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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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  (60 - 70 of 164)
Psychomorph
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
hakaru-x
hakaru-x Aug 14 2010, 3:56pm says:

tracking!

+1 vote     reply to comment
shaft77
shaft77 Aug 8 2010, 9:10pm says:

great to see it back on track! Videos look sik.

+1 vote     reply to comment
GetSpookd
GetSpookd Aug 8 2010, 12:19pm says:

Thats some pretty kick *** news right there!

+1 vote     reply to comment
frostPanic
frostPanic Aug 7 2010, 9:52am says:

I'd be willing to help

+1 vote     reply to comment
Doompantz
Doompantz Jul 16 2010, 6:25pm says:

The old Rogue Spear game still exists and is still played. We still have a ladder, and we want more players. We've been playing on GSA but we're going to try and move to Voobly. Voobly uses less resources than GSA and doesn't have those annoying advertisements. You all should download it, or install if you still have the disc and come play/ladder again. Just get Voobly and come to the Rogue Spear lobby. Tormentium's making our new anti-cheat patch.

Sorry for not being able to put the whole link, I've just now signed up on here although I've been watching over Rogue Reborn for a while now for updates.

The ladder website is:
xcgaming.com

Rogue Spear downloads (game, patch, maps, anti-cheat patch for laddering, etc. etc.):
xcgaming.com/roguespear/

Voobly download:
voobly.com/updates/voobly-v2.1.37.1.exe

+2 votes     reply to comment
TalonFive
TalonFive Jul 14 2010, 12:58pm says:

Don't give up guys, making games is like a life (long run, with many obstacles, sorrow, disappointment but in the end everyone is victorious).
DON'T GIVE UP, GAME SCENE NEEDS PROJECTS LIKE THIS !

+1 vote     reply to comment
thewonderboy
thewonderboy Jul 16 2010, 7:11am replied:

dont mumble about "dont give up" its useless D: he needs a team and now get out there finding some. im going to join when i have practiced modeling... if joining is anymore possible

+3 votes     reply to comment
toxizz
toxizz Jul 12 2010, 11:11pm says:

Well justin,I think we can at least thank you.
for your hard work and stuff. and for trying
You did seems by yourself in that project and that's sad...

+2 votes     reply to comment
shaft77
shaft77 Jul 12 2010, 7:22pm says:

Dang...That sucks

+2 votes     reply to comment
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Rogue Reborn
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