Ah yes, I did repost it. The previous time didn't get much traction, and I thought enough time had passed that a repost wouldn't be problematic. Apologies if I was mistaken.
I'm amazed at how prolific he is. I've interacted with him a couple of times, and he's always super polite and helpful. In spite of the fact that he is also churning through issues/code on a number of projects.
I remember when this was announced. It had another humorous side effect - in Doom monsters can kill other monsters, which meant the PSDoom could result in processes randomly killing one another.
Yes, that's exactly correct. I had intended to break it apart back to the original Doom source layout, but I haven't completed that yet. I'm not 100% sure if that's a good idea anyway.
Tragically, it will not. Most 'modern' Doom wads use features that weren't present in the original release (ie: they need GZDoom, Boom, or one of the other modern engines). This is a port of the original release, so it's missing those kinds of features.
The idea for this wasn't really to make a new fully featured engine for modern wads, it was more for sneaking the Doom engine in to unrelated projects, easter-egg style. I've run this on various embedded systems that I use Go with. One of the demos is a webserver that uses mjpeg streaming for example.