THIS MOD IS NO LONGER MAINTAINED AND MAY BE OUT OF DATE AND UNSUPPORTED FOR SOME PLATFORMS AND VERSIONS OF AMNESIA.


Originally made for the 2020 Steam version of Amnesia (1.3), technical issues will arise from version deviations.






DONATIONS:

"Here in Space": 60,00€
Ramen Llama: 7,77€
Darkfire: 1,00€
Volodymyr Dreval: 5,00€


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 19 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 57 comments

The latest (2020, Steam, v1.3) download for “Amnesia: The Dark Descent - Remastered”

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

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

Patch 10 comments

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

Amnesia: The Dark Descent HD music (OGG)

Amnesia: The Dark Descent HD music (OGG)

Music

High-definition music replacement for Amnesia: The Dark Descent. Suitable for mods like Amnesia Remastered

Post comment Comments  (0 - 10 of 305)
Animaniya
Animaniya - - 2 comments

FPS periodically jumps from 30 to 60 (most often at levels with water. In the sewer there is a constant 30 FPS). i5-10400F, GTX 1660 SUPER, 32 GB RAM. There is a bug with an elevator that endlessly descends into the dungeons (the solution to the problem has already been written in the comments). At the very end, when the credits should roll, the game crashes. I also noticed that the steam valves in the cistern were already turned off. That's all I noticed during my playthrough. A very good remaster, I especially liked the work with light in the game (the choir has been completely transformed).

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Zoofyooo
Zoofyooo - - 196 comments

It says at the top of the page that Amnesia Remastered is no longer being maintained, it's outdated, doesn't support certain platforms/versions of Amnesia. It was made for version 1.3. The newest version is 1.5.

My fixed version of Amnesia Remastered still works. You can go ahead and give it a try. If you have ANY glitches, I DON'T have any at all, so I wouldn't know how to fix a problem I can't replicate.

I grow tired of pasting this link. This might be the very last time I do.

Mega.nz

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Guest
Guest - - 699,822 comments

You should probably upload this on steam workshop and credit the original creators?

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DominikLOL
DominikLOL - - 8 comments

this is not something you can use steam workshop for, quite impossible due to mod structure

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sasuke100
sasuke100 - - 132 comments

I can say that this is not out of date even though it's no longer be maintained nor unsupported. It's playable on my end with no issues.

Please don't abandon it just update it like dvxk, 64-bit, add enemy AI modifier and many more.

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Guest
Guest - - 699,822 comments

True. DXVK would make it work like a charm.

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KibaCoyote
KibaCoyote - - 67 comments

DXVK would indeed be amazing however it wont work on this game because it uses OpenGL 2.1 as far as i know instead of any type of directX which DXVK requires to work

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Irumachiii
Irumachiii - - 79 comments

Plus, the source code of Amnesia is a nightmare to go through

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justjosh_
justjosh_ - - 4 comments

Hey man, can you at least give the mod's source code to a professional person, so it can be updated for fixes, and that? (since you will not update it anymore, btw, we are really proud of you for making this mod :D)

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dogeeeeee
dogeeeeee - - 1 comments

Hello! I'm having a lot of trouble downloading and getting the mod to work, I don't really know what I'm supposed to do with the file after its downloaded :/

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