Afraid not.

Router supports NAT Loopback and is working fine (the "host" is just a box I 
use here for testing on a local DSL connection). There is no issue connecting 
to other, non-srcds based servers using the domain name, which is NAT'd to the 
local network, on the same host. Domain Name vs IP Address makes no difference. 
I suppose the answer I am looking for is wether this is a srcds, a linux/other 
os related issue. I'm fairly confident it's not a network/routing issue as I 
have other, non-srcds based games hosted on that box and they are working fine 
using NAT Loopback.

James Creedy wrote:
> 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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