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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.
16 comments by justinvh on Aug 7th, 2010

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.
The core of the weapon script is representing it with a model and a representation that it is bound by in the engine.
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.
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.
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.
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.
There are other miscellaneous happenings that have been going on as well.
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?
How's it coming, haven't heard any updates in awhile
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: Github.com and I occasionally mention woes and issues from Twitter: Twitter.com
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.
Ah, the new build system from the Git repo is much easier, thanks for the updates.
Great job man, very impressed!
- Unfinished Games Team
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.
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.
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.
As far as I'm concerned, XreaL has switched to ET. Are you using the ET:XreaL or the old XreaL?
Sweet, when is that update due?