The Inquisitor 3D v1.4

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
Post Reply
User avatar
Jake Crusher
Posts: 47
Joined: Wed Jul 23, 2008 7:49 am
Location: Who gives a beep from where I am? :)

The Inquisitor 3D v1.4

Post by Jake Crusher »

Archibald, the King of Deyja Krondor, who suddenly from a kind ruler turned into enemy.
Ternis, the King of Khorus - who later turned into the Cursed Lich King.
Blacknore, the Dark Wizard, who got the Staff of Zharduk with Archibald's blessing and made Ternis into who he is now.
How is everything related?
... all fell before you. Slained by you, each time in a difficult battle.
A battle between Good and Evil.
And twice you passed through mysterious Portal in hope this time it will send you back home.
... but you were wrong.
Still, the powerful forces unknown decided that there will be another trial for you.
That either will make you triumph and will mark your return back to the place you came from...
... either will bring you to your Doom.

http://i67.tinypic.com/d65t.png

OK, sorry for such long introduction - I'll get straight to the point.
You've heard about The Inquisitor and The Inquisitor II, right?
(... well, even if you don't - now you do. :D )
Spoiler: ... for the info about original wad's release
Additionally, some hotkeys are already set.
J - quest journal,
P - shows hero's characteristics,
M - opens menu with defensive spells,
T - casts chosen defensive spell.

UPDATE 04.09.2022.
Aaand here we go again - 2 years later, another new release from Shadowman & BigMemka!
From what I was told - they both have spent THIS ENTIRE SUMMER to update the project, and finally, here is the result - The Inquisitor 3D v1.4.
Updates include: it is now possible to change wad's language in GZDoom directly (through its menu), as well as to setup the delay of torches' flames (for FPS optimisation); modificated monsters code & player arsenal; warrior's Flame Cannon has been replaced with Ice Cannon; and new locations on the levels. Enjoy!

You can download it HERE (version 1.4., dated by 04.09.2022) from Yandex-disk.

UPDATE 03.24.2020.
Alas, another update :)
The Inquisitor v 1.3 has been released today.

The main changes compared to version 1.2 are following:
- Fixed a quest that could not be completed in version 1.2 due to a technical error;
- fixed errors on some maps, which did not allow to finish them with 100/100/100;
- the fire cannon now requires STR + DEX + VIT> = 40 to use; all attacks are now equally depending on these three stats;
- sword attacks now restore life, provided that VIT> = 19; life restoration depends on both the VIT value and the harm done by the sword, so increasing STR also has an effect;
- the protection of most game's armors has been increased;
- crossbow damage reduced;
- also, the damage of "fire hands" has been slightly reduced;
- mines' exploded door has been redone;
- added a model of a dying girl in the church as well as some models in the dungeon of the royal castle and on other maps;
- other miscellaneous minor fixes.
===============================
Direct link to download:
https://yadi.sk/d/ptd-Zp6L-DKvXw


To play this version, GZDOOM 4.3.1 IS ABSOLUTELY NECESSARY, NO JOKING HERE.

UPDATE 25.01.2020.
Inquisitor 3D has been updated to version 1.2.
Download: https://yadi.sk/d/YiDReTM4RQTSSw

General changes:
- armor models were added;
- a model of the Bogdan's flail was added;
- some models were fixed;
- alternative attack of Zharduk's staff (causing insufficient damage) was fixed;
- many small edits on maps;
- when switching between locations, the temporary effects of spells and items are saved;
- the transition between locations now does not require re-casting power up’s;
- the maximum number of bags with additional arrows increased from 2 to 4;
- menu for displaying breath under water was added.

Gameplay changes:
- Crossbow rate now depends on Dexterity.
- Ordinary arrows of a light crossbow, when hit, bounce and with some probability can be picked up for reuse.
- Explosive bolts of a heavy crossbow with their explosions attract the attention of surrounding monsters (the effect does not distract monsters who have already reacted to the player).
- Attack with the sword spends stamina, the speed of recovery of which depends on Strength. The more stamina is spent, the longer it will recover. With reduced stamina, the speed of attack with the sword drops.


UPDATE 02.09.2019.
A new wad's version has been released by Shadowman & Guest, now named The Inquisitor 3D.
What's the difference between old and new versions?
... well, one of them is plain simple - you don't need to have doom2.wad to play The Inquisitor 3D; now you can play it as a standalone game, just use inqstr3d.wad as an iwad in command line.
Another one (and a BIG one at the same time) - now most of the sprite objects are replaced by 3D-models; additionally some visuals have been added.
And yes, fixed bugs.
(more info located here.)


New wad's version requires GZDoom 3.7.2. SERIOUSLY.

Download The Inquisitor 3d from Yandex-disk.
Being a bit too old, this info doesn't represent this wad's current state as necessary.
For those who still plays/want to play wad's first ready version, use GZDoom 2.2.0 for it.

... oopsie, did I forget screenshots?
(sorry, but it seems that forum is not allowing me to post screens here as pictures for some reason.)
http://darkwatcher.freevar.com/DoomWads ... nq3-01.png
http://darkwatcher.freevar.com/DoomWads ... nq3-02.png
http://darkwatcher.freevar.com/DoomWads ... nq3-03.png
http://darkwatcher.freevar.com/DoomWads ... nq3-04.png
http://darkwatcher.freevar.com/DoomWads ... nq3-05.png

As always, your feedback is always welcomed!
Have a great game!

P.S. Also, archive contains English .PDF-manual as well (in case there are lore aficionados out there :)).
Last edited by Jake Crusher on Sun Sep 11, 2022 10:02 am, edited 20 times in total.
User avatar
IvanDobrovski
Posts: 83
Joined: Mon Aug 08, 2016 4:05 am

Re: The Inquisitor III

Post by IvanDobrovski »

This is looking really sophisticated! Expect my comments this weekend.
User avatar
chronoteeth
Posts: 2662
Joined: Wed Sep 08, 2004 1:29 pm
Preferred Pronouns: It/Its

Re: The Inquisitor III

Post by chronoteeth »

bout the only thing i'd say from the images is that side view weapons dont mesh well with center view weapons

you're in luck tho, ravage made a center aimed blood shotgun for yer convenience~
Spoiler: here
User avatar
ZioMcCall
Posts: 574
Joined: Fri Dec 05, 2014 3:05 pm
Location: Senigallia,Italy

Re: The Inquisitor III

Post by ZioMcCall »

Oh my god,i love the maps.Unluck that this mod lag a little on my pc :(
User avatar
Ozymandias81
Posts: 2062
Joined: Thu Jul 04, 2013 8:01 am
Graphics Processor: nVidia with Vulkan support
Location: Mount Olympus, Mars
Contact:

Re: The Inquisitor III

Post by Ozymandias81 »

Reminds to me of my freezed Gore: Horde of Titans huge project... If I'll get some free time I'll surely try this one, lovin' creepy grinny maps!
User avatar
Shadowman
Posts: 93
Joined: Sat Nov 26, 2016 10:44 am
Location: Russia, Moscow
Contact:

Re: The Inquisitor III

Post by Shadowman »

chronoteeth wrote:bout the only thing i'd say from the images is that side view weapons dont mesh well with center view weapons
you're in luck tho, ravage made a center aimed blood shotgun for yer convenience~
It looks good! But we used doomguy hands with this weapon. If you've added the hands of doomguy, it would be great!
Image
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: The Inquisitor III

Post by Captain J »

Uboa's The Mega Master Hand Sheets thread has slightly big version of shell-grabbing hand sprite on the right. And yet, there's more, tons of them!

Anyway, this one's really good and decent looking gothic doom mod! I'll try this out and i'll tell you some thoughts later!
User avatar
HorrorMovieRei
Posts: 251
Joined: Fri May 24, 2013 5:08 pm
Preferred Pronouns: They/Them
Contact:

Re: The Inquisitor III

Post by HorrorMovieRei »

Oh nice, another Inquisitor mod! I'll definitely play this.
User avatar
Shadowman
Posts: 93
Joined: Sat Nov 26, 2016 10:44 am
Location: Russia, Moscow
Contact:

Re: The Inquisitor III

Post by Shadowman »

We have fixed a bug on map 07...
New links are:
https://yadi.sk/d/IQ9PJmwY322nv2
http://www.megafileupload.com/cdL5/inqstr3.zip

The bug is not critical, so that someone started playing the first version, can continue to play it (with saves, of course :)
Last edited by Shadowman on Fri Dec 02, 2016 11:04 am, edited 1 time in total.
User avatar
ramon.dexter
Posts: 1517
Joined: Tue Oct 20, 2015 12:50 pm
Graphics Processor: nVidia with Vulkan support
Location: Kozolupy, Bohemia

Re: The Inquisitor III

Post by ramon.dexter »

This just magnificent. Well, I'm all out of words. Just...wow. This is like a completely new game, using gzdoom as engine. The beginning town is just beautiful.

Well done!
User avatar
Shadowman
Posts: 93
Joined: Sat Nov 26, 2016 10:44 am
Location: Russia, Moscow
Contact:

Re: The Inquisitor III

Post by Shadowman »

Unfortunately, when placed on /idgames, the wad was rejected because of exceeding limits. Who do we need to coordinate this matter? To whom should we send a e-mail?
User avatar
Tormentor667
Posts: 13530
Joined: Wed Jul 16, 2003 3:52 am
Contact:

Re: The Inquisitor III

Post by Tormentor667 »

All text is russian for me, what can I do?
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: The Inquisitor III

Post by Captain J »

You should load the mod without russian(RU) translation packages, if i can remember. Even though russian voices still plays, but at least it's all english besides that.
User avatar
Shadowman
Posts: 93
Joined: Sat Nov 26, 2016 10:44 am
Location: Russia, Moscow
Contact:

Re: The Inquisitor III

Post by Shadowman »

Tormentor667 wrote:All text is russian for me, what can I do?
You have to choose English only version and run it:
gzdoom -iwad doom2.wad -file inq3res.pk3 inqstr3e.wad

Do not add inqstr3r.wad in this case.

We spent a lot of work on compression resources of the wad and now it weighs 50.2 MB. Is that enough? or is it necessary to remove another 200 kb? )
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: The Inquisitor III

Post by wildweasel »

If I remember correctly, /idgames archivers will accept files larger than 50 MB if you alert them ahead of time and don't have any copyrighted MP3s in the file. You'll need to find one of their email addresses - Bloodshedder or The Green Herring are the people to contact, I think.
Post Reply

Return to “TCs, Full Games, and Other Projects”