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.

Dark Interval 1.2 (Standalone)
Filename
darkinterval-update-1_2.3.7z
Category
Full Version
Uploader
Cvoxalury
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Updated
Size
1003.35mb (1,052,088,251 bytes)
Downloads
8,993 (3 today)
MD5 Hash
2cf811e81849f61f792e7299de2b06bf
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Description

IMPORTANT: This is STANDALONE. You don't need 1.1 version of the mod and you SHOULD install this as a separate mod. We're releasing a revamp update for Dark Interval: Part 1. This upgrades the first chapters of the mods, adds visual overhauls, improved gameplay, bug fixes and more.

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Dark Interval 1.2 (Standalone)
Comments  (0 - 50 of 71)
cambreaKer
cambreaKer

very cool!

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Cvoxalury Author
Cvoxalury

BUG FIX PSA: If you start the mod and the levels are unlit (aka fullbright), go to Settings-Graphics, make sure HDR is on, save settings, then restart the mod.

This is known to happen to some users.

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portal2betamoddb
portal2betamoddb

i can not click apply when i select hdr and bloom

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Cvoxalury Author
Cvoxalury

Just select the option and click OK. If it lags for a few seconds - that's normal, it restarts the rendering. Then restart the level and see if it worked.

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portal2betamoddb
portal2betamoddb

that did not work. do you know another way?

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A-Shift Creator
A-Shift

Open console, enter mat_hdr_level 2

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bnabradi
bnabradi

Once again,professional quality! Mind if i ask you,Will you include the Antlion King and the Particle Storm? Along with the hydra,those were my favourite scrapped designs (with the particle storm hinted at being a slightly possible ally against the combine).Considering what you managed with this update,This has the potencial to become one of the biggest HL2 projects ever.

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A-Shift Creator
A-Shift

Antlion king - no, we decided against it because of certain reasons.
Particle storm is the green thing you can see at the end of our Scrapland gameplay video and one of screenshots, we have plans for it.
We also have a demonstration video for Hydra.

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Cvoxalury Author
Cvoxalury

(The demo map is even included in this very build, map name 'demo_hydra')

Reply Good karma+4 votes
sherwinfabian2
sherwinfabian2

You don't have to make the Antlion King a enemy you have to defeat per say, maybe you will have to run away from it as it destroys the cave's walls because it's to powerful to take down akin to the chase of the Antlion Guardian from EP2

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DBuilder
DBuilder

I cannot invert the mouse. When I check the box to invert the y-axis and hit okay in the options and return to the game, then immediately check the options again, the box becomes unchecked again.

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Cvoxalury Author
Cvoxalury

It appears I never finished that option and didn't realise it because I don't use mouse invert.

To enable mouse invert thru console, use command "m_pitch". When you start entering it, it'll show current value (by default it's 0.022, I think). Change its sign (so, -0.022 for example).

I'm really sorry for this. Embarassing how I let it persist.

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DBuilder
DBuilder

Thank you very much for your help. That did it. I'm looking forward to the mod. :)

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biomans
biomans

Captured the feeling of reading about the beta so well, the wait for part 2 is unbearable!

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Chocolate-Helicopter
Chocolate-Helicopter

they use too many invisible walls, it takes me out of it

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BshiftCalhoun
BshiftCalhoun

Agreed. Luckily, it's just the intro, so it's forgivable. Hopefully Part 2 isn't like that.

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Chocolate-Helicopter
Chocolate-Helicopter

i mean at the very beginning they couldve just added a second stack of dividers and it wouldve been fine thats really the only part that bothered me

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veselchack65
veselchack65

AMAZING

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kylemart22
kylemart22

mine crashes when it gets done loading the level :(

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A-Shift Creator
A-Shift

Any level?

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Jack_The_Ripper_357
Jack_The_Ripper_357

I seem to be having a slight problem. I've placed the extracted files into my sourcemods file, and restarted Steam, however the mod doesn't appear in my game list. I've read and reread the readme to see if there was any mistake in my actions, but I haven't found anything as of yet. Does anyone have any suggestions? Thank you, and have a good day.

P.S. Congratulations to the development team, the updates look fantastic, and I cannot wait to see the final product! Best wishes, everyone.

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A-Shift Creator
A-Shift

Are your steam folder and sourcemods folder on different local disks by any chance?

Anyway, to force the mod to launch, you can create a .bat file, write into it "C:\Steam\SteamApps\common\Source SDK Base 2013 Singleplayer\hl2.exe" -game "C:\Steam\SteamApps\SourceMods\darkinterval-beta"
(replace paths with your own, of course)
And now you can just use the .bat to play

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Jack_The_Ripper_357
Jack_The_Ripper_357

On closer investigation, I noticed I have two separate Sourcemods files on both my main drive and my external one. All that I needed to do was move the files over. I do appreciate the assistance, though! Take care, now.

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TheKengu
TheKengu

The settings menu is too big. I can't see nor click the "apply" button. İs there a way to make it smaller?

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Cvoxalury Author
Cvoxalury

That's a first. What's your screen resolution?
'OK' will do the same as 'Apply' in terms of saving the settings.

P.S. super late reply but maybe it'll help someone else too.

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TheKengu
TheKengu

My screen resolution in game is 720 x 420. And as stated in my previous comment: I cannot see the "ok" nor "apply" options.
Thank you in advance!

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RocketSurgery
RocketSurgery

pressing enter is also the same as clicking on ok. you can set the resolution with launch options if you can't get ingame

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Hell-met
Hell-met

1.2 is all in fullbright to me. Fresh install and config. Source SDK SP 2013 is set to -upcoming. manually typing mat_fullbright 0 doesn't fix it.

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A-Shift Creator
A-Shift

Try enabling HDR in settings and launching a map again. If it works, you can disable HDR after that, if you want to.

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Hell-met
Hell-met

Doesn't work. Oddly enough, the drop down list next to HDR in Graphic Settings is blank.

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A-Shift Creator
A-Shift

What is your video card?

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Hell-met
Hell-met

Geforce GTX 750 Ti
I'm more than capable of running DX9 valve games.

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Cvoxalury Author
Cvoxalury

DI 1.2 (and future versions) will only pack HDR lightmaps, so if you're unable to use HDR (such as running in DX8 or below), it can't load any lighting data for the level.

If this is really the reason, and you can't enable HDR at all, contact us and I can prepare separately compiled maps for your case.

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Hell-met
Hell-met

I suppose the game somehow fails to recognize my card or something? Never had this trouble with other source games. I run them at DX9 just fine. My PC is trash but not *that* trash. Sourceop.com

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Egor179
Egor179

How to turn on the shadow of the flashlight?

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Cvoxalury Author
Cvoxalury

You cannot. They've been disabled in favour of performance and world-placed lights. It was my call and I had to make it so.

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Egor179
Egor179

Are you planning to turn it on someday?

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Ahriневший
Ahriневший

Crashes on startup

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mihail2245
mihail2245

Ok.I try this update and rebuild my own repack with this mod

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Bro2394
Bro2394

Everything looks blurry at far away, when close everything is normal. Did Gordon lose his glasses, or am I experiencing a bug? It's difficult to enjoy the visuals.

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Cvoxalury Author
Cvoxalury

It is a bug when depth-of-field gets blown out of proportion. You can get rid of it entirely in the video settings, or using the command mat_dof_enabled 0.

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BshiftCalhoun
BshiftCalhoun

Can you please not change the directories for the default models? Grouping them in folders starting with an underscore, while making the models somewhat easier to find, does nothing but complicating customization. It's even worse when you try to run the maps in Gmod. Back in the older version, I once used one of the maps to make a Gmod artwork, which turned out pretty well, but when I ran the newer maps, floors were invisible, textures and models were missing, etc. I know the maps aren't meant to be played on Gmod, and barely anyone does that, but bringing the default directories back to normal would be great if it's not already too late.

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Cvoxalury Author
Cvoxalury

None of them are default models, though. I move folders when I take a model and change something and want it to be separate and not overlap with the original. It's not like we somehow erase the old models from existance.

It does make it convinient for *me*. Valve's directory structure is less than optimal, maybe so is mine, but that's how it's going to be.
If anything, it's going to be much easier to customise NPCs because nowadays we can just set the model for it in a text script much like for the weapons. Or even change it on runtime, via console.

Floors are invisible because of custom shaders which is necessary for parallax-corrected reflections, enhanced water and stuff like that. They can't be moved to Gmod because that's how Source is.

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BshiftCalhoun
BshiftCalhoun

What's the console command to change an NPC's model, and does it apply to all the NPCs of the same type or just one of them?

Also, I've been able to fix the floor invisibility by changing the VMT files, 'guess it wasn't hopeless after all.

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Cvoxalury Author
Cvoxalury

Well yes you can change the vmts.
The (impossible) problem with making custom shaders work in other mods, is that to initialise fallback to default shaders, those mods themselves need to include custom shader code in the first place. This wouldn't be necessary if we could replace default shaders (then mods that don't have those edited shaders, would just use the default shader of the same name), but guess what Valve invariably forbids it in the engine code.

The command that currently exists in DI 1.2, is 'setmodelname'. It can target both individual entities or classes (all entity of that type in a map).

For example if you want to change all citizens on the map to use Breen model, you do

ent_fire npc_citizen setmodelname breen

path is relative to models/ (so, you don't need to write "models/Breen") and you don't need to include ".mdl".

If for example you want to replace Breen with, say, a cinder block, you can use

ent_fire npc_breen setmodelname "props_junk/cinderblock01a".

If you want to change the specific NPC you're looking at, the one under you crosshair, you can do ent_fire !picker setmodelname ...

By the way it works not just with NPCs but basically anything that can have a model. Dynamic props, physic props, weapons (inc. viewmodels) and such. In some cases animation may not reset or carry over (particularly with viewmodels). It can't work with static props because they're not a valid type of entity.

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hf2epicgamer
hf2epicgamer

I love creators trying to revamp hl2 beta, cause the leaked half life 2 beta is so buggy, but the concepts seem so cool! what would be amazing is possiby valve makes a game that revamps hl2 beta, but mods like these are coo!

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FuSioN_408
FuSioN_408

this is a really good mod that i think every half life fan should play, and even tho its just a small part of the story it really expands on it and makes it all feel perfect, all the detail and models are amazing also the fact that you can find the skyscraper in the skybox is fantastic. this is the beta recreation mod in wich i have the most faith on. However i think that the audio of the vortigaunt voice sounds kinda bad, the voice impression is really good actually its just the audio that doesnt sound that clear like the voice audio of barney.

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DeathCold
DeathCold

Just tried it out, and it works so slow that it crashed in the end to desktop. So yeah, you need to optimize your mod to work properly. Also, all those graphical improvements hurts my eyes. I mean, like blur, some filters and stuff like that. So yeah, if it is not hard for you, then make a simple version of your mod, with standart HL2 graphics, without any of those stupid modern improvements that only makes things worse.

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Cvoxalury Author
Cvoxalury

Over half of the "stupid modern improvements" are customisable straight out of the settings menu (if you bothered openinig it), and others can be toggled in the console (if you bother reading on Source console commands).

The only effects we did that wasn't already in Half-Life 2, are depth-of-field, cubic distortion and chromatism. And whadda ya know all three are toggleable in the settings.

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bond38
bond38

Any adaptations for Mmod?

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A-Shift Creator
A-Shift

Impossible.

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