What do you use to make your builds? I grabbed the script thing the other day, and compiled last night. Far as I can tell though, It compiled the 2.4 trunk, same revision as what you have there though. And again, from what I can tell, based on http://cia.vc/stats/project/ufoai 30111 is a trunk revision, hasn't been merged back into 2.3 branch.
Just trying to figure out if there's a way to force the script to only grab branch builds or something along those lines.
I don't use a script or automated wizard. I use a more traditional programming build environment, specifically Code::Blocks + MinGW, which gives me more control and works better for me, but only because I can program. (I get to see the actual lines of source code that make up UFO:AI.) For someone else who is a non-programmer though, the method I use would be more difficult than Muton's script. If you want that automated script to build the 2.3 branch you'll have to ask Muton to implement it in his script program.
Thanks for the upload Destructavator. Whensoever you create the installer you compile the maps fast (no light compile)? cause i dont see any reflections on the textures if im shoot with weapons across the map.
No, I use default map-building parameters, and since I have a newer machine with a fast i7 CPU it goes rather quickly already. I'm wondering if you found a bug - Please post a screenshot if you can reproduce the issue, but in a separate forum thread. I've been busy the last week and haven't had time to actually fire up the game, but if I can later I'll try to reproduce this problem.
Then my question would be how do I make the BuildEnv script GUI thing use the 2.3 branch vs trunk. Though I suppose this is the wrong place to ask. I suppose I could use TortiseSVN or similar to get the repository myself and not have the GUI fetch SVN
As I said, you'll have to talk to Muton, unless you want to build the game the standard way (how I do it, not using the automated script).