Dark Interval is a mod project that aims at restoring certain parts of older drafts of Half-Life 2 - namely, various original locations, characters and plot points that didn't make it to the retail version. This mod is intended to provide a complete game experience; rather than restoring disparate bits and pieces, the team instead aims at building a complete and stylistically coherent world by drawing inspiration from many original concepts and drafts provided by Valve in their book Raising the Bar. This naturally involves filling some blanks and discarding some failed or played out designs. Dark Interval doesn't include original levels found in the "leaked" version of Half-Life 2, and instead features brand new maps which were built from the ground up - it was decided that this was the only way to make them both stand out and be actually modern and not just modernised fix-ups. You're welcome to try out the current demo - your feedback is welcome. And thanks for visiting.

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RSS Articles

Attention, citizens

News 3 comments

TL;DR: There's going to be a short delay. Tell us if you'd like to see the next chapter delayed but polished, or see it now but less polished. Vote on Strawpoll.me

TL;DR2: Also looking for voice actors. Contact me on Discord @Cvoxalury #9681, or here, on ModDB.

Hello!
Dark Interval has seen some amazing progress recently. Ever since it became a two people operation (instead of one man operation), we managed to produce lots of new content and up the quality of existing content. We worked day and night on new chapters, as well as going through the initial maps (from the demo) and reworking them.

Dark Interval: Chapter II is very much near completion. I would go as far as say that it's 90% ready. Maybe even over 90%.
However, as we began to dream bigger and bigger, creating more and more, the project, in return, became more demanding. It now felt less satisfying to have text captions and sequenced animations. This is why we switched to fully voiced choreographed scenes for key NPC.
Voice acting is, by far, the most sensitive part of moddev. Low quality sound and bland performance will ruin your immersion and make for frustrating experience.
This is why we're pushing back - just a little bit - to find more room for improvement.
We're looking for voice actors for Barney, Kleiner, citizens, and for the Vortigaunts. We have the dialogue written, and voiced with temp voice, in place. Contact me on Discord, Cvoxalury, #9681. Or through ModDB, if you don't use Discord.

However, it is now all up to you. I'm putting up a poll, where you can tell us if you think we should redo voiceover and add more polish (which we would prefer), or if you're fine with my terrible-Russian accent-cheap mic temp voiceover, that may well be even worse than temp voices in the leak.
Go to Strawpoll.me and vote! And thank you for sticking with Dark Interval for so long and not giving up.

Dark Interval: Chapter II includes 11 levels, of which 7 are brand new, built from scratch. Also coming - new models, new enemy types with custom AI, and lots more.

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...

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.

RSS Files
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 24 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 530)
ElectricBoltGaming84
ElectricBoltGaming84

So I installed the dark intervals folder inside the sourcemods, downloaded the patches and of course, replacing all the files with the patches. I turned on the game, it works fine except the "dialogue" didn't appear but instead the filenames appeared instead like "darkinterval_Industrial_BarneyBriefing1" in place of the supposed dialogues why is that? can you please help me with this one?

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Guest
Guest

The folder of the mod should be named "darkinterval".

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Guest
Guest

So I put the darkinterval folder into my sourcemods file and I opted into the source sdk 2013 -upcoming beta, but it won't show up in my steam. I've restarted it 7 times and still nothing. Do I need anything else installed other than sdk?

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Cvoxalury Creator
Cvoxalury

You don't need anything else for it to show up, no. I've heard that there's this new (-ish) bug with Steam where you need to move everything out of your sourcemods, delete sourcemods, create it again and move everything back... or something. I haven't had this bug myself, but it basically makes mod disappear from your library. I'm afirad this is out of my jurisdiction.

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Guest
Guest

I was reading up on it and apparently it might have something to do with a missing game info.txt or missing hl2 folder? This is the only information I could find on this problem. Could that be it?

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Cvoxalury Creator
Cvoxalury

Gameinfo is certainly present, unless your download and/or unpacking broke somehow. HL2 or Episodes shouldn't matter, because all needed content is present in SSDK Base 2013 SP, it includes files from HL2 and Ep1 and Ep2.

Sorry I couldn't be of much help.

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Guest
Guest

Tried removing my sourcemods folder and making a new one with only DI in it, but still nothing. Thanks anyways.

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Barney.Calhoun
Barney.Calhoun

Man this looks cool, I always liked the darker mood more, good luck man, you deserve it.

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cameronpene
cameronpene

¿Why there are no children working in the factories in chapter 1?.That was something quite dark in beta history and I would like to see it in the mod,sorry for my bad english xD

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Cvoxalury Creator
Cvoxalury

There's sterility field in place, just like with retail HL2. This is why children are absent.

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ShitposterEch
ShitposterEch

Then how are cremators created? Since they are created by the children workers, do the citizens make them?

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Highest Rated (6 agree) 10/10

Congratulations on the release! :)

Perfectly captures the atmosphere pictured in early HL2 in a beautiful way, the terminal & the trainstation had to be my favorite areas. I enjoyed the puzzles aswell, how the solution isn't always obvious, it makes the player search around for ways to solve them. Looking forward to future releases!

Nov 2 2016 by GeneralRain01

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