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KingdomComeGlueMapper Setup v0.3.3 — Hybrid lighting bake

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@SamG-Coder SamG-Coder released this 17 Oct 08:33

Download

Download KingdomComeGlueMapper-Setup-0.3.3-win64.exe below. The GitHub source-code archives are for developers, not the installer.

Windows x64 and Microsoft Edge WebView2 are required. Python is included. Setup converts assets from your own installed games; this download contains no game archives or converted game content.

This is an experimental prerelease, not a complete KCD1 campaign conversion.

Changes

  • Restores the established hybrid surface-lighting bake: two compiled CPU workers for smaller tiles, persistent OptiX for dense tiles, 64-brick GPU batches, and overlapping CPU preparation/encoding.
  • Bundles the GPU DLL, PTX and integrity metadata. GPU failures are logged and fall back to CPU.
  • Includes the mod-library installer for KCD1 Map and KCD2 Fishing, guided configuration, planned-step progress and measured-throughput estimates.
  • Supports resuming failed or cancelled setup jobs with verified completed packages and compatible tile checkpoints.
  • Retains the geometry fix for the unbound burned-fabric mesh that previously stopped baking.
  • Includes reviewed PRs #21, #22 and #23: Python 3.13 compatibility, contributor instructions and unused-code cleanup. Python 3.14's existing native buffered scheduling is preserved.

Fresh installation

  1. Install KCD2. For KCD1 Map, also install KCD1. Current game compatibility is documented against KCD2 1.5.6.
  2. Run the setup executable. In Library, select KCD1 Map, KCD2 Fishing, or both.
  3. Choose Configure installation. Confirm the game folders and select a writable build folder outside either game installation.
  4. Select Build & install, or Build packages only if you do not want installation yet.
  5. Choose the optional lighting mode:
    • No Baking: skip the extra surface-data bake; visible buildings and vegetation are still installed.
    • Buildings: bake structures, static props, ground and roads, excluding forest instances from this extra pass.
    • All (Forest): include the Buildings scope plus eligible trees and foliage.
  6. Leave optional opening-movie conversion off unless wanted. It requires an installed RAD Video Tools encoder plus FFmpeg/FFprobe on PATH. It currently replaces the shared New Game intro, including ordinary KCD2 New Game; later campaign scenes are not included.
  7. Review the choices, close the games, and start. Wait for Selected mods installed before launching KCD2.

The map-build preflight reserves 200 GiB of workspace plus 64 GiB for installation staging. Allow an additional 30 GiB for Buildings or 60 GiB for All (Forest), and 10 GiB for opening-movie conversion. These are planning allowances, not final installed sizes. Standalone Fishing requires approximately 1 GiB for build and staging.

Resume an existing failed or cancelled setup

  1. Open this new executable and go to Activity.
  2. Choose Resume failed setup….
  3. Select the original timestamped job folder containing job.json, package and map-job—not a subfolder or your installed Mods directory.
  4. Setup verifies completed work, restores saved options and continues the remaining stages.

A verified completed map conversion does not need to repeat because optional baking failed. Tile checkpoints are reused only when their inputs, converter signatures and backend policy are compatible. This update can rebuild older CPU-only tiles or regenerate incompatible scene plans; it does not bypass validation to reuse stale outputs. Use Cancel safely before closing an active job.

Validation and limitations

  • The combined source passed 1,110 tests on Python 3.13 and 3.14, with no skips in the development environment.
  • The rebuilt executable passed its frozen-runtime self-test, including an actual OptiX raster job with byte-identical CPU output on the development GPU.
  • One 7.86-million-triangle scene tile took 10.877 s on OptiX, versus 69.063 s in the earlier CPU-only run, with identical output. This is a single-tile development comparison, not a full-world timing guarantee.
  • The measured map conversion took 43m 10s, excluding optional baking and installation. The current complete hybrid setup has not yet been timed end to end.
  • GPU limitation: the bundled GPU binary targets sm_120. Other architectures or unsupported drivers use CPU fallback when the GPU backend cannot run. Broader GPU compatibility has not been validated. The CUDA toolkit is not required to run the executable.
  • Baking remains experimental, including layered-material and foliage approximations. Setup does not clear the game's shader cache.
  • Standalone fishing in native KCD2 regions still needs runtime validation. Known gameplay issues remain on the issue tracker; the arrival/mounting reports #3 and #20 are not claimed fixed by this release.
  • GitHub Actions remains manual-only. Publishing this release does not enable automatic tests.

See the full installation, recovery and removal guide and contributor guide.

Verify the download against SHA256SUMS.txt using PowerShell: Get-FileHash .\KingdomComeGlueMapper-Setup-0.3.3-win64.exe -Algorithm SHA256.