SRCDS Steam group

Left4Dead2 SRCDS Server - Cannot get Lobby access and/or WAN IP reporting to Steam
I still cannot get SRCDS to report a WAN IP to the steam servers. Users outside the LAN who participate in a lobby are given the server's LAN IP and of course fail to join. I have tried using +hostIP in both the startup script and server.cfg, but nothing changes. What is missing?

I've also recieved reports of stuttering as if there are bandwidth issues during medium to heavy horde moments. I've read that l4d2 doesn't allow more than 30k rate. Is there a way to improve this?

-Server OS: Windows Server 2008 R2 (Only in 64-bit)
-Processor: Opteron 4000 series 2.2Ghz 4 core
-Ram: 4GB
-Game(s): Left 4 Dead 2
-Start Up Command:
start /wait "Launching Left 4 Dead 2 Dedicated Server" "Left 4 Dead 2 Server\left4dead2\srcds.exe" -console -game left4dead2 +exec startup.cfg

"HLDS Update Tool\hldsupdatetool.exe" -command update -game left4dead2 -dir "Left 4 Dead 2 Server"

-Bandwidth: 10Mb/s Down | 1Mb/s Up
-Router: Forefront TMG 2010
-Local IP of Server: 192.168.x.x
-External IP: my static external IP
-Port Forwarding Screen Shot: I doubt any screen shots of TMG would help. Very few users even know about TMG. Plus this would give detailed routing/firewall information to the public.

Suffice to say Port 2015 both TCP and UDP are forwarded to the L4D2 server. Eventually a range will be opened when additional server instances are used. EX: 2015-2020 TCP/UDP

[L4D2 Server] --> [ForefrontTMG] --> [Modem] --> [Internet]

//Basic server cfg - loaded on each map #

//Server info//
hostname "Vanilla Campaign Coop"        //Hostname for server
rcon_password "xxxx"    //remote console password
sv_password ""             //Server password for entry into multiplayer games [only needed to make your server private.]
sv_contact ""        //contact email for server sysop
sv_steamgroup "xxxxxxx"
sv_steamgroup_exclusive 0
sv_gametypes "coop"

//Internet, region, lobby setup//
sv_lan 0             //Server is a lan server (no heartbeat, no authentication, no non-class C addresses) [enable LAN = 1; disable LAN = 0]
sv_region 0          //The region of the world to report this server in.
sv_allow_lobby_connect_only 0     //default 1; If set players may only join this server from matchmaking lobby, may not connect directly [enable/disable Lobby connections only 1/0]

//Client Settings//
sv_cheats 0
sv_allow_wait_command 0        //default 1; Allow or disalow the wait command on clients connected to this server.
sv_alternateticks 0        //defulat 0; (singleplayer)If set, server only simulates entities on even numbered ticks.
sv_clearhinthistory 0        //(command)Clear memory of server side hint displayed to the player.
sv_consistency 1        //default 1; Whether the server enforces file consistency for critical files
sv_pausable 0            //default 0; is the server pausable
sv_forcepreload 1        //default 0; Force server side preloading
sv_pure_kick_clients 1        //default 1; If set to 1, the server will kick clients with mismatchng files. Otherwise, it will issue a warning to the client.
sv_pure 2   //If set to 1, server will force all client files execpt whitelisted ones (in pure_server_whitelist.txt) to match server's files.
            //If set to 2, the server will force all clietn files to come from steam and not load pure_server_whilelist.txt. Set to 0 for disabled.

sv_voiceenable 1        //default 1; enable/disable voice comm
sv_alltalk 0            //default 0; Players can hear all other players' voice communication, no team restrictions

//Master server - "setmaster" - add/remove/enable/disable master servers//
//Usage: setmaster
// setmaster enable
// setmaster add  
// setmaster add
// setmaster add

//Network Tweaks - Increase network performance//
rate 10000        //default 10000; Max bytes/sec the host can recieve data
sv_minrate 5000       //default "5000"; Min bandwidth rate allowed on server, 0 = unlimited
sv_maxrate 30000    //default "0";  Max bandwidth rate allowed on server, 0 = unlimited
sv_mincmdrate 10    //default 0; This sets the minimum value for cl_cmdrate. 0 = unlimited [cevo=67]
sv_maxcmdrate 100    //default 40; (If sv_mincmdrate is > 0), this sets the maximum value for cl_cmdrate. [cevo=101]

//Bans                                                                                     //
//  execute banned.cfgs at server start. Optimally at launch commandline.                  //
//  Put writeip/wrtieid commands in the bottom of server.cfg AFTER banned.cfgs have loaded.//
exec banned_user.cfg    //loads banned users' ids
exec banned_ip.cfg    //loads banned users' ips
writeid          //Wrties a list of permanently-banned user IDs to banned_user.cfg.
writeip          //Save the ban list to banned_ip.cfg.

log off              //Creates a logfile (on | off)
sv_logecho 0        //default 0; Echo log information to the console.
sv_logfile 1        //default 1; Log server information in the log file.
sv_log_onefile 0    //default 0; Log server information to only one file.
sv_logbans 1        //default 0;Log server bans in the server logs.
sv_logflush 0       //default 0; Flush the log files to disk on each write (slow).
sv_logsdir logs     //Folder in the game directory where server logs will be stored.
i have the same problem and have had it for over 2 years. don't bother trying to host L4D2 with a NATed router. i had to run a direct connection with the wan ip on my PC to get a l4d2 server running properly

btw your internet isnt enough to support more than about 6-8 players
You may be maxing out a single core on that processor during hordes / intense CPU usage...

Also try the following command line:
start /wait "Launching Left 4 Dead 2 Dedicated Server" "Left 4 Dead 2 Server\left4dead2\srcds.exe" -console -game left4dead2 +exec startup.cfg -ip yourpublicip

It may or may not work for your situation. Not sure what you have going through TMG. If users can connect then this shouldn't be a problem. Normally srcds is smart enough to grab your external IP and internal IP's and keep them separate. At least you can see this occur in CS:S server consoles. Not sure about L4D2
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A nice trick is to provide both your internal and external IPs when setting mm_dedicated_force_servers

mm_dedicated_force_servers [YourExternalIP]:[Port]|[YourInternalIP]:[Port]

Notice, that's the pipe character - | - between the addresses



That way it will resolve correctly for both your external and internal players.

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