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...
very excited for part 2!
holy **** it's happening
Loving the trailer, can't wait!
I check you discord channel about same news few hours ago.. it's magic!
THANK YOUâ¤
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"