Credits
Before this project I didn't know anything about OpenGL. Credit for my education goes to the following:

General opengl code:
Lots of people at http://nehe.gamedev.net/.
These are probably the best opengl tutorials on the web.

3ds, md2 model loading and animation:
DigiBen (digiben@gametutorials.com) from http://www.gametutorials.com
Also very well written tutorials. I esp. appreciate the fact that both sites included linux versions.

The dungeon generator alg. was described here:
http://www.aarg.net/~minam/dungeon_design.html
Narrated by Jamis Buck (jgb3@email.byu.edu)

Quake 2 models were borrowed from:
http://www.planetquake.com/polycount/

Quake2 Model authors:
Devil Hunter Yohko, by Evil Bastard (brian@zono.com)
Blade, by Mr. Rogers (ryan@sunstorm.net)
Shinju Murasaki, by sTuPiD fOoL (fool@rochester.rr.com)
Perelith Knight, by James Green (no email given)

The A* alg. was described on some message board that I can no longer find.

The Text class was adopted from code originally written by Mark Kilgard (mjk@nvidia.com) (c) 1997
see: http://www.opengl.org/developers/code/mjktips/TexFont/TexFont.html

The autotools config files originated from Tux Racer

Freetype is available at (http://www.freetype.org)

Bitstream Vera fonts are available from:
http://www.gnome.org/fonts/

Cas_antn.ttf font is available from:
http://www.angelfire.com/la/bryde/fonts.html

Part of the graphic tiles (for inventory) used in this program is the public
domain roguelike tileset "RLTiles".
You can find the original tileset at:
http://rltiles.sf.net


Tools
Xemacs the world's best editor. Clearly better than that other one...

SmartCVS is probably the best CVS front-end I've used. It is a very stable, easy to use and yet powerful product by Thoman Singer.


Other Links
Email me at cctorok@yahoo.com
S.C.O.U.R.G.E. at Sourceforge
SDL
OpenGL
GLUT
FINK
The linux game tome