Dark Interval is a total conversion mod, the new incarnation of the Original Storyline of Half-Life 2. You can find your way through the nightmarish world of devastated Earth. Starting from the suburbs of City 17, then continuing through the alien factories, the underwater base and the Citadel, you can feel that dark atmosphere of the Original Storyline. Development started on Apr 10, 2010.

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Post comment Comments  (50 - 60 of 322)
Buddyconnor331
Buddyconnor331 Dec 4 2013, 10:15pm says:

Hey I've been wanting to ask, are you remaking textures for the mod or porting them from the leak? Also once the mod is out do you plan on releasing the resources you made for other modders and mappers to use?

+2 votes     reply to comment
Cvoxalury
Cvoxalury Dec 5 2013, 5:41am replied:

At this moment it's both. I certainly would like it more to have my own textures and I do make them, but there are just too many areas and models to cover texturing single-handedly, so I have to use retail and leak textures.

And I do plan releasing the assets for sure.

+5 votes     reply to comment
Buddyconnor331
Buddyconnor331 Dec 5 2013, 1:29pm replied:

Since the early versions of HL2 were so varied and diverse I imagine it would be overwhelming to make all new textures. I would offer to help make textures for you if I was half decent at it.

+2 votes     reply to comment
Stoudemire15
Stoudemire15 Dec 4 2013, 8:10am says:

Vote! Definitely worth it to make to the Top 10.

Stoudemire

+5 votes     reply to comment
Cvoxalury
Cvoxalury Nov 22 2013, 8:33am says:

It may seem odd for a developer to ask for a solution for one's own mod's problem, but I just have to.

Did Valve break the mods that are utilizing 2007 source code? 'Cause the mod's dlls aren't getting loaded no matter what (not a mounting problem; putting hl2/episodic libraries solves the launch error). Do I now have to rebuild the mod completely on the 2013 source code (which is not even accessible) in addition to mounting vpks? What gives?

To be more specific, I had to move to Steam SDK Hammer. In doing so I was also forced to move the mod to sourcemods rather than a good old pirated version (otherwise Hammer won't load its layouts, which is both frustrating and idiotic). But now the mod is constantly giving me 'could not load library client' even though it is there, it isn't corrupted or bugged, it worked perfectly yesterday and I just recompiled it.

+2 votes     reply to comment
Cvoxalury
Cvoxalury Nov 22 2013, 2:42pm replied:

Well, it seems like I finally got it fixed this time. By the means of… folder renaming? Semi-random poking in gameinfo strings? We'll never know.

Ah. And that brings me to what I initially was going to post. The first release is coming, for sure. There was some pretty time-consuming stuff that kept me busy irl, but the demo is coming, yes. Keep in mind that it won't be a huge release or a leak-maps library type release. It rather will aim towards showing the extent of team's work on the levels, the methods, the style.

+3 votes     reply to comment
1upD
1upD Dec 11 2013, 2:52pm replied:

Whoawhoawhoa.... I'm a new modder and I ran into the same issue. I thought I was just stupid. Can you run any Source DLLs in a mod, or is there something in GameInfo.txt that defines what engine version is required? And does 2007 still work?

It's good to hear that the problems I've been having with Steampipe aren't unique to me.

+1 vote     reply to comment
DarkShift
DarkShift Dec 3 2013, 5:16pm replied:

ok

+1 vote     reply to comment
Cvoxalury
Cvoxalury Oct 7 2013, 5:23pm replied:

Not likely, unless you want some boring testing video. Besides, I'm not really fond on making videos, in general.

+3 votes     reply to comment
JiGSAW78
JiGSAW78 Oct 8 2013, 12:03pm replied:

Oh ok then, but thnx for the info anyway...

+3 votes     reply to comment
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Dark Interval
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