to go, same for that wall where i drawn the blue line, that line means that maybe that corner could be make diagonal like i suggested in the previus section of the track to make everything more visible Sorry if any of this feelt nitpicky, all in all i really like the track, good job

Desolate District 1
Standard Track

Saturday, 24th December 2022

This is an extremely well made track! the raceline is very fun and it never feels too narrow or too wide, it is very well balanced which is hard to accomplish. Textures are very close to stock tracks's texture style, the only part that i don't like is the metro interior, it looks too blurry compared to the rest of the track, especially the floor. in regards to SFX, yeah i think some additional custom SFX could give the track more personality but the main problem i noticed is that in certain section of the town you can't hear the sound of the rain and it feels a little bit weird. Anyway, i agree with Kiwi, this is one of the best 2022 releases and i would consider it a classic. Awesome job with your first track 👍

RVFD
Semi-Pro Car

Thursday, 24th November 2022

this thing is just glorious, really impressive work keep it up 6/5 💯

PK 17
Pro Car

Thursday, 24th November 2022

this is the "DC" version of Karen, i like the colors of this one even more and the reference to JG 7 but with your name is also super cool. The parameters are the opposite on this one, it feels undertoned but way more stable making a perfect duality between the 2 cars. Great job on this one too

Karen
Pro Car

Thursday, 24th November 2022

a perfectly executed JG styled car that has the interesting and different shape of a Van (compared to other pro rated JG cars), one of my favourites among the recent JGPlus cars for this reason. The JG style is perfectly executed making the car blend very well alongside other JG pro rated cars (Humma, AMW, Toyeca and Cougar). Parameters feels overtoned at times like SNW 35 but at the same time the car can be slidy and hard to control which makes the car hard but rewarding. Overall a must have for anyone interested in cars that perfectly fit the game's style. Keep it up 👍

Zure Mk III
Misc. Car

Friday, 4th November 2022

to anyone who thinks this car is the best car: try U.V.G.S (with its original parameters) it is even more stable (especially during jumps landing) and faster, it was made after Zure Mk III and was designed to be superior