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.

Image RSS Feed Latest Screens
Various weapon animations and in-game work Various weapon animations and in-game work Various weapon animations and in-game work
Blog RSS Feed Post news Report abuse Latest News: Rogue Reborn

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
Media RSS Feed Latest Video
Post comment Comments  (20 - 30 of 164)
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 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
jangalomph Jan 1 2011, 12:36pm says:

Keep it up man!

+1 vote     reply to comment
justinvh Creator
justinvh Jan 2 2011, 10:22pm replied:

Thanks man :D

+1 vote   reply to comment
thewonderboy Dec 16 2010, 5:54am says:

Man we want here from you \o/

Any plans for next year? I think xmass is enough busy without game developing.

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

I've been working on RR non-stop since the beginning of break. No worries. If anyone has questions or comments it would probably be easier to either message me directly on Twitter ( or email (justinvh

I get on ModDB once in a while, but not enough anymore. I spend more time programming :)

Just try not to spam me.

+1 vote   reply to comment
hopper567 Dec 15 2010, 3:11pm says:

lovin this. Trackin :)

+1 vote     reply to comment
NCC-1701 Nov 17 2010, 6:14pm says:

Why is the gun in the players left hand? Will that be changed or is it going to stay that way?

+1 vote     reply to comment
justinvh Creator
justinvh Jan 2 2011, 10:12pm replied:

I am not a weapon modeler nor do I care what the weapons look like in terms of their placement in the player's view (at the moment). It all can be changed.

I just use weapons that are easy to port and easy to test with. So, the DE in the videos won't be in RR -- It really makes no sense. However, it is easily the most modeled weapon and it's easy to test with as a result.

Weapons can be flipped in the view as well.

+1 vote   reply to comment
thewonderboy Nov 25 2010, 1:21pm replied:

i think that in this case it looks even better than right.

+1 vote     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Rogue Reborn
Developer & Publisher
Send Message
Official Page
Release Date
Game Watch
Track this game
First Person Shooter
Single & Multiplayer
Embed Buttons

Promote Rogue Reborn on your homepage or blog by selecting a button and using the embed code provided (more).

Rogue Reborn
Rogue Reborn
Last Update
4 years ago
229 members