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  (70 - 80 of 164)
GetSpookd
GetSpookd Jul 11 2010, 7:24pm says:

FFFFFFFFFFFFUUUUUUUUUUUUU NOOOOOOOOOOO!

+3 votes     reply to comment
thewonderboy
thewonderboy Jul 11 2010, 10:03am says:

**** man dont stop i help you after i have practiced a little D:

I know a lot places where to ask more minor help

I'll be ready maybe in two weeks :) be sure you dont delete all your files

+2 votes     reply to comment
thewonderboy
thewonderboy Jul 10 2010, 2:46pm says:

Hey justinvh remember me :]?

I searched and searched and didnt found anymore your old quake 3 mod was it called phoenix rising?

Well good that i checked my profile even once and saw your comment to me, now im following this steadily

Im starting modeling as a hobby for quake 3 engine so after small practice i could join your team :D

+2 votes     reply to comment
bloodgod_op
bloodgod_op Jul 9 2010, 11:27pm says:

Haven't scrolled through all the comments, but in case someone hasn't mentioned it already, please don't include auto aim, show enemies, or heartbeat sensors in the game. Those three things were not used by the laddering community. Excluding the cheaters that exploited all three all too easily. Removing those three things will help make your game a little less easy to exploit for cheaters.

+2 votes     reply to comment
warrior_zt
warrior_zt Jul 8 2010, 10:59am says:

another thing, is the stats at the end of the round going to be like rs? and will players have HP like most modern games or will it be random for example some people could take 8 shots to die and some take 1 or 2 it just depends where u get shot and on the round.

+2 votes     reply to comment
warrior_zt
warrior_zt Jul 8 2010, 10:46am says:

wow i still play rs along with like around another 30 people!! the game is dying and this is what it needs... RS has been able to keep going because of its game play and comeptativeness... i hope there will be a ladder and that matching will be simular to what its like now. have you thought about CV (centre view)_?? alot of people hate it but also alot like it... and what about rk and hosting etc... these are things that make rogue spear uniqe

+2 votes     reply to comment
justinvh
justinvh Jul 8 2010, 11:42am replied:

We have already implemented CV, third-person, the magazine/reload system, etc.

It's going to be a minimal HUD. We're more about bringing back the professional aspects of RS, rather then create a new Ghost Recon. There is no health counter system of any sort. It's a damage system, but maps like Rogue Spear.

+1 vote     reply to comment
HalfLife-HeadCrab
HalfLife-HeadCrab Jun 22 2010, 7:56pm says:

Looks pretty good, I guess ill Track :D

+1 vote     reply to comment
cwvh
cwvh Jun 22 2010, 1:09pm replied:

Don't you worry. We talked with an internet lawyer operating out of his mom's basement and he said there was nothing to cause alarm.

But, we always like a second opinion. How much do you charge?

+1 vote     reply to comment
Uncle_Entity
Uncle_Entity Jun 27 2010, 4:18pm replied:

The game engine is licensed under the GPL which means *everybody* has a license...

Look into Blender being re-branded and sold as an (legal aside from claiming they wrote it) example of how commercial sale of free/libre software works.

And yes, this post is part of a grand reverse google bomb plot on the '3d animation software' search term yet is also directly relevant to the topic at hand.

+1 vote     reply to comment
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Rogue Reborn
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