The Windows build is taking a lot longer than an hour. Is there any news on it?

On Wed, Aug 15, 2012 at 4:58 PM, Lucio Botello <[email protected]> wrote:
> Awesome, I'll run this by my friend to see if he'd like to make a server.
>
> --Lucio--
> ________________________________
> From: Fletcher Dunn <[email protected]>
> To: "Half-Life dedicated Linux server mailing list
> ([email protected])" <[email protected]>;
> "Half-Life dedicated Win32 server mailing list
> ([email protected])" <[email protected]>
> Sent: Monday, August 13, 2012 10:39 PM
> Subject: [hlds] TF MvM hosting questions
>
> Here are some answers to questions regarding hosting MvM servers:
>
> * Players can join your server through any means they can join PvP games:
> the server browser, ad hoc joins, or the new matchmaking system (quickplay
> beta).
> * To accept matchmaking traffic, you must select which sort of traffic you
> want.  (Regular PvP traffic or MvM traffic.)  Set “tf_mm_servermode 2” to be
> placed in the MvM pool.
> * For MvM matchmaking, if 6 players are sent to your server to start a new
> game, it will switch to whatever map the players selected.
> * You will need a TF gameserver account to accept matchmaking traffic.
> * You can switch the server in and out of any matchmaking mode pool or back
> to any regular game mode at any time.
> * The CPU usage for a 6 player MvM game is about the same as for a regular
> TF server.  (Yep, this mode requires significantly more CPU cycles per
> player than the PvP mode, that’s an unfortunate fact.)
> Given the surge of players that comes with any major release, and the player
> / server ratio of this game mode, the demand for MvM servers will probably
> be high.  We expect that a large number of players will want to try out the
> new mode, so we will be converting most of our servers to host MvM, and then
> adjust the allocation based on what players are playing.
>
> I, for one, DO NOT welcome our new robot overlords!
>
> - Fletch
>
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