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Questions regarding a L4D server, lobby connect, and NAT loopback
#2
Well, I solved my first two questions. The answer was so incredibly simple that I almost would never have thought of it: I set the static internal IP of my server to be exactly the same as my external, WAN IP.

Now when I use mm_dedicated_force_servers, it tells machines on the lan to connect to that IP internally, and it tells clients on the internet to connect to it externally. We're all forced to connect to the same address, but it's being resolved in different ways. So incredibly simple.

Not only that, but using the +ip parameter in my srcds not only reports my WAN to the Steam servers (allowing random players to connect to my game in progress), since the internal IP of my server is the same, I don't get the strange console errors that I would get when the internal IP was different.

Now this means I have to change the IP address of my server whenever my WAN IP changes (since I don't have a static IP), but this works for me as a workaround because I don't leave my server up 24/7, I only start it up when I want to play on it. What's more, if I was willing to pay for a static IP, I would never have to change the internal IP of my server.

So, for anyone looking for a solution to this problem, there you go.
Note: I apparently also have to have DMZ Host enabled for my server machine for this to work. I disabled it and the whole thing stopped working.
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RE: Questions regarding a L4D server, lobby connect, and NAT loopback - chinagreenelvis - 12-23-2009, 10:13 AM

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