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Outdated game / Wrong installation.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€
Volodymyr Dreval: 5,00€

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 12 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 18 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 51 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 8 comments

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

Comments  (0 - 10 of 246)
Guest
Guest

Is localization affected by the mod? I was planning on playing it both in English & in Spanish.

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Zoofyooo
Zoofyooo

There is no reason to assume it would be. The language files aren't touched at all.

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Guest
Guest

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Guest

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guest_134532
guest_134532

Zoofyooo Can you upload your fixed version of this mod to modDB? Anyone can upload on this page. Also check out this: Pcgamingwiki.com, maybe it'll help you with the parallax.

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Zoofyooo
Zoofyooo

No.

I wouldn't want to take the main attention away from Florian's work even if I technically fixed parts of it that were broken, plus I think it's preferable for people to try out Florian's version before thinking of trying mine.

If Florian wants me to, I'd upload it. But I wouldn't do so if he didn't want me to. I don't even know if Florian is aware of this. They seem to be remaining quiet about it, if they do know.

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guest_134532
guest_134532

You would just give people alternatives to the original mod, not steal the main attention, you uploading your version wouldn't steal any attention, people will still remember that florian put most of the work on it. If we were to follow this line of thinking, people shouldn't upload modified versions of brutal doom onto the main page, because "it would steal the attention of the main work". Also, he left the uploading on the mod page enabled, because he wanted to. If he didn't want people to "steal attention" from his version, he would just disable it. It also would be better as a long term solution, in case you would ever disappear from this site. And if you want for people to try the main version first, you can add it to the description. I would also recommend just making a patch to the original mod with a bat file to fix the incorrect file names and delete some files if you need to.

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Zoofyooo
Zoofyooo

It's not a full conversion mod. It's a mod designed to replace files from the original game, which is why it recommends to make a backup. So, making a bat file to run it as a full conversion wouldn't work.

Making a patch would not work with the fixes my mod brings. You have to re-install it fully. It intentionally removes bad textures/particles and if you have people downloading it as a patch and putting the files in, they're going to keep the files that are supposed to be deleted.

For example, pebbles 01-04 should have the vanilla textures instead of the remastered ones.

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guest_134532
guest_134532

Now that I think about it you can make a patch file, and in the description you could just say that you need unpack the mod but not to the game directory, delete some files, apply your patch, and then install the mod on to the game.

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