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/ip
or something like that. It should then show your public IP address. If it says "localhost", then you need to google "my ip" and copy your public IP address. then tab back into the game, and type /ip (paste your IP here, and disregard the "()")
Once you've done that, do /ip again, and it should show your public IP address. After I did that, I was able to host/join other people's games. I had no idea why it changed, though, so it might have been an update, or maybe my IP actually changed and I had to swap it manually?
This worked for me, I hope it does for you.
P.S. I'm not sure if there was a space between /ip and the address itself or not, but I feel like there was. Try both out if one doesn't work.
it read to me like you were hosting. i might be off base but it looks like op is connecting to an external ip. just trying to help.
in any case i'd imagine you updated a connection line in a config file, depending on how long your client is open it may not get updated until next launch and internet services have massive pools of ip's. dsl is known to change fairly frequently.
My Windows firewall is set up to allow L4D2 any ports it wants
NAT punchtrough means I shouldn't need port forwarding
I asked them for their external IP and was still unable to connect directly through the console "connect" command.
But the real question is why I would need to ask for their external IP at all? Shouldn't invite to game default to handing out an IP that isn't in the local subnet mask? Maybe there's someone at Valve engineering who can answer why. But after the game cache reset made it work again somehow so maybe the error was something with a file being written like @lebaneseblonde
I am using cable not DSL though, so my dynamic IP doesn't shift too much though.
More details:
I was using mods, but we all made sure to download the same one, and the error said "Connection failed after 10 retries" instead of a consistency error
@Coach we play on the same ISP and our ping is under 23 reliably (I checked using ping and tracert)
Hosting local games should punch through the NAT rather than need port forwarding right? IDK about the network topology but since person A and B can connect to each other the error shouldn't be blocked ports.
If your friends directly join his server, if you follow him, you wont be able to connect.
Your friend has to start the server using the public (external) ip, preferentially from lobby, this way the masterserver wiill register the right public ip, not the internal one.
This game dont support that or upnp, this means you WILL NEED portfowarding, unless using hamachi or something.
I can connect to the lobby OK so it can't be an IP issue (or else how are we coordinating chat thru the lobby)
I only get the connection error when the game starts.
The thing starts when you hit start, no portforwarding no connection at this point (10 retry error)
https://steamcommunity.com/sharedfiles/filedetails/?id=818399628
you shouldn't have to ask for their external ip. this is just how you manually connect in these situations. ping (ip): (port) should tell you if the route is clear. tracert will tell you where packets are getting killed or are slow - generally this is helpful when you have a ton of hops or you are on different isp.
as for the local subnet - it was just my guess that there is a config file the server/slaves use to coordinate connection, might have needed updating (subnet vs external). i'd have to take a look and i'm a bit fuzzy :)
seems like blackcat explained upnp and lobbies right. but it's fixed for you, so cheers!