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Dark GDK / I'm managed to compile Dark GDK in Visual Studio 2013

code master
Years of Service
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Joined: 4th Dec 2003
Location: Illinois
Posted: 29th Jan 2014 01:58 Edited at: 30th Jan 2014 18:23
Hello All, It's been a long time.

I have just managed to compile and use the DarkGDK source in Visual Studio 2013. Is this something that anyone else would like to know more about? Would you all benefit from my experience with this?

Please let me know.

Good Day,

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Joined: 16th May 2012
Posted: 31st Jan 2014 04:23
Yes, that would be helpful.
code master
Years of Service
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Joined: 4th Dec 2003
Location: Illinois
Posted: 31st Jan 2014 09:33 Edited at: 31st Jan 2014 09:34
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.
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, 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!!


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