The Inquisitor IV (UZDoom/GZDoom)

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.
User avatar
ShadT
Posts: 18
Joined: Sun Sep 04, 2022 10:09 am
Preferred Pronouns: He/Him

The Inquisitor IV (UZDoom/GZDoom)

Post by ShadT »

Greetings everyone! :)
Allow me to present "The Inquisitor IV" - my latest UZDoom/GZDoom total conversion project. It's been a long time in the making, with individual maps created between 2020 and 2026. It wasn't until February 2024 that I finally settled on the project's concept and began to shape it, completing the missing maps.

Brief Introduction
"The Inquisitor IV" is a prequel to "The Inquisitor 3D" and a sequel to "Ascension". The game takes place after the events of "Ascension", but long before the story unfolding in "The Inquisitor 3D." Thus, all three TCs are interconnected, forming a pentalogy with the previous installments (“The Inquisitor” (2012) and “The Inquisitor II”). Once again, you play as a nameless hero, finding yourself in an unfamiliar place at an unfamiliar time. You have a long journey ahead, but you'll find out what it has in store for you only by playing the game :o
Knowing the plot of the previous installments is not mandatory to enjoy the game, but players familiar with the preceding entries will notice direct references to previous events (or those unfolding in the future) of the other two installments.

Main Settings
Russian and English versions are available – you can select your preferred language in the standard UZDoom/GZDoom language settings menu.
This TC features an RPG system similar to "The Inquisitor 3D," but this time, the player character has four attributes, similarly to "Ascension."
It is strongly advised to customize the hotkeys for the following actions (the hotkeys offered by default can be changed at any time):

J - Quest Log;
L - World Map (if available - you'll still need to find it :o );
M - Transformation Spells Menu (you can toggled between the available spells by pressing the Forward and Backward movement keys);
T - Cast the selected Transformation Spell.

You can also optionally configure the hotkeys for some frequently used items (such as healing potions, attack potions, and Disks of Repulsion).
The rendering distance of 3D models for some environmental objects (grass, decorations, etc.) can be adjusted in a separate configuration menu (found at the bottom of the Options menu), while large 3D objects will always remain visible from any distance. You can also adjust the delay before torch flames appear when the player enters the line of sight.
Some trees are rendered as 3D models, while others are displayed as sprites — this is a deliberate design choice made despite the opportunity to include 3D models for all kinds of trees. In my opinion, full 3D vegetation in this Doom mod would look worse than a mix between polygonal models and sprites.

Leveling Up!!!
The maximum experience level your character can reach is 15, but you can only achieve that on difficulties no lower than Normal. On any easier difficulty you'll only reach level 14 at best. Therefore, plan your progression path in advance – it's best to raise only two of the four available stats, focusing on either the "Warrior’s" or the "Mage’s" path.
The difficulties Very Easy and Easy differ in the amount of enemy damage and behavior, but the quantity of monsters is equal for both difficulty levels. On Normal and Hard difficulties, you will face more monsters, and they become more aggressive (especially on Hard).
The archive also contains a manual in Russian and English, which provides a detailed overview of character attributes, weapons, spells, monsters, and items. Be sure to read it, especially if this is your first time playing the Inquisitor series.

Acknowledgments
I would like to thank Evilhog (a.k.a. Хрюк Злюкем) for translating the game's texts into English, thoroughly proofreading them, and testing the TC. I would also like to thank Demonologist for testing, and Guest and ConradRDW (GRAU ouie) for the large set of 3D models that have become the "standard" for games in this series. Additional thanks go to numerous other creators – the makers of textures, sprites, music, and 3D models (for the details, please read the corresponding text file attached to the game archive).

You can check out some in-game screenshots below:
Spoiler:
Have fun playing the game! :)
UPDATE: ver. 1.1.
Download the wad from moddb.com
User avatar
ShadT
Posts: 18
Joined: Sun Sep 04, 2022 10:09 am
Preferred Pronouns: He/Him

Re: The Inquisitor IV (UZDoom/GZDoom)

Post by ShadT »

The updated version 1.1 has been released.
Fixes:
- Removed the Very Easy skill, slightly reduced damage from monster attacks for the Easy skill.
- Fixed a critical bug with learning the "Thunder Storm" spell.
- Several minor texture and credit issues.
Link in the first post.
User avatar
Enjay
 
 
Posts: 27550
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: The Inquisitor IV (UZDoom/GZDoom)

Post by Enjay »

Hey, I wonder if you could shed some light on a weird situation with this projects and UZDoom.

When I tried the previous version in any of the UZDoom betas/git builds, the titlemap didn't work. All that was visible was a very dark screen. After a bit of digging, I figured out that no actors were spawning on the map - including the camera that is supposed to be changed to so that you can get a view of the island. What was even weirder was if I typed "map mapXX" from the titlemap (where mapXX was any valid map) I would warp to the entered map as expected but, when I got there, there were no actors on the map. However, starting a game from the manu and then warping to the titlemap allowed the titlemap (and all other maps) to work. This was only with the UZDoom betas. The release version worked fine.

Anyway, version 1.1 of the mod does not show the above description so I wondered if you had any ideas as to why this might have happened or what you changed that fixed the issue?
User avatar
ShadT
Posts: 18
Joined: Sun Sep 04, 2022 10:09 am
Preferred Pronouns: He/Him

Re: The Inquisitor IV (UZDoom/GZDoom)

Post by ShadT »

Thanks for the detailed comment; it does seem odd.
In version 1.1, I removed the "Very Easy" difficulty from MapInfo because, as it turned out, no items were appearing on the maps on that difficulty, even though they were displayed normally on other difficulties. Honestly, I don't know if this is due to a bug in the MapInfo code or a port setting issue.
User avatar
Enjay
 
 
Posts: 27550
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: The Inquisitor IV (UZDoom/GZDoom)

Post by Enjay »

Aha! Thank you. That was the clue I needed. Your old very easy difficulty setting had this line:
SpawnFilter = veasy

According to the wiki, the very easy spawn filter name is "baby"
SpawnFilter = baby

That would also explain why nothing was spawning on the easy setting.

Changing the MAPINFO to that fixes the titlemap in 1.0. Why UZDoom 4.14.3 didn't trip up on this but the beta versions did, I don't know.
[edit]
I figured it out. For some reason, UZDoom betas are defaulting to skill 0 instead of the old default of skill 2. So, when the titlemap appeared, it was running in the "very easy" mode, but that had the faulty spawn filter, so nothing appeared. UZDoom 4.14.3 boots to the original default so the titlemap worked (and the nothing-spawning problem only occurred if a player actively selected "very easy").
[/edit]

While I'm on, I noticed that messages like this appear at the console for every map (including the titlemap).
Incorrect data format for conversation script in maps/map06.wad.
Neither Slade nor UDB can read your dialogue lumps (but they obviously work in game). This message appears in UZDoom and GZDoom.

Any idea what's going on there?
User avatar
ShadT
Posts: 18
Joined: Sun Sep 04, 2022 10:09 am
Preferred Pronouns: He/Him

Re: The Inquisitor IV (UZDoom/GZDoom)

Post by ShadT »

Excellent! Thanks! I suspected I'd misread this difficulty, but I didn't bother looking into it yesterday. I think 3 difficulties are enough for now, so I'll keep it as is in version 1.1 :)

As for dialogues, I don't use the Strife dialogue system, and the game doesn't use dialogue lump scripts. All dialogue texts is written using standard ACS scripts. The pk3 archive contains two Language lumps: one is used for item pickup messages and the messages when dying from monster attacks, and the other contains all other texts (boxed messages and dialogue texts). This is due to the different fonts used in the game.
Could the presence of two Language lumps affect this message somehow?
User avatar
Enjay
 
 
Posts: 27550
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: The Inquisitor IV (UZDoom/GZDoom)

Post by Enjay »

ShadT wrote: Thu Feb 26, 2026 2:38 am Could the presence of two Language lumps affect this message somehow?
It shouldn't do.

What the problem is, is that somehow your maps have a DIALOGUE lump in them that is 2 bytes in size (though, according to Slade, all they contain (in Hex) is 00 00).
Normally, if you have not used the dialogue system, the marker is in the map lumps as a zero-length entry. I don't know what map editor you used, but somehow it ended up creating these weird 2 byte dialogue lumps.

So, your dialogue lumps being 2bytes (i.e. they have *something* in them, rather than being zero length, but the *something* is not a correctly formatted dialogue) is enough for the engine to try and read them, and (obviously) not make sense of them and so report a problem.

You can actually delete the dialogue lumps in Slade and that will make the error go away, or maybe open them in some editor that doesn't do this 2 byte thing, clear anything that appears and re-save if you want to keep the empty markers in your map.
User avatar
ShadT
Posts: 18
Joined: Sun Sep 04, 2022 10:09 am
Preferred Pronouns: He/Him

Re: The Inquisitor IV (UZDoom/GZDoom)

Post by ShadT »

Thanks, I'll keep this in mind for the next update (once I've accumulated enough edits).

When opening the script lump in the builder, sometimes the dialog lump would open first, requiring me to switch to scripts. Perhaps this somehow contributed to the error, as I didn't write anything in the dialog lump.
User avatar
Enjay
 
 
Posts: 27550
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: The Inquisitor IV (UZDoom/GZDoom)

Post by Enjay »

ShadT wrote: Thu Feb 26, 2026 8:20 am When opening the script lump in the builder, sometimes the dialog lump would open first, requiring me to switch to scripts. Perhaps this somehow contributed to the error, as I didn't write anything in the dialog lump.
Could be that something crept in there somehow when you did that. I haven't experienced that myself, but it seems plausible.

Out of interest, what kind of performance are you getting with the mod? Some of the maps are very slow for me. Map06 is a good example. Pretty much right from the start spot my computer struggles. I rarely get above 30fps and quite often it dips to single figures as I move around. My computer is starting to show its age, but it's still decent. I know that there is a lot going on in The Inquisitor (lots of actors, lots of lights etc) but I usually get well over 100fps for most complex mods and well over 200 for relatively straight-forward, but still big maps. So, this mod is really pulling things down for some reason.

Edit: for info, the next version of UZDoom will have some optimisations for dynamic lights. Big lights should have improved performance, but if a map contains LOTS of small lights, it could bring performance down. Given that a lot of your lighting seems to be by relatively small torch-like effects, that might be something to look into for optimisation if you do make further revisions (especially if a single torch can spam lots of lights for individual flames or something (I don't know how you've done yours)).
User avatar
ShadT
Posts: 18
Joined: Sun Sep 04, 2022 10:09 am
Preferred Pronouns: He/Him

Re: The Inquisitor IV (UZDoom/GZDoom)

Post by ShadT »

At the start of Map06, I had around 40 fps, and at the point in the screenshot (looking from the intersection toward the fountain), it was 16-24 fps. This is the slowest point on the entire map, and the farther you get from there, the higher the fps.
https://i.postimg.cc/jjvzx5YF/Screensho ... 191719.png

The map uses a large number of 3D floors, which, combined with dynamic lighting, lower the fps. Each torch has only one dynamic light, regardless of the number of flames. Some torches in the game are off by default and only turn on when they "see" the player. This is also an attempt at optimization. But on this map, most torches are turned on by default.
User avatar
Enjay
 
 
Posts: 27550
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: The Inquisitor IV (UZDoom/GZDoom)

Post by Enjay »

Thanks for the info. It sounds like the torches are probably pretty well optimised then.

Interestingly, when I was experiencing the bug with the difficulty settings, I went to map06 and with no actors present at all (which, obviously, includes no lights, no trees, no NPCs, or anything that isn't architecture), I was getting around 240-250 fps. So, the 3D floors alone are not problematic. I'm honestly not sure how much worse 3D floors are when they interact with lights etc. versus "normal" architecture. There has always been a perception that they are really bad, and that must come from somewhere, but I don't know how much of a problem it actually is compared to, say, just a very complex map made from traditional lines and sectors.
Shadow_Wulfe
Posts: 21
Joined: Tue Jan 12, 2021 11:27 pm

Re: The Inquisitor IV (UZDoom/GZDoom)

Post by Shadow_Wulfe »

Love the Inquisitor series.

I assume the city guard not letting me into Alcatha is a bug? I selected "Mages" and guard said I could pass. I then selected the other option and he said no. Now I have to use Noclip to get into town.
User avatar
ShadT
Posts: 18
Joined: Sun Sep 04, 2022 10:09 am
Preferred Pronouns: He/Him

Re: The Inquisitor IV (UZDoom/GZDoom)

Post by ShadT »

Shadow_Wulfe wrote: Thu Feb 26, 2026 9:32 pm Love the Inquisitor series.

I assume the city guard not letting me into Alcatha is a bug? I selected "Mages" and guard said I could pass. I then selected the other option and he said no. Now I have to use Noclip to get into town.
Thanks for noticing, we'll fix it.

It seems you didn't report to the Braviken mayor for the quest to save the children, as the guard would have let you through even with the first answer. Try going to Braviken and talking to the mayor, then returning and talking to the guard.
Shadow_Wulfe
Posts: 21
Joined: Tue Jan 12, 2021 11:27 pm

Re: The Inquisitor IV (UZDoom/GZDoom)

Post by Shadow_Wulfe »

ShadT wrote: Fri Feb 27, 2026 5:00 am
That seems to be what happened! I went back and completely turned that quest in. I think there were two dialogue prompts so I thought that it was already done.

Great game! Each Inquisitor seems to be one up the previous entry. The epic fights toward the end really show how far you progress through the campaign.
User avatar
ShadT
Posts: 18
Joined: Sun Sep 04, 2022 10:09 am
Preferred Pronouns: He/Him

Re: The Inquisitor IV (UZDoom/GZDoom)

Post by ShadT »

Shadow_Wulfe wrote: Sun Mar 01, 2026 6:59 pm
ShadT wrote: Fri Feb 27, 2026 5:00 am
Great game! Each Inquisitor seems to be one up the previous entry. The epic fights toward the end really show how far you progress through the campaign.
Thank you! It's very nice to hear that!
Which stats did you primarily improve? I'd be interested to know your progression path in the game. :)

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