Campaign Series: Vietnam v2.10.10 Public Beta Now Available

Campaign Series: Vietnam is a new turn-based, tactical/operational war game that focuses on the Indochina War, Vietnam Civil War and the first years of US involvement in Vietnam with over 100 historical scenarios.

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budd
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Re: Campaign Series: Vietnam v2.10.00 Public Beta Now Available

Post by budd »

Hi Crossroads,
Thanks for the replies. I was playing as the US. I played both video files from the folder without issue. The disrupted text does look better, I would prefer this to the original. The reason I mention the Tool bar menu stuff because IMHO everything except game settings should have a tool bar icon. Maybe not for settings like icon display choices or color choices, stuff like that. When your away from the game a while or if your new to the game finding which things you can access from the tool bar and menu and which things are menu only isn't optimal.

I'd add more but I got a trail to clear. :arrow: Thanks for all you work.
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Re: Campaign Series: Vietnam v2.10.00 Public Beta Now Available

Post by Crossroads »

budd wrote: Mon Oct 27, 2025 10:21 pm Hi Crossroads,
Thanks for the replies. I was playing as the US. I played both video files from the folder without issue. The disrupted text does look better, I would prefer this to the original. The reason I mention the Tool bar menu stuff because IMHO everything except game settings should have a tool bar icon. Maybe not for settings like icon display choices or color choices, stuff like that. When your away from the game a while or if your new to the game finding which things you can access from the tool bar and menu and which things are menu only isn't optimal.

I'd add more but I got a trail to clear. :arrow: Thanks for all you work.
Agreed, and we've tried to have "everything" available from the trinity of Menu options, Hot-keys, and Toolbar buttons. We've practically ran out of hot-keys available, though. I believe this is the current mapping of them (note that there are quite a few "undocumented" keys for debugging etc):

Code: Select all

"A", ON_HIGHLIGHTAA,                VIRTKEY
"A", ON_ARRIVED,                    VIRTKEY, ALT
"A", ON_AIRSUPPORT,                 VIRTKEY, CONTROL

"B", ON_DISPLAYBASES,               VIRTKEY
"B", ON_FANATICALDEFEND,            VIRTKEY, ALT
"B", ON_BANZAI,                     VIRTKEY, CONTROL

"C", ON_DISPLAYCON,                 VIRTKEY
"C", ON_CLEARASSAULT,               VIRTKEY, ALT
"C", ON_CLEARLZ,                    VIRTKEY, CONTROL

"D", ON_HIGHLIGHTDISRUPT,           VIRTKEY
"D", ON_DISPLAYREDRAW,              VIRTKEY, ALT
"D", ON_DIGGINGIN,                  VIRTKEY, CONTROL

"E", ON_HIGHLIGHTMINE,              VIRTKEY
"E", ON_REDUCE,                     VIRTKEY, ALT
"E", ON_REMOVE,                     VIRTKEY, CONTROL
"E", ON_TOGGLE_LUA_TRACE,           VIRTKEY, CONTROL, ALT

"F", ON_HIGHLIGHTFIRED,             VIRTKEY
"F", ON_DISPLAYFLIP,                VIRTKEY, ALT
"F", ON_BUYBULLET,                  VIRTKEY, CONTROL

"G", ON_DISPLAYRANGE,               VIRTKEY
"G", ON_HIGHLIGHTUNDERGROUND,       VIRTKEY, ALT
"G", ON_DAMAGE,                     VIRTKEY, CONTROL
"G", ON_TOGGLE_LUA_DEBUG,           VIRTKEY, CONTROL, ALT

"H", ON_DISPLAYMOVABLE,             VIRTKEY
"H", ON_HIGHLIGHTAIR,               VIRTKEY, ALT
"H", ON_BUILDLIGHTBRIDGESIDE,       VIRTKEY, CONTROL

"I", ON_HIGHLIGHTIND,               VIRTKEY
"I", ON_ACTIVATE_AI,                VIRTKEY, ALT

"J", ON_DISPLAYJUMP,                VIRTKEY
"J", ON_ADDASSAULT,                 VIRTKEY, ALT
"J", ON_BUILDBARRIER,               VIRTKEY, CONTROL

"K", ON_DISPLAYUNITS,               VIRTKEY
"K", ON_DISPLAYTRACKIDJUMP,         VIRTKEY, ALT
"K", ON_AIRSTRIKE,                  VIRTKEY, CONTROL

"L", ON_HIGHLIGHTLEADERS,           VIRTKEY
"L", ON_HIGHLIGHTLOADED,            VIRTKEY, ALT
"L", ON_LOAD,                       VIRTKEY, CONTROL

"M", ON_HIGHLIGHTMOVED,             VIRTKEY
"M", ON_MERGE,                      VIRTKEY, ALT
"M", ON_LAYMINEFIELD,               VIRTKEY, CONTROL

"N", ON_NEXTSTACK,                  VIRTKEY
"N", ON_OPTIONS_TOOLBAR_NONE,       VIRTKEY, ALT
"N", ON_BUYRECON,                   VIRTKEY, CONTROL

"O", ON_DISPLAYOBJECT,              VIRTKEY
"O", ON_SHOWODDS,                   VIRTKEY, ALT

"P", ON_PREVSTACK,                  VIRTKEY
"P", ON_OPFIRE,                     VIRTKEY, CONTROL

"Q", ON_HIGHLIGHTHQ,                VIRTKEY
"Q", ON_SLOWTIME,                   VIRTKEY, ALT
"Q", ON_DOUBLETIME,                 VIRTKEY, CONTROL

"R", ON_HIGHLIGHTRECON,             VIRTKEY
"R", ON_RELEASE,                    VIRTKEY, ALT
"R", ON_RECONREVEAL,                VIRTKEY, CONTROL

"S", ON_HIGHLIGHTSPOT,              VIRTKEY
"S", ON_SCHEDULED,                  VIRTKEY, ALT

"T", ON_DISPLAYTHERMO,              VIRTKEY
"T", ON_DISPLAYSPEC,                VIRTKEY, ALT
"T", ON_TURNNEXT,                   VIRTKEY, CONTROL

"U", ON_OPTIONSLIST,                VIRTKEY
"U", ON_UNDERGROUND,                VIRTKEY, ALT
"U", ON_BUYWHEEL,                   VIRTKEY, CONTROL
"U", ON_TOGGLE_LUA_UNLEASH,         VIRTKEY, CONTROL, ALT

"V", ON_DISPLAYVISIBLE,             VIRTKEY
"V", ON_RESOLVE,                    VIRTKEY, ALT
"V", ON_BUILDVEHICLEBRIDGESIDE,     VIRTKEY, CONTROL

"W", ON_DISPLAYCOMMAND,             VIRTKEY
"W", ON_WEAKDEFEND,                 VIRTKEY, ALT
"W", ON_ARTYSUPPORT,                VIRTKEY, CONTROL

"X", ON_HIGHLIGHTFIXED,             VIRTKEY
"X", ON_DISPLAYHEXJUMP,             VIRTKEY, ALT
"X", ON_OPTIONSOUTLINE,             VIRTKEY, CONTROL

"Y", ON_HIGHLIGHTNOAMMO,            VIRTKEY
"Y", ON_HIGHLIGHTSUPPLY,            VIRTKEY, ALT
"Y", ON_TOTOP,                      VIRTKEY, CONTROL

"Z", ON_HIGHLIGHTORG,               VIRTKEY
"Z", ON_DISPLAYLANDABLE,            VIRTKEY, ALT
"Z", ON_TOBOTTOM,                   VIRTKEY, CONTROL

"0", ON_DISPLAYHINT,                VIRTKEY, ALT
"0", ON_LOGLEVEL_0,                 VIRTKEY, CONTROL, ALT

"1", ON_DISPLAY3D150,               VIRTKEY
"1", ON_DISPLAYLABELS,              VIRTKEY, ALT
"1", ON_LOGLEVEL_1,                 VIRTKEY, CONTROL, ALT

"2", ON_DISPLAY3D100,               VIRTKEY
"2", ON_DISPLAYELEV,                VIRTKEY, ALT
"2", ON_LOGLEVEL_2,                 VIRTKEY, CONTROL, ALT

"3", ON_DISPLAY3D50,                VIRTKEY
"3", ON_DISPLAYCOOR,                VIRTKEY, ALT
"3", ON_LOGLEVEL_3,                 VIRTKEY, CONTROL, ALT

"4", ON_DISPLAY3D25,                VIRTKEY
"4", ON_DISPLAYTERRAINMOD,          VIRTKEY, ALT
"4", ON_LOGLEVEL_4,                 VIRTKEY, CONTROL, ALT

"5", ON_DISPLAY2D150,               VIRTKEY
"5", ON_DISPLAYCONCEALMENT,         VIRTKEY, ALT
"5", ON_LOGLEVEL_5,                 VIRTKEY, CONTROL, ALT

"6", ON_DISPLAY2D100,               VIRTKEY
"6", ON_DISPLAYMORALE,              VIRTKEY, ALT
"6", ON_LOGLEVEL_6,                 VIRTKEY, CONTROL, ALT

"7", ON_DISPLAY2D75,                VIRTKEY
"7", ON_LOGLEVEL_7,                 VIRTKEY, CONTROL, ALT

"8", ON_DISPLAY2D50,                VIRTKEY
"8", ON_HIGHLIGHTALL,               VIRTKEY, SHIFT
"8", ON_LOGLEVEL_8,                 VIRTKEY, CONTROL, ALT

"9", ON_DISPLAY2D25,                VIRTKEY
"9", ON_LOGLEVEL_9,                 VIRTKEY, CONTROL, ALT

VK_F1, ON_MANUAL,                   VIRTKEY
VK_F1, ON_TESTSTUB_1,               VIRTKEY, CONTROL, ALT

VK_F2, ON_HANDBOOK,                 VIRTKEY
// VK_F2,   ON_HANDBOOKP,           VIRTKEY, ALT //	Not	needed	anymore
VK_F2, ON_TESTSTUB_2,               VIRTKEY, CONTROL, ALT

VK_F3, ON_STRENGTH,                 VIRTKEY
// VK_F3, ON_VIEWER,                VIRTKEY // Arkady's Unit Viewer - RETIRED
VK_F3, ON_TESTSTUB_3,               VIRTKEY, CONTROL, ALT

VK_F4, ON_TESTSTUB_4,               VIRTKEY, CONTROL, ALT

VK_F5, ON_SLOWDOWN,                 VIRTKEY
VK_F5, ON_SLOWDOWNAI,               VIRTKEY, ALT
VK_F5, ON_SLOWDOWNPB,               VIRTKEY, CONTROL
VK_F5, ON_TESTSTUB_5,               VIRTKEY, CONTROL, ALT

VK_F6, ON_DEFSPEED,                 VIRTKEY
VK_F6, ON_DEFSPEEDAI,               VIRTKEY, ALT
VK_F6, ON_DEFSPEEDPB,               VIRTKEY, CONTROL
VK_F6, ON_TESTSTUB_6,               VIRTKEY, CONTROL, ALT

VK_F7, ON_SPEEDUP,                  VIRTKEY
VK_F7, ON_SPEEDUPAI,                VIRTKEY, ALT
VK_F7, ON_SPEEDUPPB,                VIRTKEY, CONTROL
VK_F7, ON_TESTSTUB_7,               VIRTKEY, CONTROL, ALT

VK_F8, ON_TOPSPEED,                 VIRTKEY
VK_F8, ON_TOPSPEEDAI,               VIRTKEY, ALT
VK_F8, ON_TOPSPEEDPB,               VIRTKEY, CONTROL
VK_F8, ON_TESTSTUB_8,               VIRTKEY, CONTROL, ALT

VK_F9, ON_CYCLEDIR,                 VIRTKEY, ALT
VK_F9, ON_TESTSTUB_9,               VIRTKEY, CONTROL, ALT

VK_F10, ON_AIDUMP,                  VIRTKEY, ALT
VK_F10, ON_TESTSTUB_10,             VIRTKEY, CONTROL, ALT
VK_F11, ON_TESTSTUB_11,             VIRTKEY, CONTROL, ALT

VK_F12, ON_TESTSTUB_12,             VIRTKEY, CONTROL, ALT

VK_DOWN, ON_SCROLLDOWN,             VIRTKEY
VK_UP, ON_SCROLLUP,                 VIRTKEY
VK_END, ON_BACKWARD,                VIRTKEY
VK_HOME, ON_FORWARD,                VIRTKEY
VK_LEFT, ON_SCROLLLEFT,             VIRTKEY
VK_MULTIPLY, ON_HIGHLIGHTALL,       VIRTKEY
VK_NEXT, ON_DESCEND,                VIRTKEY
VK_PRIOR, ON_ASCEND,                VIRTKEY
VK_RIGHT, ON_SCROLLRIGHT,           VIRTKEY
VK_SPACE, ON_RECENTER,              VIRTKEY
VK_SPACE, ON_ROAMING,               VIRTKEY, CONTROL
//VK_SPACE, ON_UNITSELECTION,       VIRTKEY
//VK_SPACE, ON_PAUSE,               VIRTKEY, ALT

VK_NUMPAD0, ON_LOAD,                VIRTKEY
VK_NUMPAD1, ON_MOVEDOWNL,           VIRTKEY
VK_NUMPAD2, ON_MOVEDOWN,            VIRTKEY
VK_NUMPAD3, ON_MOVEDOWNR,           VIRTKEY
VK_NUMPAD4, ON_COUNTERCLOCKWISE,    VIRTKEY
VK_NUMPAD6, ON_CLOCKWISE,           VIRTKEY
VK_NUMPAD7, ON_MOVEUPL,             VIRTKEY
VK_NUMPAD8, ON_MOVEUP,              VIRTKEY
VK_NUMPAD9, ON_MOVEUPR,             VIRTKEY

// OEM keys are layout-dependent punctuation keys. The mapping below is for a US keyboard layout:
// VK_OEM_1      ;   (semicolon)         - Toggle concealment modifiers
// VK_OEM_2      /   (forward slash)     - Toggle terrain combat modifiers
// VK_OEM_3      `   (backtick/tilde)    - Toggle map labels
// VK_OEM_5      \   (backslash)         - Toggle map hints
// VK_OEM_7      '   (apostrophe)        - Toggle morale modifiers
// VK_OEM_COMMA  ,   (comma)             - Toggle map coordinates
// VK_OEM_PERIOD .   (period)            - Toggle elevation values

VK_OEM_1, ON_DISPLAYCONCEALMENT,    VIRTKEY
VK_OEM_2, ON_DISPLAYTERRAINMOD,     VIRTKEY
VK_OEM_3, ON_DISPLAYLABELS,         VIRTKEY
VK_OEM_5, ON_DISPLAYHINT,           VIRTKEY
VK_OEM_7, ON_DISPLAYMORALE,         VIRTKEY
VK_OEM_COMMA, ON_DISPLAYCOOR,       VIRTKEY
VK_OEM_PERIOD, ON_DISPLAYELEV,      VIRTKEY
As for the Disrupted and Fixed highlights with opaque background, yes, I think they are a keeper.


Edit: I forgot to comment about the video player error message. Sorry, I have no idea why that would happen, especially if you are able to manually play the videos...
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CS: Vietnam 1948-1967 < 2.10.0 Public Beta Open (Oct 21, 2025)
CS: Middle East 1948-1985 < 3.10.0 Public Beta Open (Oct 21, 2025)
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Crossroads
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Re: Campaign Series: Vietnam v2.10.00 Public Beta Now Available

Post by Crossroads »

Crossroads wrote: Mon Oct 27, 2025 8:12 am
budd wrote: Mon Oct 27, 2025 12:29 am Jumping back into CSV, just finished my first scenario with the new beta and there's a lot to love. One QOL thing would be a delete save option on the load scenario screen. Looks like the only way to delete an old save is going into the game folder.
Cheers Budd, happy to hear things are so far so good. Good point, I will see if I have the time to squeeze in a Delete button to scenario launcher for the official build.
Implemented, see HERE.
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jimpyle
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Re: Campaign Series: Vietnam v2.10.00 Public Beta Now Available

Post by jimpyle »

Still not getting any combat sounds when it's my turn. This happens whether playing the Americans or NVA. During the AI side, get combat sounds from both sides firing.

Something I can send you or try to see if I can fix this?

Jim
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Crossroads
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Re: Campaign Series: Vietnam v2.10.00 Public Beta Now Available

Post by Crossroads »

jimpyle wrote: Tue Oct 28, 2025 7:10 pm Still not getting any combat sounds when it's my turn. This happens whether playing the Americans or NVA. During the AI side, get combat sounds from both sides firing.

Something I can send you or try to see if I can fix this?

Jim
Hi Jim, sorry to hear this continues. Can you send me the zipped contents of your Logs folder. My gmail address is crossroads dot cslegion.
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jimpyle
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Re: Campaign Series: Vietnam v2.10.00 Public Beta Now Available

Post by jimpyle »

Sent. :)

Jim
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Re: Campaign Series: Vietnam v2.10.00 Public Beta Now Available

Post by budd »

Crossroads wrote: Tue Oct 28, 2025 6:09 pm
Crossroads wrote: Mon Oct 27, 2025 8:12 am
budd wrote: Mon Oct 27, 2025 12:29 am Jumping back into CSV, just finished my first scenario with the new beta and there's a lot to love. One QOL thing would be a delete save option on the load scenario screen. Looks like the only way to delete an old save is going into the game folder.
Cheers Budd, happy to hear things are so far so good. Good point, I will see if I have the time to squeeze in a Delete button to scenario launcher for the official build.
Implemented, see HERE.
Thanks Crossroads


Jim- Did you change the action speed at all? I know when you speed up the action speed you get no combat sounds.
Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

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Crossroads
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Re: Campaign Series: Vietnam v2.10.00 Public Beta Now Available

Post by Crossroads »

budd wrote: Tue Oct 28, 2025 10:44 pm I know when you speed up the action speed you get no combat sounds.
Ah, great shout, budd, I always forget about this. I should put a sticky note on my display to remind me!
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Re: Campaign Series: Vietnam v2.10.00 Public Beta Now Available

Post by Plodder »

Crossroads wrote: Mon Oct 27, 2025 4:50 pm So how's this for DISRUPTED and FIXED text? I would leave the smaller print on right column - Out of Fuel, Unavailable, etc - as they are (frosted) as the effect will wear out, but for these larger highlight text this is easier in the eye, yes?

As for the frosted text, I checked the code that does that. The shaded white "frosting" is just 1 px around the letters, so can't be any smaller.


frostednew.jpg
That is a lot clearer to me thanks. Another option would be to make the coloured larger so the the white border doesn't contrast as much. One question though, if you're going to have prominent text like this aren't most of the old symbols to the side now redundant?

Also, had a thought in regards to the unit images in the box, how about have the 3-d image display as it does on the map according to the player's option settings, (i.e with unit bases, alternate or none, etc.) and have the 2-D image below it also as per the player's option settings?
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Re: Campaign Series: Vietnam v2.10.10 Public Beta Now Available

Post by MaximKI »

A new public beta is live now! See OP for details.
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Crossroads
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Re: Campaign Series: Vietnam v2.10.10 Public Beta Now Available

Post by Crossroads »

Thank you, MaximKI!

Note that the multiple display support introduced in 2.10.00 is now fixed for the Up and Down scroll issue. Scrolling only triggers from the active display now, as it should have. I had not listed this in 2.10.10 fixes.

As a reminder again: please disable any Mods you may have enabled with JSGME - and revert back to original /Graphics/Map/3D folder if you have changed that - before running the the installer.
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Re: Campaign Series: Vietnam v2.10.10 Public Beta Now Available

Post by Crossroads »

Based on the feedback for the 2.10.10 Beta on Jason's Sunday stream, the following features will be available in the 2.10.20 Official Release in a couple of week's time.
  • Improved multi-display scrolling logic with the Screen Edge option: the top-left, top-right, bottom-left, and bottom-right 10% corners of the display are now scroll-free zones. This prevents unintended scrolling when accessing the Windows title bar or resizing the dialog window. [2.10.20]
  • Updated Assault logic: attempting to add a unit that is already committed, lacks action points, or would violate stacking limits triggers an error message but no longer cancels the assault or removes units already committed to it. [2.10.20]

What the scrolling bit means is that there is now a "box" in all display corners that do not trigger scrolling, and allow for accessing minimize/maximize buttons, or for resizing the dialog itself.
Last edited by Crossroads on Thu Nov 06, 2025 9:31 am, edited 1 time in total.
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Re: Campaign Series: Vietnam v2.10.10 Public Beta Now Available

Post by Crossroads »

It was reported the specials markers (improved positions, trenches, minefields, tunnels, what not) were visible by default under regular Fog of War, this has now been fixed. Jason's scenario fixes listed below as well. Additionally, a lua error reported at Middle East side of things revealed an issue with scenarios without any objectives, for Vietnam, there is one such Alan Arvold mod scenario that is now fixed as well. And the M8 Scout car display image issue, too.

Thank you for your participation in these betas, it is much appreciated!
  • Corrected objective hex coordinates in VN_651019_Plei_Me CSEE Lua file. [2.10.20]
  • Fixed one csmklua-generated Lua file in the Ode to Vietnam mod folder that lacked objectives. [2.10.20]
  • Fixed Side Awareness functionality under the standard Fog of War rule for markers (Entrenchments, Obstacles, Tunnels, Caves, Mines, IEDs). Enemy markers are now only visible once properly spotted in this FoW setting as well. [2.10.20]
  • Fixed an issue where the M8 Scout Car incorrectly displayed an infantry dinghy image on water hexes. [2.10.10]
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Re: Campaign Series: Vietnam v2.10.10 Public Beta Now Available

Post by Crossroads »

One more, Scenario Launcher displaying garbled fonts if accents etc present in Scenario Title column in some locales. Fixed.
  • Improved text support in Scenario Launcher — Scenario files with accented letters and special characters now display correctly across different systems and languages. [2.10.20]
As always: Thank You for participating in these betas!
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Re: Campaign Series: Vietnam v2.10.10 Public Beta Now Available

Post by budd »

While looking for the next scenario to play I clicked on "turns" column to sort by turns. Look at the first scenario, "Bastard Bridge" that's a lot of turns :D . This pic is after I sorted by turns and noticed Bastard Bridge had "0" . I started the scenario to see how many turns it was, turns out it has 16 turns. When I canceled and returned to the scenario selection box and once again sorted by turns, I got what you see in the pic. Keep clicking the turns sort heading, it changes each time you click it.


Image
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Re: Campaign Series: Vietnam v2.10.10 Public Beta Now Available

Post by budd »

This is a QOL suggestion: How about adding 3 more tabs to the Sitrep box regarding reinforcements, i.e scheduled, arrived, releases. Seems like the reinforcement info would fit well into that info box.
Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

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Re: Campaign Series: Vietnam v2.10.10 Public Beta Now Available

Post by Jason Petho »

That's a good idea, budd!

In regards to Bastard Bridge, I don't know how that snuck in there. Doh!
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Crossroads
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Re: Campaign Series: Vietnam v2.10.10 Public Beta Now Available

Post by Crossroads »

Jason Petho wrote: Sat Nov 08, 2025 6:26 pm In regards to Bastard Bridge, I don't know how that snuck in there. Doh!
It’s a mod scenario by Alan, Jason.

Thanks, I’ll check what’s up with the turn count, budd.
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Re: Campaign Series: Vietnam v2.10.10 Public Beta Now Available

Post by budd »

Jason Petho wrote: Sat Nov 08, 2025 6:26 pm That's a good idea, budd!

In regards to Bastard Bridge, I don't know how that snuck in there. Doh!
I'm of the opinion that everything in regards to mission status should be on one window. Like the available air and arty, and scenario briefing/orders. Tabs for everything mission related :D , one stop shopping so to speak. Flashpoint campaigns does that a lot.
Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

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Re: Campaign Series: Vietnam v2.10.10 Public Beta Now Available

Post by Crossroads »

budd wrote: Sat Nov 08, 2025 7:29 pm I'm of the opinion that everything in regards to mission status should be on one window. Like the available air and arty, and scenario briefing/orders. Tabs for everything mission related :D , one stop shopping so to speak. Flashpoint campaigns does that a lot.
That's a neat sugggestion to add more tabs to SITREP dialog. I will consider that for sure. Another item on my to-do list would be to migrate all the Options menu options to a tabbed User Preferences dialog with tooltips and what not.

Additionally, it would be nice to offer graphs and other such tools in SITREP, but unfortunately the Microsoft tools available in this setup (C++ / MFC) are rather limited.
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CS: Middle East 1948-1985 < 3.10.0 Public Beta Open (Oct 21, 2025)
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