
BRUNHOST version changes info
-----------------------------


Version 1.41a

	Compatability
	-------------

	No config changes

	Other changes
	-------------

	Fixed problem that prevented non-TG2 games.  Meant that 1.41 did not work with CFS2 at all, and
	did not work with CFS1 in non-TG2 games.


Version 1.41

	Compatability
	-------------

	No config changes

	Other changes
	-------------

	Release version.  Just previous version with version number updated.


Version 1.40g  (CSS internal use only please, do not distribute)

	Compatability
	-------------

	No config changes

	Other changes
	-------------

	REALLY fixed the COLLISIONS_DESTROY switch.  Didn't work right.

	Minor changes made to code that handle 'was destroyed by' messages.  Mainly to make sure that
	BRH doesn't crash in rare circumstances.  Code was not set up correctly before.


Version 1.40f  (CSS internal use only please, do not distribute)

	Compatability
	-------------

	No config changes

	Other changes
	-------------

	Fixed problem with the COLLISIONS_DESTROY switch.  Collisions would always destroy targets.
	I broke this in version 1.38.


Version 1.40e  (CSS internal use only please, do not distribute)

	Compatability
	-------------

	No config changes

	Other changes
	-------------

	Fixed problem with tag/lock distance 'breaking' after initial entry.


Version 1.40d  (CSS internal use only please, do not distribute)

	Compatability
	-------------

	3 new switches in the BRH_SETTINGS section.

	RQD_TG_VERS= allows the host to ensure that players with older versions of TG cannot
	cause problems.  As features are added to TG, this switch allows the config designer
	to make sure that the new BRH switches will work correctly for all players.

	TAG_DIST= allows setting distance at which tags become visable.

	LOCK_DIST= allows setting distance at which you can lock onto players.

	Note that both of these switches affect both players AND targets.  By setting these to
	0, should be able to enforce No-fun without the use of the NO_LOCK_OR_RADAR_PLAYERS and
	NO_LOCK_OR_RADAR_TARGETS switches, although players and targets will still show up on
	radar.


	Other changes
	-------------

	Due to changes made by steveiy, BRH will now enable/disable bombs.  This is currently
	handled based on player's team.  If player is on a 'bomber' team, bombs will be enabled
	for that player.  If on a non-bomber team, bombs are disabled for that player.  All players
	can still see bomber team players drop bombs though.


Version 1.40c  (CSS internal use only please, do not distribute)

	Compatability
	-------------

	No config changes.

	Other changes
	-------------

	As an additional way to keep troublemakers out of your sessions, I have added the ability
	to password protect the session.  By default, the session will not be password protected.
	If you wish to protect it, click the 'Change options' button, enter the password in the 
	'Session password' box, and click 'Done'.  If you wish to later remove the password
	protection, follow the same procedure, but delete the password in the 'Session password'
	box.  This will remove the password protection from the session.


Version 1.40b  (CSS internal use only please, do not distribute)

	Compatability
	-------------

	Oops.  A new switch was added in version 1.40a but forgot to mention it.  New switch
	is MODEL_TYPE=1 in BRH_OBJECT sections.  When CFS stock aircraft are used as moving
	objects, this switch results in these aircraft being displayed with gear up and props
	spinning.  Will not work correctly for non-stock aircraft models due to different local 
	data setup within the model files.

	Other changes
	-------------

	Bug fix.  In No vic req and no-fun players, when player returns to Ready Room, and they Ready
	up, message now gets sent telling player to switch back to Waiting.

	Bug fix.  Bomb damage for players on non-bomber teams was not handled correctly.  Damage
	amount was not adjusted to 6000 points.  Fixed.

	At the request of several people, the AutoBoot feature has been updated.  When you eject a
	player and add them to your autoboot list, both the player's name AND class C address are now
	saved to the autoboot text file.  Prevents troublemakers from just changing their name and
	reentering your session.  Note that this is NOT a guaranteed method of keeping players out.
	Simply getting a new connection may result in the player getting a different class C address.  
	The player would need to be ejected again, but this new class C address would be added to the 
	list.  You may safely delete any entries in the autoboot.txt file, either names or addresses.
	You can also manually add names or class C addresses to this file as well.  Due to the way
	the code was changed, you will NOT need to delete any existing autoboot.txt file you might
	have to allow this new info.  Note that if you are running a session, and you see a player
	leave the game, and they then ask you why they were booted, but you did not boot them, then
	the autoboot feature did it, most likely due to their class C address.  You may wish to ask
	them what the first number of their IP address is so you can check your autoboot text file
	and delete any address that appears to match it.  They will not however be able to join your
	current session.  By the way, adding yourself to your autoboot list is funny, but not suggested.
	LMAO.


Version 1.40a  (CSS internal use only please, do not distribute)

	Compatability
	-------------

	2 new switches that now allow basic object motion (MOTION_TYPE and SPEED).  See the 
	"Target object settings" section of the readme.txt for for details.

	Other changes
	-------------

	Objects can now be destroyed by steveiy's TG2 bombs!!!!  This includes the moving objects
	too.  Currently, only bombs that do 6000 points of damage are handled.

	Fixed problem relating to player placement within formations.  Problem has been there all along,
	but mainly came to light with increased use of formation types 4 and 5.

	When the Select program is run for the first time, it will now checks to make sure that the 
	Brunhost executable is found in the main CFS folder.  Should cut down on 'service calls'.


Version 1.39

	Compatability
	-------------

	Added a new switch to the object sections.  It is UNHITTABLE=1.  When included and set to 1,
	makes a Brunhost object unhittable with guns.  Basically makes it a scenery item.  Can still
	collide with it.  Main reason for the addition of this switch is JG2_Gabreski's Dam Buster
	config.  Hitting 3-4 parts of the bridge at the same time with guns can cause that player's
	CFS to shut down.  This switch allows making sections of the bridge unhittable to prevent
	this from occuring.  There are possibly other uses for this switch, but I don't know what
	they might be at this time.  LOL.


	Other changes
	-------------

	Minor bug fix.  Broke the Capture Location feature in version 1.38 when players are set to No-fun.
	Fixed now.

	Fixed a problem that could occur when a player lost their connection to a Brunhost session that
	would cause Brunhost to 'lock up'.

	Made a small code change trying to make sure targets always show up in the game.

	Also, forgot to mention that Brunhost now displays player status in a little more detail
	now.  In No-fun games, after all players have gone Ready, when players switch back to Waiting,
	they will be shown with a 'NFRdy' status.  Also in No-Fun games, players that are in game will
	be shown with a 'NFFly'	status.  Players that are in game in normal games will be shown as
	'Flying'.  It was the new No-fun specific player status' that broke the Capture.

	Made error messages generated when Select program runs into trouble more descriptive.  Trying
	to make these message helpful enough to allow users to determine where the problem lies without
	requiring assistance.


Version 1.38

	Compatability
	-------------	

	To allow namable Bomber teams, I have added a TYPE= switch for the team sections.
	It is only active for namable teams.  Use TYPE=1 to make a namable team a 'Bomber' team.
	This switch is not required in team sections for other team types, or for non-Bomber
	namable teams.  This means you can use 'namable' teams for EVERYTHING now.  I am still
	supporting the other team types so configs don't need to be rewritten.

	Added IS_BOMBING_TARGET= switch to object sections to allow individual targets to be
	destroyed only by players on Bomber teams.

	Added DISABLE_COLLISIONS= switch to object sections to allow config creators to determine
	which object will cause collisions.  Note that collisions are disabled by default for the 
	CFS1 airfields and CFS2 runways.  They override this switch.


	Other changes
	-------------

	Oops.  Accidentally had collisions disabled for all objects.  Shame on me.  Fixed.
	Note that I am now disabling collisions differently than in the previous version.

	Also, modified object altitude handling code to allow negative altitudes for objects.  
	Allows placing ships down in the water in CFS2.  Since I don't have CFS2, I can't test
	to make sure this in fact works properly.

	Did a pretty serious rewrite of the game logic to try to eliminate the problems with the
	game sort of locking up.  Worked on pretty much all of it, including Last Alive and the No-fun
	logic.

	Did some work on code to try to prevent BRH from crashing when players change teams.

	Did some work on the handling of effects in CFS1.

	For target(s) that are bombing targets, only players on 'Bomber' teams can destroy them now.
	This means gun damage AND collisions.

	Chat entered in the BRH window now goes to ALL players, not just those in the Ready Room.
	An oversight on my part.  Thanks to JG2_Gabreski for pointing this out.

	Removed the 'Ready' button for the targets.  No longer really needed.  Will be leaving the
	other 2 target buttons alone for now, although they SHOULD not be needed.

	Brunhost now asks if you are sure you want to exit the program.

	Brunhost sends more helpful chat messages to players to help things go a little smoother.

	Added some error checking to the Select program to help out when it has problems setting
	the Active program.  Message boxes will be displayed when this occurs.  Mainly did this
	to help me handle things when people run into trouble so I can assist them in getting things
	straightened out.  The message boxes are hopefully descriptive enough to allow users to
	determine what is wrong.

	Adjusted the collision radius used for some of the CFS1 ships so they fit the actual sizes.
	Some of them had collision radii that were far too large.  The sub was HUGE.  LOL.  Since I 
	don't have CFS2 installed, I am unable to check the CFS2 ships.  Please let me know if you 
	find any objects that have collision radii that you feel are too large.

	Due to the changes in the radii, a new model template version is being used again (vers 4).


Version 1.37

	Compatability
	-------------

	No changes made to configuration format.


	Other changes
	-------------

	Due to requests by numerous people, I have been working to attempt to get runways working
	as targets.  The runways in CFS don't have DP's so I've had to create one.  Included is
	AirFld1.dp for one of the CFS1 runways.  This same DP, copied and renamed, will work for
	AirFld3 and AirFld4 as well.  AirFld2 is an oddball.  I no longer have CFS2 installed, so
	I can't check the runway library BGL for sizes for DP hitboxes.  The AirFld1.dp file goes
	in the objects_dp folder in the main CFS folder.  Note that these runways SHOULD work for
	CFS2 as well.

	Note that the size of the hitbox (length and width) were determined by the size of the
	runway in the library.bgl file.  Length and width are accurate.  However, I just tried some 
	numbers for the height.  Modify as you see fit.  If anyone comes up with a DP that works 
	better, PLEASE let me know.

	I have also made some changes to BRH to allow these DP's and runways to work correctly.  The
	model template from previous versions was found to be incorrect.  There are several 'size'
	variables contained in the model that limited the effective size of the objects 'hit' area.
	This has been corrected.  HOWEVER, objects will now have the correct radius as far as 
	collisions are concerned as well.  For most objects, this won't be much of a problem.  
	However, when talking about a 2000 meter long runway, we're talking about a 1000 meter 
	collision radius.  Ouch.  To rectify this problem, collisions are disable FOR RUNWAYS ONLY.
	This includes both the CFS1 and CFS2 runways.  This means you cannot collide with them.  You
	can even land on them.  LOL.  Note that this may cause problems with the CFS2 ships (and the
	CFS1 ones as well).  They will be easier to hit now, but also easier to collide with too.
	
	Also, shadows for the runways have been disabled, since they are supposed to be at ground 
	level.

	The only problem I have encoutered is that the DP's don't quite work right.  If you come in
	to strafe the runway, you only register hits on the near side.  If you shoot beyond the 'center'
	of the runway, the hits don't register.  I do not as of yet know why this is.  It may just be
	the way CFS checks for hits.  CFS might assume that once a bullet get so far past the object COG,
	it is a miss.  To my knowledge, it is not the model causing this.
	

Version 1.36

	Compatability
	-------------

	New switch added to the [brh_settings] section.  New switch is BTEAMS_DESTROY_TARGETS=0/1.
	When set to 0 (default if not found), works as always.  BUT, if set to one, then only players
	on 'bomber' teams can destroy target.  To make it a bit easier on the bombers, you can set the
	target life points to a very low value.  Makes it a bit easier, especially for those using gun
	arrays to simulate bombs.  If you set the life points of the targets to 1, and set the damage
	dice of the bombers 'guns' to 1 as well, you can still kill the targets without wasting any
	players that might be below you when you drop your 'bobms'.	


	Other changes
	-------------

	Just the new switch described above.


Version 1.35

	Compatability
	-------------

	No changes made to configuration format.


	Other changes
	-------------

	Forgot to mention that objects explode.  Brought this back into Brunhost in version 1.34,
	but neglected to place this info in this file.  Objects explode in both CFS versions.  
	Objects will smoke in both versions once approx. 30% damaged.  In CFS1 when objects
	receive 3/4 damage, they will burn.

	Fixed bug that prevented setting game time to 8:00am, 8:30am, 9:00am and 9:30am in the
	'Change settings' window.

	Made some changes that will HOPEFULLY allow Brunhost and Select to work Ok with DirectX 8.


Version 1.34a

	Compatability
	-------------

	No changes made to configuration format.


	Other changes
	-------------

	Oops.  The model template included with version 1.34 didn't work correctly with CFS2.  
	Replaced with a version that DOES work in both CFS versions.  Is a bit larger (302),
	but not much.  Sorry.
	

Version 1.34

	Compatability
	-------------

	Added new switch COLLISIONS to brh_object section.  When set to 1, this was to allow collisions
	to destroy the objects.  Intended for use with auto-follow player operated bombs.

	Added new switch LIFE_POINTS to brh_object section.  This is due to a change in how damage
	is accumulated (am still learning about the packets).  Is very easy to kill objects with
	only 250 points of damage now.  Since ships are a big part of CFS2, and since they have systems
	with 10,000 life points, and very small objects would normally only have a couple hundred
	life points, the range has gotten far to great to use a set value.  I will not be trying to
	attempt to keep track of damage to individual systems, and since I haven't yet come up with
	a good scheme to determine an objects overall life points value, I leave it to you to set
	the life points for each object.  Note that if this switch is not included, the object gets
	1500 life points by default.

	Other changes
	-------------

	CFS1/CFS2 internal objects can now be used as targets without converting them to aircraft!!!
	All will see these objects without needing any additional software.  The file OBJLIST.TXT
	contains the names of all the objects that will work in CFS1 and CFS2.  BRUNHOST will send
	a very small model (approx 300 bytes) to each player for each target object that is not found
	in the aircraft folder.  Most objects and ships have damage profiles that will be sent to
	players as well.  The CFS2 runways can be used, but YOU WILL NOT BE ABLE TO LAND ON THEM, so
	I'm not sure how useful they will be.  Note that since all these objects are stock, all
	players have them and will be able to see them.  Note that these objects will show up in the
	game with a version number added to the end of their names.  I am doing this in case I need
	to change the template for some reason.  If the template changes, the names of these objects
	will get changed, and you will not need to worry about removing old versions of the models
	from the mp_cache.


Version 1.33a

	Compatability
	-------------

	No changes made to configuration format.

	Other changes
	-------------

	Fixed so BRH is sending 0x100b packets in response to same packets.  Had changed so that BRH
	would respond with 0x100a packets instead while doing some testing with flyable ships and 
	neglected to change it back.


Version 1.33

	Compatability
	-------------

	No changes made to configuration format.

	Other changes
	-------------

	Fixed starting altitude for CFS2.  Microsoft changed the format of this field in the 
	session description.  In CFS1, it was in meters.  In CFS2, it is in feet.

	Fixed max players.  Would show up correctly in the 'Host options summary', but not in
	multiplayer window when people tried to join via IP.  CFS uses 2 max player settings
	in the session description.  I was only changing one of them.  Oops.

	Bumped the limit for the number of targets from 4 to 8 to allow placing dummy targets
	at team starting locations to prevent warping in CFS2 without taking away from the number
	of useful targets available.  By assigning these objects (or any other non-target objects)
	to an invalid target team number, you can keep these objects off of any teams.

	Added a CFS2 demo config that demonstrates anti-warp objects.

	Updated the configs in the package to specify whether they are for CFS1 or CFS2.  Trimmed
	down the total number of configs that come with the package.


Version 1.32b (based on 1.32)

	Compatability
	-------------

	Other changes
	-------------

	Fixed problem with BRH always displaying 60 seconds for window.

	Modified code so Brunhost MIGHT!?! work with CFS2.


Version 1.32a (bad try)

	Compatability
	-------------

	Other changes
	-------------

	Fixed problem with BRH always displaying 60 seconds for window.

	Working on sending system PLAYER CHANGED NAME packets to blank names and set status in No Fun
	games.  Seems to be working, but need more testing.

	Just realised that formation type 0 is STILL wrong!!!!  Not handled correctly in setspset.cpp yet.
	I really need to place players for this type too I think, mainly due to the bug in CFS.  Damn.	


Version 1.32

	Compatability
	-------------

	Added MAX_PLAYERS switch to team settings section.  This will override MAX_PLAYERS_PER_TEAM
	switch in the [BRH_SETTINGS] section.  If this switch is not found in a team section, the max
	players for that team will revert to whatever MAX_PLAYERS_PER_TEAM equals.

	Added LA_WINDOW_SEC switch to [BRH_SETTINGS] section.  Allows overriding the default 60 second
	reentry window in Last Alive.  See 'Other changes' for description of this feature.

	Other changes
	-------------

	There is now a 'Reentry window' in Last Alive games.  Once game starts, this window will allow
	players returning to the Ready Room (i.e crashing or they forgot fuel) to get back into the
	game.  The default length of this window is 60 seconds.  This time can be changed using the new 
	LA_WINDOW_SEC= switch in the main settings section.  Once this window passes, players will
	have to wait for next game.  Note that this only affects players returning to the Ready Room.
	New players that arrive after launch into the game still have to wait until next game.

	Have added a 'Change options' button.  This will bring up a dialog allowing you to change
	many of the settings for the CURRENT SESSION!!!  Making changes here WILL NOT make changes
	to the current active config file.  It just allows you to override many of the settings.
	Note that only general settings can be changed.  No team or target object settings are
	included (other than "Unrestrict all teams').

	Changed name of the capture button to 'Capture location'.  Fixed problem with multiple
	capture windows popping up.  Also, can now include a short description with each capture.
	Makes it a bit easier to remember which capture is for what when you do multiple captures
	in a single session.  Also, can select whether capture is for a target placement or for a
	team starting location.  Will format output based on this selection.  Also changed so the
	last location packet that was sent is captured instead of waiting for the next capture.
	This means that this function will now work when the game is paused.  This also eliminates
	the wait that occured when you clicked on button.  I also eliminated the 'Capture successful'
	message box as it is not really needed.

	Fixed bug that only occured when formation type 0 was used.  Caused aircraft restriction,
	victory requirement type, altitide, radius, start in air, and speed to revert to default
	values.  Oops.

	Reenabled the 'NF Launch Now' button.  The button worked, but I had commented out the code
	that performed the launch during the rewrite leading up to version 1.30 and negleted to
	fix it.  Oops.  Since nobody mentioned the fact that it didn't work right, I guess nobody
	is even using the button.  LOL		

	Finally have the pretty 'BRH' icon in BRUNHOST main window.  LOL


Version 1.31a

	Compatability
	-------------

	No changes made to configuration format


	Other changes
	-------------

	

	
	

Version 1.31

	Compatability
	-------------

	No changes made to configuration format


	Other changes
	-------------

	Fixed problem with players on a team starting in same spot.

	Fixed so BRUNHOST can't join.  Rewrite messed this up.

	Fixed problem with players not being able to join game when victory requirements are None.
	Was due to rewrite again.

	Fixed problem with all targets responding to some messages.	

	Now resetting accumulated damage to targets when they return to Ready Room.  Oops.
	

Version 1.30  (MAJOR code reorganization and rewrite)

	Compatability
	-------------

	User/system specific info now found in BRUNHOST.INI.  This info now ignored if found in a config.
	The Select program manages this file.

	No longer supporting config info in multiplayer.mis file.  The main reason for this is due to the
	changes made for dealing with the intro text.  Since Select makes it easy to set current config/intro
	set, there really is no need anymore to place config info in mp.mis.  Sorry for any inconvenience
	this might cause.


	Other changes
	-------------

	Fixed the 'Capt player loc' feature.  Was not adjusting altitude correctly.  (Thx RCAF_pointy1)

	The biggest change here is in the Select program.  Make sure to read the readme file.

	I currently have disabled the handling of Scores in BRH.  Just trying to eliminate variables.

	Mainly, I am just trying to get this stinking program working at least as well as CFS does.  I have
	more features I want to add, but don't wish to work on those things until I get what I have in there
	now working correctly.

	This will be my last attempt at trying to get all the communications problems fixed.  If this version
	doesn't work right, I'll have to give it up.  I am still hoping this version will work.  Most 
	problems seem to occur when players arrive or leave.  I am hoping I have this handled now.

	For anyone who is curious, I have gone from 13 source files to 23 source files in an effort to 
	isolate code and data.

	I have my fingers crossed.  :o)


Version 1.20

	Compatability
	-------------

	I have removed the INTRO_PATHNAME from the configuration file.  The switch is not longer
	functional.  Before you start screaming, read the first entry in 'Other changes'.  This
	switch was removed because SELECT was rewritten, and the switch is no longer needed.


	Other changes
	-------------

	I have converted the SELECT program to windows.  It is easier to use.  I have also
	implemented a swap function in it that allows you to select a config form a list.
	I have included some sample configs (and corresponding intro files) in the CONFIGS
	folder now found in the BRUNHOST folder.  Select copies the selected config and it's
	intro file into brunhost.cfg and brunhost.txt in the BRUNHOST folder.  Note that the
	a config and intro pair need to have the same name except that one is a .CFG file and
	the other is a .TXT file.  It may be a slight inconvenience to convert your existing
	files to this new setup, but this should really make it much easier to create new
	config/intro pairs.

	Made some changes to the README.TXT file.  Added a new 'Getting it up and running'
	section to help players get their first session going successfully.

	Fixed bug that allowed new players to enter game in a Last Alive/No Fun situation.

	Added a new button 'NF Launch now'.  Used when NO_LOCK_OR_RADAR is set to 1.  Allows
	host to launch manually.  Only requirement is that all non-target players have joined
	a team (an error box will pop up if this is the case).  Note that the game will not
	start until all non-target players are 'Waiting'.

	BRUNHOST now writes SKIP_DUN_WARNING=1 to copy of combatfs.cfg.  Should increase
	chances of CFS finding the session automatically.

	Have added options for ejecting players.  Three types of possible ejections.  'Allow
	player to rejoin game' would normally be used in the case of a player locking up.  Choose
	this to allow the player to rejoin the session.  'Do not allow player to rejoin' boots the
	player and prevents the player from coming back into the current session.  'Add player to 
	Autoboot list' boots the player, prevents them from coming back into the current session,
	and also adds them to a AUTOBOOT.TXT file located in the brunhost folder.  Any players
	listed in this file will be prevented from joining any future sessions.  NOTE:  You must
	select a player to eject before clicking on 'Eject player'.  An error box will pop up if
	you haven't done this.

	Now including version number in BRH window title.

	Fixed problem with the 3 'target' buttons.  Game logic now updated properly when they
	are used.  Note that these buttons are only really meant to be used in emergencies
	(to attempt to salvage a game that is otherwise not working right).  They will probably
	be eliminated at some point in time.
	
	Fixed enabled/disabled status of the 3 buttons as well.	


	Misc changes (to jog my memory, LOL)
	------------------------------------

	Fixed GPF that could occur when player got booted and tried to come back in from menu.
	
	Deleted the version number from the readme file.  Just one less thing for me to have
	to deal with when posting new versions.

	Made changes to all the text files that come with the program to make them match
	all the changes made.

	Changed so teams coming and going are no longer displayed in BRH chat window.	

	Changed Netstat loop so a memory allocation failure doesn't result in being deleted.
	Will now result in use of a partial list.	

	Changed so state of Ready button is no longer 'used' by BRH.

	NOTE:  This version of SELECT (4.0) was my first real attempt at a real C++ program using
	MFC.  Currently, BRUNHOST is basically a C program written in Visual C++.  I am
	planning on converting BRUNHOST in the near future.  I REALLY want BRUNHOST to have the
	new 'BRH' icon too.  LMAO


Version 1.09

	Compatability
	-------------

	Have added a new switch 'INTRO_PATHNAME=' to allow user to define the text that is
	sent to a player when they join the game.  Overrides the default.


	Other changes
	-------------

	Have now implemented the Intro text file.  Used to describe mission objectives,
	instructions to players, etc.  Sent to each player when they join session.

	Rewrote SELECT.EXE so it is no longer required to set CFS as active program before
	installing a new version of BRUNHOST.  Also, will let user know when BRUNHOST or CFS
	are running, and will not make any changes unless both programs are shut down.  Also,
	if things do by chance get messed up, Select will try to fix what it can, and explain
	what needs to be done to complete repairs.
	
	Added the SET_PROTOCOL_ADDRESS=0 entry to the default config file.  Oops.  Not really
	needed, but should be there to cut down on confusion.

	Did a lot of work to try to fix communication problems.  Should result in fewer players
	not receiving their settings changes (players starting in ocean and aircraft restriction
	problems are the result of not receiving settings changes).

	Now sending more info to XCONNECT.TXT to aid me in determining the cause of remaining
	connection problems.  Am still having some difficulty in dealing with hosts that have
	multiple IP addresses on their systems.  This extended info in XCONNECT.TXT should help
	me determine what I need to do to fix these problems.  Note that this problem only
	affects a small number of users.
	
	Now setting 'Max players' to 0 in sent settings.  Easier to see when settings have
	been received, don't have to scroll down to lat/long to check this way.  If a player
	joins a team, and 'Max players' does not change to 0 in 'Host options summary', then
	that player did not receive the settings changes.

	More types of errors are now be sent to BRHERROR.TXT to again aid me in fixing problems.

	Changed so all Netstat stuff is run thru windosw loop.

	DirectPlay receive thread now just posts a windows message, and that message now
	call receive function.  Basically program now single threaded.



Version 1.08

	Not released



Version 1.07

	Compatability
	-------------

	I have added a switch (SET_PROTOCOL_ADDRESS) to the [BRH_SETTINGS] section.  The
	default is 0.  When it is set to 0, no address will show up in the 'Enter address'
	box in the CFS multiplayer window.  In most cases, CFS should automaticaly find the
	session.  If CFS does not find the session, you may need to use SET_PROTOCOL_ADDRESS=1.
	Still have not figured out how to get AOL working correctly.  Note that if you do not
	have an Internet connection, BRUNHOST overrides the switch, forcing '127.0.0.1' to
	show up in the CFS 'Enter address box.  In any case, if an address has been placed in
	the "Enter address' box, YOU MUST click on the 'Ok' button next to it before CFS will
	be able to find the session.


	Other changes
	-------------

	Changed BRUNHOST teams list so it could handle more than 4 teams.  This was an oops
	left over from original 4 team limit.  Since team data is stored with entries in
	this list, program could not handle more than 4 teams.

	Changed so that SP_PROTOCOL_SELECTION is not changed in copy of combatfs.cfg due
	to the fact that index #1 is not always going to be TCP/IP.  Caused problems when
	extra service providers are found (i.e. Mplayer).

	Changed the way SP_PROTOCOL_ADDRESS is handled in copy as well.

	Now deleting connections with port 3782 (Roger Wilco) on either end from possible
	connection list when trying to determine player ports.  Should make program work
	better with RW running.

	Added code to prevent multiple instances of BRUNHOST.  If user tries to run BRUNHOST
	a second time, a message box will pop up, telling user that a previous instance is
	already running, that it needs to be shut down, and then user can try again.		

	Fixed(?) bug that caused BRUNHOST to crash sometimes when a player changed team.  Wasn't
	checking for errors on return from GetTeamName() calls.

	Changed the way host IP is determined.  Last IP in 'Netstat' list during building of
	Ignore list is now assumed to be the correct IP and is used.  Hopefully won't cause
	problems, and will hopefully fix problems for AOL users.

	No longer creating XIGNORE.TXT.  All connection info now sent to XCONNECT.TXT.  Did
	this to make it a bit easier for those reporting connection problems.  (One less
	file to send).	

	Moved code that writes to XCONNECT.TXT to separate function.

	Changed the format of XCONNECT.TXT somewhat.

	Ignore list now gets DirectPLay hook port added to it if it's not already open.  Was
	having problems with connection to my CFS on first run after reboot again.

	Now have some types of errors sent to new BRHERROR.TXT file in brunhost folder.  This
	file is only created when certain errors occur.  Note that new errors are ADDED to this
	file, old error are retained.  Feel free to delete this file when you have made changes.
	That way, if you see the file, you know there are problems.

	Any problems that occur while loading target object configuaration info will now cause
	error messages to show up in BRHERROR.TXT.  Right now, only outputs error messages if
	an 'aircraft' is not found in inventory, or if DP or AIR files cannot be found.

	Changed output of 'Capt player loc' to match current target object config format.

	Also added message box when a player is not selected for capture.

	Changed README.TXT to reflect changes.



Version 1.06

	Not released

	

Version 1.05

	Compatability
	-------------

	No changes made to configuration format


	Other changes
	-------------

	Changed the way that host's IP address is found.  Simply more efficient and
	guaranteed to work.

	Added IP box to BRUNHOST window.  Shows host's IP address.

	Changed the way SELECT.EXE operates.  No longer renames COMBATFS.CFG.  Instead,
	BRUNHOST now creates ORIGCOMBATFS.CFG that will be used by CFS.  This file is a
	duplicate of COMBATFS.CFG, except that the SP_PROTOCOL_SELECTION and 
	SP_PROTOCOL_ADDRESS entries are set to allow host connect CFS in an easier manner.
	All that is required now when CFS comes up is to click on 'Multiplayer', then click
	on 'Ok' and then click 'Join'.  This allows AOL and Compuserve users to connect
	to the session in an easier way now.  Note that the ORIGCOMBATFS.CFG file is 
	deleted when you shut down BRUNHOST.

	Changed order that is used to determine BRUNHOST's ports.  Should fix problem that
	may occur when BRUNHOST is run from a fresh reboot.

	Fixed(?) bug that sometimes causes BRUNHOST to crash when player leaves game.

	Fixed chat window so BRUNHOST's chat shows up in BRUNHOST's chat windinow now.

	Fixed(?) problem with formation types 4 and 5 (line forward and line back).  They
	did not work correctly.

	Fixed memory allocation mixup in LoadSummary().  Occasionally caused BRUNHOST to
	crash.

	Fixed(?) problem with game clock.  Not really sure this is fixed.  Seems to have
	something to do with Daylight Savings Time.

	Fixed(?) bug that kept CFS from automatically launching.

	BRUNHOST now creates 2 text files while running.  These are XIGNORE.TXT and 
	XCONNECT.TXT.  These show info used by BRUNHOST to attempt to establish connections
	with players.  These are primarily a debugging aid.  For those of you who think this
	is a problem, note that the same exact info can be gathered using NETSTAT.  I'm
	including this feature in the hopes that if anyone has problems with connections, 
	(i.e. player(s) starting in ocean, the default), that when this is reported to me,
	these files will be sent with the email to aid me in determining the problem so
	it can be fixed.  These files will be found in the BRUNHOST folder, and are 
	overwritten each time you run BRUNHOST.

    

Version 1.04

	Not released, didn't work right.



Version 1.03

	Not released, didn't work right.



Version 1.02

	Compatability
	-------------

	No changes made to configuration format


	Other changes
	-------------

	Made some changes to allow for players connected to Internet via LAN.  Had problem
	with these type of connections that prevented those players from receiving settings
	changes.  These players would start at N0*, E0*

	Added note to README.TXT for team settings for RESTRICT_AIRCRAFT entry.



Version 1.01b

	Compatability
	-------------

	Changed to allow naming of target objects.  Also added target_team entry in target
	object config to allow targets to join different target teams.

	Changed so a default target object will be created if one is not found in config.
	MUST be one target in game to act as host player.



Version 1.01a

	Compatability
	-------------

	No changes made to configuration format


	Other changes
	-------------

	Changed README.TXT to include description of how to use name for namable groups.



Version 1.01

	Compatability
	-------------

	Config not compatable with previous version.  Made changes to config format to 
	bring it more on line with INI standards.

	Section names for target object blocks now include object number.  See README.TXT
	to see examples.

	Also, semicolon no longer comments out entire section.  Semicolon only comments
	out a single line.


	Other changes
	-------------

	Eliminated MAX_TEAMS from config.  It is now dynamic based on number of 
	teams found in config.

	Added a namable team type to configuration options.

	Fixed problem with Target team not being added if one wasn't found in config.

	Re-enabled targets returning to Ready Room when no players are 'In game'.

	Removed the BREAKPOINT button that I had been using for testing.

	Made some changes as far as how installation is handled.  BRUNHOST.EXE now
	goes in main CFS folder instead of the brunhost sub-folder.  Also made some
	changes to SELECT.EXE to try to make it more bullet-proof.  Files are now
	just renamed back and forth, and SELECT does it's best to handle any problems
	it might find.  Also tried to make ERROR messages a little more helpful when
	problems are found.

	No longer need to make CFS shortcut Read-only, and don't need to create a shortcut
	to BRUNHOST.

	Changed how BRUNHOST launches CFS.  Back to using spawnl() instead of system().
	Means the DOS window no longer pops up.

	Changed names of no fun entries in config.

	Changed so object section name includes number.  Also changed output generated by
	'Capt player loc' button so it matches new format.

	Changed how config info is read in to more closely follow the way INI files are
	handled.

	Made some changes to dialog window.  Deleted a few unused buttons and such, and
	rearranged it a bit.

	Made changes to INSTALL.TXT and README.TXT to reflect the changes.



	I am planning on changing the way that the Welcome message is handled.  It is currently
	hard coded into the program, but I am looking into ways to make this part of config
	so game instructions to players can be automated.  This will not affect compatability
	of the config.  I will set up a default that can be overridden by info in the config.



Version 1.00

	First beta release

