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  (40 - 50 of 164)
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
thewonderboy Oct 5 2010, 6:15am says:

Im at a quest making few guns for few games (that shall remain unnamed at this comment page) so i want to ask are you interested having some ? This is basicly my first attempt to make high quality and neat looking models with standable poly count :P

Benelli M3 and mp5 are on my list (which im going to do). Colt M4 is slightly too hard :q

Pherhaps aug A3? It feels kinda doable. Ofcourse if you are interested :P

(not animated or textured ofcourse)

+1 vote     reply to comment
thewonderboy Sep 7 2010, 2:13am says:

Hope there is already some people to help you. There is always small fear in the *** that you give us the final sing "its over"

+1 vote     reply to comment
justinvh Creator
justinvh Sep 8 2010, 5:05pm replied:

Heh, not yet. I don't expect much anymore honestly. I do have a Window's build put together. It'll be in the next news release.

+1 vote   reply to comment
thewonderboy Sep 11 2010, 4:53am replied:


Nice :D. Im smelling that this will be excelént platform for modders. Also im aiming to make some stuff in future for rogue reborn.

+1 vote     reply to comment
jangalomph Sep 2 2010, 7:24am says:

After i complete my mod i plan on making an actual game. Keep up the good work man, you inspire me.

+1 vote     reply to comment
Psychomorph Aug 27 2010, 9:08pm says:

Justin, I was thinking the other day, what if you release the current build of RR as a public pre-alpha show off demo? I know that there is almost no content, but you already have the Killhouse remake map, which would let any R6 fan chill in nostalgia. You can shoot, you can walk/run around and open the doors (also include the stun grenade effect test).

My argumentation is, that showing it via YouTube has not the same effect as letting people actually use it. If someone tries it and sees that it is actually a real game, it might eventually motivate them to contribute/help much more than the YouTube videos and the few screenshots ever could. Let them test the game and feel the vibe of the idea, it might inspire people more than just words and pictures.

I don't know for sure, I could be wrong, but I think it's worth giving a thought at least.
As for how to make it. No need for an installer. Just put the folder with the files, containing a launch icon, into a zip archive. Let people unzip and launch it.


+1 vote     reply to comment
justinvh Creator
justinvh Aug 27 2010, 11:55am says:

Here, you guys do me a favor. Keep helping grow the community. Follow Rogue Reborn on Twitter if you want some quicker updates -- Like patches, code updates, ideas, etc. Tell people about it. You're seriously doing me a favor and it will help me out a lot.

Follow here:

+1 vote   reply to comment
justinvh Creator
justinvh Aug 27 2010, 12:06pm replied:

Yeah, they'll probably be really technical at times. Apologies in advance. But there will be non-technical goodness in it as well.

+1 vote   reply to comment
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