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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Various weapon animations and in-game work Various weapon animations and in-game work Various weapon animations and in-game work
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16 comments 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
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Post comment Comments  (10 - 20 of 164)
Dramatikk
Dramatikk Mar 27 2011, 6:12pm says:

This game looks great!

This is just the type of game I've been waiting for.

The developers of this project have now earned my personal *Thumbs UP*.

Keep up the good work. ;)

+1 vote     reply to comment
kjfytfkytfyt
kjfytfkytfyt Apr 1 2011, 9:57pm replied:

Yeah thumbs up for something without a update for 7 months! NOT!

-2 votes     reply to comment
shaft77
shaft77 Mar 21 2011, 11:44am says:

any news?

+3 votes     reply to comment
Psychomorph
Psychomorph Jan 28 2011, 8:09pm says:

"RR is not a modern Rainbow Six. It is not my goal to make a modern Rainbow Six"

Sounds good to me!
Keep it oldschool, the only thing that I am 100% confident about is, that things that posed a real flaw in the original must be worked on, for example weapon behaviour that does not act as if handled by a real professional, etc.

+1 vote     reply to comment
thewonderboy
thewonderboy Jan 26 2011, 7:48am says:

very awsum :o

+1 vote     reply to comment
justinvh Creator
justinvh Jan 2 2011, 10:18pm says:

So, quick update.

==============

I've been working on nothing but RR the last few weeks. The major changes have been the build system, the weapon system, dedicated servers, and so on. I haven't built a new map or had time to. I've been programming every other **** there is with the engine.

==============

Okay, I am going to clarify this once and for all.

RR is not a modern Rainbow Six. It is not my goal to make a modern Rainbow Six. I started RR because I can't play the original R6RS games without a lot of trickery.

I wanted to build something that is:
- Open Source
- Cross Platform
- True to the original game.

So, if I want yellow bars for interaction, I can damn well do it and I probably will. RR is for a sense of nostalgia and fun with some modern improvements. If you don't like it then it doesn't hurt my feelings. I am not out to make money or win anyone over :)

Since I have a ton of messages in my inbox asking me to remove/add things, here's the my final response to it:

No.

Designing a game is already hard enough by myself. Leave me alone with what needs to be in the game. Everyone else that has supported and contributed anything from textures, models, or even just moral support: Thanks. You guys rock.

It'll be released, but **** if I know when :) Keep supporting. Thanks a lot.

+3 votes   reply to comment
gabor.udvari
gabor.udvari Jan 15 2011, 7:27am replied:

The Google Code repo gives a 403 forbidden error, and the webpage either fails to load (with the www) or a BBQ Sauce page is showing up (without the www). So what's up?

+1 vote     reply to comment
justinvh Creator
justinvh Jan 24 2011, 10:01pm replied:

The BBQ page is interesting. Anyhow, hg and I had an argument over branching and I ended up going back to git.

Github.com

+1 vote   reply to comment
shaft77
shaft77 Jan 2 2011, 1:47pm says:

When could we expect an easy install to test this baby out?

+1 vote     reply to comment
justinvh Creator
justinvh Jan 2 2011, 10:08pm replied:

The build system is very clean at the moment. It's technically possible for anyone to build it.

I've been working my *** off on RR over the break. I can't make any guarantees when it will be done since I am the only person working on it, but it will be there eventually.

I work in Valve time I think.

+1 vote   reply to comment
shaft77
shaft77 Jan 4 2011, 1:54pm replied:

Saw your instructions for building, but I really don't have a good idea of what the heck your talking about! ha

+1 vote     reply to comment
justinvh Creator
justinvh Jan 4 2011, 3:19pm replied:

Ah, well, I should have something going soon.

Right now I am doing testing under OS X, Linux (various flavors), and Windows 7. Once those all work then I will put out some packages for testing.

+1 vote   reply to comment
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Rogue Reborn
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Xorse
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