Fromwhat I recall, "???" ping is due to the game client not being able to ping the server at all which is possibly blocked by the firewall. If you're running your dedicated server from your own PC then make sure the dedicated server .exe file called "dontstarve_dedicated_server_nullrenderer.exe" under (Steam\SteamApps\common\Don't Starve Together Dedicated Server\bin) is enabled OR whitelisted through your firewall. To do so, you can try to set the .exe files to "Run this program as administrator" (Right Click .exe > Properties > Compatibility > Run this program as administrator > Apply > Ok) including the DST .exe file called "dontstarve_steam.exe" under (Steam\SteamApps\common\Don't Starve Together Beta\bin).
The method in the spoiler is if you are using Steam Tools to run the dedicated server on your PC, if you're using steamcmd it should be in SteamCMD\SteamApps\common\Don't Starve Together Dedicated Server\bin instead that you must enable "Run this program as administrator".
@Ragnar41 you should be adding a modoverrides.lua file in the master and caves folder of your dedicated server folder (One in Documents\Klei\DoNotStarveTogether\YouServerNameFolder\Master\modoverrides.lua and another in Documents\Klei\DoNotStarveTogether\YouServerNameFolder\Caves\modoverrides.lua).
Follow the methods in this thread, the method I mentioned there is the best way I know to generate modoverrides.lua if you are configuring a lot of mods. But the basic contents of a modoverrides.lua should be something as follows:
Multiplayer games have become an integral part of the gaming industry, allowing players all over the world to play and connect, and incidentally, battle to the death on so many platforms and genres. A lot of these games demand a relatively high-quality internet connection and sometimes limit players by their location in the form of servers.
But there are many options for those struggling with high ping, either due to laggy internet or their friends and family being a bit too far away to comfortably play demanding PvP competitive games. From turn-based combat to games that adjust for high latency in other ways, there are many great options to enjoy.
Sea of Thieves lets the players hoist their pirate flags and sail into the wide and dangerous waters, braving on undead ships and Kraken, as well as other players who may or may not be friendly. Pirates can choose to hunt down undead bounties, search for treasure or engage every other player on the map in naval combat.
The game is quite lenient when it comes to higher ping, as the fighting system is more tactical than reflex-based, allowing anyone to be a menace on the battlefield. With so much exploration, quests, and battles to do, this is a great title to play with friends as long as everyone can cooperate, which is a whole other challenge entirely.
For those who appreciate the aesthetics and the PvP aspect of League Of Legends but struggle with bad ping, Teamfight Tactics is a great game to try. Players must build a team of champions, each with unique abilities and stats, and compete against other players in tactical battles. The game is known for its fast-paced gameplay, deep strategy, and ever-evolving meta.
With the addition to Steam, Guild Wars 2 has expanded its player base even further, with more and more people trying it out for the first time. An open-world MMORPG that lets the player make their character just the way they like it, and start on their journey in the incredibly large and complex world of Tyria.
The game offers a lot of cooperative options for gameplay, from simple party exploration to dungeons and raids. On top of that, there are two PvP modes for those who enjoy challenging other players and themselves. High ping might be more noticeable with certain PvP modes, but otherwise, it is barely a nuisance.
Monster Hunter: World is a game where players take on the role of a hunter and are tasked with hunting and slaying monsters in a variety of environments. The game features a deep crafting system that allows players to create weapons and armor from materials harvested from the monsters they hunt.
One of the standout features of the game is its multiplayer mode, which allows players to team up with up to three other players to take on challenging hunts together. With a great variety of weapons available to the player, experimenting with different team compositions is part of the fun. The ping is barely noticeable on missions and with good teamwork, the hunts become an absolute blast.
From Chess to Dungeons and Dragons, gamers from all over the world can compete, cooperate and do everything in between as if they are sitting in the same room. With a thriving community, more and more board games are created all the time for players to enjoy.
The lovely farming simulator has taken the world by storm when it was first released in 2016, and since then has become one of the most popular farming sims of all time. With the addition of multiplayer, players can now work together to develop their cozy lands and homes, as well as engage in the multitude of available tasks and minigames.
The gameplay easily allows players with almost any ping to enjoy the multiplayer without too many issues. Playing together opens many new possibilities in the game, from more efficient farming and exploring to an in-game marriage between players.
In the game, players explore a procedurally generated world, gathering resources, building structures, and fighting various interesting enemies. Terraria features a vast array of items, weapons, and equipment that can be crafted or found, allowing players to customize their character and playstyle. High ping is very manageable, but one should be extra careful during boss fights.
The multiplayer mode in Terraria allows players to team up with others and explore the world together, sharing resources and working together to defeat powerful enemies. The game's focus on cooperative play makes it a great way to connect with friends and work together to achieve common goals.
In this game, players take on the role of a leader of a civilization and guide it from its earliest days to the modern era. There are numerous ways to play and prosper, including city management, diplomacy, trade, and warfare. Players must manage their resources carefully and make strategic decisions to lead their civilization to prosperity and victory.
The multiplayer mode in Civilization 6 allows players to connect with others from around the world and compete for supremacy on a global scale. Players can form alliances, trade resources, engage in diplomacy or wage a war to achieve their goals, and the turn-based system easily offsets whatever ping one might have.
This adventure RPG allows up to 4 people to create their powerful characters and engage in the rich story and world that the game offers. Divinity: Original Sin 2 easily accommodates different playstyles, whether the players work together or try to hinder each other at every opportunity,
The combat and exploration are easily done even at higher latency, allowing players to seamlessly engage with the world and each other. Overall, it is a highly engaging and immersive RPG that offers a deep and rewarding experience for players who enjoy cooperative gameplay and rich storytelling.
It's just the default where there is no other rule. The default config already ships with an override for UDP port 80. By the way, the syntax gives you full control over where you want to overwrite the mark and where you want to preserve it. If you add a + everywhere (including the default values), non-zero values will not be overwritten.
I'm not at the point yet where I would call the default config sane. I'm currently more focused on giving people a reasonable set of knobs to play with.
I would argue that whatever openwrt does with defaults for this package should be conservative in nature, target depriorizing certain kinds of traffic like icmp, rsync and bittorrent, try to follow the RFCs, especially for videoconferencing, and try to only put sparse traffic in the wifi VI queue, and voice, only, in the VO queue. VO in Wireless n cannot aggregate and I'd actually recommend just using the VI queue for voice also. I'd actually map CS6 out of the VO wifi queue also as it is mis-used by at least one bgp daemon and by babel.
My impression of DSCP is that it was never really intended to go across the wide internet. Hence the concept of a "diffserv domain". For me that domain is "inside my house". I wash 100% of the DSCP to CS0 before it leaves towards the internet, and wash 100% of everything from the internet to CS3 in my main switch before it hits my router. The tagging in the firewall is to be used by either my switches, APs, or my router itself.
Ah, come on that is decimal TOS which is just decimal DSCP multiplied by 4 ;)... i liked the symbolic names in the past until it dawned on me that they really are just 'marketing' as the name/dscp value clearly is decoupled from the per-hop-behaviour (and it is the latter that deserves a name).
Oh, I do not disagree, but I can live with that as long as I can still steer ping/ICMP into any tin I want... like (DSCP 2)
ping -Q 8 -c 10 1.1.1.1
should put these packets into the besteffort tin... as long as there is no hard rule to relabel ICMP to something higher. But I also fail to see a strong rationale for moving ICMP by default into any other tin than the one used for the majority of traffic as in all likelihood this will be the latency most relevant for a "naive" user (experts can still change the configuration to suit their needs).
+1; currently many in the IETF display a pretty cavalier approach to end-user safety and quality of experience and happily "volunteer" end users into more or less well-thought-out experiments. My gut feeling is that the QUIC folks fall more on the well-thought-out end of the spectrum, but I still consider these large scale experiments without explicit user consent problematic.
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