Skip to content

KingdomComeGlueMapper Setup v0.3.28

Pre-release
Pre-release

Choose a tag to compare

@SamG-Coder SamG-Coder released this 26 Oct 07:22

KingdomComeGlueMapper Setup 0.3.28

This Windows x64 prerelease brings the NPC appearance, gameplay conversion,
lighting, cache and resume improvements made since the last published release,
v0.3.16. It uses gameplay recipe 61 and appearance policy 2.
The changelog covers 62 commits through cae0d3e, plus the release documentation
update. These fixes are part of the normal Setup builders and supported saved
package upgrades.

Download and upgrade

  • Download KingdomComeGlueMapper-Setup-0.3.28-win64.exe from this release's
    Assets. Python is bundled; Microsoft Edge WebView2 is required.
  • KCD1 Map requires local KCD1 and KCD2 installations and the official KCD2
    Modding Tools. Game archives and the Modding Tools are not redistributed.
  • To continue a saved build, close the older Setup and use Activity → Restore /
    upgrade build…
    in this version. Select the original folder containing
    job.json. Supported receipts from recipes 3–61 are checked before migration
    or reuse; successful validation is still required. Keep the original workspace.
  • Matching completed map work, bake checkpoints and cache entries can be reused.
    Resume accounts for remaining work when checking build space. Incomplete map
    conversion can still require restarting that phase.
  • The source clothing repair is integrated into Setup, including saved appearance
    upgrades; a separate test repair is not required. Mixed appearance archives
    retain their carried equipment instead of failing the ownership check.
  • Use Launch mod from Setup for the map's prepared runtime and shaders.

See the Windows setup guide
for installation requirements, space allowances and cache behavior.

Changes since v0.3.16

NPC appearance and clothing

  • Reworked source clothing conversion around native equipment layers, region
    selection, authored fitting and outfit composition. Preserve female garment
    bodies and source body geometry where fitting is inappropriate.
  • Restore armour-linked clothing details such as belts, sleeves, bands and
    straps; retain NPC equipment presets when upgrading appearances.
  • Repair body/head visibility and neck coverage rules used by converted outfits.
    Apply the conversion and validation consistently to authored LODs.
  • Cap float clothing textures at 2048 so their streamed pieces stay within
    retail limits, while preserving the required material and texture families.
  • Convert missing loot clothing dependencies through the shared importer.
  • Add a developer clothing/body workbench and outfit audits to inspect source
    conversion, native region selection, clipping and coverage failures.

Build speed and progress

  • Bake NPC outfit textures in worker processes and reuse the asset library index.
    Validate human asset caches against the index that produced them, and stage
    wearable conversion beside the cache to avoid an extra copy.
  • Share source table/archive lookups across a fresh NPC batch. Reuse macro bakes
    by their actual inputs and blood/grime masks by their source and channel policy.
  • Package final component dependencies, excluding unused intermediate outputs
    while retaining mesh LODs, streaming texture families and carried equipment.
  • Reduce repeated skin validation work and accelerate body-coverage candidate
    selection without changing the final intersection/alpha checks.
  • Report character counts, body/clothing parts, packaging work and measured
    progress instead of leaving a long NPC operation at an uninformative 0%.
  • Run native shader compilation alongside world conversion. Bake lighting tiles
    in parallel with bounded memory for dense CPU/GPU work; cancellation stops new
    tiles and joins active work before reporting failure.
  • Correct surface-placement progress callbacks and saved-job string path handling.

Lighting, cache, resume and installation

  • Restore native exposure after a surface bake, including supported older saved
    packages, and keep the converted level-wide probe out of volumetric fog.
  • Discover existing lighting caches in the selected workspace without requiring
    selection of their originating job. New cache metadata describes the static
    scene and the materials it uses, avoiding invalidation by unrelated NPC assets.
  • Validate cached output hashes and tile layouts. Legacy caches without recorded
    scene inputs are explicitly reported as such; their input compatibility is not
    claimed as verified. Ambiguous candidates are rebuilt.
  • Preserve compatible completed bake checkpoints while checking gameplay
    upgrades, and calculate remaining resume space from retained work.
  • Repair supported stale LOD sections using verified saved build evidence.
  • Reuse verified installed files during transactional staging and preserve the
    single playable world when refreshing gameplay and appearances.

World and NPC interactions

  • Apply KCD2 octree placement rules to converted roads, decals and water in fresh
    and cached map packages.
  • Convert supported authored designer collision and barrier volumes, with
    follow-up collision repairs and source-linked gate access fixes.
  • Restore market stalls and repair shop, training and other gameplay handoffs.
    Converted shopkeepers receive native haggling and shop-ending roles.
  • Extend source-linked work conversion for shop guards, seated embroidery,
    town benches, fence repair, wood chopping, household water and home rest.
  • Add NPC sleep schedules, bed selection and family bed assignments; restore
    forge-loft furniture and hay placement.
  • Add the starting torch, trainer invitation/departure adapters, sword-training
    handoff and initialization fixes, ambient work speech and native road encounters.

Quest and developer tools

  • Add a separate Quest & NPC Tests logic emulator with deterministic timers,
    messages, dialogue branches, object queries, collections, snapshots and reports
    in HTML, JSON and JUnit formats.
  • Audit converted quest graphs and dependencies, and apply generic importer fixes
    for objective callbacks, linked conditions and source/runtime identity handling.
    Unsupported operations and missing inputs remain visible failures.
  • Add isolated SDK testing and document runtime MCP acceptance and public-client
    capability limits.
  • Share chunk-digest and inline entity-link helpers across tools, retaining the
    hexadecimal geometry-signature format expected by existing callers.
  • Refresh project documentation, screenshots and project/social links.

The emulator and clothing workbench are developer source tools, not new Setup
screens. The emulator tests declared logic contracts; it does not render the world
or reproduce the complete KCD2 engine.

Measured performance and validation

  • 2,241 automated tests run, 17 skipped, no failures on the release's runtime
    source (cae0d3e). The subsequent release changes are documentation only.
  • The packaged 0.3.28 executable passes its frozen self-test: 109 converter
    modules, local web UI/runtime resources, worker pools, a 331-character staging
    path and the OptiX/reference byte-equivalence sample.
  • Six fresh appearances took 89.2 s before → 63.2 s after the first performance
    changes, about 29% less conversion/packing time. This measured improvement
    predates the additional effect-mask deduplication in this release.
  • Effect-mask sharing removes 149.36 MiB from Father's generated package.
    A six-actor comparison preserves all 77 skin/LOD payloads, retained
    nonmaterial assets and resolved material surfaces.
  • A fresh 61-person run before that final mask-sharing change measured
    361.29 s conversion + 102.57 s packing. These are appearance-only timings,
    not a full Setup, map, lighting or installation estimate.
  • Contributor measurements in
    PR #45 report a
    1,220-tile Buildings bake in 23.5 minutes on a 24-thread machine with
    64 GB RAM and an RTX 5090 32 GB, with tile hashes matching serial output.
    This is a historical measurement of that configuration, not a benchmark of
    every v0.3.28 recipe or the All (Forest) preset.

See the appearance investigation
and quest validation record
for evidence and limitations. Appearance generation still duplicates substantial
texture data between NPC packages; batch-wide shared immutable assets remain
future work. This release does not claim that clothing build time is fully solved.

This remains experimental. The package self-test and converter checks do not
establish a complete retail campaign, all-outfit visual correctness, every fence
or barrier interaction, or save/load compatibility. Full campaign conversion,
KCD1 save migration and two-client multiplayer gameplay remain unfinished or
unverified within the documented acceptance boundaries. The bundled GPU payload
targets sm_120; unsupported hardware uses the CPU fallback.

Contributor credits

Credits are taken from the commits and merged pull requests in
v0.3.16..cae0d3e; merge commits are included in these counts.

  • SamG-Coder — 44 commits under the
    SamG-Coder/Sam author names, including five PR merges: importer/gameplay work,
    clothing and neck repairs, emulator and audits, build/cache/resume integration,
    performance investigation, testing and documentation.
  • PhatBanana — 15 commits: surface placement
    (#42), progress
    (#44), parallel
    lighting (#45),
    shader overlap (#46),
    wearable staging/cache validation
    (#47), NPC texture
    workers (#48),
    exposure (#49),
    shop roles (#50),
    volumetric fog (#51),
    retail texture streaming
    (#52) and saved-job
    paths (#53).
  • Nídio Dolfini / nidiodolfini — 3 commits:
    authored designer collision/barriers
    (#43), runtime MCP
    acceptance documentation
    (#54) and shared
    digest/entity-link helpers
    (#55).

Commit trailers also credit Claude Opus 5.5 (10 commits) and
Claude Fable 5.1 (5 commits) for AI assistance. These are recorded separately
from the human contributor credits above. Bundled third-party components retain
their license notices; the project code is MIT-licensed, while game assets are
not covered by that license and are not included in the release.

Full comparison: v0.3.16…v0.3.28

Development commits since v0.3.16 (oldest first)
  • 052d841 — Place converted roads, decals and water in their octree nodes — PhatBanana
  • 9fe9893 — Apply KCD2 surface placement rules to fresh and cached map packages — SamG-Coder
  • f19f189 — Integrate PR #42 history with revised surface placement — SamG-Coder
  • 451a995 — Merge pull request #42 from PhatBanana/fix/octree-surface-placement — Sam
  • 622f43f — Restore native exposure once the lighting bake lights interiors — PhatBanana
  • dbae2bd — Compile native shaders beside the world conversion instead of after it — PhatBanana
  • ac3de46 — Report the surface-placement step through the setup's progress signature — PhatBanana
  • a42a048 — Convert the authored designer collision and barrier volumes (issue #38) — Nídio Dolfini
  • 394b659 — Restore native exposure in packages baked before the restore — PhatBanana
  • 12572d2 — Merge pull request #43 from nidiodolfini/feat/designer-collision — Sam
  • 39fa54d — Merge pull request #44 from PhatBanana/fix/finalize-progress — Sam
  • 1c29793 — Merge pull request #46 from PhatBanana/perf/shader-overlap-pr — Sam
  • cd0c45b — Merge pull request #49 from PhatBanana/fix/baked-exposure — Sam
  • 853d9a3 — Add generic seated embroidery work upgrade to setup — SamG-Coder
  • 5e45072 — Add generic shop guard work conversion to setup — SamG-Coder
  • e8be878 — Upgrade authored town-walking benches and resolve native sitting animations — SamG-Coder
  • 7ab4cd0 — Upgrade source housework fences to native repair activities — SamG-Coder
  • 61b0898 — Add generic housework chopping and home rest to setup — SamG-Coder
  • 20c02a0 — Add generic NPC sleep schedules and bed selection to setup — SamG-Coder
  • a22d148 — Add forge loft furniture and assigned family beds to setup — SamG-Coder
  • ca828a3 — Integrate source-linked work schedules, native hay alignment and loft repairs — SamG-Coder
  • 793bdfb — Cap float clothing textures at 2048 to stay within retail stream pieces — PhatBanana
  • 18fb021 — Keep the converted level-wide probe out of volumetric fog — PhatBanana
  • 8edd58f — Give converted shopkeepers the native haggle and shop-ending roles — PhatBanana
  • b058cf3 — Stage wearable conversions beside the asset cache instead of copying them through — PhatBanana
  • 9c140eb — Check the human asset cache against the index it was built from — PhatBanana
  • 1da615d — Bake NPC outfit textures in worker processes and index the asset library once — PhatBanana
  • 3949ee3 — Cancel and join a conversion's bakes before reporting its failure — PhatBanana
  • eb7b91e — Bake lighting tiles in parallel processes with bounded dense-tile memory — PhatBanana
  • baad6df — Start no tile after a parallel bake is cancelled — PhatBanana
  • afdf3bb — Apply parallel tile GPU limits to CUDA as well as OptiX — SamG-Coder
  • e506ff1 — Extend source household jobs and preserve sleep during setup upgrades — SamG-Coder
  • abfa948 — Add source-linked household water refill to setup — SamG-Coder
  • 394ece3 — Add starting torch and source trainer invitation — SamG-Coder
  • 32bbdd2 — Repair stale LOD sections from verified saved builds — SamG-Coder
  • a9a40cd — Reuse verified installed files during transactional upgrades — SamG-Coder
  • 252bf94 — docs: distinguish released setup from source and runtime status — SamG-Coder
  • c8bcbd6 — docs: refresh screenshots and link project website and social channels — SamG-Coder
  • ef8f35a — Repair designer collision and ship resumable source gameplay upgrades — SamG-Coder
  • cadcf08 — Restore market stalls and repair gameplay interactions in setup — SamG-Coder
  • 27fc131 — Accept saved-job string paths in opening clock upgrades — SamG-Coder
  • 8c6f9c1 — Repair Skalitz gate access and sword-training handoff — SamG-Coder
  • 770a498 — Upgrade source jobs, ambient speech and training initialization — SamG-Coder
  • 57e71b7 — Add native road encounters to the general world upgrader — SamG-Coder
  • 35b1a77 — Preserve female garment bodies and add isolated SDK testing — SamG-Coder
  • 7e46db1 — Add standalone developer clothing and body validation workbench — SamG-Coder
  • 5f49723 — Audit clothing combinations against native KCD2 layers and repair conversion contracts — SamG-Coder
  • e6f9307 — Fix source clothing fitting and native equipment assignments — SamG-Coder
  • 1d140d7 — Match native clothing selection and compose source outfit regions — SamG-Coder
  • f62fb44 — Record extended native clothing checks and silhouette limits — SamG-Coder
  • 602f90f — Add quest logic emulator and harden campaign import validation — SamG-Coder
  • 4ccc281 — Accept saved-job string game paths in package finalization — PhatBanana
  • 23d8ff7 — Share the chunk digest and inline entity-link helpers across tools — Nídio Dolfini
  • 8cde279 — Preserve hexadecimal geometry signatures after digest extraction — SamG-Coder
  • ee0b47a — Document the runtime MCP acceptance setup — Nídio Dolfini
  • b9d39f3 — Document public MCP client limits and verify missing capabilities — SamG-Coder
  • 0db65a4 — Restore source clothing attachments and audit imported outfits — SamG-Coder
  • 10f851b — Preserve NPC equipment presets and unfitted source body geometry — SamG-Coder
  • 7032e3f — Fix loot clothing conversion and upgrade saved appearances in Setup — SamG-Coder
  • 0f8ea15 — Fix NPC neck coverage and improve Setup progress and cache reuse — SamG-Coder
  • fd2a016 — Preserve carried equipment when upgrading mixed NPC appearance archives — SamG-Coder
  • cae0d3e — Speed up fresh NPC appearance builds and deduplicate generated assets — SamG-Coder