version 1.2

New utilities WadView and BspView are included. You can browse 
an existing wadfile or bsp file and extract the textures to pcx 
files.

WadView will use the pallete lump if there is one in the wad
file or the quake palette otherwise. BspView always uses the
quake palette.

Note: WadView and BspView don't run under windows 95 but NewWad 
does.

NewWad now uses the palette from each file that is read.
Thus it is possible to create a wad2 file with textures based 
on another palette for a TC. However, it is still the user's 
responsibility to ensure that the palettes of all the input 
files are all the same.

A palette lump is created in the wad file, using the palette of 
the first texture that is read and files palette.lmp and 
colormap.lmp are written to disk. This only occurs if you are 
creating a new wadfile, not if you are adding to an existing 
wadfile. If you are using the quake palette you can delete these. 
If you are making a total conversion you should put them in the 
gfx sub-directory of your game directory. (e.g. make a directory 
under the quake directory called "mygame". Then make a sub-directory 
called gfx in which you put the .lmp files. Your levels should 
go in the quake\mygame\maps directory. Start quake with the 
command line quake -game mygame and the modified palette will 
be included.  Note that all the text and console graphics will 
have to be changed because they are based on the quake palette 
and appear screwed up. 


NewWad now performs a rudimentry check on an existing wadfile 
to see if it has a directory entry before attempting to add 
textures to it.

The maximum image size is now 512x256 pixels and if this is 
exceeded the program exits with an error message rather than 
creating a wad with a corrupt image.

The ammount of output text has been greatly reduced.

