
 allready done:
 
  possibly use cpp as preprocessor for quakec (do not open the source-file directly, instead open a pipe, into that cpp pipes (alternativly use tempfile instead))

 future ideas:
 
  use zlib instead of own compression algorithm? (already in, but only used for png)
  make-like timestamp-updating?
  lot of dokumentation (the whole source)
  support for quake2
  support fr the extensions of bsp/worldcraft/...
  find and add some display-code (platform-independent)
  if there are '/' in the mipmaps-name, we try to load wals instead of wads (minor change, based upon the dir-keyword) [so it is possible to ompile quakeII-maps for quakeI
  redefine some of the unused fields in structs for fast viewers (eg. a fullcolor-field in miptexs, or a group-id in wads)
  gif/pcx/bmp-support (but, I'm not the man to programm that crap)
  specify "lightcolors" in map-files for colored lights (quakeI and quakeII), the lightmaps for colored light are saved after the normal lightmaps, so we get get red-lightmap at "lightdatasize/4", green at "lightdatasize/4 * 2", blue at "lightdatasize/4 * 3", that way it is completely comatible to quake (dont forget to add lightofs)
  ... (too much)

 suggestions are welcome!
