A Quick "Thank You"
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.
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.
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.
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.
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
is there any plans for tactical shields ?
Looks really amazing! I'm happy to see it come back again. I would change or remove the drawing animation. Pistols are typically carried around with a one a round in the chamber already.
That is actually a very good comment. I'll take that into consideration for sure.
Aha its back!
w00t its still alive? **** YES! Rogue spear was one of my Favourite Games when i was young.
That comment above makes no sense?, you can still play rouge spear now LOL , just because its an old game....
problem is i dont have it anymore. i could download it from somewhere. but its not that easy to find a mirror that actually works.
With limitations though. If you're on a 64-bit system > Windows XP then you can't play it. Running it with vmware has its issues, but it does work. Windows 7/Vista don't seem to really run it.
Then you need your rommel fixes, mouse shake fixes, and all that other mess :) Sometimes takes the fun out of it.
if i still had my 98me pc...
Actually I had it running on 64Bit Windows 7 perfectly fine out of the box.
Anybody knows if Ati radeon 5850 can or cannot run rogue spear.
I've installed the game but Can't run rs. I'm trying to know if the issue comes from my graphic card.
Buy it , its very cheap on ebay...
Veryyy good news its gonna be exciting !!!
I LOVE YOU!
community haves great power :)
I thinked that you cant stop the project now with about 1000 followers
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