Dark Interval is a campaign mod created as an alternate take on Half-Life 2, incorporating selected early story drafts and cut content. We're creating new maps, assets, characters and story beats to fill in the blanks, and to build a coherent story of its own. The mod is released in episodes, the most recent being Dark Interval: Part I - an intro chapter to the bigger picture.
Bad news: despite our earlier promises to release DI Part 2 as 17 maps going from Kleiner's Lab escape to the Depot, the first release will only contain the first 12 maps. It's either this, or never living to see Part 2 release at all.
This also means that Haven and Beach maps from the Wasteland Demo (available on our Discord) won't be included in the first release. Why? Because there are three more maps between them that are not completed.
Good news: we have a release window. And the trailer.
The mod is out of alpha, and in the next few weeks it will enter the final closed beta test, where we'll find and fix bugs, make final adjustments to gameplay and item balance, finalize all the story scenes. How long it will last depends on how many problems we find and how fast we can fix them.
Additionally, Part 2 will include all maps from Part 1, but they won't receive drastic changes on release.
Feel free to join our Discord server: Discord.gg
What we've been up to - gameplay changes, HUD elements, new props, new citizen model.
New creature animations and QoL things. Short media update to keep up update stats.
Everything is going well. Simple update with new media and talking about how things are going.
Recapping the progress made since the last official bit of news about the mod.
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...
Ukrainian localization for Dark Interval 1.2 Thanks to this localization, you can enjoy the mod in your native language!
Dark Interval: Part I contains 4 new chapters - Prologue, Welcome to City 17, Manhack Arcade and Kleiner's Lab.
Unpack into \sourcemods\, overwrite existing files. This patch is cumulative - in includes changes from DI Hotfix #00. Patch info: - Added autosave triggers...
An extra quick hotfix for the English version. Fixes missing chapter title in the bonus chapter and missing dialogue captions in the Terminal.
ZIP archive contaning Dark Interval: Chapter I. Unpack in Steam\Steamapps\Sourcemods, download/install Source SDK Base 2013 Singpleplayer in Steam>My...
today's patch notes for 1.2 Pastebin.com
(buried)
There are 2 things that should've been in this mod.
1. The Consul instead of Breen.
2. The citizens were supposed to wear gas masks in the beta.
The consul was almost always referred to as Breen. One of the story vignettes dated to 2000 calls him Breen.
Valve made 8 different variations of citizen models before settling on final 9th one you see in retail HL2, and only one of those variations had a gasmask.
You're buying into a meme with those two. It will never happen.
What you guys are doing here is Gods work, I can't believe you were able to pull off such an interesting and amazing atmosphere, I'm not sure what to think about the vortigaunts voice or the houndeye sounds and animations (it seems to be too fast for the way its legs move), other than that you guys bloody nailed it. Also is there a reason why some beta models aren't in use for the weapons or some npcs like the stalker or metrocops as a quick example?
The general rule is that we use beta models and textures when they're either higher quality (like the APC, or the train textures, or the vehicles, or the crabsynth, and so on), or they let us add detail and diversity missing from the retail pool of models; or it's a concept we particularly care about so it needs to come with its model (like, say, the beta dropship. But we had to remake its texture.)
The stalker model is, quite frankly, awful. Its texturing is bad, it's hella old, it's grotesque, almost cartoonish. There will always be fans of that old concept, but... we just can't go with it. And retail stalker is very disturbing too. It's doing exactly what we want it to, how we want its skin to look in the dim light, how we want it to move, the impression it gives. It's realistic horror.
The metrocops (the colour palette, since the model is the same... actually that palette is already found in 2003 cops) is a personal preference.
The vortigaunt voice was chosen like that to mirror the screechy vort voices heard in the beta itself. (beta eli_lab or New Little Odessa's vort).
Anyway to invert the mouse? When I try to check the box and click 'ok', it does not work for me. joy_inverty 1 does not work.
That menu button is bugged, apologies. It's fixed in our devbuild (so we know what was wrong) but it'll be a while before that's available to the players.
The console command you need is m_yaw. When you type it in you'll see it's current value (which depends on your chosen sensitivity). Simply invert it. So, for example, if it's m_yaw 0.022, then to invert it, make it m_yaw -0.022.
If you want to invert it horizontally, then the command is m_pitch and it's the same idea.
Thanks