I think you're underestimating the knowledge of the OP - he can get a server
behind NAT which random people can join, the question he's asking is, how
can HE join it, when he's also behind the NAT?

> -----Original Message-----
> From: [email protected] [mailto:hlds_linux-
> [email protected]] On Behalf Of James Creedy
> Sent: 28 October 2009 21:02
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Source Engine Not Traversing NAT
> 
> NAT usually requires you specify an IP to forward traffic to. So just
> set up
> port forwarding to the internal IP address of your srcds server.
> 
> 
> 
> 2009/10/28 Shane Arnold <[email protected]>
> 
> > Hi All,
> >
> > To break the L4D2 monotony, quick question regarding how the srcds
> engine
> > handles NAT. I notice that within a NAT network you obviously won't
> have
> > much luck connecting to a srcds server on the external IP, regardless
> of how
> > much configuration you do. But my question is whether this is a
> limitation
> > of NAT, or a limitation of the srcds engine.
> >
> > The reason I ask is, I have a particular machine that hosts both
> srcds and
> > unreal engine-based games. The unreal engine games are able to handle
> NAT
> > correctly (as in, I can specify a "connect" to my external IP and it
> will
> > correctly NAT through to the box). However, I can not do the same
> with
> > anything srcds-based (CSS, TF2, L4D e.t.c).
> >
> > Any ideas? To be brutally honest my knowledge of how NAT works is
> limited.
> >
> > The box is a Debian machine if that matters.
> >
> > Cheers
> >
> >  - Shane
> >
> >
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