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 6 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 81 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 26 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 764)
Koneko82
Koneko82

Are you guys still looking for voice actors? I saw it in the RTSL live stream chat a couple of days ago and I'd be interested in taking a role of a character.

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Cvoxalury Creator
Cvoxalury

We are, but at this exact moment we haven't written much of new lines. You can add me on Steam or Discord (Cvoxalury, #9681), I'll let you know as soon as we have anything substantial to record.

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Koneko82
Koneko82

Alright then, I added you on Steam.

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Cvoxalury Creator
Cvoxalury

A'ight people, I'm not answering any more questions of 'will we see X in the mod'. X standing for whatever creatures or cut characters, weapons, an so on. You'll have to wait and see for yourself, and not ask for spoilers ahead of time. More fun this way. Keep guessing and speculating on various forums, we do read them.

Reply Good karma+4 votes
Doomhammer59
Doomhammer59

I completely agree!! :-
)

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TypicalRussianIvan
TypicalRussianIvan

Understandable
Good luck with your job, amigo

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TheTrueCitizen
TheTrueCitizen

Hi, sorry about double posting if it happens. I was the guy who asked about substituting Breen with the Consul. My comment and the replies disappeared, so I created an account to answer you guys.

Thank you for the detailed answer. I really appreciate you getting in touch with us die-hard fans :D. Let me explain my view a bit. Friendly discussion, no hassle.

I thought the air pollution plot was quite big in the development as Valve actually finished the map to explain that

About your second and third points, I envisioned the Consul as a powerless propganda pawn that serves as the illusion that Earth was still ruled by Humans, not an actual high-ranked officer, think of him as a news reporter. Hence why he would be the one to remind the citizens of everything. I mean, in that depleted world, I doubt he has anything important to announce.

He is quite different from Breen in that Breen was shown the magnificence of Combine technologies and worlds and convinced to work for the Combine, while the Consul was amputated and powerless to do anything else.

The "The true citizen" lines of his resembled how Hitler spoke with "The Jew", so I thought he was kinda cool to fit in the world.

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Cvoxalury Creator
Cvoxalury

We kinda have our own thing cooking here. Not to sound rude, but we don't actually have 'your suggestions' department. Fans love to fantasise about Consul, we don't, we're not replacing retail Breen, he's not a placeholder. There's no other model that looks better than him, and there's certainly no other written/voiced dialogue than that executed by Robert Culp. Hence, Breen is the one and only good option, and we're trying to build a good mod here.

We're keeping retail citizens (non-gasmasked) for the same reason Valve abandoned the gasmasks concept.

We're not switching to other leak models (white-shirted or green-shirted citizens) because they're either of worse quality, or they've been shown in every other mod, so that would be lame repetition. We would rather develop our own take but so far the retail models have good enough quality to not bother with replacing them.

We do not believe in any must-have demands, such as 'if you're making a beta mod, you must include this or that'. So far there haven't been one outside suggestion that would feel like a great idea to us, all they do is just make me write paragraphs explaining how we do not, repeat, do not need advisors and how we don't care for demanders.

(edit: I remember one exception now. TypicalRussianIvan asked if we'd include Gargantuas. We haven't thought of it, and it's a fun prospekt.)

Reply Good karma+5 votes
TheTrueCitizen
TheTrueCitizen

Oh don't worry. I wasn't making a demand. I was simply asking why, and giving my opinion when you started a discussion. I fully understand that this is your mod. I think Half Life fans understand this best. Valve has not given in to the demands for Half Life 3. Demand does not exist without commanding power.

It's actually good that you explain your position on the design. I love hearing that, the same reason why we love the half life 2 beta. All the thought processes, limited resources, possibilities that make it interesting.

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TheConsulBeta
TheConsulBeta

Gargantuas in wasteland sounds so cool

Reply Good karma Bad karma+1 vote
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Highest Rated (11 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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