The Inquisitor 3D v1.4

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wildweasel
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Re: The Inquisitor III

Post by wildweasel »

Zan wrote:Well, I guess Shadowman can upload it, can't he?
It's a pity to not have this gem up there, I'm sure it would grow more popular.
Not everybody wants to do that, though.
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Shadowman
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Re: The Inquisitor III

Post by Shadowman »

Zan wrote:
Mere_Duke wrote:
Captain J wrote:g2.2.0... that's pretty outdated. Why not download the newest version, g2.4.0?
It works for myself even with 3 0 0
PS Such a brilliant secret level in this mod :D
All the levels are brilliant, lol
Also, why don't you upload this to ModDB?
Thanks for the suggestion. Unfortunately, I'm not aware of the download rules on ModDB. I agree that it's better to download the English texts fixed version.
Will you specify in which scripts on which maps the texts were corrected? Or will send me corrected script lumps?
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Mere_Duke
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Re: The Inquisitor III

Post by Mere_Duke »

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)
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Shadowman
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Re: The Inquisitor III

Post by Shadowman »

Mere_Duke wrote: I can create a list of differences/changes between mine and original scripts (OFC no logic changes were applied, only text strings corrected)
Thank you! The list of changes would be very handy. But if there are no changes in the mechanics of the scripts, can I just replace the old text of the script with the whole new one and compile it?
As there will be time, I will try to include all the corrections and then place an updated version here for testing.
TylerDEX9
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Re: The Inquisitor III

Post by TylerDEX9 »

How do you get to the Secret Level?
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Zan
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Re: The Inquisitor III

Post by Zan »

TylerDEX9 wrote:How do you get to the Secret Level?
The Wolfenstein one? You have to sleep in the inn at the second human town/mansion you get to.
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Mere_Duke
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Re: The Inquisitor III

Post by Mere_Duke »

Shadowman wrote:
Mere_Duke wrote: I can create a list of differences/changes between mine and original scripts (OFC no logic changes were applied, only text strings corrected)
Thank you! The list of changes would be very handy. But if there are no changes in the mechanics of the scripts, can I just replace the old text of the script with the whole new one and compile it?
As there will be time, I will try to include all the corrections and then place an updated version here for testing.
i'm back lol :D Sry for the long absence
Actually I changed it myself, I mean the whole wad was recompiled in Slade. I can release it with your permission. Or you can apply the text strings (but it will take time I think). Or you can just apply ACS-files to wad. Also I remember I've changed russian version a little bit too (some typos i've found, yes I'm from Russia :)).
It's a pity that everyone forgot about the Inquisitor by this time, and mod hadn't won the cacowards :(
Big_Bad_yankee
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Re: The Inquisitor III

Post by Big_Bad_yankee »

Well the wad is INSANELY good designed in terms of visuals ( though performance spikes were present ), as far as i can tell everything is quite nice, but to my mind there is a lot of balance issues, and it's not the overwhelming difficulty that kinda bothers me, i've completed battle toads, i know what a difficulty IS.

It's just that inquisitor 3 feels... unbalanced.

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.

Also once you get heavy crossbow, why don't just ditch the light crossbow altogether? just load lightcrossbow bolts into heavy one, or just ask a trader to reshape lightcrossbow bolts into heavycrossbow bolts. same goes for spells.

Alltogether navigating a hud is very difficult, if you're a mage you need to go through like 4-6 spells before you get what you need and that's without talking about weapon spells, those are VERY difficult to navigate through, at times i just forgot where my flamethrower spell was at all.

The imp type enemies are insanely anoying and storm version must be one shoted by at least explosive bolt on 25 25 str dex hero. Their first encounter in the cathedral room with a bunch of lanters that you have to light would have been OK, if not for the insane ammount of imps and your total lack of any signifficant ranged firepower ( especially if you're a str based character, mages have it better, but only a bit ). I tried fletchets and they have no range and i can't throw them, those orange bombs do next to no damage to them too. crossbow bolts are easliy missable, so in the end the place might feel more of a choir than a fun part.

The mod was super fun, and the visuals and scripts were all stunning, i liked the part in the castle A LOT, especially the wizards fights, but it is REALLY hard to keep track of them, maybe give them a superfast phase shift like those mages from hexen? Because if you're surrounded it's really hard to keep track of these dudes, and it can get frustrating.

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 ).

But other than that, the mod was amasing for me. golems were fun to fight with, i liked the whole exploration based thing, though the rpg element needs to be adjusted, because at times it feels a little system shocky 2 ( meaning you can't finish the game melee only without insane amount of effort, and you can easily erm... hinder your build by wrong descisions ). but at times it is really hard without an objective marker on a minimap, though places never really get too big to be unable to understand where you are going, which is nice.

I really liked the catacombs exploration ( but after a while i felt a bit overwhelmed, still liked it anyway ), but levelled monsters feel weird.

At the end of it, on my 4th playthrough, i just hacked magic elixirs and ranked up all my stats at once, and you know what??? ALL tediousness was gone, no more anoying imp room with 40 lanterns, because you can now oneshot them and take a beating at the same time. tedious satyr shield users, knockbackers, berserkers??? all were quite comfortable to deal with.

So idk if i can say it but... for me the mod was more enjoyable when i just hacked my stats. But it was enjoyable even without cheating, but it had glaring issues with balance. aside from that, the mod is absolutely great. Had an insane amount of fun with it. Hell level was very fun.

Also regarding pdf files. If it is possible, i'd rather have the full number math visible, meaning i know EXACTLY how much my weapon can do, and what it can't do, what stats do monsters have.

ALSO, what i found really interesting about the whole inquisitor series is that... well it kinda ties in into Doom 2016 story, funnily enough. Imagine. what if eventually after beating so much demons and attempting to return home after his victory in his original timeline doomguy was thrown into this world of inquisitor, which is actually a very early version of the Argent'd'nur world we can see in doom 4. and doomguy actually chooses to stay in the world of inquisitor after the events of inquisitor 3, due to his knowledge he brought with himself and the technology used for his original armor he was actually capable to advance science in this inquisitor world, he tells the people of the inquisitor/argent'd'nur world about teleportation and how his own world used to handle technology, later they discover that all magic in inquisitor world comes from the power of wraiths so doomguy starts the order of night sentinels in order to study the stuff and prepare for war with demons and after the events of inquisitor 3 he gets so much magic shoved up his body he stops to age and then he becomes the doomslayer in his journey to battle hell... Kinda would be fun to see/play.
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Shadowman
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Re: The Inquisitor III

Post by Shadowman »

Mere_Duke wrote:Actually I changed it myself, I mean the whole wad was recompiled in Slade. I can release it with your permission. Or you can apply the text strings (but it will take time I think). Or you can just apply ACS-files to wad.
Yes, we've put the English version of texts in scripts. Now there is a revision - the addition of new models, some editing decorate, etc. Radical changes in the new version is not expected, but some explicit bugs (for example, crossbow sight) will be corrected.
Big_Bad_yankee wrote:It's just that inquisitor 3 feels... unbalanced.
Thank you for interesting thoughts and suggestions for the project. Some things are already being corrected, but we are unlikely to globally rewrite the project (because this will then be a completely different game). For the future it will come in handy. I would also like to ask you an example of a zdoom-wad with an ideal balance of melee combat in your opinion.
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The Ultimate DooMer
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Re: The Inquisitor III

Post by The Ultimate DooMer »

I don't think people "get" melee combat in general, as it's so different to Doom's playstyle.

Reminds me of an elitist comment posted on Serpent's idgames entry:
"I do UV runs of HR and AV, I shouldn't be dying to MELEE monsters in map THREE!"
(melee requires a lot of dancing and a decent weapon, but you'd think that demo-runners would have enough skill to manage it...maybe he doesn't berserk punch very much)
Big_Bad_yankee
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Re: The Inquisitor III

Post by Big_Bad_yankee »

Well, there isn't really much need to rewrite the whole thing, a couple of tweaks would make the experience more enjoyable though.

Unfortunatelly 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.

Sooooo.... there isn't really that much wads that made a really great melee combat in my experience at least. But inquisitor really lacks a small buff to melee as well as a shield. ( maybe implement stamina dark souls style in order for shields not to be abused ). 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.
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Zan
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Re: The Inquisitor III

Post by Zan »

I'd love a sequel to this game so much.

Hey, btw, why don't you reskin Doomguy with Hexen's fighter sprites? The power armor is kinda out of context, and you could keep the story with Doomguy but give him a more according outfit.
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Re: The Inquisitor III

Post by Big_Bad_yankee »

It might sound weird, but I actually like the player beeing a doomguy, almost makes you feel like you're in argent'd'nur before shit hit the fan, and before he became the doomslayer.
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Shadowman
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Re: The Inquisitor III

Post by Shadowman »

2 Big_Bad_yankee:
Thanks for the mentioned wads, we will try to take them into account. In hexen melee mechanics are different from Doom, but unfortunately there are native actions, whose parameters can not be edited in the decorate (which prevents them from being bound to the RPG system). I would like to hope for a complete decoding of all the native actions of Hexen and Heretic for gzdoom.

Redux doomguy in the style of Hexen binds him to one of the classes of Hexen, while in the Inquisitor 3 the class is formed by the player himself in the process of the game.

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?
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Mere_Duke
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Re: The Inquisitor III

Post by Mere_Duke »

can not be edited in the decorate
Maybe ZScript can handle it?

What about the story? It was very interesting, dialogues, quests, decisions - all of it. I can say the goodness of the wad was formed 50% by combat and 50% by story elements.
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