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.
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.
very cool!
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.
i can not click apply when i select hdr and bloom
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.
that did not work. do you know another way?
Open console, enter mat_hdr_level 2
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.
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.
(The demo map is even included in this very build, map name 'demo_hydra')
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.
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.
Thank you very much for your help. That did it. I'm looking forward to the mod. :)
Captured the feeling of reading about the beta so well, the wait for part 2 is unbearable!
they use too many invisible walls, it takes me out of it
Agreed. Luckily, it's just the intro, so it's forgivable. Hopefully Part 2 isn't like that.
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
It 's not true , in one place I managed to get out of the map !
AMAZING
mine crashes when it gets done loading the level :(
Any level?
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.
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
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.
You need to go to Source SDK base 2013 singleplayer and go to properties and change the beta thing to upcoming
That should work, if you can't figure it out, you're a *******. (jk)
How to make .bat files?
The settings menu is too big. I can't see nor click the "apply" button. İs there a way to make it smaller?
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.
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!
pressing enter is also the same as clicking on ok. you can set the resolution with launch options if you can't get ingame
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.
Try enabling HDR in settings and launching a map again. If it works, you can disable HDR after that, if you want to.
Doesn't work. Oddly enough, the drop down list next to HDR in Graphic Settings is blank.
What is your video card?
Geforce GTX 750 Ti
I'm more than capable of running DX9 valve games.
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.
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
How to turn on the shadow of the flashlight?
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.
Are you planning to turn it on someday?
Could that be enabled manually in the future by people with more capable systems?
Crashes on startup
I have the same problem, but was fixed after reading the readme.txt. Singleplayer SDK 2013 must be installed, then right click>properties>betas> switch to "upcoming". Will run afterward.
Ok.I try this update and rebuild my own repack with this mod
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.
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.
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.
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.
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.
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.
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!