Disclaimer: This is copy/pasted from things others have written, I usually don't even read it!
Also a Blender FAQ, 'OFFICIAL MODELER OF DUNGEON HACK"

Updated May 27, 2007

New Forum is here
wiki is here

The Dungeon Hack Files

Where is Dungeon Hack?

Here!

105MB


Also a version RC_base that might run on 64 MB video cards  here  latest (Feb 4, 2007) version is called dungeonhack_RC1_base2.zip
(90 MB).In  /release/config.xml   'DoGrass' must = '0' for 64MB cards, see below. Otherwise you need a 128 MB video card.

Make sure you have Direct X 9.0c  (33MB) from http://www.microsoft.com/directx installed. If it still doesn't run,

format the hard drive, and  reinstall your operating system! Just kidding, although it worked for me. Actually if you copy it to your hard drive from a CD, you'll
have to open up an explorer window and CTRL-A select all, right click, a menu should appear, click on 'properties' and
uncheck 'read-only' for 'all the files, even subdirectories. This is so DH can write a .cfg file on your hard drive.


How to play Dungeon Hack?


Click 'Dungeonhack.exe' in /Release directory

 w,s,a,d move M-very fast running
N-turn off fast running. E -jump, Space Bar-Open Doors

T is a fireball, F3 turns on wireframe, I think "H" is
the no-no key, makes everything disappear and game stop.

F5 speeds time forward
F6 speeds time backward.

dungeon hack map

Note: the RC1_Base at http://hosted.filefront.com/hike1 has the only addition to
the 'official' release, 'Extrusion', as of Jan 20, 2007. UPDATE RC1_base2.zip has all the above stuff.
Blender tutorial links, DH links at http://terrymorgan.net/download.htm
hit CTRL-F and search 'Blender'.

Hacking dungeon hack with 'config.xml' in /Release directory-
<?xml version="1.0" encoding="utf-8" ?>
<config>
    <firstRun value = "1" />
    <doGrass value = "1" />
    <grassWave value="1" />
    <testTerrainDefinition value="grassland_terrain.xml" />
    <defaultFireMaterial value="Emmiters/TorchFire" />

    <fogThickness value = "0.000022" />
    <gameStartTileX value = "14" />
    <gameStartTileY value = "16" />
    <gameStartLocInterior value = "1" />
    <gameStartLocStartMarker value = "1" />
</config>


doGrassvalue="0" turns off grass rendering for 64MB cards
StartTileX,Y  where to start in the game, see map, possible
values are 1,1 to 30,30 I think.

testTerrainDefinition value, other possibilites are
test_mushroomKingdom_terrain.xml
grassland_forest_terrain.xml
test_forest_terrain.xml
rocky_terrain.xml



http://trac.dungeonhack.org.uk/dungeonhack

Has lots of Dungeon Hack Info

Notice: The information on this page is based on the precompiled Dungeon Hack RC1 release from Interrupt: Dungeon Hack RC1

Fortunately the folder structure pretty much explains itself!

Files of import to users looking to develop content can be found at the end of the page.

\Dungeon Hack Alpha RC1 Root of DungeonHack
\media Contains media files
\audio Contains the game's sound effects
\music Contains the game's music
\fonts Contains fonts (may not be used?)
\gui Contains files (used for CEGUI?)
\materials Contains material component subfolders
\programs
\scripts
\scripts_backup
\textures
\fire Contains .PNG files for the fire animation
\gui Contains images used for the HUD
\models Contains .mesh files for models
\dungeonset1
\foliage
\gentownset1
\graveyardset1
\towerruins
\overlays Um... overlays?
\packs And er... packs? ;)
\particle Contains particle effects?
\primitives Primitive .mesh files
\release Contains the compiled code
\CEGUI.log CEGUI: log file for Crazy Eddie's GUI
\CEGUIBase.dll CEGUI:
\CEGUIFalagardBase.dll CEGUI:
\CEGUITaharezLook.dll CEGUI:
\CEGUIWindowsLook.dll CEGUI:
\cg.dll
\config.xml DungeonHack: master config file
\devil.dll DevIL: Image manipulation library
\DungeonHack.exe DungeonHack: run this to start dungeonhack
\fmodex.dll FMOD EX: Audio engine
\gamedata Contains game data
\blocks.xml
\Copy (2) of TestTomb.map.xml
\Copy (3) of TestTomb.map.xml
\Copy (4) of TestTomb.map.xml
\Copy of test.lua
\Copy of TestTomb.map.xml
\Copy of TowerRuin1.map.xml
\emmiter_sets.xml
\forest_terrain.xml
\grassland_forest_terrain.xml
\grassland_terrain.xml
\GraveYard1.map.xml
\GraveYard2.map.xml
\Inn1_exterior.map.xml
\Inn1_exterior_backup.map.xml
\Inn1_exterior_old.map.xml
\Inn1_interior.map.xml
\Inn1_interior_old.map.xml
\items.xml
\jump.lua
\LargeTomb1.map.xml
\locations.xml This file defines the location of objects
in the gameworld such as:
* Rusty Ogre Lodge
* Ranshaw Family Crypt
* Forgotten Yeonhard Ruins
\monster_db.xml
\prop_sets.xml
\rocky_terrain.xml
\Scripts
\AlphaQuest.lua
\dungeonEnter.lua
\innEnter.lua
\Quests
\necroQuestDef.lua
\showRandomMessage.lua
\simpleTestQuestDef.lua
\testQuestSyntaxDef.lua
\settings.xml
\SmallTomb1.map.xml
\SmallTomb2.map.xml
\SmallTomb2_old.map.xml
\test.lua
\TestTomb-oct-13.map.xml
\TestTomb.map.xml
\TestTomb1.map.xml
\TestTomb2.map.xml
\test_forest_terrain.xml
\test_mushroomKingdom_terrain.xml
\TowerRuin1.map.xml
\TowerRuin1_exterior.map.xml
\ilu.dll DevIL: Image manipulation library
\ilut.dll DevIL: Image manipulation library
\media.cfg
\MSVCP71.DLL Microsoft: Standard Runtime Library for VS2003
\msvcr71.dll Microsoft: Standard Runtime Library for VS2003
\Newton.dll Newton Game Dynamics: Physics Library
\ogre.cfg Ogre: defines rendering system
\Ogre.log Ogre: log file for Ogre graphics engine
\OgreGUIRenderer.dll Ogre:
\OgreMain.dll Ogre:
\OgrePlatform.dll Ogre:
\Plugins.cfg Ogre: defines the plugins to be loaded by Ogre
\Plugin_CgProgramManager.dll Ogre:
\Plugin_OctreeSceneManager.dll Ogre:
\Plugin_ParticleFX.dll Ogre:
\ReferenceAppLayer.dll Ogre:
\RenderSystem_Direct3D7.dll Ogre:
\RenderSystem_Direct3D9.dll Ogre:
\RenderSystem_GL.dll Ogre:
\resources.cfg Ogre: defines location of resource files
\zlib1.dll

locations.xmlThe 'locations.xml' file contains a number of 'locations' used to define information about the location in addition to it's location in the gameworld.

<locationsFile>
<locations>
<location name="Rusty Ogre Lodge" type="INN" size="0.1" roadSplatTexture="OgreLodgeSplat.png">
<position x="14" y="15"/>
<blocks>
<block x="0" y="0" exterior="Inn1_exterior.map.xml">
<interiors>
<interior id="1" block="Inn1_interior.map.xml" music="RobertHood_AThemeToShopBy.mp3" />
</interiors>
</block>
</blocks>
</location>
</locations>
</locationsFile>


Location name: Plain English name of the location (string of unknown length)
Type: The type of location referred to (unknown list of types)
Size: Floating point number (scale unknown)
RoadSplatTexture: The texture used for the ground surrounding the location (?)
Position: the coordinates of the location in the gameworld - integer values(?)
Block x: 'x' coordinate of the block (?)
Block y: 'y' coordinate of the block (?)
Exterior: the exterior map.xml file for the location
Interior ID: Integer value (Range?)
Interior Block: the interior map.xml file for the location
Interior Music: defines the tune to play in the interior

settings.xml

<?xml version="1.0">
<settings>
<world>
<gravity>8.0</gravity> //How strong gravity is. In game object gravity setting when making a new physics object is a percentage of this
<level>TestTomb.map.xml</level> //XML cell file to load
</world>
<player>
<runSpeed>10</runSpeed>
<radius>10</radius>
<height>40</height>
<eyeHeight>36</eyeHeight>
<inventory>
<item equipped=true> //equipped attribute equips this item to the player when loaded. used in savegames and testing. Defaults to false
<ITEMID>DULL_LONGSWORD</ITEMID>
</item>
<item>
<ITEMID>BASIC_TORCH</ITEMID>
</item>
</inventory>
</player>
</settings>

The settings.xml file can be used to define world- and player- specific settings.