The Inquisitor 3D v1.4

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Zan
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Re: The Inquisitor III

Post by Zan »

Shadowman wrote:Before thinking about the sequel, I would like to clarify one question. How important to you was the story when playing the Inquisitor 3? Do we need to focus on the plot or is it better to pay more attention to purely game elements?
Story was good in Inq 3, it did keep me wanting to play and find out more.
I'd say 40% story and 60% gameplay focus is probably the best for a first person RPG game like Inquisitor.
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The Ultimate DooMer
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Re: The Inquisitor III

Post by The Ultimate DooMer »

Big_Bad_yankee wrote:Also one thing about swinging a sword or mace in inquisitor ( and well generally in most wads ) is your sword cuts a single target in front of you, what would be really nice is if sword had a small aoe to it's strikes ( meaning you slash and a certain aoe damage is applied in a cone in front of you, not sure if zdoom is capable of this though ). but anyway, inquisitor 3 was still really nice.
I wanted the same thing for Serpent (the fighter's sword in melee mode), but couldn't find a way to do it...there's no parameters to offset or spread out melee hits. The closest you can get is with a melee-range projectile hack. (which I did use in a number of places for spells and items)
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Re: The Inquisitor III

Post by Big_Bad_yankee »

Well i would say that you could keep the story at 40% and gameplay at 60% ( or even 30% to 70%, close to how doom 4 made it, meaning, if you want, you could make a database to read about different stuff inside the game world much like doom 4/system shock 2/serious sam/shadow warrior 2 and if you don't care about the world, you can just skip to slaughter everything around and be done with it ( voice over would have been fun, buuuut i just suggest, everything is up to you )). Also, as much as i liked all of the inquisitors i gotta say that i find it weird that despite doomguy coming into this medieval world people make no attempts to reverse engineer his knowledge, i mean obviously doomguy isn't a rocket scientist, but even he has to know what the hell an engine is, or why do you build factories. So... i don't know if i can suggest any of this, but it would have been really fun to explore what would happen if doomguy boosted the technology of this inquisitor world. i mean beeing a soldier, he gotta know a thing or 2 about how to assemble dissassemble his weapons at least.

I would also think that it would be interesting if you could put some elements of argent'd'nur into the inquisitor, meaning those aforementioned wraiths, and war with forces of hell, and how night sentinells were betrayed and all this stuff, and how seraphim helped doomslayer feast on the power of his slain foes, but that's obviously all up to you, who the hell am i to tell you how to write a story. But please, buff melee in one way or another, that's a thing a can't stress enough.

like i said, i liked that player is a doomguy, but everything is up to you

EDIT1 forgot to mention, that despite some questionable descisions in terms of gameplay, i actually liked every inquisitor so far, so yea, keep up the good work and do whatever you want :D Maybe you should advertise your stuff on youtube and start a patreon, might make some moneys out of your hobbies too.

EDIT2 Remember that quest where you need to find crystal in a mine? well i was searching that large mine so... either specify what mine it is and write it in journal, or make it apparent, or make a map marker of a sorts but this was just tedious for me.
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Mere_Duke
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Re: The Inquisitor III

Post by Mere_Duke »

Big_Bad_yankee wrote:But please, buff melee in one way or another, that's a thing a can't stress enough.
Could you please tell me of some wads for Doom where melee combat suits you well? I am interested in what you mean by "melee problems". I mean, I want to compare.
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Re: The Inquisitor III

Post by Big_Bad_yankee »

well like i said in one of my previous post just the previous page and i quote:

In the first part melee is kinda your only option and it REALLY needs something like:

1) Range increase on sword and flail.
2) rage mode for melee weapons??? or maybe a combo into certain moves involving 2 mouse buttons? just suggestions.
3) a shield is A MUST for both sword and flail, i can't stress this enough, but if inquisitor 4 is ever a thing, there has to be a shield, even if it can block only 30% of the damage ( though i would prefer that it just nullifies all damage at the cost of some sort of stamina bar ).
4) all melee weapons must have higher pain chance.


The gunplay is... wonky and it really shows in places where enemies have the high ground, you can aim strait at the enemy, but the game will fail to register your hits, because your crossbow bolt will hit the wall bellow the enemy, so because of this hitbox porn you actually need to aim A LOT higher than target is.

one other thing i didn't really like about the inquisitor is that there are times when weapons start to feel obsolete. Why would one ever use brass knuckles after they get a sword? just remove brass knuckless altogether after you pick up a sword. And flail feels overwhelmingly more powerfull than a sword, and it would be more fun if weapons had different playstyle ( for example sword has higher dps, but lesser range than flail, flail has MUCH higher base damage, higher range, but is very slow ), right now it just feels like there is no point in using a sword after you get a flail, and that kinda feels underwhelming, because the sword really looks cool and oblivion weapon sounds sound cool.

I know why people hate satyr berserkers so much and satyr shield users. Actually they'd be a lot less anoying if you could just pick up their shields and use as your own ( maybe add 3 shield types? like buckler, kite shield, and a tower shield that slows you down but nullifies all damage and if you press block you have different wind up animation before shield removes the damage that you recieve ).

a lot of doom wads made great steps in terms of melee combat, but none of them were put together. For example there was a lot of different strikes in sgtmk4 brutal doom ( please forgive me for referring to this ) but all of those are kinda situational and will usually result in your death on higher difficulties. There is brutal hexen ( again, please don't bash me for referring to sgtmk4 work ), where shield mechanics were implemented and you also get to feel your weapon quite comfortably. There was this wad called wrath of choronos, i completed hexen Iwad with it and even though melee was kinda fun it becomes a spam fest after a while which is NOT good.

There was also this other wad about castlevania ( the one with the whip ) and while melee felt fun i kinda felt limited by the options.

Demonsteele was REALLY fun to play, but again it's more of a way to entertain yourself that put a challenge

There was this going medieval on your ass wad ( that's how it's called i think? Not sure ), again it's more about the fun factor

While looking INSANELY AWESOME the solace dreams wad had very frustrating melee, so can't recomend it for it's melee combat.

If that was possible, then it would be nice if some tips were taken from chivalry/dark souls. There was also war of roses, but it's weird a bit.

Also one thing about swinging a sword or mace in inquisitor ( and well generally in most wads ) is your sword cuts a single target in front of you, what would be really nice is if sword had a small aoe to it's strikes ( meaning you slash and a certain aoe damage is applied in a cone in front of you, not sure if zdoom is capable of this though ). but anyway, inquisitor 3 was still really nice.

And my point kinda still stands. mekee needs rewamp but no particular wad had the kind of melee that in my book was GODLIKE WELL DESIGNED. but i'm not sure that gzdoom is capable of doing any dark soulslike melee combat.
enderandrew
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Re: The Inquisitor III

Post by enderandrew »

Mere_Duke wrote:
Shadowman wrote:Will you specify in which scripts on which maps the texts were corrected? Or will send me corrected script lumps?
http://s000.tinyupload.com/?file_id=646 ... 9391883606
Here you can grab those lumps (SCRIPTS1.ACS is the first script lump in wad when you look from the top, SCRIPTS9.ACS is the last)
I also have compiled wad itself; plus if you need it, I can create a list of differences/changes between mine and original scripts (OFC no logic changes were applied, only text strings corrected)
That link doesn't work. Is there an updated WAD available somewhere?
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Mere_Duke
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Re: The Inquisitor III

Post by Mere_Duke »

enderandrew wrote:
Mere_Duke wrote:
Shadowman wrote:Will you specify in which scripts on which maps the texts were corrected? Or will send me corrected script lumps?
http://s000.tinyupload.com/?file_id=646 ... 9391883606
Here you can grab those lumps (SCRIPTS1.ACS is the first script lump in wad when you look from the top, SCRIPTS9.ACS is the last)
I also have compiled wad itself; plus if you need it, I can create a list of differences/changes between mine and original scripts (OFC no logic changes were applied, only text strings corrected)
That link doesn't work. Is there an updated WAD available somewhere?
Of course, link's expired; I'll reupload for you: http://www.mediafire.com/file/1jtan685v ... ES_FIX.rar
NOTE: This is not official version; only messages corrected; please do not redistribute and please if you find a bug or message typo or if you see an incorrect phrase, contact me via pm, I'll fix it. I'm not the author of the mod, I'm just a guy who want this to be perfect as much as possible. Thx!
Remember, to play english version you need to drag'n'drop both "inqstr3e.wad" and "inq3res.pk3" onto GZDoom exe.
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Shadowman
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Re: The Inquisitor III

Post by Shadowman »

Mere_Duke wrote: Of course, link's expired; I'll reupload for you: http://www.mediafire.com/file/1jtan685v ... ES_FIX.rar
NOTE: This is not official version; only messages corrected; please do not redistribute and please if you find a bug or message typo or if you see an incorrect phrase, contact me via pm, I'll fix it. I'm not the author of the mod, I'm just a guy who want this to be perfect as much as possible. Thx!
Remember, to play english version you need to drag'n'drop both "inqstr3e.wad" and "inq3res.pk3" onto GZDoom exe.
Thank you. As I already mentioned, we used your versions of English texts during the preparation of the update (which I hope will be released by the summer :) .
If you find more bugs, please report here.
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Mere_Duke
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Re: The Inquisitor III

Post by Mere_Duke »

Big_Bad_yankee wrote:well like i said in one of my previous post just the previous page and i quote
Thx for the detailed answer! You have a lot of ideas and I mostly agree with them.
- different melee weapons must be for different purposes (like a flail hits hard when a spear is long-range weapon)
- AOE attacks
- shields, stamina, different types of attack (slow&strong one and fast&weak)
- different enemy behavior, different attacks, blocks, and melee styles
Big_Bad_yankee wrote:There was this going medieval on your ass wad ( that's how it's called i think? Not sure ), again it's more about the fun factor
The GMOTA one. It seems there are no generic melee as the sword produces the short-ranged projectiles.
Big_Bad_yankee wrote:I know why people hate satyr berserkers so much and satyr shield users.
I like them :D
Big_Bad_yankee wrote:If that was possible, then it would be nice if some tips were taken from chivalry/dark souls.
I think it's hard. You're right about engine limitations, there are just sprites and 1) hitscans 2) sprite2sprite collisions; it's hard to make smth like a real fight with parries and ripostes. But I think the main problem is lack of those who can/want to draw melee sprites. i've seen probably only edits of hexen/heretic melee weapons...
But Solace Dreams was kinda good bosses, right? But the combat style was too weak - just a default hit'n'run tactics.
Big_Bad_yankee wrote:The gunplay is... wonky
Oh yeah, I remember when my bolts were aiming corpses :D Though in modern GZDoom there is an option to not count corpses as targets.
But I still like if there are guns in Hexen/Heretic. At least hitscan ones.

PS Why do you excuse for mentioning the SgtMark's work? Do you think it's so bad? BTW if you have seen the Axe from brutal_v21, what do you think of it?
PPS Brutal Hexen/Heretic was made by Seidolon and edited by argv, so it's not SgtMark's. Anyway do you mean Brutal Hexen RPG mod, or there is another one with the same name?
Big_Bad_yankee
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Re: The Inquisitor III

Post by Big_Bad_yankee »

well i know that sgtmk4 has a reputation here and i don't want to stir anything up by mentioning his work.

As far as i know original brutal hexen was sgtmk4's doing, correct me if i'm wrong.
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Mere_Duke
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Re: The Inquisitor III

Post by Mere_Duke »

Shadowman wrote:Thank you. As I already mentioned, we used your versions of English texts during the preparation of the update (which I hope will be released by the summer :).
If you find more bugs, please report here.
if you plan to make The Inquisitor 4, please consider this mod as a source of ideas/maps/textures/etc : viewtopic.php?f=45&t=55115&hilit=dark+prophecy
it's dead atm but I feel like it's similar to the Inquisitor's vibe.
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Shadowman
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Re: The Inquisitor III

Post by Shadowman »

Mere_Duke wrote:if you plan to make The Inquisitor 4, please consider this mod as a source of ideas/maps/textures/etc : viewtopic.php?f=45&t=55115&hilit=dark+prophecy
it's dead atm but I feel like it's similar to the Inquisitor's vibe.
It looks interesting, voxels look good. But generation scripts do not seem to work, because on the character's screen, I have zeroes, no matter how much the lever is pressed.
Inquisitor's 3 legacy is also noticeable in this mod )
I do not like sprites from Strife, they look bad in my opinion.
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Mere_Duke
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Re: The Inquisitor III

Post by Mere_Duke »

Another suggestion about melee combat.
What do you think about this mod? Different melee hits, shield blocks, projectile reflection etc.


Also there is a cool way of implementing throwing flasks.
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Shadowman
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Re: The Inquisitor III

Post by Shadowman »

The Inquisitor 3 will be updated to "The Inquisitor 3D".
Among new additions there will be lots of 3D-models for different objects, new shops' and dialogues' system, as well as some gameplay modification.
However, there is a question concerning wad's music. According to /newstuff chronicles on Doomworld, "INQSTR3 is dripping with atmosphere. Some of it is stolen from Diablo II's soundtrack". Yes, Diablo 1-2 OST is creating a strong atmosphere for the wad, and its replacement would change game's perception. What do you think - should music be changed at the cost of losing loss of significant amount of wad's atmosphere?
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Captain J
 
 
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Re: The Inquisitor III

Post by Captain J »

Glad it's back. And i think using only Diablo musics might make the gameplay bit bland and such. Why not expand the variety of the soundtrack? Like using Skyrim music and such.
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