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  (30 - 40 of 164)
Psychomorph Nov 9 2010, 10:05pm says:

I see that you couldn't recruit a good team around this. If so I suggest you stick with your original plan to recreate the original Rogue Spear. What I mean is, drop any effort to implement proper 1st person weapons, you won't get far with it. I mean I was the first to voice for 1st person weapons, even iron sights, but you gotta stay realistic. Just implement a SOLID reticule system and a functional HUD, that's it.

Only things remains to be done:

1) A single operative 3rd person player model (varied through uniform colour for the VS. game) and the few 3rd person weapon models. I mean this is the most minimum that needs to be there, else there is no game possible.

2) Of course the player model needs to be animated, but if you can import the original Rogue Spear player animations and use them with a new player model, than you hit the jackpot, because the original R6RS player animations are superb! (The way they lower the muzzle, switch weapons, etc). I beg you do this!

3) Additionally you need maps, you already have one as seen in the screenshots and videos (I mean at the very least this one map would do it for an initial release).

4) Player texture. Most simple is to do one texture with two different colour sets (black vs green). Perhaps you can find someone who can do this.

5) Lot's of coding, which seems to be your very speciality.

Ain't it simple?

+1 vote     reply to comment
shaft77 Nov 4 2010, 12:32pm says:

How's it coming, haven't heard any updates in awhile

+1 vote     reply to comment
justinvh Creator
justinvh Nov 4 2010, 2:28pm replied:

There's a good amount of work being rewritten to make the RR more developer-friendly and portable. You can keep an eye on it on GitHub for the latest information regarding the changes: and I occasionally mention woes and issues from Twitter:

I had to take a step back and realize that I was putting myself in a bad direction -- There have been a lot of changes, but, again, I am one guy and I have the college thing as well :)

My goal at the moment is to get the developer aspect down so people can actually check out the code without having to know the dependency mess. At the moment the GitHub port of the RR code is very easy to build and very clean.

+1 vote   reply to comment
acrox999 Nov 13 2010, 6:35am replied:

Ah, the new build system from the Git repo is much easier, thanks for the updates.

+1 vote     reply to comment
covertshot Oct 10 2010, 12:46am says:

Great job man, very impressed!

- Unfinished Games Team

+1 vote     reply to comment
acrox999 Oct 5 2010, 7:16am says:

Oh, sounds awesome, I'll give it a try, and I'll try to track down bugs etc.

P.s. Its XreaL. :P

+1 vote     reply to comment
justinvh Creator
justinvh Oct 5 2010, 11:50am replied:

Yes, the renderer is xReaL. I would hold off till next news update. I am rewriting the build system, changing a lot of details, and making it more developer-friendly all around.

+1 vote   reply to comment
acrox999 Oct 6 2010, 8:16am replied:

And now I encounter another problem. Sorry for spamming this comment board but the IRC is empty. D:

Btw, when I got into the game, I can't press any thing, I can only move the crosshair. Everything looks fine except that I can't move, even exiting the game.

+1 vote     reply to comment
acrox999 Oct 6 2010, 3:21am replied:

I've just noticed that you're using a modified XreaL. Your own fork of XreaL I assume? We've been suggesting to Robert to implement Bullets Physics and it seems you guys did it first.

Nice one, can't wait to test it, I've some issues with building on of the dependecies(V8). This is taking longer than what I thought.

+1 vote     reply to comment
acrox999 Oct 6 2010, 7:07am replied:

OK, finally got the hand on this. Just a simple fix but took me hours. Ahaha, and I forgot to clone the base repo, I should've did that while fixing the problems.

+1 vote     reply to comment
acrox999 Oct 5 2010, 11:00pm replied:

As far as I'm concerned, XreaL has switched to ET. Are you using the ET:XreaL or the old XreaL?

+1 vote     reply to comment
shaft77 Oct 5 2010, 4:26pm replied:

Sweet, when is that update due?

+1 vote     reply to comment
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