#Dear Esther (2008)
196 messages · Page 1 of 1 (latest)
Doesn't seem to work, even when following the HL2 instructions 
@daring bloom
Okay I added -game dearesther to the shortcut and it launched 
Crashes after this 
Hmm, were you been able to load Remix before this?
I managed to load Remix and even see the textures in the Developer Menu
Yea but it was just rastered
Ok, so we're on the same ground
Continuing on reading the error message and just grabbing files; I added the materials it was whining about. Let's see if it cooks

But it's right there
Oh
It's not
Aw a simple rename and we're at this
Which file did you rename?
I renamed backround_01_widescreen to background_menu_widescreen
I'm gonna ask in the HL2 thread about this
Is this the mod or the standalone?
Standalone
Because the standalone runs on a much later version of source
Yeah, I found that it runs on DirectX9.0c, we're trying to run fallback mode on dxlevel 70 to make it work
I have the original non-landmark ver
Just as a heads up so you don't get dissapointed later down the line, so far we haven't gotten anything past L4D running on source
Do you know if there's a way to debug this?
And Dear Esther was 2012, MUCH later than L4D
If you have the mod version you could probably get that runnin, since it was really just a HL2 mod
Right so, the landmark edition is a remake in unity
“A deserted island…a lost man…memories of a fatal crash…a book written by a dying explorer.”Two years in the making, the highly anticipated Indie remake of the cult mod Dear Esther arrives on PC. Dear Esther immerses you in a stunningly realised world, a remote and desolate island somewhere in the outer Hebrides. As you step forwards, a voice be...
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Then you have the standalone steam version that was released earlier
That ver?
And then there's the ORIGINAL version which was a free mod
No that's the standalone
@daring bloom you know how to setup source mods? 
Yes, theres a mod from 2007, and the DRM from 2012
It should be pretty easy, since it's a mod for the original HL2
Yes, that one
Okay, well I gotta eat some dinner and I'll be back to try to source mod like it's 2007
hahaha, gods speed soldier
Haha I wasn't sure if Remix would work with mods from Steam, so I went with the other way around
That's not someone asking how to install a mod without using the steam workshop
That's someone asking how to install mods into a pirated copy of the game 😛
Oh god, my bad
I have the steam version of hl2 
How to install many of the Half-Life 2 mods found on the moddb.com - this is a very basic tutorial!
You mean the only version X)
Unless it's a console one that is
Oh yea you had to use steam for valve games. Wild times.
However, Dear Esther requires the assets from HL2 ep 1 & 2, and Remix only have worked on HL2 only, so I'm still not sure if this would work
It should work since we have Portal RTX, but who knows
And Dear Esther mod looks horrible in comparison with the 2012 version, but at least we will have raytracing 😝
It’s got a lot of potential tho
That’s why I wanna get it working
I mean Gmod works as well.
Plus this game is just walking.
I thought it only needed the first ep?
Also, the 2012 game has lot more content and longer story than the original mod, but still, the mod is pretty good, just not the game we use to know
Yeah, I think I would try again next year when someone finds a way to run Stanley Parable
Hello. I recently installed the mod Underhell along with HL2 and SDK base 2007. When I launch the mod I get the error --------------------------- Engine Error --------------------------- Could not load library client --------------------------- My friend tells me its something with a file called "gameinfo.txt" and steampipe screwed up a ton of m...
I’d wait to see if I can get to work before spending money
Hey @oblique ember I tried to replicate this but I think I have a different version of Dear Esther, since the materials/console folder doesn't seem to be the same, and when I tried the dxlevel and shadermodel command as well as the autoexec file change I haven't got any error, but no raytracing as well
However, I think I found the missing file, check in the Portal RTX folder, PortalRTX\portal_rtx\bin and try the client.dll
Try putting it in the dearesther\bin folder
Nvm I realized you copy the Portal RTX bin folder
Also tried this, didn't work
So... let's remake Dear Esther 2007 mod 😆
The fourth remake of Dear Esther, now with Raytracing!
Did you get luck trying to run the mod on RTX?
That's a lot of remakes for a game that takes 10 minutes to finish!
Haven’t had the time 
Indeed, at this time, I was thinking it would be easier to ask Robert Briscoe (the level designer of the entire game) for the models or the original Source files haha
Ah yes I know Robert, I used to work a bit for TCR
Not spoken for like 13 years though
OMG!! how was working in TCR? It's my favorite game studio, I been following them and play all their games since AAMFP
I didn't really work internally! I was a volunteer artist for Amnesia: A machine for pigs
I helped make props for the game during my time in school
So I only spoke to people at the studio, never delved into the depths of the company haha
Oh still quite dope, how do you feel during the development of AAMFP? I heard from articles that it was quite rushed and chaotic
Thankfully since I was just a student at the time I didn't have to deal with any of the mess, but yeah it was incredibly chaotic
But it was a good thing for me to get my name on when I was still in school, eventually lead to me doing an internship as an environment artist on SOMA
And as someone who would like to make the jump to game developing, what would you suggest to do to get into the industry?
Holy cow, you work at Frictional Games now?!
No I was just there for SOMA! After that I moved on to other places
Was just for my internship
That's an incredibly broad question that's very hard to answer haha, it depends on what you want to do specifically? Where in the world you are, what your goals are?
What is your current experience?
Mexico, I studied Media and Communications degree but by my own I've been doing 3d art since eight years ago
DO you have a portfolio?
However, the game industry in Mexico is non-existent
Yeah, but it's not good yet, I would like to improve it more, it quite general
Yeah I've worked with a few mexican indie devs before, but never any major studios
Could I take a peek? Would be a lot easier to give advice
https://al_torres.artstation.com/
Aaah okay, well you've clearly got a good solid grasp of the fundamentals! Number one thing I'd say here is that none of this is game art, it's all very pre-rendered CG stuff
Download Unreal engine and start putting things together in there, learn how to optimize and work with game engine workflows and show that stuff off 🙂
If you're looking for a game art position, you shuold show game art, anything else will be irrelevant stuff for recruiters to scroll through
Be fun if we could get dear Esther working and redo the assets for portfolio work
Just need to hit the source engine a bit harder with a hammer to make it work I hope.
Ok so focus on 3D Art but running on game engines, good thanks!
Yeah, that's my goal hahaha
I'd also look through available job positions and pick a focus!
Do you want to do characters? Environments? VFX?
Companies tend to look for people with good skills in focused areas
Become the rock guy. Model rocks all day
One of my old coworkers was the rock guy for Farcry3
Enviroments mainly, I love to create assets!
He just made rocks for that entire project haha
Cool! Yeah in that case doing a project like this could be really really baller as a portfolio piece!
Are rock modelers still a thing? I thought they just photogammetry them now
Still have to clean up the mesh from photogrammetry
Oh yeah, retopolgy hell haha
Not every studio photogrammetries everything
The issue with photogrammetry is that you can only make what you can find
But what if I want to make a specific looking rock that isn't around my local office?
Gotta custom make that
Travel deep in the Amazon to find the rock 
But what if I want a massive fantasy rock Adam 😭
Prop department in Hollywood
I can't travel to Final Fantasyland
LOL yes, let's just get WETA to do everything from now on
Unreal said they could handle film assets realtime 
@lone lion now that I know you worked on AAMFP, I can show you this proof of concept I did of how would it look running on RTX 🕶️
Oooh super neato!
It's a shame the original amnesias won't work
I would've looooved to go back to the OG one and retouch it
Used to be big into that modding scene back when it was active
About that, has anyone tried to use a wrapper and got success? I tried to use GindieGL but has a lot of bugs
With amnesia specifically or just games in general?
Because people have tried wrappers to varying success
But I don't think anyone has gotten Amnesia running
Not sure if it has even been tried
Not personally seen any of it at least!
I tried with both ADD and AAMFP, but same error in both
Yeah I haven't tried any wrappers myself so I wouldn't know where to even begin
Would be super sick to have that working though
I wonder if taking the original mods shaders and applying them to the standalone would work
So the thing is, with Left4Dead valve removed fixed function support from source engine
So if the standalone is using a version from around that one, or newer
Then the engine wouldn't even know what to do with it
I looked at a comparison of the 2008 to the 2012 standalone. And uh. The 2008 was a lot more barebones than I remember
https://m.youtube.com/watch?v=EZvIZ6eEGSI
In this video we will see just how amazing the difference is between the original mod project and the fully fledged commercial remake by the talented Robert Briscoe.
Original Mod for Half Life 2: http://www.moddb.com/mods/dear-esther
2012 Remake: http://store.steampowered.com/app/203810/
Please rate, and share the video if you enjoyed it. Be ...
Yeaaah, the standalone is honestly STUPIDLY impressive visually for being a source engine game
Well that makes things more difficult 
Yeeeeeee :/
Per Wikipedia, the standalone started dev in 2009 so there’s a chance I suppose

Robert No!!!!
It’s built on portal 2’s branch of the source engine
Originally Posted December 1, 2011 First of all, let me apologise for the lack of updates over the past few months, things have been rather insane here lately to say the least. Back in October, whilst still battling through a mountain of bugs, I decided it would be a good idea for us to enter DE i
Yeaaaaaah we're fucked on this one then
Wait, that's a little hope, we could ask Robert about the first build before they changed the Source version
I mean, it's quite unrealistic to get a response, but we can try
If you do that you'll have to distribute the game itself in some way
Which would be piracy
I’d look more into getting things back ported to feed remix what it needs. So shader model 1 sorta things.
That orange box build will be way too rough.
Might be worth just asking him if he has any interest tho. Seems like he does contact work mostly now he works at valve now on cs2 it seems
Oh damn, I hate law complicating things haha
Yeah, I wish Dan would still be running TCR, he would agree to do this, but know that TCR is part of Sumo, a lot of legal terms are involved
I sent Robert an email. I’ll give it a few days to see if he responds
Meanwhile if you are still interested in porting the 2009 mod version, let me know so I'll buy HL2 🙌
I prob won’t. It’s just too barebones for me.
Dear Esther (2008)
Hello, just to update, I tried a method of decompiling the BSP files of Dear Esther (2012), load them into Hammer and then compile them to run on Portal RTX, but without success 😔
Nvm, I went even crazier. I compiled in Source SDK 2013, run in Source SDK 2007 and managed to get a capture 🙌 (but full of errors)
But, I realized my PC cannot open Remix (should have figured it out before doing all this haha) for some reason, even though I have a 3060
So, I let you with the captures in case you want to try it
Hello @oblique ember, do you get any luck with Robert's email?