• Register

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.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

Rogue Reborn

News 16 comments

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
Help us make this happen

Help us make this happen

News 3 comments

With ~200 members watching Rogue Reborn, we're looking to ask the community for help.

Small Update

Small Update

News 6 comments

Developer update - If you hate technical stuff, ignore this update.

Rogue Reborn: Technology Demo (Google's V8 and GUI/Game Scripting)

Rogue Reborn: Technology Demo (Google's V8 and GUI/Game Scripting)

News 9 comments

Shouldn't scripting/GUI-editing be easy? We want people to mod when Rogue Reborn is released. Here is what we are doing to make that process easy.

Rogue Reborn: RS Interactions (climbing, opening, reloading)

Rogue Reborn: RS Interactions (climbing, opening, reloading)

News 14 comments

The Rogue Reborn team has implemented a vast portion of the interaction system from Rainbow Six: Rogue Spear. Developer's Blog.

Post comment Comments  (0 - 10 of 163)
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

thewonderboy
thewonderboy

RIP

Reply Good karma Bad karma+1 vote
shinhs6291
shinhs6291

is it dead?

Reply Good karma Bad karma+2 votes
Guest
Guest

No, currently the guy making this is making a new engine with C++11 instead of the hat engine made from one the branches of the quake engine made with C.

Reply Good karma Bad karma0 votes
NoobSaibot
NoobSaibot

Looks pretty dead to me. Just wait for Take Down.

Reply Good karma Bad karma+1 vote
Wolf_McNish
Wolf_McNish

Ouch that sound after a grenade, is ear-shatteringly realistic.
thanks for making an oldschool Rainbow Six. I think this game is a candidate for TrackIR or headtracking support.

I still play Raven Shield, Vegas and the rest were just horribly bad.

Reply Good karma Bad karma+1 vote
thewonderboy
thewonderboy

i so hope your project is still hanging on something.

you have reasonable many followers and visits. still hoping to see something new :)

Reply Good karma Bad karma+2 votes
majik8
majik8

I doubt it

Reply Good karma Bad karma+1 vote
GetSpookd
GetSpookd

Sooo... any news?

Reply Good karma Bad karma+1 vote
LizardGamer
LizardGamer

I want the engine!!!!

Reply Good karma Bad karma+2 votes
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

X