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KingdomComeGlueMapper Setup v0.3.7

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@SamG-Coder SamG-Coder released this 17 Oct 22:24

Download

Download KingdomComeGlueMapper-Setup-0.3.7-win64.exe below. The source-code archives are for development, not installation.

Experimental prerelease for Windows x64 with Microsoft Edge WebView2. Python is bundled. KCD1 Map requires your installed KCD1 and KCD2 games and the official KCD2 Modding Tools from Steam. Setup builds from your local game data; no game archives or Warhorse compiler binaries are distributed in this installer.

Changes since 0.3.4

  • Corrects the Skalitz test gates: opens six wooden door leaves at the three outer town palisade entrances, retains the gatehouses and walls, and restores the two incorrectly raised castle portcullises. Talburg's test override is retained.
  • Fixes the observed return-travel crash in area teardown by removing duplicate compiled SmartAreaShape geometry while retaining inline areas and AI registration. Native TriggerArea geometry is preserved.
  • Separates existing-save arrival from converted New Game initialization, so visiting the region does not invoke the starting-stat and opening-quest reset path.
  • Incorporates PR #25 arrival contracts with the current native travel implementation and removes the old horse-recovery hook.
  • Streams shadercachegen.log into the application's activity log during native shader compilation.
  • Uses one playable converted world, kcd1_travel, and supports bounded migration of completed setup recipes 3–6 to recipe 7. Compatible completed work and lighting checkpoints can be reused.
  • Adds a protected Mod Tools save-compatibility test launcher for development testing. This is not general save-format conversion.

Updating an existing build

Open this version of setup, choose Activity → Resume failed setup…, and select the original job folder containing job.json. Eligible completed packages are verified and migrated through the transactional resume path; unfinished work continues. A running older setup does not pick up the new code automatically.

This release does not require a fresh world conversion solely to apply these migrations. Lighting checkpoint compatibility is checked by setup; incomplete or incompatible work may still need processing. Keep the original job folder. Close the game before installation, then use KCD1 Map → Launch mod to enable the mod-contained shaders.

For a new installation, configure the game and Modding Tools locations, choose a build folder outside the game folders, select lighting options, and run Build & install. Fishing alone does not require the Modding Tools.

Validation and remaining limits

  • 1,176 automated tests completed successfully; 16 skipped.
  • The packaged 0.3.7 executable passed its frozen-runtime self-test, including worker pools and byte-equivalent CPU/OptiX output on the development GPU.
  • The return trip to Trosky was confirmed working by the user in Mod Tools after the area teardown correction. This does not establish compatibility with every save or retail configuration.
  • A read-only check against the installed Mod Tools map found all six outer gate leaves and both previously raised portcullises. Reapplying the correction produced identical output. The new outer-gate passage and visual clearance still need in-game validation.
  • The full converted campaign, all NPC routines, clothing, roof/GI rendering, and broader mod compatibility remain experimental. The missing dog actor issue is not claimed fixed.
  • The bundled GPU backend targets sm_120; unsupported hardware or backend failures use CPU fallback. No end-to-end build-time guarantee is made.

See the installation guide and gate correction details. The recipe migration instructions above supersede older guide wording requiring a full rebuild for every recipe change.

Verify the installer using Get-FileHash .\KingdomComeGlueMapper-Setup-0.3.7-win64.exe -Algorithm SHA256 and compare with the attached SHA256SUMS.txt. The attached self-test.json and build-info.json record validation and source provenance.