I used to have a router with a "NAT Loopback" option that would do what you want. Otherwise you could use a domain name instead of an IP address and set up a special rule on your internal network's dns server. Any use?
2009/10/28 Shane Arnold <[email protected]> > Thanks :) Yeah, I want to know why the unreal engine can do it and srcds > can't. All ports are forwarded correctly as you would expect. UPnP is > disabled on the router I am using (I can't stand it, causes more issues than > it's worth). No firewalls on any machines on the NAT side of things either. > > As for the srcds games, I've tried all types of port triggering, address > mapping e.t.c to no avail. It really does seem to be an issues with the > srcds engine? > > [email protected] wrote: > > 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 > >>> > >>> > >>> _______________________________________________ > >>> To unsubscribe, edit your list preferences, or view the list > >> archives, > >>> please visit: > >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux > >>> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux

