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KingdomComeGlueMapper Setup v0.3.4
Pre-releaseDownload
Download KingdomComeGlueMapper-Setup-0.3.4-win64.exe below. GitHub's source-code archives are for developers, not the installer.
This is an experimental prerelease for Windows x64 and Microsoft Edge WebView2. Python is bundled. Setup converts content from your own installed games; the download contains no game archives or converted game content.
KCD1 Map now requires the official Kingdom Come: Deliverance II Modding Tools from Steam. Install them before building, installing an existing package, or resuming a map installation. Setup detects and validates the installed tools and uses them to compile shaders. Warhorse's compiler and SDK binaries are not bundled. Fishing alone does not require the Modding Tools.
Changes
- Redesigned setup interface: clearer typography, a compact Locations layout, visible prerequisite status, fixed navigation, and one primary action bar. Steps are Locations, Lighting, Opening movie, and Review.
- Connects recipe 3 to the normal map build: the bounded Skalitz opening, selected actors and equipment, initial player state, selected work routines, conversation triggers, quest combat and aftermath, and final streaming checks. This is a bounded slice, not the complete KCD1 campaign or every town routine.
- Compiles the reviewed shader changes locally and packages four shader archives inside the mod. KCD1 Map → Launch mod in the setup Library starts the unchanged retail executable through one reusable linked runtime inside Mods. Original retail Engine archives are not replaced.
- Includes PR #28: concurrent hashing and package reads, parallel voxel/container conversion and clothing texture baking, persistent workspace lighting-cache reuse, bounded process queues, and memory-based default worker limits. Frozen worker startup and cache-source bundling are covered by executable self-tests.
- Retains the hybrid CPU/OptiX surface baker and PR #26's protection for existing saves when starting the converted New Game.
- Successful map replacement uses temporary transaction rollback rather than retaining another full-mod backup. Existing build folders and older backups are not automatically deleted. Standalone Fishing retains its existing backup behavior.
Install and launch
- Install KCD2 1.5.6. For KCD1 Map, also install KCD1 and the official KCD2 Modding Tools through Steam.
- Open setup, select KCD1 Map, KCD2 Fishing, or both, and choose Configure installation.
- Confirm game and tool locations and choose a writable build folder outside the game folders. Choose Build & install or Build packages.
- Choose optional surface lighting: No Baking, Buildings, or All (Forest). Every fresh map build still compiles its shader archives, including No Baking.
- Leave the optional opening movie off unless wanted. It requires an installed RAD Video Tools encoder and FFmpeg/FFprobe on PATH. It replaces the shared New Game intro, including KCD2's; later campaign scenes are not included.
- Close the games, review the settings, start, and wait for installation to finish.
- Keep Steam running and choose KCD1 Map → Launch mod in Library. For coach travel, continue a Trosky save and choose Travel to the Rattay region. The converted New Game entry remains experimental. Fishing alone can use the ordinary Steam launch.
The map build 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 the optional movie. Allowances combine on the same drive; they are not final installed sizes. Fishing alone needs approximately 1 GiB for build and staging.
Older recipe packages must be rebuilt with 0.3.4. Installation and resume reject packages missing the current gameplay, streaming, or shader checks. For a failed current-recipe job, choose Activity → Resume failed setup… and select its original folder containing job.json. Verified completed packages and compatible bake tiles can be reused.
Validation and limits
- Merged source: 1,148 tests run successfully, 15 skipped, on Python 3.14.7 / Windows. This includes UI checks and serial/parallel voxel equality using installed KCD1 data.
- The full release executable passed its frozen-runtime self-test: bundled resources, native extensions, CPU rasterization, real worker processes, a texture bake, and an actual OptiX job with byte-identical CPU output on the development GPU.
- Eleven packaged UI/launcher resources match the source byte for byte. The lighting cache signature source is bundled. No Warhorse compilers or game PAK archives are embedded in the executable.
- Mod-contained shader startup mounting was verified separately with the retail executable; that check did not load a save or level. This release is not a new end-to-end gameplay validation of the complete setup recipe. Roof/GI, clothing, broader compatibility, and campaign issues remain.
- The ordinary Steam launch uses retail Engine shaders. Launch mod enables modified shared shaders for the whole game session; other regions and mods still need compatibility testing.
- The bundled GPU binary targets sm_120. Unsupported hardware or backend failures use CPU fallback; broader GPU compatibility has not been validated. The CUDA toolkit is not required to run setup.
- PR #28's full-build timing improvements are contributor measurements with warm-cache caveats. Recipe 3 adds gameplay and shader work, so this release has no measured end-to-end build-time guarantee.
- Standalone Fishing in native KCD2 regions still needs runtime validation. KCD1 saves are not converted. GitHub Actions remains manual-only.
See the installation, recovery, and removal guide and shader loading details.
Verify the installer with Get-FileHash .\KingdomComeGlueMapper-Setup-0.3.4-win64.exe -Algorithm SHA256 and compare it with SHA256SUMS.txt. The attached self-test.json, packaging-check.json, and build-info.json describe this build's validation and provenance.