------------------------------
RUDE is a fork of Chocolate Doom 3.0.0 with some stuff from Crispy Doom.
The name is some kind of play on words and stands for Romero's Ultimate Doom Engine and
it's another tribute to John Romero. Easy to understand if you know my Romero's Heresy II
project for Heretic.

It's a strong limit removing port aiming to fix game breaking bugs and prevent crashes while
remaining faithful to the original executables. There are a few new gameplay features too.
It's somewhere in the middle between Chocolate Doom and Crispy.
Please refer to the Chocolate Doom documentation.
New features:
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* Widescreen support both zoomed view and real wide (bits from Russian Doom and Crispy).
* UI centering for widescreen (mostly taken from Crispy).
* Support for Unity IWADs with widescreen assets (SmileTheory).
* Enable loading 16 bit RIFF wavs in .wads (SmileTheory).
* Doom 1.0 and 1.1 emulation (SmileTheory).
* Draw the player mugshot with max view.
* Supports SIGIL (even multiplayer), E1M4b and E1M8b (Crispy).
* Extended setup to support SIGIL and new features. Can warp to title.
* There's a new 'Unholy massacre' skill level (-skill 6).

zombiemen got a point blank attack, pistol with increased accuracy and damage, bumped minimum damage
dealt for punch and you can eat gore when very low on health.
* Replaced the Unholy Massacre title graphic. Thanks JNechaevsky!
* Doom: remove SPECHIT limit (Crispy).
* Doom: entirely remove INTERCEPTS limit (fixes all-ghosts bug).
* Heretic: entirely remove INTERCEPTS and SPECHIT limits (Crispy).
* Got rid of supersized PNGs (Crispy).
* Fixed backpacks from Marshmallow (idea and bits of code):
* Players now can exchange supplies (default backpack key is 'x', default stimpack key is 'c').
* Players drop backpacks with their inventory upon death, you can't drop another one until the
previous one has been picked up tough. They work even in SP.
* Players can only pick up their own backpacks in coop.
* Single player respawn.
* Keep keys and no DM items in Coop options (Marshmallow).
* Spawn double the monsters and take double damage options.
* Classic mode with only Doom 1 monsters for slaughterfest maps and lame players, regular shotgun
takes precedence. Now Wolf SS is not replaced.
* Slow ISA VGA simulation (Trident 9000i).
* New command line parameters for the above: backpack, nodmweapons, keepkeys, sprespawn, 2xmonsters,
xpain, nod2monsters, isa, halfammo.
* Extended demo format while keeping vanilla compatibility, use the -extended parameter to force it.
* Doom 1.2 demo support (SmileTheory).
* Alternative fix for the demo desync accessing menus bug: disable some menus while recording demos
instead of pausing the game at record and playback time.
* Drag and Drop support (Crispy).
* Resurrect cheat with IDDQD (Crispy, works differently here).
* Support for extended nodes (Crispy).
* Autorun key (Crispy).
* The startup console is back and with colored title, works from the Windows command line
(thanks JNechaevsky for hint on colors).
* Fake splitscreen.
* Added LCD gamma fix from Russian Doom using a darker palette by JNechaevsky.
* New 'One thousand deaths await thee' skill level for Heretic. You take double damage, monsters
got half hit points and half ammo for a more dynamic gameplay.
* Removed limits for Heretic (Crispy).
* Fixed boss level ending not triggered if every player is dead in multiplayer.
* Fixed Doom II monster exclusion bug.
* Fixed configuration not being saved for Heretic.
* Support for Ogg, FLAC and MP3 music lumps (Crispy).
* Don't load Boom maps by default, only with the -boom parameter.
* Fixed crash with invalid blockmap (DWHEEL.WAD).
* Add FPS counter (AlexMax).
* Always precache sounds (fabian, guarded with -noprecachesounds).
* Display tally screen after ExM8 (Crispy).
* Allow skipping the Doom finales.
* Add the -noumskill parameter to prevent showing UM in the menu.
* Many bugfixes from Crispy.
Have fun!
https://github.com/drfrag666/chocolate-doom/releases
The source is here: https://github.com/drfrag666/chocolate- ... its/master
Original old post follows:
But wait, do we really need another 'shitty' source port by I.R. (aka drfrag)? You may ask.
Of course you do, the more the better. Just keep them coming!

And no this is not the new legacy port based on a recent GZDoom version i mentioned earlier.
This is some kind of going back to the roots, it's something very close to vanilla for doom "purists", due to nostalgia reasons i guess. This is "da real thing" baby!

I expected this to be a success among "real doomers" @ doomworld but guess what the "Can intelligent animals play Doom?" thread took all the focus (many postcount++ threads there BTW).

Of course you should play this since you know ZDoom is heresy and it's not Doom anymore and all that shit.

And it's made by yours truly I.R. so you know it will work well 'cos I.R very smart so no need for testing.
I made it only in a few days since.. did i already told you that I.R clever?

https://github.com/drfrag666/chocolate-doom/releases
It's a chocolate doom 2.3 fork this time. A strong limit removing port preserving most vanilla bugs but preventing the crashes at the same time. It's some kind of Crispy doom Git re-engineering.
AFAIK runs planisf2.wad without crashes.
Note that besides limits Chocolate crashes due to bugs such as medusa not being fixed nor emulated, due to windows memory protection chocolate crashes where DOS Doom did not. Most times you won't get the visual effect BTW. I also had to fix overflows (well fabian did).
Of course as always you can expect some silly new features this time such as a new real skill level to bring back old memories (it's challenging and cool you know).

There are a couple of known minor problems (it's a windows or SDL bug?). Since i restored the console running Doom to test controls from setup when you close the game it enters an infinite restart loop, you can only close it when it doesn't have the focus in Windows.
Also on Win7 running from an existing console the console is closed when quitting the game (it's both a GUI and console application at the same time).
Chocolate also had problems on win98, for instance you cannot launch the game from setup. Should run with 8 MB of ram, so some food for invictius.

More detailed info:
https://www.doomworld.com/forum/topic/1 ... doom-fork/