A legal, unmodified and DRM-free copy of Amnesia: The Dark Descent is required.
This is atrim, a custom client for Amnesia: The Dark Descent which attempts to port the game to very old and weak machines, and make it compatible with operating systems as early as Windows 2000.
The client is based on version 1.4.3 of the game and it also brings out new enhancements and features from Amnesia: A Machine for Pigs, as well as fixes and improvements to bugs and glitches in the game and engine.
For retail DVD users: Please make sure that your copy is updated to Version 1.3.1.
If you're unsure which version of Amnesia: The Dark Descent you currently have:
- Check the hpl.log file (found in your %USERPROFILE%\Documents\Amnesia\Main folder), or
- Check with the seller or storefront of the copy you purchased the game from.
Alternatively, you can download an archive of the 1.3.1 patch, which bundles the 1.0.1, 1.2, 1.3 and 1.3.1 updates for you all in one package.
https://mega.nz/file/IE920A7R#w5cZATWozE3yel_OiKk8qqgbCkYzfovPZdOtUMdO4co
Steam users should already have the Version 1.5 update. GOG.com, Epic Games Store and other storefronts have the 1.4.3 (1.41b) patch. There is no need to download the 1.3.1 update since most storefronts will update the game to the latest version that Frictional Games officially provides.
Prerequisites
- A legal copy of Amnesia: The Dark Descent (Retail DVD, Steam, GOG.com, Epic Games Store)
- Microsoft Visual C++ 2005 Service Pack 1 Redistributable Package MFC Security Update
- Microsoft DirectX End-User Runtimes (February 2010) (for Windows 2000)
- Microsoft DirectX End-User Runtimes (June 2010) (for modern Windows)
- OpenAL 1.1 Runtime Redistributable
Minimum System Requirements
IMPORTANT! If you use a Linux distribution or BSD/other Unix-like operating system, it is highly recommended to run the atrim client in Wine/Proton or similar compatibility layer.
- 1.4+ GHz single-core CPU
- 512 MB of system RAM
- OpenGL 2.0- or Shader Model 2-compatible graphics card
- DirectSound and/or OpenAL-compatible sound card
- Windows 2000 Professional (Service Pack 4)
Installation Guide
This assumes that you already have most of the prerequisites listed from above installed onto your system.
Normal Installation
1. Install Amnesia: The Dark Descent from DVD, Steam, GOG.com, Epic Games, or any source, provided it has the 1.2 Amnesia: Justine update.
2. Copy the downloaded atrim client files into your Amnesia: The Dark Descent game folder.
3. Run amnesia-Win32-Release.exe for legacy systems, or amnesia-x64-Release.exe for modern systems.
Installing Mods from the Steam Workshop
1. Go to this path: steamapps/workshop/content/57300
2. Copy all of the Workshop mod folders.
3. Go to the custom_stories folder in your game directory and paste all of them.
Changelog
- Added 64-bit support
- Added application thread locking for multi-processor systems
- Added borderless window functionality on Windows Vista and 7+
- Added checkbox in Sound settings to enable or disable enemy activation sounds
- Added checkbox in Sound settings to enable or disable insanity ear-ringing noise
- Added checkbox in Sound settings to enable or disable terror meter noise
- Added checkbox to play Custom Stories and Full Conversion mods in Hard Mode
- Added customizable loading bar inspired by the Amnesia: Collection ports
- Added customizable loading text colors
- Added customizable top menu font colors
- Added dark mode GUI theme based on the HPL2 Community Editors
- Added drop-down menu for selecting parallax rendering type (Simple/Relief)
- Added engine build ID from older Amnesia versions (YYYYMMDDhhmmss)
- Added engine performance statistics (saved to hpl.log after exit)
- Added extra checks to ensure the parallax quality setting is applied correctly
- Added extra properties for lights and particles
- Added field of view (FOV) slider
- Added flashback intensity slider
- Added "Flattened 3D" texture type
- Added frame limiter setting (FrameRateLimit) in main_settings.cfg
- Added #include directive for version 1.5 mod support
- Added Infinity Ward-style version watermark for debugging
- Added left- and right-handedness options
- Added line break and word wrapping for GUI message boxes
- Added "lite" version of deferred light fragment shader for older ATi Radeon 9xxx cards
- Added master, sound, and music volume sliders
- Added modulated illumination rendering type for surface materials
- Added occluder and pathfinding block checks
- Added OnUpdate(float afStep) for version 1.5 mod support
- Added Pirate Speak language. Arrr, matey! Shiver me timbers!
- Added player body and camera script functions
- Added post-version 1.3 strings for playing the client with older game versions
- Added sanity drain control script functions
- Added ScreenImage effect and related script functions from A Machine for Pigs
- Added SDL 1.2.15 as a static library
- Added setting to change player hand orientation
- Added string localization for hardcoded texts (Finnish and German translations by phnxs and Arkhany)
- Added support for loading Custom Stories from floppy disk
- Added two-sided stencil safety check for NVIDIA and ATi hardware
- Added "Ultra" setting for shadow quality and resolution
- Added "Ultra Low" texture setting for significantly weaker hardware
- Added version 1.5 Full Conversion mod support
- Added warning on every boot advising players who purchased the client to seek a refund
- Allowed loading and switching to different maps via the Debug menu in Amnesia: Justine
- Allowed loading of glyph outlines for custom bitmap fonts and typefaces
- Changed in-game screenshot key from F8 to F12
- Decoupled engine renderer and game logic, allowing for truly uncapped framerates
- Decoupled timers and scripts to use their own functions instead of sharing the same "Run" function
- Disabled SSAO and relief parallax for older video cards that don't support Shader Models 3 and 4
- Fixed aspect ratio calculation for custom menu loading screen images
- Fixed billboard alphas dividing by zero
- Fixed broken byte order/endianness check (fast little-endian paths are now used)
- Fixed broken enemy "standing still" checks
- Fixed broken node and bone index resolution for mesh entities
- Fixed buggy enemy collision behavior
- Fixed character collision flag bits receiving garbage data
- Fixed crosshair focus on static, non-interactable entities
- Fixed Custom Stories borrowing image files from other Custom Stories
- Fixed Custom Story images not being cleared when another story is selected
- Fixed Custom Story resources not being unloaded when another mod is selected
- Fixed destructive recursive reparse point deletion when a profile is deleted
- Fixed enemy breakable/stuck door check malfunctions
- Fixed enemy proximity and player distancing issues
- Fixed excess screen aspect ratio calculation
- Fixed Fast Forward (F3) sound and music multipliers
- Fixed fatal crash caused by decoding faulty Ogg Vorbis files
- Fixed fatal crash caused by pressing Escape rapidly to skip pre-menu logos
- Fixed fatal crash caused by the libvorbis library being too old
- Fixed fatal crash due to missing shaders for the effect renderer
- Fixed fatal crash due to missing validation checks and protections for bitmaps and indices
- Fixed fatal crash due to missing validation checks for animation data
- Fixed fatal crash due to missing validation checks for invalid mesh and mesh cache data
- Fixed fatal crash due to missing validation checks for skeleton bounds
- Fixed fatal crash from addressing 32-bit memory above 2 GB
- Fixed fatal crash from downscaling non-power-of-two textures on Ultra Low
- Fixed fatal crash from loading a save file that was missing or corrupted
- Fixed faulty texture filter selection
- Fixed frame pacing issues when frames per second were slightly low
- Fixed hand and hand object models clipping through map geometry
- Fixed hand animations jerking violently when drawing a hand object
- Fixed Hard Mode retention after exiting a session
- Fixed Hard Mode retention when the Start Game dialog was closed
- Fixed inactive character bodies being simulated
- Fixed invalid serialization of coins required to unlock chests
- Fixed language fallbacks for loading with unsupported languages
- Fixed limit for Tinderboxes not being properly enforced
- Fixed maximum game logic updates not scaling correctly with Fast Forward
- Fixed mipmap level detection and image loading
- Fixed missing material check for player step sounds
- Fixed missing, null, or invalid data checks for sound entities
- Fixed post-effects breaking at frame rates above 60 FPS
- Fixed profile settings not being refreshed properly after switching profiles
- Fixed props disappearing after breaking
- Fixed SDL backquote/grave key incorrectly returning as a backslash
- Fixed searching hand_object and hand_objects folders for custom hand models
- Fixed Shader Model 3 parallax mapping fallback
- Fixed SSAO occlusion depth problems (additional patches by Florian)
- Fixed SSAO rendering lag caused by expensive depth fetches
- Fixed visual bug caused by mesh coverage overshoot when an entity is faded in
- Fixed visual bug with ropes disappearing when stretched to a significant degree
- Fixed Z-fighting caused by decal depth mismatches with surfaces
- Forced high-performance GPU selection on hybrid laptops (NVIDIA Optimus, AMD PowerXpress/Enduro)
- Improved AI node iterator with changes from Amnesia: A Machine for Pigs
- Improved Father Hector David’s idle recitation of biblical verses (Matthew 6:9–10 and Revelation 11:15) in Amnesia: Justine
- Improved text quality for notes, diaries, and mementos in the Journal
- Improved text quality for on-screen debug overlay and game subtitles
- Improved volume slider precision in the main menu
- Major optimizations to OpenGL graphics code
- Removed achievement code from the Steam and console versions
- Removed crosshair toggle key (X)
- Removed dangerous system command functions
- Removed demo version code and references
- Removed fake anti-aliasing shader (Edge Smoothing)
- Removed Lean (Alt) key
- Removed logic timer in favor of fixed 60 Hz delta timing
- Removed P key, which activated heavy logging and caused severe performance issues
- Removed performance bottleneck caused by constant mutex locking and unlocking
- Removed proprietary Kaydara/Autodesk FBX loader
- Removed "Wait and finish rendering" bottleneck in Main Menu, Inventory, and Journal
- Replaced SDL_SetGamma with a dedicated GLSL shader for in-game gamma control
- Replaced tinyxml with pugixml, reducing loading times and memory consumption
- Restored unused Brute enemy enabled sound
- Restored unused Penumbra-style head leaning behavior
- Softened insanity ear-ringing sound (audio by entropy_maker91)
- Unified loading resource directories
- Upgraded application timing to use platform high-resolution timers
- Upgraded engine and game code with changes from Amnesia: A Machine for Pigs
- Upgraded game physics and time to use double precision, fixing severe drifting issues
This is atrim, a custom client for Amnesia: The Dark Descent which attempts to port the game to very old and weak machines, and make it compatible with operating systems as early as Windows 2000.
The client is based on version 1.4.3 of the game and it also brings out new enhancements and features from Amnesia: A Machine for Pigs, as well as fixes and improvements to bugs and glitches in the game and engine.
For retail DVD users: Please make sure that your copy is updated to Version 1.3.1.
If you're unsure which version of Amnesia: The Dark Descent you currently have:
- Check the hpl.log file (found in your %USERPROFILE%\Documents\Amnesia\Main folder), or
- Check with the seller or storefront of the copy you purchased the game from.
Alternatively, you can download an archive of the 1.3.1 patch, which bundles the 1.0.1, 1.2, 1.3 and 1.3.1 updates for you all in one package.
https://mega.nz/file/IE920A7R#w5cZATWozE3yel_OiKk8qqgbCkYzfovPZdOtUMdO4co
Steam users should already have the Version 1.5 update. GOG.com, Epic Games Store and other storefronts have the 1.4.3 (1.41b) patch. There is no need to download the 1.3.1 update since most storefronts will update the game to the latest version that Frictional Games officially provides.
Prerequisites
- A legal copy of Amnesia: The Dark Descent (Retail DVD, Steam, GOG.com, Epic Games Store)
- Microsoft Visual C++ 2005 Service Pack 1 Redistributable Package MFC Security Update
- Microsoft DirectX End-User Runtimes (February 2010) (for Windows 2000)
- Microsoft DirectX End-User Runtimes (June 2010) (for modern Windows)
- OpenAL 1.1 Runtime Redistributable
Minimum System Requirements
IMPORTANT! If you use a Linux distribution or BSD/other Unix-like operating system, it is highly recommended to run the atrim client in Wine/Proton or similar compatibility layer.
- 1.4+ GHz single-core CPU
- 512 MB of system RAM
- OpenGL 2.0- or Shader Model 2-compatible graphics card
- DirectSound and/or OpenAL-compatible sound card
- Windows 2000 Professional (Service Pack 4)
Installation Guide
This assumes that you already have most of the prerequisites listed from above installed onto your system.
Normal Installation
1. Install Amnesia: The Dark Descent from DVD, Steam, GOG.com, Epic Games, or any source, provided it has the 1.2 Amnesia: Justine update.
2. Copy the downloaded atrim client files into your Amnesia: The Dark Descent game folder.
3. Run amnesia-Win32-Release.exe for legacy systems, or amnesia-x64-Release.exe for modern systems.
Installing Mods from the Steam Workshop
1. Go to this path: steamapps/workshop/content/57300
2. Copy all of the Workshop mod folders.
3. Go to the custom_stories folder in your game directory and paste all of them.
Changelog
- Added 64-bit support
- Added application thread locking for multi-processor systems
- Added borderless window functionality on Windows Vista and 7+
- Added checkbox in Sound settings to enable or disable enemy activation sounds
- Added checkbox in Sound settings to enable or disable insanity ear-ringing noise
- Added checkbox in Sound settings to enable or disable terror meter noise
- Added checkbox to play Custom Stories and Full Conversion mods in Hard Mode
- Added customizable loading bar inspired by the Amnesia: Collection ports
- Added customizable loading text colors
- Added customizable top menu font colors
- Added dark mode GUI theme based on the HPL2 Community Editors
- Added drop-down menu for selecting parallax rendering type (Simple/Relief)
- Added engine build ID from older Amnesia versions (YYYYMMDDhhmmss)
- Added engine performance statistics (saved to hpl.log after exit)
- Added extra checks to ensure the parallax quality setting is applied correctly
- Added extra properties for lights and particles
- Added field of view (FOV) slider
- Added flashback intensity slider
- Added "Flattened 3D" texture type
- Added frame limiter setting (FrameRateLimit) in main_settings.cfg
- Added #include directive for version 1.5 mod support
- Added Infinity Ward-style version watermark for debugging
- Added left- and right-handedness options
- Added line break and word wrapping for GUI message boxes
- Added "lite" version of deferred light fragment shader for older ATi Radeon 9xxx cards
- Added master, sound, and music volume sliders
- Added modulated illumination rendering type for surface materials
- Added occluder and pathfinding block checks
- Added OnUpdate(float afStep) for version 1.5 mod support
- Added Pirate Speak language. Arrr, matey! Shiver me timbers!
- Added player body and camera script functions
- Added post-version 1.3 strings for playing the client with older game versions
- Added sanity drain control script functions
- Added ScreenImage effect and related script functions from A Machine for Pigs
- Added SDL 1.2.15 as a static library
- Added setting to change player hand orientation
- Added string localization for hardcoded texts (Finnish and German translations by phnxs and Arkhany)
- Added support for loading Custom Stories from floppy disk
- Added two-sided stencil safety check for NVIDIA and ATi hardware
- Added "Ultra" setting for shadow quality and resolution
- Added "Ultra Low" texture setting for significantly weaker hardware
- Added version 1.5 Full Conversion mod support
- Added warning on every boot advising players who purchased the client to seek a refund
- Allowed loading and switching to different maps via the Debug menu in Amnesia: Justine
- Allowed loading of glyph outlines for custom bitmap fonts and typefaces
- Changed in-game screenshot key from F8 to F12
- Decoupled engine renderer and game logic, allowing for truly uncapped framerates
- Decoupled timers and scripts to use their own functions instead of sharing the same "Run" function
- Disabled SSAO and relief parallax for older video cards that don't support Shader Models 3 and 4
- Fixed aspect ratio calculation for custom menu loading screen images
- Fixed billboard alphas dividing by zero
- Fixed broken byte order/endianness check (fast little-endian paths are now used)
- Fixed broken enemy "standing still" checks
- Fixed broken node and bone index resolution for mesh entities
- Fixed buggy enemy collision behavior
- Fixed character collision flag bits receiving garbage data
- Fixed crosshair focus on static, non-interactable entities
- Fixed Custom Stories borrowing image files from other Custom Stories
- Fixed Custom Story images not being cleared when another story is selected
- Fixed Custom Story resources not being unloaded when another mod is selected
- Fixed destructive recursive reparse point deletion when a profile is deleted
- Fixed enemy breakable/stuck door check malfunctions
- Fixed enemy proximity and player distancing issues
- Fixed excess screen aspect ratio calculation
- Fixed Fast Forward (F3) sound and music multipliers
- Fixed fatal crash caused by decoding faulty Ogg Vorbis files
- Fixed fatal crash caused by pressing Escape rapidly to skip pre-menu logos
- Fixed fatal crash caused by the libvorbis library being too old
- Fixed fatal crash due to missing shaders for the effect renderer
- Fixed fatal crash due to missing validation checks and protections for bitmaps and indices
- Fixed fatal crash due to missing validation checks for animation data
- Fixed fatal crash due to missing validation checks for invalid mesh and mesh cache data
- Fixed fatal crash due to missing validation checks for skeleton bounds
- Fixed fatal crash from addressing 32-bit memory above 2 GB
- Fixed fatal crash from downscaling non-power-of-two textures on Ultra Low
- Fixed fatal crash from loading a save file that was missing or corrupted
- Fixed faulty texture filter selection
- Fixed frame pacing issues when frames per second were slightly low
- Fixed hand and hand object models clipping through map geometry
- Fixed hand animations jerking violently when drawing a hand object
- Fixed Hard Mode retention after exiting a session
- Fixed Hard Mode retention when the Start Game dialog was closed
- Fixed inactive character bodies being simulated
- Fixed invalid serialization of coins required to unlock chests
- Fixed language fallbacks for loading with unsupported languages
- Fixed limit for Tinderboxes not being properly enforced
- Fixed maximum game logic updates not scaling correctly with Fast Forward
- Fixed mipmap level detection and image loading
- Fixed missing material check for player step sounds
- Fixed missing, null, or invalid data checks for sound entities
- Fixed post-effects breaking at frame rates above 60 FPS
- Fixed profile settings not being refreshed properly after switching profiles
- Fixed props disappearing after breaking
- Fixed SDL backquote/grave key incorrectly returning as a backslash
- Fixed searching hand_object and hand_objects folders for custom hand models
- Fixed Shader Model 3 parallax mapping fallback
- Fixed SSAO occlusion depth problems (additional patches by Florian)
- Fixed SSAO rendering lag caused by expensive depth fetches
- Fixed visual bug caused by mesh coverage overshoot when an entity is faded in
- Fixed visual bug with ropes disappearing when stretched to a significant degree
- Fixed Z-fighting caused by decal depth mismatches with surfaces
- Forced high-performance GPU selection on hybrid laptops (NVIDIA Optimus, AMD PowerXpress/Enduro)
- Improved AI node iterator with changes from Amnesia: A Machine for Pigs
- Improved Father Hector David’s idle recitation of biblical verses (Matthew 6:9–10 and Revelation 11:15) in Amnesia: Justine
- Improved text quality for notes, diaries, and mementos in the Journal
- Improved text quality for on-screen debug overlay and game subtitles
- Improved volume slider precision in the main menu
- Major optimizations to OpenGL graphics code
- Removed achievement code from the Steam and console versions
- Removed crosshair toggle key (X)
- Removed dangerous system command functions
- Removed demo version code and references
- Removed fake anti-aliasing shader (Edge Smoothing)
- Removed Lean (Alt) key
- Removed logic timer in favor of fixed 60 Hz delta timing
- Removed P key, which activated heavy logging and caused severe performance issues
- Removed performance bottleneck caused by constant mutex locking and unlocking
- Removed proprietary Kaydara/Autodesk FBX loader
- Removed "Wait and finish rendering" bottleneck in Main Menu, Inventory, and Journal
- Replaced SDL_SetGamma with a dedicated GLSL shader for in-game gamma control
- Replaced tinyxml with pugixml, reducing loading times and memory consumption
- Restored unused Brute enemy enabled sound
- Restored unused Penumbra-style head leaning behavior
- Softened insanity ear-ringing sound (audio by entropy_maker91)
- Unified loading resource directories
- Upgraded application timing to use platform high-resolution timers
- Upgraded engine and game code with changes from Amnesia: A Machine for Pigs
- Upgraded game physics and time to use double precision, fixing severe drifting issues