Sorry for the question but I get a bit nerdy about this kind of thing. The ending of Ascension and the intro of Inquisitor 3D always made me assume that the order was Ascension -> Inq2 -> Inq1 -> Inq3D. Does this mean that the real order is something more like Inq1 -> Inq2 -> Ascension -> Inq4 -> Inq3D?
The Inquisitor IV (UZDoom/GZDoom)
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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.
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brick
- Posts: 55
- Joined: Fri Apr 30, 2021 10:22 am
- Graphics Processor: nVidia (Modern GZDoom)
Re: The Inquisitor IV (UZDoom/GZDoom)
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ShadT
- Posts: 19
- Joined: Sun Sep 04, 2022 10:09 am
- Preferred Pronouns: He/Him
Re: The Inquisitor IV (UZDoom/GZDoom)
Yes, you've correctly specified the order of events in these mods. You just need to add Inq4. The final order will be: Ascension -> Inq4 -> Inq2 -> Inq1 -> Inq3Dbrick wrote: ↑Wed Mar 04, 2026 11:41 pmSorry for the question but I get a bit nerdy about this kind of thing. The ending of Ascension and the intro of Inquisitor 3D always made me assume that the order was Ascension -> Inq2 -> Inq1 -> Inq3D. Does this mean that the real order is something more like Inq1 -> Inq2 -> Ascension -> Inq4 -> Inq3D?
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Ash_Scav
- Posts: 4
- Joined: Sat Oct 29, 2022 12:04 pm
Re: The Inquisitor IV (UZDoom/GZDoom)
Well great game so far again ShadT. Also really like the series. I made it to the wilderness but now end of game for me. Think I have to start and change some of my decisions made.
Ash
Spoiler:But ShadT no worries just great gameplay again. Think when I start over I might find some things I missed before.
Ash
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ShadT
- Posts: 19
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- Preferred Pronouns: He/Him
Re: The Inquisitor IV (UZDoom/GZDoom)
Version 1.2 update has been released.
Fixes:
- Access to the final weapons on map 14 has been simplified — weapons can now be claimed at any time, provided the player's stats allow it.
- The guard's script on map 05 has been corrected.
- The closing gate on map 15 has been moved slightly further from the entrance.
- The "torture room" walkthrough on map 16 has been modified.
- The music track on map 12 has been expanded.
- The music on map 06 has been replaced.
- Adjusted missing textures in various places and minor edits to some maps.
- The decorate code for the burning torches has been slightly modified.
The link in the first post of the topic has been updated.
Fixes:
- Access to the final weapons on map 14 has been simplified — weapons can now be claimed at any time, provided the player's stats allow it.
- The guard's script on map 05 has been corrected.
- The closing gate on map 15 has been moved slightly further from the entrance.
- The "torture room" walkthrough on map 16 has been modified.
- The music track on map 12 has been expanded.
- The music on map 06 has been replaced.
- Adjusted missing textures in various places and minor edits to some maps.
- The decorate code for the burning torches has been slightly modified.
The link in the first post of the topic has been updated.