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
> >>>
> >>>
> >>> _______________________________________________
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> >>>
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> >
> >
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>
>
>
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