So, everyone is posting about their GUI libraries and ACS endeavors, I figured I would announce this as I'm working on it.
Well, what else is there to say? It's GZDoom, but with Python 3.2 as a scripting language. With native string support, classes and objects, generators and functions, dictionaries and lists, it should enable you to do a lot more than ACS currently can, due to the fact that it's leaps and bounds more capable than ACS is.
The interpreter currently lives outside of the game scope, and I intend to take full advantage of this by adding the ability to interface with the menu and console and even the intermission, so your scripts can reprogram many different parts of the game and become an integral part of it, outside of the level scope that ACS currently lives in.
There will be Capsules, special dictionaries which store information with the map, hub, and game (like the ACS scopes), and even the player - which allows mods to persist script info between games, like a per-player mod-dedicated configuration file. I will document them as I add them.
Unfortunately, there's no way to take screenshots of code, so instead if you want updates on PyDoom, you have a few choices: You can join #ZDoom for real-time updates if you're the talkative IRC type (I also have a #PyDoom on the same network as well), or you can watch the CIA.vc page for commits, which also has an RSS feed in case you're into that sort of thing. I'll also be posting on occasion, usually for releases.
The wiki documents features as they are added, and the BitBucket project page will also have downloads once 1.0.0a is released proper, which I will link to when there are downloads.
Bugs and feature requests go on the issue tracker, where I'm more likely to notice them (you can post them in the thread if you like, but I'll just repost them in the tracker so I can keep track of them more easily).

