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746 Posts in 257 Topics by 1915 Members - Latest Member: Diablo July 16, 2018, 07:16:51 PM
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Welcome to the Soldiers At War Gaming community.

SAW or Soldiers At War was formed by a group of gamers looking to provide a home where games would be played within some basic guidelines. These included playing a fair game, not being abusive, respecting fellow gamers & forming a safe community environment for all ages & sexes. It all began in 2006 & with modest single server availability slowly expanded to finally host a number of various gaming servers on our own server box hosted out of a datacenter in Sydney. The main game that the clan was based on is DODS-Day Of Defeat Source but has now expanded to cover many other titles, some mainstream & others mods that get less online coverage.

If you feel you would like to join this community become a member of our forum & apply to join.

October 11, 2017, 09:45:15 AM by coach | Views: 594 | Comments: 0



March, 2016



Discord Media Partner Community (currently invitation only - please contact us for access)


Hell Let Loose is the flagship title of Black Matter.


Sydney, NSW, Australia


You've never played World War 2 the way it was meant to be played... with lumbering tanks dominating the battlefield, crucial supply chains fueling the frontlines, being a cog in the machine of colossal combined arms warfare. Hell Let Loose puts you in the chaos of war, complete with deep player-controlled vehicles, a dynamically evolving frontline, and crucial platoon-focused gameplay that commands the tide of battle. This is a simulation of war... not an arcade arena shooter.

Developed for PC in Unreal Engine 4, on paper, Hell Let Loose is a realistic multiplayer World War Two combined arms first person shooter of open battles of up to 100 players with infantry, tanks, artillery and a shifting front line. At it’s core is a unique resource-based strategic meta-game that is easy to learn, but hard to master.


Maximilian Rea

Rick Echler

Roman Kramar
October 11, 2017, 09:32:31 AM by coach | Views: 395 | Comments: 0

We've released a brand new, free content update just in time for this Thursday's free Steam weekend!

New Content

Brittany (New Map)

Supports Offensive, Liberation, Invasion, Stronghold, Entrenchment, Firefight and Intel.
Shooting Range (New Training Map)
Supports the Sandbox mode.

New Features

In-Game Foliage Editing tools
Map Name and Location UI element that fades in at the start of a game
Hint system for new players (only available at the Shooting Range)

Updated Features

The foliage shader now support alpha-to-coverage rendering when MSAA is set to 4x or higher.
Improved ambient light accumulation for foliage clusters.
Added item store button to the main menu.
Added support for weapon upgrades and gear items to the game_player_equip entity.
Improved game_player_equip weapon selection behavior.
Added Respawn input to the prop_physics_respawnable entity.
Added option to func_destructible_wall and prop_destructible that allows you to disable the high explosive requirement.
Added new UI sounds to the main menu.
Added new UI animations to the main menu.
Added music transitions when switching to various sections of the main menu.
Added Tour notification to the main menu that shows up when you can start a new Tour.
Removed First Deployment playlist button that used to show up for unranked players.
Added self-shadowing support to the WorldGGX shader.
Improved handling of the navigation button states of options menus.
Use the SourceScheme for the legacy server browser to more closely match DOI's visual aesthetics.

Updated Content

Dog Red Graphical Update
Added various amounts of set dressing.
Added foliage.
Added new Matilda tank model
Added new cash register model
Added new Tiger tank model
Updated Vickers materials and textures
Updated Enfield materials and textures

Coop Changes

October 03, 2017, 01:39:01 PM by coach | Views: 354 | Comments: 0

Hey Everyone,

This months update comes a few days late, so we'll dive right in. First thing up is a discussion about recoil.


We are big fans of games that are "Easy to pick up, Hard to master"

We've always thought that DoW should have challenging recoil, and when we say challenging, what we really mean is “difficult to master”. We think having this challenge is an important part of what keeps a shooter fun, by raising the ceiling of how good you can get.

Currently, we think our recoil is difficult to master and also can be difficult to pick up, especially for those not used to the mechanics from other similar games.

With this in mind, we set out earlier this month to look at our recoil system with a pair of fresh eyes and try to rebuild it from the ground up with two goals in mind: 1) make the recoil more “masterable”, meaning more predictable and less random 2) make the recoil easier to pick up, and more friendly to folks with lower mouse sensitivities who don’t want to pull down so much.

Our new experimental recoil system relies much less on vertical recoil management and more on side to side, especially when spraying. Even our preliminary internal version feels like an improvement in a lot of ways. By not relying so much on vertical recoil we can still keep a higher skill ceiling on our autos while solving some of the problems that make our current system hard to pick up.

Though we aren't stopping here, we want to introduce hardcoded recoil patterns that are more predictable, thus making the automatic’s recoil more learnable and less random. A few days ago Rainbow Six Siege announced they were switching over to recoil patterns, so if it's a topic that interests you there is plenty of discussion in their communities about the feature.

Our hypothesis is that the combination of both changing the recoil shape and reducing the amount of randomness will satisfy our two goals, and will generally be an improvement over our current system.

While going through this process we had another interesting development. As you know we’ve taken a hard stance on our removal of ADS on autos since our update in June. Obviously this was a ...
September 26, 2017, 09:38:03 AM by coach | Views: 337 | Comments: 0

We’re less than a week away from the PC Open Beta for Call of Duty: WWII on Steam. The response from our Beta announcement continues to energize the development teams, and we can’t wait to get going on September 29th!

Your feedback will continue to help us shape the final Multiplayer experience for PC players, so share as much as you can. We’re looking forward to keeping up the constructive dialogue. Here’s all the info you’ll need to participate in the PC Open Beta.

Pre-download begins today on Steam. That’s right, players can now pre-load the PC Open Beta between now and Thursday, September 28th. Head over to to pre-download now!

Here are the recommended specs for the PC Open Beta:

OS: Windows 10
CPU: Intel® Core™ i5-2400 / AMD Ryzen R5 1600X
HDD: 25 GB HD space
Video: NVIDIA® GeForce® GTX 970 / GTX 1060 @ 6GB or AMD Radeon™ R9 390 / AMD RX 580
DirectX: Version 11.0 compatible video card or equivalent
Network: Broadband Internet connection
Sound Card: DirectX Compatible

Here are the min specs for the PC Open Beta:

OS: Windows 7 64-Bit or later
CPU: Intel® Core™ i3 3225 or equivalent
HDD: 25 GB HD space
Video: NVIDIA® GeForce® GTX 660 @ 2 GB / GTX 1050 or AMD Radeon™ HD 7850 @ 2GB
DirectX: Version 11.0 compatible video card or equivalent
Network: Broadband Internet connection
Sound Card: DirectX Compatible

Following the Beta, once we’ve fully poured through all of the game and technical data along with the player feedback and ongoing benchmarking, we will share final PC specs for launch in November.

These are the PC-specific features included in the PC Open Beta:

Native 4K Support
Framerate Cap Slider (up to 250FPS)
FOV Resizing
Keyboard/Mouse Fully Re-mappable
Controller Support
G-Sync Monitor Support
Ultra-Wide Monitor Support
High-resolution Mouse Support
Advanced Video Settings

We’ve worked hard to tune the gameplay experience to PC, and throughout Beta and after, we’ll continue to optimize...
August 27, 2017, 09:54:58 AM by coach | Views: 317 | Comments: 0

Hey Everyone,

Last month we showed a few previews of what we are now calling dow_cathedral.

We finished the map a couple weeks back, and wanted to show some previews of the final map

While it has been ready for testing for a few weeks now, we have held off conducting a test until we could do a few other things like upgrading to UE 4.16. We are using our tests of new maps to also test other underlying engine changes, fixes, and features, which means we will not always be testing new maps the minute they are ready.

In the past month we’ve also begun work on a new map, experimented with some new lighting methods, done top to bottom art optimization passes on Carentan and Kaysersberg, and made some progress on some major features that will be detailed more below.

As we mentioned last month, we are working towards a big update where we plan to release a batch of new maps, new features and polish. (Amalfi and Cathedral are maps 1 and 2)

As we work towards the next big milestone things will be a little quieter, so in this update we also wanted to reiterate what we are working towards.

A few months back we really locked in what we needed to do with the game. This was based on everything we learned from our Kickstarter thru several months of Early Access, both player feedback and our own experience experimenting with and playing our own game.

Originally we had a fairly loose vision for Days of War, and we simply could not continue down that path of straddling so many lines, we had to make decisions on what to focus on, what to cut, and what to change.

Some resul...
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* Shoutbox

Refresh History
  • -Dubster: Looking good Coach !!
    September 30, 2017, 07:26:09 AM
  • Lowmion: Hurro Earthlings :D
    October 19, 2015, 03:58:05 PM
  • `apoc: [link] check this out when you get a chance
    June 01, 2015, 11:44:12 AM
  • coach: SAW CSGO Server
    March 05, 2015, 09:59:26 PM
  • coach: Have no idea why you can't see it , Dubs & I have both been on it
    March 05, 2015, 09:58:45 PM
  • `apoc: What the CSGO crew have been up too, small sneak peak
    March 05, 2015, 10:06:06 AM
  • `apoc: Decoy, Kiwi & Myself tried searching for it still nothing, could we have the IP please
    March 04, 2015, 11:37:36 PM
  • coach: shows on the list for me ok
    February 22, 2015, 05:58:31 PM
  • `apoc: Also need invite to SAW steam group
    February 20, 2015, 08:12:40 PM
  • `apoc: Can't find the CSGO Server? Please Help
    February 20, 2015, 08:12:20 PM
  • Cling-Wrap: ins server needs to be updared
    December 23, 2014, 05:56:56 PM
  • Cling-Wrap: looks like the ins server finally gone :sad:
    December 04, 2014, 03:43:08 PM
  • Cling-Wrap: ins done it again coachie another major update with new game mode so server needs updating :sorry:
    October 30, 2014, 04:21:53 PM
  • Cling-Wrap: another update for insurgency server needs a update
    September 11, 2014, 02:35:40 PM
  • Cling-Wrap: can soomeone send me the ts details again had to do a reinstall :thumbsdown:
    September 05, 2014, 02:22:17 PM
  • Lowmion: did you wax again Clingy ? :sick:
    July 24, 2014, 08:04:09 AM
  • Cling-Wrap: back to the front lines for u :browneye:
    May 29, 2014, 11:54:20 PM
  • Cling-Wrap: request denied soldier  ..........
    May 29, 2014, 11:53:16 PM
  • coach: I resign
    May 26, 2014, 07:30:23 PM
  • Cling-Wrap: c'mon coachie ins server really needs its maps updated :tongue:
    May 25, 2014, 06:54:57 PM

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Post Scriptum by coach
[May 06, 2018, 09:33:12 AM]

Re: Hell Let Loose Alpha Released by coach
[April 17, 2018, 01:18:26 PM]

Re: Hell Let Loose Alpha Released by coach
[April 16, 2018, 08:38:17 AM]

Hell Let Loose Alpha Released by coach
[April 15, 2018, 09:46:02 AM]

Week 1 Update & Pushing Back Competitive Play by coach
[February 09, 2018, 09:39:11 AM]

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