An Online FPS reminiscent of Tribes
  3 Screenshots
Legends is an Online FPS reminiscent of Tribes.

Legends is a fast-paced first-person-perspective online multiplayer game. The game is designed to take advantage of the beautiful environments available from the Torque engine it is based on while still offering the breakneck pacing and variety of styles available from such classics as Quake and Tribes.

Gameplay is not the strafe-strafe-jump-strafe-shoot-strafe-run-like-hell style a lot of games espouse; the addition of a jetpack adds a third dimension of mobility that makes skill, forethought, and restraint necessities to winning.

Team sizes are going to be ideal between 10 and 15 on each side, and the network code will allow anyone with any bandwidth to play relatively smoothly. Game type offerings will range from the classic Capture the Flag to our own new type, affectionately called "Knockout".

Plenty of maps will be provided by us, but the beauty of this game is its customization possibilities. Mission creation has never been easier, with a stable, full-featured editor integrated into the game engine itself. Skins, models, and effects can all be modified by the end-user with commonly available tools.

Main features:

  • Platform Layer:
  • Windows server & client with OpenGL
  • Mac OS 9/X server & client with OpenGL
  • Linux server, Linux client under development
  • Journaling
  • Integrated hierarchical profiler
  • Math library, Vector, Matrix, Quaternion, etc.
  • Efficient memory manager with extensive debugging features
  • Resource Manager
  • File and Stream IO
  • Keyboard, Mouse and Joystick Input
  • SFX/Music driver using OpenAL
  • GUI Engine:
  • Build fully scriptable interfaces
  • Includes set of default controls
  • Write custom controls
  • Includes an integrated GUI builder
  • Extensive font support
  • 3D Engine:
  • Multi-pass texturing
  • Layered volumetric fog
  • Decals
  • Detail texturing
  • Environment mapping
  • Vertex and multi-pass lighting
  • True spherical distance fogging (for terrain, buildings)
  • Spherical distance clipping (for terrain, buildings)
  • Particle Engine:
  • Integrated with scripting engine
  • Animate texture and scale
  • Specify particle mass, drag, starting velocity, etc.
  • Sophisticated particle generators which can emit multiple particle types at once
  • Interior/Building Engine:
  • Portal based interiors
  • Seemless integration with the terrain engine
  • Detail brushes
  • Animated lightmaps
  • Buildings can be instanced, placed, manipulated and yes, scaled, with the mission editor
  • WorldCraft converter
  • Networking:
  • Uses UDP and TCP
  • Award winning client/server architecture
  • Packet stream manager
  • Object ghost manager with partial object updates
  • Bit level stream packing
  • String and message packing
  • Uses the optimal Notified Delivery Protocol
  • Miscellaneous Libraries and Code:
  • Spatial Database
  • Collision Testing
  • Vehicle Physics
  • Scripting Engine:
  • Integrated compiler
  • Intermediate tokenized object format
  • On-demand compilation
  • C++ like syntax
  • Large complement of functions including math,object manipulation, fileIO, TCP/IP, etc.
  • Easily extend with plugins
  • Mission Editor:
  • Integrated mission builder
  • Construct, place, size, scale and rotate objects
  • Multi-level undo/redo
  • Edit object properties
  • Control mission lighting
  • Mission scripting
  • Built-in terrain editor
  • Rule based fractal height field generator
  • Rule based fractal terrain tiling
  • Mesh Engine:
  • Continuous level of detail based on a progressive mesh algorithm
  • Supports, bone, mesh, texture bitmap, texture coor. and visibilty animation
  • Mesh vertex deformation animation
  • Multi-bone mesh skeletal animation
  • Simple interface to multi-sequence animation manager
  • Damage detail level
  • Collision detail level
  • Projected object shadows (clipped against the environment)
  • 3DS Max & MilkShape exporters
  • Terrain Engine:
  • Continuous, seemless, LOD mesh generation (using screen error metrics)
  • Aggregated tile mip-mapping
  • Light mapped for hill and building shadows
  • Dynamically generated blend tiles
  • Altitude based fog banks
  • Seemless integration with the interior engine
  • Water Engine:
  • Continuous, seemless, LOD mesh generation (using screen error metrics) for large bodies of water
  • Dynamic waves
  • Multi-pass wave crest and shoreline textures
  • Integration with terrain and interior engines
  • Sound:
  • Multi-channel prioritized SFX manager
  • 3D sound support; panning, volume, doppler, cones
  • OpenAL
  • Tools:
  • 3DS Max plugins, including an exporter and helper objects
  • WorldCraft converter and lighting
  • Integrated into the engine: GUI builder, mission builder, terrain editor, terrain generator
  • Linux Build was tested on:
  • slackware 10, 6600GT (pci express), p4-3ghz, 512 MB ram
  • Gentoo linux-2.6.11-r3 5900 geforce, 2.8GHz P4, 1 gig ram
  • MEPIS (baby Debian liveCD), 2800+ AMD, GeForce3 Ti500, 1gig PC2700
  • PCLinux8 livecd, 1800mhz Athlon, Geforce4 MX 256meg, 1 gig ram
  • Debian linux / geforce fx 5500 / amd xp 2400+ 1gb ram

last updated on:
April 20th, 2012, 6:05 GMT
license type:
GPL (GNU General Public License) 
developed by:
Legends Dev Team
ROOT \ Games \ FPS
Download Button

In a hurry? Add it to your Download Basket!

user rating 31



Rate it!
3 Screenshots
What's New in This Release:
  • Fixed: Random sound pitch was affecting GUI sounds. No more random pitches on GUI buttons!
  • Fixed: Vehicles now use the same dynamic gravity code as the player, so vehicle.setGravity(gravity) now works.
  • Added: A modular CG shader engine has been implemented. Currently only working with the waterblock, but work is being done on the terrain and DTS shapes.
  • Added: A non-obtrusive pure-server solution has been implemented. The serverlist will show a green light bulb if the server is "stock".
read full changelog

Add your review!