Re: [hlds] L4D Dedicated server behind NAT problems?
I still have an issue behind NAT and sv_steamgroup_exclusive 0. No members from my steam community can join the server. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of William Stillwell Sent: Monday, November 24, 2008 9:11 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] L4D Dedicated server behind NAT problems? This bug only appears when you run the following in server.cfg sv_steamgroup xx sv_steamgroup_exclusive 1 otherwise, l4d behind nat works fine. Again, l4d using above, doesn't allow remote clients to connect via public nat'd ip. Setting exclusive to 1 works fine if your server has a public ip assigned to it. Setting exclusive to 0 works but your server is not at all restricted to the steamgroup, any user can connect and whim. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Richard Eid Sent: Monday, November 24, 2008 11:34 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] L4D Dedicated server behind NAT problems? I have a Netgear router in between that computer and the cable modem. I've set up port forwarding for that computer's IP for ports 27000-27050 TCP/UDP. Here's my startup command: *srcds.exe -console -game left4dead +ip myinternalip -port 27015 +map l4d_hospital01_apartment.bsp +sv_lan 0 +sv_pure 2* I've also used that same command line without +ip and -port. SRCDS is good about detecting the IP and it works just as well without those two variables in the command line. It defaults to port 27015 without a -port defined, but that's what I want it on, so I'm good with that. I'm not really doing anything special with my server.cfg. I've used sv_allow_lobby_connections_only 0 and 1 and I get just as much traffic either way. This command was removed and re-added(I think), but the functionality of it remains unclear. Are you hosting the server on the same machine that you're playing Left 4 Dead on? -Richard Eid On Mon, Nov 24, 2008 at 11:00 PM, William Stillwell [EMAIL PROTECTED]wrote: To William - you can solve the connecting problem by using +ip ... and +hostport x in the startup line. This is what I have to do to allow friends to connect, but this doesn't solve the problem of it not being detected by matchmaking. Already have that, :-) I want the matchmaking to work as well... I and just about everyone else will have to wait :-) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D Dedicated server behind NAT problems?
Yahn Bernier (VALVe) posted on the Steam Forums that a fix for this would come in the next update (but there was already an update after he said this, so it might be for the next update). 2008/11/29 Formologic23 [EMAIL PROTECTED] I still have an issue behind NAT and sv_steamgroup_exclusive 0. No members from my steam community can join the server. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of William Stillwell Sent: Monday, November 24, 2008 9:11 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] L4D Dedicated server behind NAT problems? This bug only appears when you run the following in server.cfg sv_steamgroup xx sv_steamgroup_exclusive 1 otherwise, l4d behind nat works fine. Again, l4d using above, doesn't allow remote clients to connect via public nat'd ip. Setting exclusive to 1 works fine if your server has a public ip assigned to it. Setting exclusive to 0 works but your server is not at all restricted to the steamgroup, any user can connect and whim. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Richard Eid Sent: Monday, November 24, 2008 11:34 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] L4D Dedicated server behind NAT problems? I have a Netgear router in between that computer and the cable modem. I've set up port forwarding for that computer's IP for ports 27000-27050 TCP/UDP. Here's my startup command: *srcds.exe -console -game left4dead +ip myinternalip -port 27015 +map l4d_hospital01_apartment.bsp +sv_lan 0 +sv_pure 2* I've also used that same command line without +ip and -port. SRCDS is good about detecting the IP and it works just as well without those two variables in the command line. It defaults to port 27015 without a -port defined, but that's what I want it on, so I'm good with that. I'm not really doing anything special with my server.cfg. I've used sv_allow_lobby_connections_only 0 and 1 and I get just as much traffic either way. This command was removed and re-added(I think), but the functionality of it remains unclear. Are you hosting the server on the same machine that you're playing Left 4 Dead on? -Richard Eid On Mon, Nov 24, 2008 at 11:00 PM, William Stillwell [EMAIL PROTECTED]wrote: To William - you can solve the connecting problem by using +ip ... and +hostport x in the startup line. This is what I have to do to allow friends to connect, but this doesn't solve the problem of it not being detected by matchmaking. Already have that, :-) I want the matchmaking to work as well... I and just about everyone else will have to wait :-) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] L4D Dedicated server behind NAT problems?
I'm glad there's a fix for this, but if you're on the same network as the server, you have to use port forwarding/DMZ to connect to it yourself, plus it kills rcon and for some odd reason, they didn't include rcon_address in the game. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D Dedicated server behind NAT problems?
I am not aware of a fix yet? Can you direct us to this fix? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ian Barr Sent: Monday, November 24, 2008 12:22 PM To: hlds@list.valvesoftware.com Subject: [hlds] L4D Dedicated server behind NAT problems? I'm glad there's a fix for this, but if you're on the same network as the server, you have to use port forwarding/DMZ to connect to it yourself, plus it kills rcon and for some odd reason, they didn't include rcon_address in the game. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D Dedicated server behind NAT problems?
I'm on the same network as my server and I don't have to DMZ it. I had some difficulty getting connected sometimes, but those problems have been eliminated. If the server is empty, I can connect to it with no issues. If the server has players on, but an open slot, I cannot join from any method besides one...the LAN tab in the server browser. Let's say there's 3/4 slots full. If I open the LAN tab in the server browser and double-click on my server, it takes me to the loading screen with the movie posters, but it just sits there. I have to open the server browser again and double-click on it one more time to kick it in gear and then I load in just fine. I have noticed something amiss. If I'm the first one to join(not using the server browser), then it seems that matchmaking is ignoring my server(for lack of a better word). The only time people come in is when I give them the IP of my server and they use: connect xxx.xxx.xxx.xxx:x in their console. Now that myself and another are on, if someone from that person's Friends list right-clicks on their Friend and clicks Join Game, they can join. If people on -my- Friends list right-click me in Friends and try to Join Game, they get the problem where it tries to connect to my internal IP address and not my external. Bleh, I'm kind of all over the map there, but the point is to try connecting to your server through the LAN tab of the server browser. It may fail/hang the first time, so open it back up while it's still trying to connect and double-click again and you should be able to join. I'm able to do this by binding a key to the CVar 'openserverbrowser'. Example: bind F4 openserverbrowser I'm sure all the details of this are being worked out, so try to be patient. Hopefully, the method I outlined works for you. I'm satisfied that I can get into my server for now, so I can wait for whatever fix may be coming our way. If you're still not able to connect to your server, you may be configuring it incorrectly. Report back in if you still have issues. -Richard Eid On Mon, Nov 24, 2008 at 12:22 PM, Ian Barr [EMAIL PROTECTED]wrote: I'm glad there's a fix for this, but if you're on the same network as the server, you have to use port forwarding/DMZ to connect to it yourself, plus it kills rcon and for some odd reason, they didn't include rcon_address in the game. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] L4D Dedicated server behind NAT problems?
To William - you can solve the connecting problem by using +ip ... and +hostport x in the startup line. This is what I have to do to allow friends to connect, but this doesn't solve the problem of it not being detected by matchmaking. To Richard - Do you use +ip in your startup options, and what's between your server and the net? Other people can't connect unless I use the command, and that's what's causing me to have to DMZ just to connect locally, regardless of whether or not other people need it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D Dedicated server behind NAT problems?
To William - you can solve the connecting problem by using +ip ... and +hostport x in the startup line. This is what I have to do to allow friends to connect, but this doesn't solve the problem of it not being detected by matchmaking. Already have that, :-) I want the matchmaking to work as well... I and just about everyone else will have to wait :-) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D Dedicated server behind NAT problems?
I have a Netgear router in between that computer and the cable modem. I've set up port forwarding for that computer's IP for ports 27000-27050 TCP/UDP. Here's my startup command: *srcds.exe -console -game left4dead +ip myinternalip -port 27015 +map l4d_hospital01_apartment.bsp +sv_lan 0 +sv_pure 2* I've also used that same command line without +ip and -port. SRCDS is good about detecting the IP and it works just as well without those two variables in the command line. It defaults to port 27015 without a -port defined, but that's what I want it on, so I'm good with that. I'm not really doing anything special with my server.cfg. I've used sv_allow_lobby_connections_only 0 and 1 and I get just as much traffic either way. This command was removed and re-added(I think), but the functionality of it remains unclear. Are you hosting the server on the same machine that you're playing Left 4 Dead on? -Richard Eid On Mon, Nov 24, 2008 at 11:00 PM, William Stillwell [EMAIL PROTECTED]wrote: To William - you can solve the connecting problem by using +ip ... and +hostport x in the startup line. This is what I have to do to allow friends to connect, but this doesn't solve the problem of it not being detected by matchmaking. Already have that, :-) I want the matchmaking to work as well... I and just about everyone else will have to wait :-) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D Dedicated server behind NAT problems?
This bug only appears when you run the following in server.cfg sv_steamgroup xx sv_steamgroup_exclusive 1 otherwise, l4d behind nat works fine. Again, l4d using above, doesn't allow remote clients to connect via public nat'd ip. Setting exclusive to 1 works fine if your server has a public ip assigned to it. Setting exclusive to 0 works but your server is not at all restricted to the steamgroup, any user can connect and whim. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Richard Eid Sent: Monday, November 24, 2008 11:34 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] L4D Dedicated server behind NAT problems? I have a Netgear router in between that computer and the cable modem. I've set up port forwarding for that computer's IP for ports 27000-27050 TCP/UDP. Here's my startup command: *srcds.exe -console -game left4dead +ip myinternalip -port 27015 +map l4d_hospital01_apartment.bsp +sv_lan 0 +sv_pure 2* I've also used that same command line without +ip and -port. SRCDS is good about detecting the IP and it works just as well without those two variables in the command line. It defaults to port 27015 without a -port defined, but that's what I want it on, so I'm good with that. I'm not really doing anything special with my server.cfg. I've used sv_allow_lobby_connections_only 0 and 1 and I get just as much traffic either way. This command was removed and re-added(I think), but the functionality of it remains unclear. Are you hosting the server on the same machine that you're playing Left 4 Dead on? -Richard Eid On Mon, Nov 24, 2008 at 11:00 PM, William Stillwell [EMAIL PROTECTED]wrote: To William - you can solve the connecting problem by using +ip ... and +hostport x in the startup line. This is what I have to do to allow friends to connect, but this doesn't solve the problem of it not being detected by matchmaking. Already have that, :-) I want the matchmaking to work as well... I and just about everyone else will have to wait :-) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D Dedicated server behind NAT problems?
I would really love to see a fix for this. More than likely, however, it is not a bug, but a lack of functionality. This problem existed in all other valve games as well. What we really need is some kind of cvar that would dictate what ip address was broadcasted to the valve matchmaking system. Something like sv_broadcast_ip xxx.xxx.xxx.xxx would be perfect or even better, using an automated external IP detection system. The problem at the moment is that source servers, as the system presently stands, send out the IP of the NIC they use to connect to the internet to the Valve server list servers. On Wed, Nov 19, 2008 at 8:24 AM, William Stillwell - KI4SWY [EMAIL PROTECTED] wrote: This is a confirmed bug on steampowerd forumshttp:// forums.steampowered.com/forums/showthread.php?t=751344 - Dedicated servers behind NAT/router with local LAN IPs are unconnectable via direct 'connect'-command through console, or Steam Group Servers-list. These NATted servers can be connected via the normal matchmaking lobby. Checking the console after a failed connect reveals the cause: [L4DMM] CMatchmaking::ResolveDedicatedAddress(192.168.0.12 :27015). L4D matchmaker somehow digs up the internal IP address, instead of the external one, even if the game does connect to the correct external IP initially (console shows the external IP as well, before resolving it again to the internal one). Was present in the demo, and is still present in the full version. [confirmed] -Original Message- From: William Stillwell - KI4SWY [EMAIL PROTECTED] Sent 11/19/2008 9:04:52 AM To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Subject: Re: [hlds] L4D Dedicated server behind NAT problems?I have same problem, and had been tearing my hair out for over a week, it didn't work in the demo version either. -Original Message- From: Brian Hashman [EMAIL PROTECTED] Sent 11/19/2008 7:45:09 AM To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Subject: Re: [hlds] L4D Dedicated server behind NAT problems?I'm seeing the same thing on one of my servers that has to use NAT. Leaving it open to the public lets people join fine, and so does using the connect command. Setting our steamgroup and having sv_steamgroup_exclusive 1 won't let anyone join from the Steam Group Servers section, it just drops them to a lobby. Brian On Wed, Nov 19, 2008 at 4:49 AM, ainmosni [EMAIL PROTECTED] wrote: Hey all, I'm trying to set up a dedicated server for my steamgroup but I'm having trouble actually using it... I've set it to be exclusive to my steam group but when I connect to it I see this: 109.079: Sending UDP connect to 217.115.196.210:27015 Server using lobbies #2, requiring pw no, lobby id 0 Server approved grace request... Retrying connection to 217.115.196.210:27015, server requires lobby reservation but is unreserved. Received game details information from 217.115.196.210:27015... [L4DUI] CL4DBasePanel::OnLevelLoadingFinished( No Error, , ) [L4DUI] CL4DBasePanel::OnFrameClosed( 2, 21 ) [L4DUI] CL4DBasePanel::OnGameUIActivated( delay = 0 ) [L4DUI] CL4DBasePanel::CloseAllWindows() [L4DUI] After close all windows: [L4DUI] OnOpen( `MainMenu`, caller = `NULL`, hidePrev = 1, setActive 1, wt=22, wpri=0 ) [L4DMM] CMatchmaking::SwitchToState( 0 - 10 ) ( MMSTATE_INITIAL - MMSTATE_SESSION_DISCONNECTING ) [L4DUI] CL4DBasePanel::OnGameUIActivated( delay = 0 ) [L4DMM] CMatchmaking::SwitchToState( 10 - 0 ) ( MMSTATE_SESSION_DISCONNECTING - MMSTATE_INITIAL ) [L4DMM] CSession::SwitchToState( 0 - 0 ) (NONE - NONE) [L4DMM] CMatchGame::RemoveAllPlayers [L4DMM] CSession::SwitchToState( 0 - 0 ) (NONE - NONE) [L4DMM] CMatchGame::RemoveAllPlayers [L4DUI] CL4DBasePanel::CloseAllWindows() [L4DUI] CL4DBasePanel::OnFrameClosed( 0, 22 ) [L4DUI] After close all windows: [L4DUI] OnOpen( `GameLobby`, caller = `NULL`, hidePrev = 0, setActive = 1, wt=10, wpri=0 ) [L4DUI] Starting lobby... game slots = 4 game mode = 0 public slots = 4 difficulty = 1 experience = 0 skill0 = 0 skill1 = 0 skill2 = 0 skill3 = 0 skill4 = 0 [L4DMM] CMatchmaking::SwitchToState( 0 - 2 ) ( MMSTATE_INITIAL - MMSTATE_CREATING ) [L4DMM] CSession::SwitchToState( 0 - 1 ) (NONE - CREATING) [L4DUI] StartPartyLobby: lobby started = true [L4DUI] CUIGameData::Notify( SERVERS_USER_GROUPS_SEARCH_COMPLETED, 0, 0) [L4DMM] CSession::GetSessionId() = sessionid = 184010d6b02a009 [L4DMM] CSession::UpdateCreating() = sessionid = 184010d6b02a009 [L4DMM] CMatchmaking(state = 2)::SessionNotification( 17(CREATED_HOST), 0 ) [L4DUI] CUIGameData::SessionNotification( 17, 0 ) Host: CreateSession successful
Re: [hlds] L4D Dedicated server behind NAT problems?
What is funny, is it only crops up when using exclusive = 1, 0 it works fine. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Brad Sent: Sunday, November 23, 2008 11:39 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] L4D Dedicated server behind NAT problems? I would really love to see a fix for this. More than likely, however, it is not a bug, but a lack of functionality. This problem existed in all other valve games as well. What we really need is some kind of cvar that would dictate what ip address was broadcasted to the valve matchmaking system. Something like sv_broadcast_ip xxx.xxx.xxx.xxx would be perfect or even better, using an automated external IP detection system. The problem at the moment is that source servers, as the system presently stands, send out the IP of the NIC they use to connect to the internet to the Valve server list servers. On Wed, Nov 19, 2008 at 8:24 AM, William Stillwell - KI4SWY [EMAIL PROTECTED] wrote: This is a confirmed bug on steampowerd forumshttp:// forums.steampowered.com/forums/showthread.php?t=751344 - Dedicated servers behind NAT/router with local LAN IPs are unconnectable via direct 'connect'-command through console, or Steam Group Servers-list. These NATted servers can be connected via the normal matchmaking lobby. Checking the console after a failed connect reveals the cause: [L4DMM] CMatchmaking::ResolveDedicatedAddress(192.168.0.12 :27015). L4D matchmaker somehow digs up the internal IP address, instead of the external one, even if the game does connect to the correct external IP initially (console shows the external IP as well, before resolving it again to the internal one). Was present in the demo, and is still present in the full version. [confirmed] -Original Message- From: William Stillwell - KI4SWY [EMAIL PROTECTED] Sent 11/19/2008 9:04:52 AM To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Subject: Re: [hlds] L4D Dedicated server behind NAT problems?I have same problem, and had been tearing my hair out for over a week, it didn't work in the demo version either. -Original Message- From: Brian Hashman [EMAIL PROTECTED] Sent 11/19/2008 7:45:09 AM To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Subject: Re: [hlds] L4D Dedicated server behind NAT problems?I'm seeing the same thing on one of my servers that has to use NAT. Leaving it open to the public lets people join fine, and so does using the connect command. Setting our steamgroup and having sv_steamgroup_exclusive 1 won't let anyone join from the Steam Group Servers section, it just drops them to a lobby. Brian On Wed, Nov 19, 2008 at 4:49 AM, ainmosni [EMAIL PROTECTED] wrote: Hey all, I'm trying to set up a dedicated server for my steamgroup but I'm having trouble actually using it... I've set it to be exclusive to my steam group but when I connect to it I see this: 109.079: Sending UDP connect to 217.115.196.210:27015 Server using lobbies #2, requiring pw no, lobby id 0 Server approved grace request... Retrying connection to 217.115.196.210:27015, server requires lobby reservation but is unreserved. Received game details information from 217.115.196.210:27015... [L4DUI] CL4DBasePanel::OnLevelLoadingFinished( No Error, , ) [L4DUI] CL4DBasePanel::OnFrameClosed( 2, 21 ) [L4DUI] CL4DBasePanel::OnGameUIActivated( delay = 0 ) [L4DUI] CL4DBasePanel::CloseAllWindows() [L4DUI] After close all windows: [L4DUI] OnOpen( `MainMenu`, caller = `NULL`, hidePrev = 1, setActive 1, wt=22, wpri=0 ) [L4DMM] CMatchmaking::SwitchToState( 0 - 10 ) ( MMSTATE_INITIAL - MMSTATE_SESSION_DISCONNECTING ) [L4DUI] CL4DBasePanel::OnGameUIActivated( delay = 0 ) [L4DMM] CMatchmaking::SwitchToState( 10 - 0 ) ( MMSTATE_SESSION_DISCONNECTING - MMSTATE_INITIAL ) [L4DMM] CSession::SwitchToState( 0 - 0 ) (NONE - NONE) [L4DMM] CMatchGame::RemoveAllPlayers [L4DMM] CSession::SwitchToState( 0 - 0 ) (NONE - NONE) [L4DMM] CMatchGame::RemoveAllPlayers [L4DUI] CL4DBasePanel::CloseAllWindows() [L4DUI] CL4DBasePanel::OnFrameClosed( 0, 22 ) [L4DUI] After close all windows: [L4DUI] OnOpen( `GameLobby`, caller = `NULL`, hidePrev = 0, setActive = 1, wt=10, wpri=0 ) [L4DUI] Starting lobby... game slots = 4 game mode = 0 public slots = 4 difficulty = 1 experience = 0 skill0 = 0 skill1 = 0 skill2 = 0 skill3 = 0 skill4 = 0 [L4DMM] CMatchmaking::SwitchToState( 0 - 2 ) ( MMSTATE_INITIAL - MMSTATE_CREATING ) [L4DMM] CSession::SwitchToState( 0 - 1 ) (NONE - CREATING) [L4DUI] StartPartyLobby: lobby started = true [L4DUI] CUIGameData::Notify
[hlds] L4D Dedicated server behind NAT problems?
Hey all, I'm trying to set up a dedicated server for my steamgroup but I'm having trouble actually using it... I've set it to be exclusive to my steam group but when I connect to it I see this: 109.079: Sending UDP connect to 217.115.196.210:27015 Server using lobbies #2, requiring pw no, lobby id 0 Server approved grace request... Retrying connection to 217.115.196.210:27015, server requires lobby reservation but is unreserved. Received game details information from 217.115.196.210:27015... [L4DUI] CL4DBasePanel::OnLevelLoadingFinished( No Error, , ) [L4DUI] CL4DBasePanel::OnFrameClosed( 2, 21 ) [L4DUI] CL4DBasePanel::OnGameUIActivated( delay = 0 ) [L4DUI] CL4DBasePanel::CloseAllWindows() [L4DUI] After close all windows: [L4DUI] OnOpen( `MainMenu`, caller = `NULL`, hidePrev = 1, setActive = 1, wt=22, wpri=0 ) [L4DMM] CMatchmaking::SwitchToState( 0 - 10 ) ( MMSTATE_INITIAL - MMSTATE_SESSION_DISCONNECTING ) [L4DUI] CL4DBasePanel::OnGameUIActivated( delay = 0 ) [L4DMM] CMatchmaking::SwitchToState( 10 - 0 ) ( MMSTATE_SESSION_DISCONNECTING - MMSTATE_INITIAL ) [L4DMM] CSession::SwitchToState( 0 - 0 ) (NONE - NONE) [L4DMM] CMatchGame::RemoveAllPlayers [L4DMM] CSession::SwitchToState( 0 - 0 ) (NONE - NONE) [L4DMM] CMatchGame::RemoveAllPlayers [L4DUI] CL4DBasePanel::CloseAllWindows() [L4DUI] CL4DBasePanel::OnFrameClosed( 0, 22 ) [L4DUI] After close all windows: [L4DUI] OnOpen( `GameLobby`, caller = `NULL`, hidePrev = 0, setActive = 1, wt=10, wpri=0 ) [L4DUI] Starting lobby... game slots = 4 game mode = 0 public slots = 4 difficulty = 1 experience = 0 skill0 = 0 skill1 = 0 skill2 = 0 skill3 = 0 skill4 = 0 [L4DMM] CMatchmaking::SwitchToState( 0 - 2 ) ( MMSTATE_INITIAL - MMSTATE_CREATING ) [L4DMM] CSession::SwitchToState( 0 - 1 ) (NONE - CREATING) [L4DUI] StartPartyLobby: lobby started = true [L4DUI] CUIGameData::Notify( SERVERS_USER_GROUPS_SEARCH_COMPLETED, 0, 0) [L4DMM] CSession::GetSessionId() = sessionid = 184010d6b02a009 [L4DMM] CSession::UpdateCreating() = sessionid = 184010d6b02a009 [L4DMM] CMatchmaking(state = 2)::SessionNotification( 17(CREATED_HOST), 0 ) [L4DUI] CUIGameData::SessionNotification( 17, 0 ) Host: CreateSession successful [L4DMM] CMatchGame::AddPlayer( 11100a0df55 ) [L4DMM] CMatchmaking::SwitchToState( 2 - 4 ) ( MMSTATE_CREATING - MMSTATE_ACCEPTING_CONNECTIONS ) [L4DMM] CSession::SwitchToState( 1 - 3 ) (CREATING - IDLE) [L4DMM] Avatar assignment: Player 1: [[Awesome] ainmosni |BRB.u|]: Louis [L4DMM] CMatchmaking::ResolveDedicatedAddress(172.29.36.210:27015) maxplayers set to 14 [L4DUI] CUIGameData::Notify( DEDICATED_RESERVATION_FAILURE, 0, 0) [L4DUI] OnOpen( `GenericConfirmation`, caller = `GameLobby`, hidePrev = 0, setActive = 0, wt=13, wpri=1 ) [L4DUI] GenericConfirmation::SetWindowTitle : #L4D360UI_MsgBx_ConnectionFailed [L4DUI] GenericConfirmation::SetMessageText : #L4D360UI_MsgBx_NoServersFound [L4DUI] CL4DBasePanel::OnFrameClosed( 1, 13 ) [L4DUI] CL4DBasePanel::OnFrameClosed( 1, 13 ) - Activated `GameLobby`, pri=0 [L4DUI] CL4DBasePanel::OnGameUIActivated( delay = 0 ) One thing that I notice is that it shows its non-routable IP... that's something it should not do afaik... The weird thing is though when I set the server to public it gets random lobby people in there within seconds... Here is some extra information: * The ports are correctly let through, I use a 1:1 NAT from the servers public IP to its private IP. * I can't connect to it if I just set a password. * I can't connect to it if I set it to steamgroup exclusive. * If I set it to open it gets filled with lobby people within seconds. * I could connect to the demo server when it was passworded. * The TF2 server I ran on this machine worked perfectly for many months, it used the same IP and port. Anybody know what the problem could be? This is my server config: [quote] hostname brbuninstalling.com #1: Left4Dead European server // Rcon Cvars rcon_password notmyrealrconpass//Set?s remote control password // Server Cvars sv_contact [EMAIL PROTECTED] //Contact email for server sysop sv_steamgroup 322605 //this is your group?s steam group id.. allows members to join from main menu add sv_steamgroup_exclusive 1 //to make it exclusive and private [/quote] Thanks for any help/suggestions. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D Dedicated server behind NAT problems?
I'm seeing the same thing on one of my servers that has to use NAT. Leaving it open to the public lets people join fine, and so does using the connect command. Setting our steamgroup and having sv_steamgroup_exclusive 1 won't let anyone join from the Steam Group Servers section, it just drops them to a lobby. Brian On Wed, Nov 19, 2008 at 4:49 AM, ainmosni [EMAIL PROTECTED] wrote: Hey all, I'm trying to set up a dedicated server for my steamgroup but I'm having trouble actually using it... I've set it to be exclusive to my steam group but when I connect to it I see this: 109.079: Sending UDP connect to 217.115.196.210:27015 Server using lobbies #2, requiring pw no, lobby id 0 Server approved grace request... Retrying connection to 217.115.196.210:27015, server requires lobby reservation but is unreserved. Received game details information from 217.115.196.210:27015... [L4DUI] CL4DBasePanel::OnLevelLoadingFinished( No Error, , ) [L4DUI] CL4DBasePanel::OnFrameClosed( 2, 21 ) [L4DUI] CL4DBasePanel::OnGameUIActivated( delay = 0 ) [L4DUI] CL4DBasePanel::CloseAllWindows() [L4DUI] After close all windows: [L4DUI] OnOpen( `MainMenu`, caller = `NULL`, hidePrev = 1, setActive = 1, wt=22, wpri=0 ) [L4DMM] CMatchmaking::SwitchToState( 0 - 10 ) ( MMSTATE_INITIAL - MMSTATE_SESSION_DISCONNECTING ) [L4DUI] CL4DBasePanel::OnGameUIActivated( delay = 0 ) [L4DMM] CMatchmaking::SwitchToState( 10 - 0 ) ( MMSTATE_SESSION_DISCONNECTING - MMSTATE_INITIAL ) [L4DMM] CSession::SwitchToState( 0 - 0 ) (NONE - NONE) [L4DMM] CMatchGame::RemoveAllPlayers [L4DMM] CSession::SwitchToState( 0 - 0 ) (NONE - NONE) [L4DMM] CMatchGame::RemoveAllPlayers [L4DUI] CL4DBasePanel::CloseAllWindows() [L4DUI] CL4DBasePanel::OnFrameClosed( 0, 22 ) [L4DUI] After close all windows: [L4DUI] OnOpen( `GameLobby`, caller = `NULL`, hidePrev = 0, setActive = 1, wt=10, wpri=0 ) [L4DUI] Starting lobby... game slots = 4 game mode = 0 public slots = 4 difficulty = 1 experience = 0 skill0 = 0 skill1 = 0 skill2 = 0 skill3 = 0 skill4 = 0 [L4DMM] CMatchmaking::SwitchToState( 0 - 2 ) ( MMSTATE_INITIAL - MMSTATE_CREATING ) [L4DMM] CSession::SwitchToState( 0 - 1 ) (NONE - CREATING) [L4DUI] StartPartyLobby: lobby started = true [L4DUI] CUIGameData::Notify( SERVERS_USER_GROUPS_SEARCH_COMPLETED, 0, 0) [L4DMM] CSession::GetSessionId() = sessionid = 184010d6b02a009 [L4DMM] CSession::UpdateCreating() = sessionid = 184010d6b02a009 [L4DMM] CMatchmaking(state = 2)::SessionNotification( 17(CREATED_HOST), 0 ) [L4DUI] CUIGameData::SessionNotification( 17, 0 ) Host: CreateSession successful [L4DMM] CMatchGame::AddPlayer( 11100a0df55 ) [L4DMM] CMatchmaking::SwitchToState( 2 - 4 ) ( MMSTATE_CREATING - MMSTATE_ACCEPTING_CONNECTIONS ) [L4DMM] CSession::SwitchToState( 1 - 3 ) (CREATING - IDLE) [L4DMM] Avatar assignment: Player 1: [[Awesome] ainmosni |BRB.u|]: Louis [L4DMM] CMatchmaking::ResolveDedicatedAddress(172.29.36.210:27015) maxplayers set to 14 [L4DUI] CUIGameData::Notify( DEDICATED_RESERVATION_FAILURE, 0, 0) [L4DUI] OnOpen( `GenericConfirmation`, caller = `GameLobby`, hidePrev = 0, setActive = 0, wt=13, wpri=1 ) [L4DUI] GenericConfirmation::SetWindowTitle : #L4D360UI_MsgBx_ConnectionFailed [L4DUI] GenericConfirmation::SetMessageText : #L4D360UI_MsgBx_NoServersFound [L4DUI] CL4DBasePanel::OnFrameClosed( 1, 13 ) [L4DUI] CL4DBasePanel::OnFrameClosed( 1, 13 ) - Activated `GameLobby`, pri=0 [L4DUI] CL4DBasePanel::OnGameUIActivated( delay = 0 ) One thing that I notice is that it shows its non-routable IP... that's something it should not do afaik... The weird thing is though when I set the server to public it gets random lobby people in there within seconds... Here is some extra information: * The ports are correctly let through, I use a 1:1 NAT from the servers public IP to its private IP. * I can't connect to it if I just set a password. * I can't connect to it if I set it to steamgroup exclusive. * If I set it to open it gets filled with lobby people within seconds. * I could connect to the demo server when it was passworded. * The TF2 server I ran on this machine worked perfectly for many months, it used the same IP and port. Anybody know what the problem could be? This is my server config: [quote] hostname brbuninstalling.com #1: Left4Dead European server // Rcon Cvars rcon_password notmyrealrconpass//Set?s remote control password // Server Cvars sv_contact [EMAIL PROTECTED] //Contact email for server sysop sv_steamgroup 322605 //this is your group?s steam group id.. allows members to join from main menu add sv_steamgroup_exclusive 1 //to make it exclusive and private [/quote] Thanks for any help/suggestions.
Re: [hlds] L4D Dedicated server behind NAT problems?
I have same problem, and had been tearing my hair out for over a week, it didn't work in the demo version either. -Original Message- From: Brian Hashman [EMAIL PROTECTED] Sent 11/19/2008 7:45:09 AM To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Subject: Re: [hlds] L4D Dedicated server behind NAT problems?I'm seeing the same thing on one of my servers that has to use NAT. Leaving it open to the public lets people join fine, and so does using the connect command. Setting our steamgroup and having sv_steamgroup_exclusive 1 won't let anyone join from the Steam Group Servers section, it just drops them to a lobby. Brian On Wed, Nov 19, 2008 at 4:49 AM, ainmosni [EMAIL PROTECTED] wrote: Hey all, I'm trying to set up a dedicated server for my steamgroup but I'm having trouble actually using it... I've set it to be exclusive to my steam group but when I connect to it I see this: 109.079: Sending UDP connect to 217.115.196.210:27015 Server using lobbies #2, requiring pw no, lobby id 0 Server approved grace request... Retrying connection to 217.115.196.210:27015, server requires lobby reservation but is unreserved. Received game details information from 217.115.196.210:27015... [L4DUI] CL4DBasePanel::OnLevelLoadingFinished( No Error, , ) [L4DUI] CL4DBasePanel::OnFrameClosed( 2, 21 ) [L4DUI] CL4DBasePanel::OnGameUIActivated( delay = 0 ) [L4DUI] CL4DBasePanel::CloseAllWindows() [L4DUI] After close all windows: [L4DUI] OnOpen( `MainMenu`, caller = `NULL`, hidePrev = 1, setActive 1, wt=22, wpri=0 ) [L4DMM] CMatchmaking::SwitchToState( 0 - 10 ) ( MMSTATE_INITIAL - MMSTATE_SESSION_DISCONNECTING ) [L4DUI] CL4DBasePanel::OnGameUIActivated( delay = 0 ) [L4DMM] CMatchmaking::SwitchToState( 10 - 0 ) ( MMSTATE_SESSION_DISCONNECTING - MMSTATE_INITIAL ) [L4DMM] CSession::SwitchToState( 0 - 0 ) (NONE - NONE) [L4DMM] CMatchGame::RemoveAllPlayers [L4DMM] CSession::SwitchToState( 0 - 0 ) (NONE - NONE) [L4DMM] CMatchGame::RemoveAllPlayers [L4DUI] CL4DBasePanel::CloseAllWindows() [L4DUI] CL4DBasePanel::OnFrameClosed( 0, 22 ) [L4DUI] After close all windows: [L4DUI] OnOpen( `GameLobby`, caller = `NULL`, hidePrev = 0, setActive = 1, wt=10, wpri=0 ) [L4DUI] Starting lobby... game slots = 4 game mode = 0 public slots = 4 difficulty = 1 experience = 0 skill0 = 0 skill1 = 0 skill2 = 0 skill3 = 0 skill4 = 0 [L4DMM] CMatchmaking::SwitchToState( 0 - 2 ) ( MMSTATE_INITIAL - MMSTATE_CREATING ) [L4DMM] CSession::SwitchToState( 0 - 1 ) (NONE - CREATING) [L4DUI] StartPartyLobby: lobby started = true [L4DUI] CUIGameData::Notify( SERVERS_USER_GROUPS_SEARCH_COMPLETED, 0, 0) [L4DMM] CSession::GetSessionId() = sessionid = 184010d6b02a009 [L4DMM] CSession::UpdateCreating() = sessionid = 184010d6b02a009 [L4DMM] CMatchmaking(state = 2)::SessionNotification( 17(CREATED_HOST), 0 ) [L4DUI] CUIGameData::SessionNotification( 17, 0 ) Host: CreateSession successful [L4DMM] CMatchGame::AddPlayer( 11100a0df55 ) [L4DMM] CMatchmaking::SwitchToState( 2 - 4 ) ( MMSTATE_CREATING - MMSTATE_ACCEPTING_CONNECTIONS ) [L4DMM] CSession::SwitchToState( 1 - 3 ) (CREATING - IDLE) [L4DMM] Avatar assignment: Player 1: [[Awesome] ainmosni |BRB.u|]: Louis [L4DMM] CMatchmaking::ResolveDedicatedAddress(172.29.36.210:27015) maxplayers set to 14 [L4DUI] CUIGameData::Notify( DEDICATED_RESERVATION_FAILURE, 0, 0) [L4DUI] OnOpen( `GenericConfirmation`, caller = `GameLobby`, hidePrev 0, setActive = 0, wt=13, wpri=1 ) [L4DUI] GenericConfirmation::SetWindowTitle : #L4D360UI_MsgBx_ConnectionFailed [L4DUI] GenericConfirmation::SetMessageText : #L4D360UI_MsgBx_NoServersFound [L4DUI] CL4DBasePanel::OnFrameClosed( 1, 13 ) [L4DUI] CL4DBasePanel::OnFrameClosed( 1, 13 ) - Activated `GameLobby`, pri=0 [L4DUI] CL4DBasePanel::OnGameUIActivated( delay = 0 ) One thing that I notice is that it shows its non-routable IP... that's something it should not do afaik... The weird thing is though when I set the server to public it gets random lobby people in there within seconds... Here is some extra information: * The ports are correctly let through, I use a 1:1 NAT from the servers public IP to its private IP. * I can't connect to it if I just set a password. * I can't connect to it if I set it to steamgroup exclusive. * If I set it to open it gets filled with lobby people within seconds. * I could connect to the demo server when it was passworded. * The TF2 server I ran on this machine worked perfectly for many months, it used the same IP and port. Anybody know what the problem could be? This is my server config: [quote] hostname brbuninstalling.com #1: Left4Dead European server // Rcon Cvars rcon_password notmyrealrconpass//Set?s remote
Re: [hlds] L4D Dedicated server behind NAT problems?
This is a confirmed bug on steampowerd forumshttp://forums.steampowered.com/forums/showthread.php?t=751344 - Dedicated servers behind NAT/router with local LAN IPs are unconnectable via direct 'connect'-command through console, or Steam Group Servers-list. These NATted servers can be connected via the normal matchmaking lobby. Checking the console after a failed connect reveals the cause: [L4DMM] CMatchmaking::ResolveDedicatedAddress(192.168.0.12 :27015). L4D matchmaker somehow digs up the internal IP address, instead of the external one, even if the game does connect to the correct external IP initially (console shows the external IP as well, before resolving it again to the internal one). Was present in the demo, and is still present in the full version. [confirmed] -Original Message- From: William Stillwell - KI4SWY [EMAIL PROTECTED] Sent 11/19/2008 9:04:52 AM To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Subject: Re: [hlds] L4D Dedicated server behind NAT problems?I have same problem, and had been tearing my hair out for over a week, it didn't work in the demo version either. -Original Message- From: Brian Hashman [EMAIL PROTECTED] Sent 11/19/2008 7:45:09 AM To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Subject: Re: [hlds] L4D Dedicated server behind NAT problems?I'm seeing the same thing on one of my servers that has to use NAT. Leaving it open to the public lets people join fine, and so does using the connect command. Setting our steamgroup and having sv_steamgroup_exclusive 1 won't let anyone join from the Steam Group Servers section, it just drops them to a lobby. Brian On Wed, Nov 19, 2008 at 4:49 AM, ainmosni [EMAIL PROTECTED] wrote: Hey all, I'm trying to set up a dedicated server for my steamgroup but I'm having trouble actually using it... I've set it to be exclusive to my steam group but when I connect to it I see this: 109.079: Sending UDP connect to 217.115.196.210:27015 Server using lobbies #2, requiring pw no, lobby id 0 Server approved grace request... Retrying connection to 217.115.196.210:27015, server requires lobby reservation but is unreserved. Received game details information from 217.115.196.210:27015... [L4DUI] CL4DBasePanel::OnLevelLoadingFinished( No Error, , ) [L4DUI] CL4DBasePanel::OnFrameClosed( 2, 21 ) [L4DUI] CL4DBasePanel::OnGameUIActivated( delay = 0 ) [L4DUI] CL4DBasePanel::CloseAllWindows() [L4DUI] After close all windows: [L4DUI] OnOpen( `MainMenu`, caller = `NULL`, hidePrev = 1, setActive 1, wt=22, wpri=0 ) [L4DMM] CMatchmaking::SwitchToState( 0 - 10 ) ( MMSTATE_INITIAL - MMSTATE_SESSION_DISCONNECTING ) [L4DUI] CL4DBasePanel::OnGameUIActivated( delay = 0 ) [L4DMM] CMatchmaking::SwitchToState( 10 - 0 ) ( MMSTATE_SESSION_DISCONNECTING - MMSTATE_INITIAL ) [L4DMM] CSession::SwitchToState( 0 - 0 ) (NONE - NONE) [L4DMM] CMatchGame::RemoveAllPlayers [L4DMM] CSession::SwitchToState( 0 - 0 ) (NONE - NONE) [L4DMM] CMatchGame::RemoveAllPlayers [L4DUI] CL4DBasePanel::CloseAllWindows() [L4DUI] CL4DBasePanel::OnFrameClosed( 0, 22 ) [L4DUI] After close all windows: [L4DUI] OnOpen( `GameLobby`, caller = `NULL`, hidePrev = 0, setActive = 1, wt=10, wpri=0 ) [L4DUI] Starting lobby... game slots = 4 game mode = 0 public slots = 4 difficulty = 1 experience = 0 skill0 = 0 skill1 = 0 skill2 = 0 skill3 = 0 skill4 = 0 [L4DMM] CMatchmaking::SwitchToState( 0 - 2 ) ( MMSTATE_INITIAL - MMSTATE_CREATING ) [L4DMM] CSession::SwitchToState( 0 - 1 ) (NONE - CREATING) [L4DUI] StartPartyLobby: lobby started = true [L4DUI] CUIGameData::Notify( SERVERS_USER_GROUPS_SEARCH_COMPLETED, 0, 0) [L4DMM] CSession::GetSessionId() = sessionid = 184010d6b02a009 [L4DMM] CSession::UpdateCreating() = sessionid = 184010d6b02a009 [L4DMM] CMatchmaking(state = 2)::SessionNotification( 17(CREATED_HOST), 0 ) [L4DUI] CUIGameData::SessionNotification( 17, 0 ) Host: CreateSession successful [L4DMM] CMatchGame::AddPlayer( 11100a0df55 ) [L4DMM] CMatchmaking::SwitchToState( 2 - 4 ) ( MMSTATE_CREATING - MMSTATE_ACCEPTING_CONNECTIONS ) [L4DMM] CSession::SwitchToState( 1 - 3 ) (CREATING - IDLE) [L4DMM] Avatar assignment: Player 1: [[Awesome] ainmosni |BRB.u|]: Louis [L4DMM] CMatchmaking::ResolveDedicatedAddress(172.29.36.210:27015) maxplayers set to 14 [L4DUI] CUIGameData::Notify( DEDICATED_RESERVATION_FAILURE, 0, 0) [L4DUI] OnOpen( `GenericConfirmation`, caller = `GameLobby`, hidePrev 0, setActive = 0, wt=13, wpri=1 ) [L4DUI] GenericConfirmation::SetWindowTitle : #L4D360UI_MsgBx_ConnectionFailed [L4DUI] GenericConfirmation::SetMessageText : #L4D360UI_MsgBx_NoServersFound [L4DUI] CL4DBasePanel::OnFrameClosed( 1, 13 ) [L4DUI] CL4DBasePanel