Rogue Reborn is a modern port of Rainbow Six: Rogue Spear. The primary focus of this project is to incorporate all the elements of the original R6RS while upgrading and providing new features without drastically altering the core game-play.

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A look at a month of work, acknowledgement of a community, and the continual port of a classic. See how developers can utilize the weapon system, a peak at the physics, and work-in-progress weapon models.

Posted by justinvh on Aug 7th, 2010

A Quick "Thank You"

Apparently the demand for Rogue Reborn was much more than I could ever imagine. The number of emails, help, and so on was incredible. A ton of thank you towards Mike, aka Russian39, who has been the backbone in the last four weeks of pushing me to continue the project. It came to my attention that you can not ask for help in a project until you have something to show. So, this news is going to show a lot.

A while back I presented an article on the weapon scripts that I proposed. It was an exact port of the configuration that Rainbow Six: Rogue Spear RSEditor provided. This is a break-down of what the weapon system provides. The video below shows all the scripting below in application.

Specifying models and engine representation on the fly

The core of the weapon script is representing it with a model and a representation that it is bound by in the engine.

javascript code:
var m9 = new weapon.Weapon("M9", {
    model: 'model/weapon/m9/m99.md5mesh',
    engine_representation: weapon.ENGINE_M9,

This allows you to configure to provide more precise logic for the weapon as they are represented in the engine. This can be as generic as you want -- Load models in the game on the fly. Edit, continue, and don't worry about recompiling or exiting the game.

Accuracy and attributes

You logically will not be firing at the same accuracy throughout the game. Here you can configure how your weapons handle in a particular movement of the player. You can also configure weapons to support any number of zooms, determine the reticule timing, the encumbrance, the firing modes the weapon has, ammo types, rounds, the rate of fire, even support for a safety if such realism is desired.

javascript code:
    accuracy: {
        stopped: 1.26,
        shuffle: 1.75,
        walk: 5.16,
        run: 7.59,
        walk_fast: 7.59,
        run: 13.44,
        crouch: 0.70,
    attributes: {
        weapon_icon: 'textures/reticule/mp5k.tga',
        zoom: [2.00],
        reticule: 'textures/reticule/m9.tga',
        reticule_time: 0.76,
        muzzle_flash: 0.09,
        muzzle_velocity: 375,
        encumbrance: 2.78,
        empty_sound: 'sound/weapon/m9/m9-sliderelease.ogg'
    default_fire_mode: weapon.SAFETY,
    flags: [weapon.SAFETY, weapon.SEMI_AUTOMATIC],
    ammo: {
        type: weapon.AMMO_9MM_FMJ,
        rounds: 15,
        rate: 160,

Animation, sounds, and realism

Animating weapons, providing sounds, and syncing things together takes a long time. RR tries to help developers by providing a system for an easy interface for weapon animations. You define the animation, the time it plays, and any sounds it should play at a per-frame basis. The realism in sounds is just as important as the animation itself.

javascript code:
    animation: {
        reload: {
            animation: 'model/weapon/m9/m9-reload.md5anim',
            time: 2.73,
            sound: [{
                at: 13,
                play: 'sound/weapon/m9/m9-clipout.ogg'
                at: 43,
                play: 'sound/weapon/m9/m9-clipin1.ogg'
                at: 51,
                play: 'sound/weapon/m9/m9-clipin2.ogg'
                at: 63,
                play: 'sound/weapon/m9/m9-sliderelease.ogg'
        draw: {
            animation: 'model/weapon/m9/m99-draw.md5anim',
            time: 1.56,
            sound: [{
                at: 13,
                play: 'sound/weapon/m9/m9-slideback.ogg'
                at: 20,
                play: 'sound/weapon/m9/m9-sliderelease.ogg'
        fire: {
            animation: 'model/weapon/m9/m99-fire.md5anim',
            sound: [{
                at: 0,
                play: 'sound/weapon/m9/m9-fire.ogg'
        firelast: {
            animation: 'model/weapon/m9/m99-firelast.md5anim',
            sound: [{
                at: 0,
                play: 'sound/weapon/m9/m9-fire.ogg'
        idle: {
            animation: 'model/weapon/m9/m9-idle.md5anim'

Ballistics, environment realism, and proper physics is a huge part of any tactical shooter. Rogue Reborn is working to provide you that by integrating the Bullet physics engine. Here is a quick "developer" video showing a bunch of boxes being thrown around. This is a very, very early stage of the engine. It's a wire-frame video, so don't expect craziness.

We wanted to at least show two of the four models that have been ported for Rogue Reborn. All the features described above in the JavaScript weapon setup are being used in the screenshots below.

Demonstrating interaction system, leaning, and reloading.

Showing draw animation and interactions with the player.

An incomplete DE in a single shot fire mode reloading.

There are other miscellaneous happenings that have been going on as well.

  • Chambered reloads - Like real life, if you reload with a round still in the chamber it should be reflected in your total ammunition count.
  • Enhancements to GUI library
  • Enhancements to code-base
Post comment Comments
Anddos Aug 8 2010, 4:20am says:

is there any plans for tactical shields ?

+3 votes     reply to comment
NoobSaibot Aug 8 2010, 6:21am says:

Looks really amazing! I'm happy to see it come back again. I would change or remove the drawing animation. Pistols are typically carried around with a one a round in the chamber already.

+2 votes     reply to comment
justinvh Author
justinvh Aug 8 2010, 12:34pm replied:

That is actually a very good comment. I'll take that into consideration for sure.

+1 vote   reply to comment
jangsy5 Aug 8 2010, 7:46am says:

Aha its back!

+1 vote     reply to comment
nobody_exec Aug 8 2010, 7:54am says:

w00t its still alive? **** YES! Rogue spear was one of my Favourite Games when i was young.

+1 vote     reply to comment
Anddos Aug 8 2010, 12:53pm says:

That comment above makes no sense?, you can still play rouge spear now LOL , just because its an old game....

+1 vote     reply to comment
nobody_exec Aug 8 2010, 1:12pm replied:

problem is i dont have it anymore. i could download it from somewhere. but its not that easy to find a mirror that actually works.

+1 vote     reply to comment
justinvh Author
justinvh Aug 8 2010, 3:22pm replied:

With limitations though. If you're on a 64-bit system > Windows XP then you can't play it. Running it with vmware has its issues, but it does work. Windows 7/Vista don't seem to really run it.

Then you need your rommel fixes, mouse shake fixes, and all that other mess :) Sometimes takes the fun out of it.

+2 votes   reply to comment
nobody_exec Aug 8 2010, 6:00pm replied:

if i still had my 98me pc...

+1 vote     reply to comment
nige111 Aug 8 2010, 6:37pm replied:

Actually I had it running on 64Bit Windows 7 perfectly fine out of the box.

+1 vote     reply to comment
toxizz Oct 23 2010, 3:40pm replied:

Anybody knows if Ati radeon 5850 can or cannot run rogue spear.
I've installed the game but Can't run rs. I'm trying to know if the issue comes from my graphic card.

+1 vote     reply to comment
Anddos Aug 8 2010, 1:17pm says:

Buy it , its very cheap on ebay...

+1 vote     reply to comment
Knight_Ken Aug 8 2010, 3:37pm says:

Veryyy good news its gonna be exciting !!!

+1 vote     reply to comment
NaRc.op Aug 14 2010, 10:59pm replied:


+1 vote     reply to comment
thewonderboy Aug 24 2010, 4:17pm says:

community haves great power :)

I thinked that you cant stop the project now with about 1000 followers

+1 vote     reply to comment
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