To begin, I had to Download the source code, naturally. It took me some time to figure this out, but suffice it to say Tortoise SVN was the secret.
Then I installed the Direct X SDK from February 2010.
In
Quote: "C:\Program Files (x86)\Microsoft DirectX SDK (February 2010)\Lib\x86"
(adjust for your computer layout) I renamed the file DxErr.h to DxErr9.h
Opening the DarkGDK solution in VS 2013, I add references for all the projects at once. For both Debug and Release configuration, I added the DirectX Include folder and Lib\x86 Library folder.
In the DarkGDK solution, I then excluded the Multiplayer.lib project from the build. Bassed on the process described at
http://forum.thegamecreators.com/?m=forum_view&t=139830&b=22, I added a dummy Multiplayer library project to the solution. Details are sketchy at this specific, but there was a GL flag that I set to OFF in the project settings for the dummy library. I can have a hunt for this when time allows.
For all projects, a number of settings had to be taken care of.
First, individually, ensure that the build Target and Filename end up with a ProjectName.lib in the DarkGDK Lib folder. You'll get a warning about this when building the solution in both debug and release.
Second, when all projects are selected, go to Project Properties -> C/C++ -> Code Generation -> Runtime Library and set ALL projects to /MDd (Multi-threaded Debug DLL).
Still, with all projects selected, set your Linker dependencies to include atls.lib in both Debug and Release configurations.
That's the whole story. I'll add more info as it comes to me.
I hope this helps!!
-Codemaster