Ah ok sorry my mistake =P

2009/10/28 <[email protected]>

> 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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