SERVER (for version 0.99):
=========================
	o NOTHING!

CLIENT (for version 0.99):
=========================
	o NOTHING!

SERVER (for future):
====================
	o Add feature so that server mails me about usage?
	o Make server more robust about losing players in the first,
	  registration phase of the game.
	o Any clients that show up after the game starts should be taken as
	  observers.  They can be sent PLAYER/CLIENT/UPDATE packets.
	o In case a player doesn't reconnect after disappearing, assign
	  a computer player to continue the game.
	o Change fdStart/fdFinish to be more smarter about losing clients.
	  Perhaps if a client is lost, wait x seconds for a connection from
	  the same host, and then resend the PLAYER/CLIENT/UPDATE information.
	o Integrate both case statements into one.

CLIENT (in future):
===================
	o Make the "objects" better designed.
	o Occational core dumps at exit?
	o Icon for the game (tiny world map?)
	o Acknowlege the world gif??
	o Clean code up and add function explanations!!!
	o Limit size of buttons in Popup dialog, center them.
	o Add the client structure to the RiskGame object?
	o Fix so that 1 bit X servers work!
	o Make sure the data replication is working, and then add fault 
	  tolerance.
	o Statistics button/Shell.
	o Detect local game and put stats instead of message stuff!
	o Separate the X11 and non X11 code better.
	o Player color selection through Red/Green/Blue scrollbars.
	o Allow players to change color in middle of game.
	o Game save/load.
	o NET_GetStatistics for stats on bytes tx/rx.
	o Use intro fonts for end of game message.
	o Card bitmaps for cavalry/infantry/cannon.

DONE:
=====
	o Speed up the map loading (2.21.94)
	o Build a routine NET_SendSyncMess that handles incoming messages, 
	  dispatches those not == to the type waited for, and then returns!!!!
	  (3.4.94)
	o Factor out the UPDATE code so that it can be used in a local
	  case and a remote case, into a RISK_ file.  RISK_MoveArmies(),
	  RISK_PlaceArmies(), RISK_Attack(), etc... (3.4.94)
	o Optimize for the local case, so that data is kept, and server
	  messages coming from client that receives them is ignored.
	  (3.4.94 -- Server doesn't send msg to client that it got it from)
	o See if in the vector of attackable countries there are any that
	  are attackable from the selected country.  Also check to see that
	  there are enough armies to attack. (3.5.94)
	o Make the square to the left of the message turn the color of the
	  current player. (3.6.94)
	o Create the "Number of armies?" popup. (3.7.94)
	o Make the dice change to the color of the dice rolling players. 
	  (3.4.94)
	o Vectors of attackable countries. (3.4.94)
	o Glue for registration (translation, Enter, etc...). (3.14.94)
	o Fix deck so that it works like a real deck of cards. (3.17.94)
	o Fix a possible placement bug (==> -1).  Two clicks close together
	  can result in two armies being placed for one player.  PROBLEM is 
	  when player clicks after message is sent, and before new TURN_NOTIFY
 	  message arrives -- does this call for my first use of 
	  SendSyncMessage ?!?!?  Yes.  (3.17.94)
	o Bonuses for owning whole continents.
	o Make the text showing the # of armies text turn white when the 
	  country is selected for something!
	o Detect winning/losing.
	o Cards for taking a country.
	o Fix the joker crashing problem.
	o Fix the problem that calculates wrong Card Types.
	o XtGrabKeyboard for the popup -- can't seem to do it. 
	o Help system. (4.1.94)
	o Make the text widget resize itself depending on the text length
	  in the help popup.
	o Make the game start on a random player, instead of the first that 
	  connects.
	o Fix the centering of the name for the cards.
	o Fix the parts of Frisk specific to network play (it's broken 
	  right now).
	o Design dialog box (Yes/No, etc.) ==> Quit confirm box.
	o Detect end of game.
	o New game option --> More players, Same players, New players.
	o Change CARDPACKET to include a player.  >=5 cards forces 
	  exchange rule.  Implement getting cards just through callbacks.
	  (4.11.94)
	o Dead player gives player cards rule. (4.11.94)
	o Do the exposure handling for the dice. (4.11.94)
	o Clean up RiskGame to be a clean distributed object. (5.3.94)
	o Sending messages to each other (glue, translations). (5.3.94)
	o Translations for <Enter>, <Tab>, etc. (5.3.94)
	o Fix that players put one too many armies down at start. (5.3.94)
	o Fix that size of message popup box buttons don't change. (5.4.94)
	o Fix two cards come out identical bug? (5.5.94) [Haven't seen it...]
	o Draw the lines between countries. (5.5.94)
	o Do the colormap stuff, check for black/white, reserve them. (5.5.94)
	o Fix player's deaths. (5.6.94)
	o Fix end of game condition. (5.6.94)
	o Handle the case that too many players/clients register. (5.6.94)
	o Add message(s)/functions that allow server to reset/restart. (5.6.94)
	o Add message(s), etc. to update client who is joining late. (5.6.94)
	o Integrate error handling, add X popup support, global Exit func.
	  (5.10.94)
	o Fix bugs in giving dead player's cards away (more than one exchange).
	  (5.10.94)
	o Fix you seeing the other person's cards... (5.12.94)
	o Change fdMin/Max to be a map of descriptors. (5.13.94)
	o Implement voting for restarting. (5.13.94)
	o Fix race condition when 2+ players register at once.
	  This only occurs in Registration, since at other times, only
	  one player is active.  Move AllocPlayer/FreePlayer into server...
	  (5.15.94)
	o Fix game restarting. (5.16.94)
	o fix message destinations, (not appearing on dest. machine). (5.16.94)
	o Keep track of the info that passes through (_UPDATEs), so that
	  in case of a client failure, it can be revived. (5.3.94)
	  (Through RiskGame distributed object.)
	o Finish Help. (5.16.94)
	o Finishing touches to Map. (5.17.94)
	o Fix so that 24 bit X servers work (incorporate patches). (5.19.94)
	o Add message so that network play is more verbose for player. 
	  (5.19.94)
	o Warning message when you select start registration with nonempty
	  dialog. (5.19.94)
	o Clean up debug.c/h. (5.19.94)
	o Add keeping track of the attack die & msg dest just like attack mode.
	  (5.19.94)
	o Fix Do-or-Die with a set attack die. (5.19.94)
	o Draw line betwen Japan and mainland. (5.19.94)
	o Dotted line between Britain and Northern Europe. (5.19.94)
	o Write an Imakefile. (5.20.94)
	o XFlush to speed up army placement? (5.20.94)
	o Clean up debug.h/c and integrate into project.
	o Destroy messages when finished with them ==> NET_DestroyMessage().
	  (6.24.94)
	o Add a uniform way to exit, i.e. UTIL_FatalError(str)


VERSION LIST:
=============

	o v0.99  - The first version ready for distribution.
	o v0.99a - Added:
			o Memory debugging library.
			o Cleaned up exiting method.
		   Fixed:
			o Most memory leaks.
			o Card rendering bug. (6.25.94)
	





