Dark Interval is a restoration/revision mod that lets you play Half-Life 2 as it could have been. Using Valve's early concepts, we're creating new maps, models, textures, and custom dialogue. The mod is released in episodes, the most recent being Dark Interval: Part I - an intro chapter to the bigger story.
Around the New Year’s, we took a break to recuperate from Dark Interval burn-out, and participated in Map Labs 19 - Eye Candy 2. Our entry, Idyllic, won the first place!
The comp is very worth checking out - download it here.
Below are some screenshots from the entry. Open in a new tab for full size (3840x3240).
For Idyllic we’ve made over three dozen new props, many of which can be reused in DI as background elements.
And now, back to Dark Interval news.
Let’s go over a few things in this video.
I. New HUD elements
The Radial Indicator. This was added in response to the closed playtesting conducted last year. We saw that the players couldn’t always tell where the attacks were coming from on our maps, and HL2’s own damage indicator wasn’t good enough (it doesn’t even show up if the damage came from in front of you).
So we added a custom one that’s more responsive and detailed.
The Damage Tiles. It’s the triangular icons that show above your health and tell you the type of damage you’re receiving (ignoring common ones like bullets or scratches). This is a feature returning from Half-Life, and we remade the icons in larger resolution, plus added a couple of new ones. There are nine icons overall, and in the video you can see the indications of Heat, Chemical, and Biohazard damage.
II. Grenade Cooking
Another returning Half-Life feature coupled with HL2 timing.This implementation is very straightforward - taking the pin out starts the countdown and the familiar ticking.
III. Healthkits and Battery changes
Healthkits now can be partially depleted! If you’re almost full on health, stepping on a kit (or vial) won’t consume it all - only what’s needed to get you to 100. You can come back to it again and again as long as there’s health left inside. As usual, kits store 25 health and vials store 10. Once you’ve exhausted the item’s reserve, it disappears (it was decided to be more efficient than leaving the empty model behind). In a way, this works the same way that weapons with ammo in them already work in HL2.
Batteries can now overcharge you, but only if you’re below 100 charge when you use them. In other words, up to 99/100 charge, you can use the battery, and potentially bring yourself to 99 + 15 = 114 max charge.
The HEV suit will announce the exact charge value upon pickup; if you go overboard, it’ll acknowledge that with a glitched message.
Barnacles no longer mean the doom of non-player characters. Just as you can free yourself from their grab by dealing enough damage, you can free others - something that’s been missing from HL2 for years. The citizen AI has been tweaked to call out to you when they’re in trouble, and thank you for the rescue.
We use radio chatter picked up by the HEV suit to add narrative context when needed.
In Half-Life 2's Entanglement chapter you have a bit where Alyx talks to you through the suit radio. We are expanding on that with the semi-malfunctioning HEV now able to pick up Combine radio chatter to provide additional story context throughout Part 2.
Here, the Hunter-Chopper patrolling the canals reports on its activity, making it feel less random, and allowing to gauge the Combine’s awareness of Freeman.
Open in new tab for full size (2516x1440).
There are a few unused Combine props buried in the files of the 2003 HL2 leak. We’ve unwrapped and textured them from scratch to fit in with existing assets. Below is the comparison of textured props versus their 2003 appearance.
While the 2003 leak doesn’t include female citizen models, it does have unused face textures for them, named Linda, Laura, and Tamm. A while ago high resolution sources for all citizen faces were discovered. This fueled our attempt to restore some of what was lost, and we made Linda’s head model from scratch.
Linda started as a ZBrush sculpt to match the existing texture. After building the game-ready version, she was added to the common citizen pool, as female citizen #5.
As for remaining missing citizens (Laura, Tamm, and male Travis), while we hope to recreate them some day, it is out of scope for Part 2.
A little teaser to wrap up this media update.
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.
We want to mark the end of the year with a gameplay video. Admittedly, long overdue video.
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...
This mod is so cool. A couple requests:
This mod is one of the few I can't seem to play with a controller and I'm pretty sure it's because of the custom "throwback" UI that omits the gamepad options/toggles. RTBR, Coterminus, MINERVA, other Steam-based mods, even Dark Interval Old Build... I can play all of them with a controller if I choose to (e.g. if I decide to play on my living room TV/couch instead of my computer desk) but this mod refuses to work & coincidentally is the only one that omits the controller options at all. Would love to see that re-implemented. Speaking of re-implementation AND the Old Build...
I finally got the chance to play the Old Build, the one that starts with the G-Man's vision of the world changing & the wasteland train. In terms of overall mod... no comparison that the newer/current version is leagues better -- I mean, you actually... DO anything in it first of all; old build is definitely JUST vibes and that's it lol. That being said, it would be cool if that "changing world" vision could be re-implemented before segueing into the current iteration's arctic/Borealis chapter as opposed to the train. That old vignette realized even in the basic/rudimentary form from the Old Build is already so cool & if given some proper polish & fx, could be a really, really dope sequence.
Re: controller.
It is not *because* of the new UI that it doesn't work. It doesn't work automatically because it controller support had been historically broken on SDK 2013, and some other branches too.
I didn't spend any time considering gamepad support in my UI, because I do not possess a gamepad that works for me in HL2 or mods. I can't spend money trying different ones to figure it out, because I generally can't play with a controller in games (I can only play on KB&M), so I'd be throwing money away.
I can't say for sure why it works for you in RTBR and Coterminus, or Minerva, but I can say that Minerva is on a different branch of Source, and DI Old Build (which, might I add, exists without our approval, so whatever it did, it did on its own) is too.
All I could suggest is you go to Coterminus\cfg folder, and copy 360controller.cfg and undo360controller.cfg to Dark Interval\cfg folder. Then, in the game, open the console and type in exec 360controller.cfg. Maybe then it'll work. To restore kb&m use after that, you can type in exec undo360controller.cfg. I was told that using these files is a way to fix broken gamepad support.
No worries, I wasn't trying to suggest you buy any controllers or to come off as *entitled* to gamepad support, I totally get that most play HL with kb+m for obvious reasons, I was mostly just confused what the difference was -- the UI lacking the "enable gamepad" was the only notable difference I spotted on the user's end between this & the others so I mentioned it, but I've no idea what actually differs under the hood.
Either way, your solution worked, so thank you so much! Yeah, I had used the 360controller.cfgs in the other mods, plus DI, which is how I got them working, but I still needed to check the "enable gamepad" toggle in the options to trigger it (hitting the check without the cfgs did nothing) so that's another reason why I was like "is it just the UI preventing this?" The console command worked like a charm! Only minor issue was that for whatever reason, I couldn't select the SMG (didn't even appear in my inventory) and it was only usable once all other ammo was depleted though I really have no idea if that's a result of the gamepad or something else.
Anyway, I finally had the chance to play the Public Alpha (can't wait til its finalized & voiced) and today I'm starting the Wasteland demo!
The mapping for this mod is phenomenal!
Any chance of a cheeky wee April 2024 media update?
Also, have you seen some the awesome mapping work Marco198 is doing with the DI assets?
How we doing in the year of our lord 2024?
"The first 90% of project development take 90% of time, and the remaining 10% also take 90% of time"
wich chapters will be in the next update?
Part 2 goes from the start of escaping City-17 to the end of Air Exchange.
cool thats alot