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  (50 - 60 of 164)
thewonderboy Aug 26 2010, 3:53pm says:

I realy have to admit after watching that video that i think this will be the next rainbow six what fans are waiting and not something stupid vegas 3 O__O

Those animations and the way character weapon handling look so professional that i would say either you know uber much about weapons and are somekind of expert or you are extremely good too copy professional army man and have some kick *** animation and modeling talent.

Bigest things that pointed my eye (with a good way as a cool detail) were the thing that character pulled the top of the beretta backwards and the livingnes of reload animation. Also the hammer movement on derest eagle looked extremely professional and polished

Im deeply amazed compared to your old "phoenix rising" mod (or does it have different name ?)

+1 vote     reply to comment
Psychomorph Aug 27 2010, 12:47am replied:

I also like the quality of the two pistols shown, good model, good texturing and animations. I'm not sure how "professional" the handling style is, but that can be researched on YouTube, looking into real SWAT/SpecOps training videos.

I wonder where you got them justin, a helpers work or from the internet (like you can download weapons for CS:Source, some high-quality work, but often not very accurate on realism when it comes to handling)?

Would be great to see it happening, few weapons, few maps, that's all we need.

+1 vote     reply to comment
justinvh Creator
justinvh Aug 27 2010, 12:02pm replied:

That's my thought as well. A few maps, some basic kit setups; primary, secondary, extra mags, etc. Let the community do the rest.

University life started again, so I am doing a lot more thinking and will do programming and work on the weekend.

I am working on the physics-aspects of the game at the moment. The source code is freely available as stated in the news -- as is the content. Building it is a bit of a pain in the ***, but I think next-news I will have some windows-build prebuilt for playing pleasure.

Networking is working fine. Modding will be supported. I'd like to map either Chalet Fall or CSL when I get some time.

As for the Desert Eagle... Yeah. I won't take anything out that is added in because the server can determine what weapons can be used, ammo, etc. You get the picture.

Don't like center-view? Host a server without it. Hate the DE, host a server without it.

That's my way of keeping everyone happy.

+1 vote   reply to comment
Psychomorph Aug 27 2010, 8:51pm replied:

I understand, but my reason to speak out against the Desert Eagle was not just personal preference, but because this weapon wasn't designed for military use, no unit that I heard of really uses it, for a reason; it is to bulky, to heavy and not accurate (to much kick). No side gun of choice.
It's just not a weapon you should see in a military/counter-terrorism environment, bad enough most games feature it, but it's all about the awesomeness factor. If I was ever doing a game/mod of such concept like "Rogue Reborn", I'd never, in any way, would put that gun into the game, call it a principle if you wish.
So it's not about that you can or cannot chose to deactivate for a server, it's about the principle that this weapon shouldn't be in this kind of a game at the first place.

But it's up to you, so I'm fine with whatever your decision is. I'm just stating an opinion at the end.

+1 vote     reply to comment
NoobSaibot Aug 24 2010, 8:51pm says:

Just an idea, maybe make the mod for Red Orchestra: Heroes of Stalingrad? It would ease some development burdens, and it already has a lot of features that would prove useful in Rogue Reborn.

0 votes     reply to comment
justinvh Creator
justinvh Aug 26 2010, 10:45am replied:

That's not possible. I've spent too much damn time working on the engine to just make it a mod for some other game. Besides, RR is stand-alone.

+1 vote   reply to comment
thewonderboy Aug 26 2010, 12:46pm replied:


btw i dont know is that intended but you have your profile still on "private"

because you have comment on my profile i acsessed into this game page trough your name :)

are you going to give mod support for rogue reborn ? i think it will in some future be excelent board for some small mod developers. but ofcourse i dont mean forgetting rogue reborn ^^ i just though because you have released source code havent you ?

+1 vote     reply to comment
justinvh Creator
justinvh Aug 27 2010, 12:11pm replied:

Yep. There will be mod support. Yes, the source code has been released as well.

Yeah, I'll open up my profile soon-enough.

+1 vote   reply to comment
thewonderboy Aug 24 2010, 3:53pm says:

hey cool :D fans will be very pleased. Im now started to practice modeling with wings 3d so i hope i get enough better. And i have also though about trying to animate.

+1 vote     reply to comment
Psychomorph Aug 22 2010, 10:56am says:

I'm glad you decided to continue the project and wish you luck.

You should consider to set up a forum soon, now that you have a site. It will be easier to communicate with the community and it might help better to motivate folks to contribute.

+2 votes     reply to comment
Psychomorph Aug 22 2010, 10:57am replied:

Oh and please, I beg you, do not include the Desert Eagle into the game. Please!

+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
5 years ago
229 members