It looks like I need to learn a bit more about how NAT and DMZ work together... stuck the box in question in a Virtual DMZ and works fine. At the risk of proving how little I know about NAT/DMZ, does this mean that effectively all ports are "open", but packets are only forwarded as per the policies in place? Thanks in advance.
Shane Arnold wrote: > 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 >>>>>> >>>>>> >>>>>> _______________________________________________ >>>>>> 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 > > > > _______________________________________________ > 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

