Dark Interval is a restoration/revision mod that lets you play Half-Life 2 as it could have been: with custom maps, new voiced dialogue, new models and textures, all based on Valve's early concepts. The mod is released in episodes, the most recent being Dark Interval: Part I - an intro chapter to the bigger story.

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Patch 1.1 brings numerous bug fixes, level improvemends, and is generally aimed to enhance player's experience with Dark Interval: Part I.

How to install:

Once downloaded, use 7zip or Winrar to extract the archive 'patch_1_1' into your sourcemods folder (provided you have Dark Interval: Part I installed). When asked to overwrite files, press OK. Once all the files have been extracted, you're ready to go! You do not have to restart Steam for the patch to take effect.

Note that your old saved games will not be compatible with this update.

Also, you may have noticed that the main upload (Dark Interval: Part I) has been reuploaded with the patch. If this is your first time installing this mod, you can skip the rest of this article, and just go download that archive - it already has the patch in it.

Main changes:

- Lipsync added (huge thanks to ildarion for pointing us in the right direction)

- Critical crash scenarios eliminated (including crash when picking up a medkit, crash on physic prop breaking)

- Greatly reduced risk of key NPCs getting stuck in their script (please notify us if that still occurs to you)

- Odell is now invlunerable to player attacks

- City residents now properly respond to player interaction, and behave in a more natural way

- Manhack camera has been fixed, and no longer clips through walls inside simulation

- Radiostation level has been improved, to provide clearer player navigation

- Picked-up prop transparency improved, plastic crates no longer turn invisible

- Main menu music/new ambient tracks added (credits go to CW3D)

- On Terminal, fade-to-black cutaways have been replaced with continuous level design (i. e. actual passable tunnels, with no immersion breaking fade-aways)

- On Lab level, it is no longer possible to get stuck in the lift, or enter the shaft under it. Also, following the telepod malfunction, Barney & Kleiner are no longer speaking through the radio channel.

Overall, Patch 1.1 includes more than 65 changes/fixes. You can find full changelog here: Pastebin.com

Have a nice time. Please report any further issues to us!

Dark Interval: Part I Released!

Dark Interval: Part I Released!

News 24 comments

Part I is up! Grab the file from the Files section. Detailed instructions below.

Attention, citizens

Attention, citizens

News 5 comments

Dark Interval: Chapter II is being pushed back to find more room for improvment. Don't worry and stay tuned. Also, read the whole thing, please.

First patch for DI: Chapter I

First patch for DI: Chapter I

News 1 comment

The first patch for the first chapter of the mod has arrived.

Release date moved!

Release date moved!

News 5 comments

Hello there! Two weeks ago I announced that Dark Interval is going to be released on Nov 1st, 2016. I find myself obligated to inform you that this release...

RSS Files
Dark Interval Part I - Patch 1.1

Dark Interval Part I - Patch 1.1

Patch 10 comments

Patch 1.1 is live! Lip syncing, bug fixes, improved visuals, and even new main menu theme music! See description for more info...

Dark Interval: Part I (upd. with Patch 1.1)

Dark Interval: Part I (upd. with Patch 1.1)

Full Version 83 comments

Dark Interval: Part I contains 4 new chapters - Prologue, Welcome to City 17, Manhack Arcade and Kleiner's Lab.

DI Patch #1 - a patch for Chapter I

DI Patch #1 - a patch for Chapter I

Patch 1 comment

Unpack into \sourcemods\, overwrite existing files. This patch is cumulative - in includes changes from DI Hotfix #00. Patch info: - Added autosave triggers...

DI Hotfix #00

DI Hotfix #00

Patch

An extra quick hotfix for the English version. Fixes missing chapter title in the bonus chapter and missing dialogue captions in the Terminal.

Dark Interval: Chapter I

Dark Interval: Chapter I

Demo 27 comments

ZIP archive contaning Dark Interval: Chapter I. Unpack in Steam\Steamapps\Sourcemods, download/install Source SDK Base 2013 Singpleplayer in Steam>My...

Comments  (0 - 10 of 863)
skullkan6
skullkan6

You should really look into vortigaunt lipsyncing. They have face bones, etc.

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A-Shift Creator
A-Shift

Vorts' voice acting is temporary, and automatic phoneme extraction didn't recongize anything due to low record quality, and doing them by hand would take unnecessary long. That's why it is as it is.

Reply Good karma+3 votes
NotSure
NotSure

The map design in this mod is absolutely stunning. I love how you really feel like you're in a society that's been built up by the combine. Can't wait for the next installment.

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spongedog001
spongedog001

part 1 was fun, cant want for the next set of chapters but one thing about the kleiner lab chapter i wish you could of had some more of what was said in the original hl2 beta sequence more of the funny jokes like when kleiner calls barney his man but its still a good mod very much detail put in.

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Guest
Guest

The mod crashes immediately after the valve logo startup. I've installed everything properly, putting the file that came in the zip into sourcemods folder and restarting steam, but it just doesn't work. (I'm using part 1 with the 1.1 patch already included, if that's any help)

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Cvoxalury Creator
Cvoxalury

I don't see you say "I went to Source SDK 2013 Singleplayer settings and opted for 'upcoming' beta", though

Reply Good karma+7 votes
TauntVermin84
TauntVermin84

Where's My Cheese Rations Guys?

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CW3D
CW3D

"******* idiot."

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TauntVermin84
TauntVermin84

That's seriously my favorite quote in the entire mod.

"Here's that cheese I was looking for....Tasty"

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Stevie-Akers
Stevie-Akers

I wanted to ask the mod creator: Why did you (or one of your teammates) changed the eye color of The Alien Assassin? I personally think bright (if they would've glowed like the eyes in your mod) Green eyes suit their look more than the blue ones. I have nothing against the change, but I think it's one of the few beta designs that looked good as it is (except that it was low res, but that's a problem with most if not all the beta stuff).

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Cvoxalury Creator
Cvoxalury

The actual colour on the texture is white, and the tint is applied via an editable parameter, so we can use any colour and even change them on the fly. We primarily used the blue because it's the characteristic Combine colour, doesn't mean it will only be blue, it was there only for a short scene.

Reply Good karma+1 vote
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Highest Rated (12 agree) 10/10

As of date, this is the most complete and well-done take on the old storyline. In addition, despite being the beginning of the game, there is plenty to offer in terms of gameplay. I'm definitely looking forward to the next chapters

Apr 22 2017 by TheZealot

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