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- 24.04.2022
- A long, long, long overdue patch for Part 1.
- https://www.moddb.com/mods/dark-interval/downloads/dark-interval-12-update
- It's the same link as usual, but the archive has been replaced. Install it as usual. If you already have 1.2 installed, then better just delete it and install from scratch.
- Apologies to everyone who played it recently! we couldn't have just told you to wait more.
- Mod DB
- Dark Interval 1.2 (Standalone) file
- 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...
- Dark Interval 1.2 (Standalone) file
- Changelog:
- General fixes
- - sprites and spotlights no longer shine through objects and NPCs
- - numerous model paths replaced with Part 2 compliant paths, for future consistency
- - subtitles code is updated - .dat files no longer needed - can edit or add your own localisation with .txt alone
- - the game will try and enforce HDR by default - should fix fullbright maps that some people had
- - pre-HEV HUD added - you get it with the worker suit
- - filesize optimisation, over 300 mb worth of unused files and BSP bloat.
- ch00_ship
- - The breakable glass 'puzzle' is made more intuitive now
- - worker zombies start panicking when ignited, which makes them easier to confront
- - fixed possible softlocking after getting the flaregun
- - improved pyrotechnic locker model
- - made more obvious which "box" you must put your flaregun in at the end of level.
- ch00_docks
- - Barney's AI should no longer fail his scripting just because he was afraid of a random enemy somewhere
- - improved ground and water reflections a bit
- - tiny env improvements here and there
- ch01_industrial
- - Player should no longer get stuck inside the immolator world model
- - the vort should no longer fail to interact with the immolator
- - improved performance in the underground section
- ch01_terminal
- - Fixed the oversight where the player could backtrack and see Barney's cam active on plaza monitors
- - small env improvements
- ch01_construction
- - worker zombies start panicking when ignited, which makes them easier to confront
- - fixed potential sequence breaking near the end
- ch01_consulcast
- - floating citizen now properly sits on his chair
- - fixed a floating shelf after the garage
- - improved map visuals
- ch02_arcadeexterior
- - The parade has been optimised to improve performance and, hopefully, remove the crashing issue
- - the Ep2 shotgunner camo been replaced
- - the camo elites now carry sniper rifles instead of pulse rifles
- ch02_arcadeinterior
- - fixed an issue with soundscapes not activating correctly
- - fixed an oversight which previously broke random small talk in citizens
- ch02_subt
- - touched up geometry/clutter at the end of level for better player guidance
- - fixed water rendering issues
- ch03_lab
- - Barney's pistol no longer simply disappears on map start, now it's taken away for a reason
- - HEV suit no longer clips through the small metal rest
- - Barney/Kleiner/Lab Asssitant subtitle colours changed for better contrast
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