Amnesia The Dark Descent: Remastered

Approved by Frictional Games!

FrictionalGames


HOW TO INSTALL:

Installation Instructions are also inside the downloaded RAR folder.

1. Replace the "Amnesia The Dark Descent" folder
2. Replace the "main_settings.cfg" file (documents)

IF YOU DO NOT WANT TO REPLACE YOUR GAME'S FILES:
1. Create a separate installation destination by copying the original "Amnesia The Dark Descent" folder
2. Replace the files/folders inside the "Amnesia The Dark Descent - copy" folder
3. Replace the "main_settings.cfg" file (documents)


REQUIREMENTS:

BENCHMARKS (HIGHEST SETTINGS POSSIBLE)
- 980 GTX: 15-40 FPS, 1 minute loading times.
- 1050 GTX: 30-50 FPS, 40 second loading times.
- 1660 GTX: 50-60+ FPS, 15-30 second loading times.
- 2080 RTX: 60+ FPS, 5-15 second loading times.

If you have LOW FPS try:
- Turning down, or completely disabling SSAO (+5-15fps)
- Disabling Reflections (+15-30fps)

If your loading times go over 30 seconds:
- Lower the texture quality. Older graphics cards will take longer to load high-res textures.
- Low memory graphics cards will not load the machine inside Machine Room!! If that happens, you'll have to use the default textures: Mediafire.com


TROUBLESHOOTING:

MY GAME WON'T START!
Outdated game / Wrong installation.

GAME STOPS RESPONDING WHILE LOADING!
Don't click or press any buttons until the loading has finished.

SOME LETTERS AND SYMBOLS ARE MISSING!
Play the game in english. Diacritics are not supported.

MY GAME CRASHES UPON GETTING AN ACHIEVEMENT!
The mod is made from a STEAM version of the game. Achievements may not work on other platforms.


LEGAL STUFF:

You MUST own a legal copy of the game. The EXE is not included inside the download!!

IF YOU'RE MAKING A MOD USING REMASTERED ASSETS:

- You have to use them inside the HPL2 engine.

- You MUST credit:

1. Me -- Florian (Normals, Speculars, Height Maps, Entities, Upscaled Textures, Sounds)
2. www.textures.com
(Textures)
3. Mb3d.co.uk
(Textures)
4. Cc0textures.com
(Textures)
5. 3dassets.one
(Textures)
6. Zapsplat.com
(Sound Effects)


DONATIONS:

"Here in Space": 60,00€
Ramen Llama: 7,77€
Darkfire: 1,00€

Donate here: Paypal.me
THANKS TO ANYONE, DONATING ANY AMOUNT OF MONEY - YOU'LL BE LISTED HERE AS WELL! :)


CREDITS AND SOURCES:

One or more textures in this mod have been created with photographs from Textures.com. These photographs may not be redistributed by default; please visit www.textures.com for more information.

Mb3d.co.uk

Cc0textures.com

3dassets.one

Zapsplat.com

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FullChangeLog



    Since I've never really posted the full changelog, here it is. I thought some of you guys may find it interesting. There may be some things missing, but it would be an insignificant amount, it's really hard to keep track of everything, mainly because I didn't keep track of anything.
      One last thing. You may or may not know this mod got nominated for the mod of the year. So if you've tried this mod and if you've enjoyed it, go and vote for it on the main page.

Amnesia: The Dark Descent - Remastered


    And again, thanks to everyone downloading, playing or just in general giving this mod a try. It's been nice seeing the mod getting better and better after the first release and I'm glad I've got the final version out, although not 100% perfect - I'm stil proud of it.
    Now the changelog:
  • Max Auto-Saves amount increased by 400%
  • Field of View increased by 6%
    • max value without issues
  • Hand model smoothness decreased by 46%
    • Daniel's hand "flies" around a lot less
  • "Night vision" distance/radius increased by 400%
    • color changed from blue to grey-ish
    • fade in and fade out times adjusted
      • You can't see as well, but you can see farther in the dark (like in real life)
  • Player looses sanity 60% slower in the dark
    • less punishing for being in the dark
  • Forward and Sideway Acceleration and Deacceleration increased by 87%
    • tighter, more responsive movement
  • Increased the movement speed at which the player can move sideways by 6%
  • Adjusted the hand's bob animation speed and amplitude
  • Jumping from a high place will make Daniel stumble for a split second
  • Enemies do not glow in the darkness anymore
    • I really don't know why this was added in the game in the first place. It's scarier to not always see your enemies, even in complete darkness
  • Used Screen Space Ambient Occulision shaders and Bloom shaders from Machine For Pigs
  • Dissolve texture changed.
    • Less chaotic dissolve animation
  • Overall brightness decreased to prevent highlight clipping
  • Added chromatic aberration to light gobos
  • Changed the way items glow
  • Particle effects (mostly dust and fog) are now affected by the light level
    • up to a 100 of changed particle effects
  • Added a true parallax effect
    • This was found by Deu Sex & sgi on the frictional forum.
      It's also worth noting, that since it's not hardcoded in the game, turning the parallax setting off and on - will get it disabled for good.
  • Faked modern bloom effects using billboards
    • While other games create these halos automatically, in TDD I had to fake them.
  • Following objects are breakable and won't dissapear after being broken:
    • wine01,
    • wine02,
    • barrel01,
    • vase01,
    • vase02,
    • wood_box_small01,
    • wood_box01,
    • wood_box02,
    • wood_box03,
    • ink_bottle,
    • castle,
    • castle_arched,
    • cellar_wood01,
    • mansion, plate,
    • pot_plant_small01,
    • pot_plant_small02,
    • key_jar.
  • Following objects are now dynamic:
    • cloth_pile,
    • burner_tripod,
    • chem_vial01,
    • chem_vial02,
    • chem_vial03,
    • test_tube_rack,
    • clock_grandfather,
    • storage_box_wood01_large
  • Fixed the ragdoll pig ofc
  • Test tubes are now translucent
  • Fixed mipmaps used on the alpha channels for guardian
  • Added:
    • ambient light
    • source light
    • shadow-caster
    • coloured ambient particle (dust)
    • coloured local particle (light dust) to the following objects:
      • altar_lamp,
      • bonfire,
      • bridge_torch,
      • candle_floor (3 variations),
      • candlestick_floor (2 variations),
      • candlestick_tri,
      • candlestick_wall (2 variations),
      • candlestick01,
      • candlestick02,
      • elevator_lamp,
      • chandelier_large,
      • chandelier_nice,
      • chandelier_simple (2 variations),
      • hanging_lantern (4 variations),
      • stairwelder_torch,
      • torch_floor,
      • torch_static01 (4 variations)
      • the player's lantern
  • Added cubemaps to some objects: (not a full list)
    • wine bottles and other glass objects,
    • mirrors,
    • lab shelf,
    • light mansion-base set
  • Restored alpha (transparency) textures on some objects.
  • Remade around 590 normal map textures
  • Remade around 1200 specular map textures
  • Remade around 200 height map textures (a high amount of them are new)
  • Upscaled most of and redone from scratch a few of almost 400 diffuse textures
  • Added new floors and ceilings
  • Added new enemy variations
  • Changed the transparency settings on all windows
  • Added real-time reflections to most of the water materials and windows
  • Water is more reflective looking straight at it rather than at an angle
  • Refraction adjusted on some objects, (hanging lanters, acid machine in laboratory)
  • Changed HUD scaling
  • Sharper crosshair
  • New simple-styled crosshair
  • Clean inventory screen
  • Sharpened UI
  • Sharpened the main loading screen
  • Insanity bugs made convincing
  • Remade low health noise
  • Pre-menu logos updated
  • Menu logo re-designed
  • Original fonts exported at a higher resolution
  • Added back Herbert's diary
  • Added back the phonograph inside study

  • Changed the lighting, billboards, materials and added outside areas in the following maps:
    • RAINY HALL:
      • expanded the map beyond cave-ins (visual),
      • changed the way player behaves while fainting,
      • added auto-move script function
    • OLD ARCHIVES:
      • changed the area player looks at when the lantern falls on the ground
      • fixed a bug where the secret shelf would shoot out to space upon triggering
      • fixed decals under the cave-in
      • added fog areas
    • ENTRANCE HALL
      • subtle lighting changes that happen overtime
      • expanded the map beyond cave-ins (visual),
      • fixed decals under the debris
      • slime damage areas moved out of the way a bit, leaving from Wine Cellar, Laboratory and before entering the Refinery
    • ARCHIVES
      • added a reflective material
      • detailed the orb cutscene
      • fixed decals clipping on carpets
      • fixed buggy stove collision
    • WINE CELLAR
      • grunt spawn and path changed
      • adjusted the fog
      • after getting hit with the barrel, daniel's reaction would only be heard in one ear
        • in that room, it was possible to see through the ceiling
    • LABORATORY
      • fixed the dirt textures surrounding the hole
      • fixed shelf placed half-way through the ground
    • REFINERY
      • changed boxes covering up the hole
      • added a sanity boost
      • fixed clipping textures at the start
      • disabled the "Look At" script function
      • fixed door frames' scaling
      • player could get stuck in the corner of the pulley room
    • CELLAR ARCHIVES
      • changed up some box placements
    • CELLAR MAZE
    • BACK HALL
      • added water
      • fixed texture void on the stairs
      • full game save enabled on the dead body after coming out of the guest room
    • GUEST ROOM
      • clipping room corners
      • fixed texture voids
    • STUDY
      • added the phonograph
      • fixed ugly spotlights on the outside area
      • greater view distance outside
      • cave-in would have stones stuck mid-air, or clipping inside the walls
    • STORAGE
      • changed enemy spawns and paths
    • MACHINE ROOM
      • changed dynamic cogwheels' pointlights
      • coal pieces are easier to find for new players
      • fixed a softblock
    • ELEVATOR
      • small changes to the rooms outside the elevator
    • PRISONS (SOUTH AND NORTH)
      • changed up enemy spawns and paths
      • it's easier to get out of the tunnel
      • slightly changed the dead body's position
    • CISTERN ENTRANCE
      • reflective floor
      • more moist
    • CONTROL ROOM
      • herbert's diaries added back in
    • CISTERN
      • changed the floor material
      • changed note positions
      • a lot of clipping textures fixed
    • MORGUE
      • fixed a black texture bug on stairs
    • SEWER
    • NAVE
      • fixed a floor texture over-sight
    • CHANCEL
      • major visual change
      • fixed broken height maps
    • TRANSEPT
      • upper room is green as it was in the concept art
    • EAST AND WEST CHOIR (entrance and main hall)
      • Alexander monologue starts sooner (so the maiden jumpscare and alexander mono aren't happening at the same time)
      • subtly lit up the pipes player is supposed to follow
      • slighty adjusted/changed the iron maiden jumpscare
    • THE CELLS
    • ZIMMERMAN VISION
    • INNER SANCTUM
      • added music
    • ORB CHAMBER
    • CELLS
    • LIBRARY
    • DUNGEON
    • FINAL
  • Added music produced by Mikko Tarmia for Amnesia: TDD
    Mostly extended or old versions:
    • 06_amb
    • 09_amb_safe
    • 12_amb
    • 16_amb
    • 18_amb
    • 22_amb
    • dan_grunt
    • ending_alexander
  • Added new sounds
  • Added unused brute spawn sound
  • Added pre-rendered reverb for some sounds
  • Added an optional custom stories compatibility patch.

FullChangeLog2


Amnesia: The Dark Descent - Remastered (FINAL)

The Final Version of Amnesia - Remastered

The Final Version of Amnesia - Remastered

News 10 comments

I've released the final version of my remastered mod. I've got some things to say before I stop supporting this mod any further.

The process of remastering Amnesia

The process of remastering Amnesia

Feature 17 comments

I remastered Amnesia: The Dark Descent - this is the process simplified.

Add file RSS Files
Amnesia: The Dark Descent - Remastered (FINAL)

Amnesia: The Dark Descent - Remastered (FINAL)

Full Version 45 comments

The final version of my mod "Amnesia: The Dark Descent - Remastered" with upscaled graphics.

Amnesia: The Dark Descent - Remastered Custom Stories (PATCH)

Amnesia: The Dark Descent - Remastered Custom Stories (PATCH)

Patch 7 comments

A patch to make all custom stories compatible with the A:TDD - REMASTERED mod

Amnesia: The Dark Descent - Remastered (Main Menu Background & Logo)

Amnesia: The Dark Descent - Remastered (Main Menu Background & Logo)

Full Version 1 comment

Miss the previous version of Main Menu Logo and Background? Well, no worry.

Comments  (0 - 10 of 199)
Guest
Guest

I love horror / terror games and I've been wanting to play the amnesia games for a long time.

Unfortunately the hard coded 60 FPS cap always demotes me from playing as I'm way to used to playing at an high refresh rate and the game feels broken / choppy. I know that for most people this is a non-issue but I would like to ask you, the guru of amnesia modding, if you know a way to remove the limit without breaking gameplay. Or at least... make it less... "slideshowy".

Thank you in advance

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florian. Creator
florian.

Uncapping the game from 60FPS to 120FPS would fast forward the game by two times the default speed, since the physics are tied to the framerate.

If you have hard time hitting 60FPS read the "REQUIREMENTS" section in the "SUMMARY" (description) of the mod.

Reply Good karma+1 vote
Tortel
Tortel

Hi,

Let me say first, the mod is great but I have few problems.

The main problem is that the brute crashes the game in prison, i guess that's problem with the model of brute. Here is what it says on the crash in the log file:

ERROR: Track 'servant_grunt_A_ikHandle1' in 'servant_brute.msh' does not have a corresponding bone! Skeleton bone name mismatch?

Any help how to fix that?

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florian. Creator
florian.

Try obtaining a legal copy of the game through steam.

Reply Good karma+1 vote
empower1
empower1

I know someone who can make particles for your mod such as candles, fire, lightning, etc. Mark Gunship, the modder who made hl2mmod popular and made AI hardened.

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Guest
Guest

how can i remove this back to original

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florian. Creator
florian.

If you haven't created a second installation, then reinstall.

Reply Good karma+1 vote
empower1
empower1

Hey, I have a good news.

Amnesia: Remodded brought us the 64-bit version on Amnesia which is very compatible with your mod. I already tried it.

I found a useful features to add on Amnesia which is Amnesia: The Dark Descent with 3D spatial sound 🎧 (OpenAL Soft HRTF audio)

If you have time, please watch this
Youtube . com/watch?v=NbcEPda2UT0 (delete the spaces)

The provided links to be download are in the description of the video.

I have no knowledge on audio something but I wish to have an immersive sound.

I HOPE YOU MAKE IT AS OPTIONAL SOUND INSTALLATION TO YOUR MOD WITH EASY SETUP.

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florian. Creator
florian.

I don't really think Amnesia benefits from this as much as it would benefit from convicing reverberation -- changing the reverb lenght / sound bounce depending on the room's size.

I think a two-channel stereo audio is good enough to accuratelly tell where a sounds is coming from.

So if I were to mess around with audio, I would go for reverberation first. Most likely using Convolution Reverb and pre-rendered sounds.

But a very nice find nonetheless, very interesting!

Reply Good karma+1 vote
empower1
empower1

Thank you for reply. I think its fine without those 3D Sound.

I have a question.

1. Would you consider making Amnesia 64-bit to be include in your mod?
2. If you're planning to do high-poly lantern, please add fire inside of it as it like real lantern.
3. I hope that fog script will be optional settings otherwise, we'll experience to much lag for some old PCs.
Amnesia 64-bit was done by Amnesia Remodded.

FYI, 32-bit is equal 4gb and 64-bit is billion gb than 32-bit.

Reply Good karma Bad karma+1 vote
florian. Creator
florian.

You're probably refering to my videos on my Youtube.com channel. That's just me messing around, none of those changes will come to this mod unless I state otherwise.

The highpoly lantern will also not be used as it isn't optimised to be used as a game asset and I also don't own rights to it.

I will not be including the 64-bit executable with the mod, at least not for now. The mod has other perfomance issues, which, if taken care of can run a lot better, even on 32-bit.
I also don't like the idea of having not only most of the game assets in the package, but also an exe of the game.

Reply Good karma+1 vote
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Highest Rated (5 agree) 9/10

Here is my review; First of all - this dude did an INCREDIBLE job here. I was super surprised when I saw this mod on top of the mod page, even more when I saw it was released on the same day. -------------------- Positives: + New textures look very good, especially with parallax effect and high- resolution. + Lighting is better than original in most of cases (something is in negatives, too). + Great job with see-through windows. + Great usage of halos and billboards. + Great usage of particle effects…

Jun 29 2020 by Secretial

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