HallAM1.wad
So you can see before I changed it into the pictured map...
This is the version from Deathz0r's wad with just textures changed to match the ClassicT.wad or finished Doom names.
Apparently the red keycard and Spider Mastermind had their DoomEd #'s switched during development.
Deathz0r's swapped map id#'s with an embedded dehacked lump. I just changed the Spider to a red key in the map.
The Rollee chair thing #2036 is left intact so this requires running with enthangp.wad if you don't change that.
Order of wads is important in this case.
zdoom -file enthangp.wad hallam1.wad
well that bugs or error it does not affect me or crashing like that or anything but sometimes it bothers with those posters. How can friends solve it?
ahh I also want to ask if they get a version of it that is but with (vanilla edition) the original monsters of doom
Freedoom is a project to create a free content stand-alone game based on the Doom engine. All material in the project is released under a modified BSD license, so other projects may reuse any of the Freedoom resources for their own purposes. In fact, this is a secondary goal of the project.
Freedoom is still under active development, not having yet reached a version 1.0, which should signify a complete set of resources, including sprites, textures, levels, music, etc, and some form of quality control over all of the project.
Freedoom was envisioned in 2001 by Captain Mellow on the Doomworld Forums in a thread titled barn-raising: open iwad project. This had quickly raised interest in such a project, with Fraggle and Teppic taking charge of the technical leads of the project, providing web hosting space and building up a DeuTex tree to build the IWAD. At this time, Freedoom was only aimed at providing a Doom II-compatible IWAD, as the sole game of the project.
In 2003, Rellik had created a fork of Freedoom, a spin-off called FreeDM.[1] This had closely followed the main Freedoom development. However, development had been abandoned on FreeDM and rather than letting it die, Fraggle had merged its work back into the main Freedoom tree in 2006. Since Freedoom 0.5, FreeDM has been a regular component of the project as a whole.
After the release of Freedoom 0.6.2 in early 2008, the project remained inactive for nearly the rest of the year, while Catoptromancy had accumulated a large amount of resources to contribute to the project, prompting Chungy to take up maintainership, converted Freedoom's main repository from Subversion to Git, and resumed activity on it in early December, finally releasing 0.6.3 on December 31, 2008.
Freedoom 0.6.4 was released, partly in reaction to copyright infringement discovered in the source tree, several music and sounds files being identified as plagiarized from Duke Nukem 3D and mods of that game.[2] The entire body of the plagiarist's submissions was removed as a precaution against the likely possibility that none of them were legitimate entries. Even though this release was largely a reaction to that discovery, and the version number reflected a minor update to the 0.6 series, it is still notable for introducing a third IWAD target to the project, tentatively named Ultimate Freedoom at the time, and would later become Freedoom: Phase 1.
As of January 1, 2014, Freedoom had released version 0.8 and officially moved hosting of the Git repository and web space to GitHub, opening up a new issue tracker for contributors to submit problems and share in development discussions on the project. Game changes in 0.8 include the use of a BEX patch now included as part of the IWADs allowing Freedoom to display custom message strings instead of potentially trademark-infringing Doom message strings, FreeDM being re-targeted for vanilla Doom compatibility, and episode 4 of Ultimate Freedoom being Double Impact, a Cacoward-winning nine-level episode previously released as a PWAD.
On October 14, 2014, version 0.9 was released, featuring unique names for the singleplayer-focused IWADs, and new file names to go with them. Prior to this release, Freedoom had referred to both the whole project and the IWAD with a file name of doom2.wad, which became Freedoom: Phase 2 with a file name of freedoom2.wad in this release. Likewise, Ultimate Freedoom with the file name doom.wad was renamed to Freedoom: Phase 1 with a file name of freedoom1.wad.[3] A new font was crafted for this release, replacing the menu, message, and HUD fonts entirely with a new stylization. Several of the sprites saw major enhancements from raymoohawk, who took the liberty of remastering the sprite artwork in the game and fine-tuning them with attention to details.
On December 17, 2015, Chungy announced that the project goal of Freedoom had changed from Boom to vanilla.[4] By doing so, many changes were made to both Phase 1 and 2 to make them vanilla-compatible as much as possible, starting with converting legible Boom maps to vanilla.
One of the more unusual applications of Freedoom assets is used in Undoomed: Dungeon Shooter. This is an old-skool game for Android devices running on Unreal Engine 4. It contains a map generator, similar to OBLIGE or SLIGE, to procedurally generate levels for the campaign and the arena for the survival mode, potentially providing endless gameplay. Because it uses UE4, you can have true three-dimensional room-over-room effects. Freedoom assets used here include various monsters and textures.
Freedoom is a project to create a complete Doom II-compatible IWAD file which is Free Software' The IWAD file is the file used by Doom which contains all the game data (graphics, sound effects, music, etc')' While the Doom source code is Free, you currently still need one of the proprietary IWAD files from id in order to play Doom' Freedoom aims to create a Free alternative' Combined with the GPL-licensed Doom source code this will result in a complete Free Doom-based game' The Freedoom project has already succeeded in creating a complete set of replacement textures for the original Doom games, as well as a large amount of extra material (sound effects, graphics, sprites, etc)' All of the Freedoom material can be freely redistributed, modified and reused without restriction provided credit is given to the project'
For help getting started, see the online documentation in the wiki. You need to provide your own game IWAD. If you do not have a copy of a doom-engine game, the easiest way to obtain them is to purchase them from Steam or GOG. When you download them from either of these stores, ZDoom will automatically find them.
ZDoom supports using FluidSynth for MIDI playback. To use it, extract libfluidsynth.dll to the same directory as zdoom.exe and then configure it from within ZDoom. FluidSynth is bundled with GZDoom since v3.1.0, so this separate download is only useful for older versions.
The Freedoom project does not officially support any engines norforks, though we would like to note for convenience that there is apackaged version with GZDoom available for Android devices. It isavailable either on theGooglePlay Store, or as an installableAPK.
Freedoom is an old project with many past releases, you may find someof them on the GitHubrelease page. Unfortunately, many old releases have been officiallypulled due to copyright violations discovered in the source tree, sowe can only provide as back as far as 0.6.4.
Copyright 2001 - var today = new Date()var year = today.getFullYear()document.write(year) by contributors of the Freedoom project. Freedoom and this website is licensed under an open-license. We have an RSS feed that you can follow.
This article does not speculate on AI timelines, or on the reasons why AI doom estimates are so high around here. I have my suspicions on both questions. On the first, I think AGI is many decades away, on the second, I think founder effects are primarily to blame. However these will not be the focus of this article.
There is some weird thing here about people trying to predict trajectories, not endpoints; they get as far as describing, in their story, an AI that doesn't end the world as we know it, and then they stop, satisfied that they've refuted the doomer story. But if the world as we know it continues, somebody builds a more powerful AI.
I agree with this, there are definitely two definitions at play. I think a failure to distinguish between these two definitions is actually a big problem with the AI doom argument, where they end up doing an unintentional motte-and-bailey between the two definitions.
David Thornstad explains it pretty well here. The "people want money" definition is trivial and obviously true, but does not lead to the "doom is inevitable" conclusion. I have a goal of eating food, and money is useful for that purpose, but that doesn't mean I automatically try and accumulate all the wealth on the planet in order to tile the universe with food.
Thank you for writing this well-argued post - I think its important to keep discussing exactly how big P(doom) is. However, and I say this as someone who believes that P(doom) is on the lower end, it would also be good to be clear about what the implications would be for EAs if P(doom) was low. It seems likely that many of the same recommendations - reduce spending on risky AI technologies and increase spending on AI safety - would still hold, at least until we get a clearer idea of the exact nature of AI risks.
Seems like this argument shouldn't make us feel any more or less concerned. I guess it depends on specifics, like whether the AI thinks the AI regulation we impose on seeing other AIs non-successfully try to take over the world will make it harder for itself to take over the world, or if it just, for example, only affects new models and not itself (as it presumably already has been trained and deployed). Overall though, it should maybe make you slightly less concerned if you are a super doomer, and slightly more concerned if you are super AI bloomer.
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