Campaign Series: Vietnam v2.10.10 Public Beta Now Available
Moderator: Jason Petho
Campaign Series: Vietnam v2.10.10 Public Beta Now Available
Hello everyone,
Please try this new beta and let us know if it helps your game. To install this update you can download from this link HERE or by going to your Campaign Series Vietnam File Downloads in the Matrix My Page section of the website or from the game's store page.
Changes in 2.10.10 (October 31st, 2025)
Enhancements
• Added a Delete button to the Scenario Launcher for removing old save files. Deleted files are moved to the Recycle Bin.
• Switched to dynamically linked executables (/MD) to benefit from centralized runtime updates and improved security. Requires Visual C++ Redistributable 2015–2022 (x86).
• Updated target to .NET Framework 4.8 (previously 4.7.2).
Fixes
• Fixed a bug where units that had recovered from morale loss or disruption displayed their hex coordinates in double brackets.
Changes in 2.10.00 (October 21st, 2025)
Enhancements
• Added a new full-hex Airstrike option that targets all defending units within a selected hex. This capability is now active for all Napalm airstrikes.
• Added multi-display support for the "Scrolling – Screen Edge" option. Scrolling now activates only when the cursor is on the same display as the game window. Note: the horizontal (left-right) screen edge hot spot is intentionally wider than the vertical (up-down) one, to allow easy access to the Menu (top) and Toolbar (bottom) without accidentally triggering scrolling. This may make vertical dual-monitor setups less responsive for edge scrolling, but it's by design—horizontal dual monitors are assumed to be the more common configuration among players.
• Updated all fonts in the game engine to use Windows system defaults. Previously, in-game text was rendered in Arial, while map labels used Times New Roman.
• Introduced a stand-alone application for viewing Scenario Briefings and other large-format reports generated via the Report function.
• Introduced as an option a stand-alone IntelFeed application to stream all operational messages, including Damage Reports, Assault Status, AI Reports, and Command Reports.
• Implemented a callback mechanism in the new IntelFeed and Scenario Briefing dialogs that renders any hex coordinate enclosed in square brackets as a clickable hyperlink. Selecting the link shifts the map hotspot to the specified coordinates.
• Refined the "Damage Results" section in the Options Menu for improved clarity and usability.
• Added an "Exhaustive Details" setting to the "Damage Results – Report Details" submenu, providing more granular information.
• Enabled the previously unused Exhaustive Damage Results detail level for IntelFeed reporting only. When selected in conjunction with the legacy Damage Results dialog, the system defaults to the "High" detail level, as the "Exhaustive" setting is excessively verbose and unsuitable for pop-up display.
• Added a new mouse tooltip feature in Move mode. When hovering over a unit on the map, its name and organizational affiliation are now displayed as a tooltip. Enemy unit information is also shown, provided the game is played with either No Fog of War or Standard Fog of War settings.
• Revised the toolbars to include a toggle for unit tooltips. This replaces the previous three-button layout of Unit List | Unit Handbook | Manual with a new configuration of Unit List | Tooltips | Unit Handbook.
• Revised the Unit Handbook dialog: now movable and uses the system font throughout. It cycles through all units in the same hex, with added support for keyboard arrow keys. Carrying and passenger units are now clearly identified. When EFOW is enabled, enemy units are not displayed. As a result of these updates, the Unit Handbook is no longer accessible from the Organization Editor.
• Revised the Scenario Information dialog: now movable and uses the system font throughout.
• Revised the Command Report and Damage Results dialogs to adopt standard system formatting. Added right-click functionality to both dialogs, enabling them to be closed in that manner as well.
• Revised the Options – Hex Outlines pop-up menus for improved clarity.
• Created a new Unit List side panel layout with wider unit cards that display unit status using both clear text and icons. Simplified the panel’s bitmap usage to just three backgrounds: unitcards (side A/B), terrain infobox, and a blankbox for the remaining height.
• Added a vertical scroll bar to the Unit List.
• Updated the Options – Unit List pop-up menus to align with the new Unit List layout.
• Revised color handling across all games to ensure each uses its assigned US MERDC camouflage pattern colors. This is now applied consistently to all dialogs and map label text.
• Reintroduced Options > Labels > Opaque, enabling map labels with an opaque white background. Combined with Labels > Transparent, this works well on large maps containing numerous labels, unlike Transparent Enhanced, which is more resource-intensive.
• Reintroduced the toggle to stop 3D map animations when opaque labels are active, as the two features interfere with each other.
• Updated the front-end launcher app to adopt the same two-tone list view style used in the game engine.
• Added a check to organization name output in the Unit Handbook, Unit List, and tooltips: names are now truncated when a "NN -" pattern (e.g. "64 -") is detected.
• Renamed Commander (leader) units as Command Posts. With the larger maps typical to many scenarios, each CP was altered to extend its parent HQ’s command radius by twice its own strength now.
• Added logic to the Organizations Editor to assign a relative rank to each CP’s commanding officer—ranging from LTC for Battalion CPs to GEN for Army CPs.
• Revised old or missing Leader<nationid>.oob files by asking ChatGPT for the 20 most common surnames per nation. These surnames are now randomly selected when placing a CP in a scenario organization file (*.org). For example, a US Battalion CP may appear as LTC Smith, while a US Brigade CP might be BG Jones. Disclaimer: Any resemblance to real persons, living or deceased, is purely coincidental.
Fixes
• Refined Engine AI logic for autonomous Indirect Fire targeting. Added a validation check to ensure the target hex contains a spotted enemy, preventing inefficient map-based fire. Scripted or player-assigned targets continue to function as intended.
• Fixed a crash-to-desktop (CTD) that could occur during specific Assault combat results when friendly troops advanced into a hex occupied also by an enemy air unit or units.
• Temporarily disabled "Scrolling – Window Edge" due to a Fire Mode bug causing unintended map shifts. Will be re-enabled once the issue is resolved in a future update.
• Corrected icon-action mismapping in the "Static All" toolbar mode (ungrouped view).
• Resolved a CTD triggered by missing 3D unit images. A placeholder marker (yellow background with exclamation mark) is now shown instead.
• Streamlined error handling in Organization Editors by removing redundant dialog boxes. Errors are now logged exclusively to edorg.log.
• Fixed a bug preventing mineclearing units from clearing IEDs as intended.
• Resolved a 3D mode issue introduced by the new Roaming mode, where targeted units were not properly highlighted. Targeting tooltips have also been updated for improved accuracy and detail.
• Resolved an issue that caused 3D unit image highlight outlines to leak into next available highlight color.
• Fixed a path resolution issue in the Scenario Editor that prevented it from finding map and organization files in Scenarios subfolders.
• Fixed three Tournament scenarios that were incorrectly referencing a non-existing version of commendations.
Graphics
• Revised all 3D Unit Bases for all nations, including the Objectives icons to use "brass plates" for displaying objective values.
• Major revision to the new 3D map graphics introduced with the reimagined games. Updates include enhanced visuals for Structures, Slopes, Trees, Vegetation, and basic open terrain across various ground conditions, as well as redesigned Markers
• Fixed French 2D counters that were leaking background color along the counter edges.
Scenarios
• Scenarios designed by Jason Petho have been converted to use cumulative, turn-by-turn objectives.
• All scenarios now include an accompanying CSEE Lua file. In this iteration, the files introduce Logistics, Scenario Briefings and Scripted AI controlled Artillery and Airstrikes. This is PHASE ONE of the csmakelua2.pl scripting.
Please try this new beta and let us know if it helps your game. To install this update you can download from this link HERE or by going to your Campaign Series Vietnam File Downloads in the Matrix My Page section of the website or from the game's store page.
Changes in 2.10.10 (October 31st, 2025)
Enhancements
• Added a Delete button to the Scenario Launcher for removing old save files. Deleted files are moved to the Recycle Bin.
• Switched to dynamically linked executables (/MD) to benefit from centralized runtime updates and improved security. Requires Visual C++ Redistributable 2015–2022 (x86).
• Updated target to .NET Framework 4.8 (previously 4.7.2).
Fixes
• Fixed a bug where units that had recovered from morale loss or disruption displayed their hex coordinates in double brackets.
Changes in 2.10.00 (October 21st, 2025)
Enhancements
• Added a new full-hex Airstrike option that targets all defending units within a selected hex. This capability is now active for all Napalm airstrikes.
• Added multi-display support for the "Scrolling – Screen Edge" option. Scrolling now activates only when the cursor is on the same display as the game window. Note: the horizontal (left-right) screen edge hot spot is intentionally wider than the vertical (up-down) one, to allow easy access to the Menu (top) and Toolbar (bottom) without accidentally triggering scrolling. This may make vertical dual-monitor setups less responsive for edge scrolling, but it's by design—horizontal dual monitors are assumed to be the more common configuration among players.
• Updated all fonts in the game engine to use Windows system defaults. Previously, in-game text was rendered in Arial, while map labels used Times New Roman.
• Introduced a stand-alone application for viewing Scenario Briefings and other large-format reports generated via the Report function.
• Introduced as an option a stand-alone IntelFeed application to stream all operational messages, including Damage Reports, Assault Status, AI Reports, and Command Reports.
• Implemented a callback mechanism in the new IntelFeed and Scenario Briefing dialogs that renders any hex coordinate enclosed in square brackets as a clickable hyperlink. Selecting the link shifts the map hotspot to the specified coordinates.
• Refined the "Damage Results" section in the Options Menu for improved clarity and usability.
• Added an "Exhaustive Details" setting to the "Damage Results – Report Details" submenu, providing more granular information.
• Enabled the previously unused Exhaustive Damage Results detail level for IntelFeed reporting only. When selected in conjunction with the legacy Damage Results dialog, the system defaults to the "High" detail level, as the "Exhaustive" setting is excessively verbose and unsuitable for pop-up display.
• Added a new mouse tooltip feature in Move mode. When hovering over a unit on the map, its name and organizational affiliation are now displayed as a tooltip. Enemy unit information is also shown, provided the game is played with either No Fog of War or Standard Fog of War settings.
• Revised the toolbars to include a toggle for unit tooltips. This replaces the previous three-button layout of Unit List | Unit Handbook | Manual with a new configuration of Unit List | Tooltips | Unit Handbook.
• Revised the Unit Handbook dialog: now movable and uses the system font throughout. It cycles through all units in the same hex, with added support for keyboard arrow keys. Carrying and passenger units are now clearly identified. When EFOW is enabled, enemy units are not displayed. As a result of these updates, the Unit Handbook is no longer accessible from the Organization Editor.
• Revised the Scenario Information dialog: now movable and uses the system font throughout.
• Revised the Command Report and Damage Results dialogs to adopt standard system formatting. Added right-click functionality to both dialogs, enabling them to be closed in that manner as well.
• Revised the Options – Hex Outlines pop-up menus for improved clarity.
• Created a new Unit List side panel layout with wider unit cards that display unit status using both clear text and icons. Simplified the panel’s bitmap usage to just three backgrounds: unitcards (side A/B), terrain infobox, and a blankbox for the remaining height.
• Added a vertical scroll bar to the Unit List.
• Updated the Options – Unit List pop-up menus to align with the new Unit List layout.
• Revised color handling across all games to ensure each uses its assigned US MERDC camouflage pattern colors. This is now applied consistently to all dialogs and map label text.
• Reintroduced Options > Labels > Opaque, enabling map labels with an opaque white background. Combined with Labels > Transparent, this works well on large maps containing numerous labels, unlike Transparent Enhanced, which is more resource-intensive.
• Reintroduced the toggle to stop 3D map animations when opaque labels are active, as the two features interfere with each other.
• Updated the front-end launcher app to adopt the same two-tone list view style used in the game engine.
• Added a check to organization name output in the Unit Handbook, Unit List, and tooltips: names are now truncated when a "NN -" pattern (e.g. "64 -") is detected.
• Renamed Commander (leader) units as Command Posts. With the larger maps typical to many scenarios, each CP was altered to extend its parent HQ’s command radius by twice its own strength now.
• Added logic to the Organizations Editor to assign a relative rank to each CP’s commanding officer—ranging from LTC for Battalion CPs to GEN for Army CPs.
• Revised old or missing Leader<nationid>.oob files by asking ChatGPT for the 20 most common surnames per nation. These surnames are now randomly selected when placing a CP in a scenario organization file (*.org). For example, a US Battalion CP may appear as LTC Smith, while a US Brigade CP might be BG Jones. Disclaimer: Any resemblance to real persons, living or deceased, is purely coincidental.
Fixes
• Refined Engine AI logic for autonomous Indirect Fire targeting. Added a validation check to ensure the target hex contains a spotted enemy, preventing inefficient map-based fire. Scripted or player-assigned targets continue to function as intended.
• Fixed a crash-to-desktop (CTD) that could occur during specific Assault combat results when friendly troops advanced into a hex occupied also by an enemy air unit or units.
• Temporarily disabled "Scrolling – Window Edge" due to a Fire Mode bug causing unintended map shifts. Will be re-enabled once the issue is resolved in a future update.
• Corrected icon-action mismapping in the "Static All" toolbar mode (ungrouped view).
• Resolved a CTD triggered by missing 3D unit images. A placeholder marker (yellow background with exclamation mark) is now shown instead.
• Streamlined error handling in Organization Editors by removing redundant dialog boxes. Errors are now logged exclusively to edorg.log.
• Fixed a bug preventing mineclearing units from clearing IEDs as intended.
• Resolved a 3D mode issue introduced by the new Roaming mode, where targeted units were not properly highlighted. Targeting tooltips have also been updated for improved accuracy and detail.
• Resolved an issue that caused 3D unit image highlight outlines to leak into next available highlight color.
• Fixed a path resolution issue in the Scenario Editor that prevented it from finding map and organization files in Scenarios subfolders.
• Fixed three Tournament scenarios that were incorrectly referencing a non-existing version of commendations.
Graphics
• Revised all 3D Unit Bases for all nations, including the Objectives icons to use "brass plates" for displaying objective values.
• Major revision to the new 3D map graphics introduced with the reimagined games. Updates include enhanced visuals for Structures, Slopes, Trees, Vegetation, and basic open terrain across various ground conditions, as well as redesigned Markers
• Fixed French 2D counters that were leaking background color along the counter edges.
Scenarios
• Scenarios designed by Jason Petho have been converted to use cumulative, turn-by-turn objectives.
• All scenarios now include an accompanying CSEE Lua file. In this iteration, the files introduce Logistics, Scenario Briefings and Scripted AI controlled Artillery and Airstrikes. This is PHASE ONE of the csmakelua2.pl scripting.
- Crossroads
- Posts: 18417
- Joined: Sun Jul 05, 2009 8:57 am
Re: Campaign Series: Vietnam v2.10.00 Public Beta Now Available
Thank you, Max!
We have a couple of weeks before handing off the final files to Matrix for the official 2.10 and 3.10 updates scheduled for mid-Novemberish, all going well.
All feedback is greatly appreciated!
We have a couple of weeks before handing off the final files to Matrix for the official 2.10 and 3.10 updates scheduled for mid-Novemberish, all going well.
All feedback is greatly appreciated!
Visit us at: Campaign Series Legion
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CS: Vietnam 1948-1967 < v2.10.20 Available Now (Dec 03, 2025)
CS: Middle East 1948-1985 < v3.10.20 Available Now (Dec 03, 2025)
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CS: Vietnam 1948-1967 < v2.10.20 Available Now (Dec 03, 2025)
CS: Middle East 1948-1985 < v3.10.20 Available Now (Dec 03, 2025)
- Crossroads
- Posts: 18417
- Joined: Sun Jul 05, 2009 8:57 am
Re: Campaign Series: Vietnam v2.10.00 Public Beta Now Available
As a reminder, do disable any mods you may have enabled with JSGME before installing the update.
Also, should you have opted for legacy map graphics via renaming the 3D_OLD folder, do switch back before updating as well.
Also, should you have opted for legacy map graphics via renaming the 3D_OLD folder, do switch back before updating as well.
Visit us at: Campaign Series Legion
---
CS: Vietnam 1948-1967 < v2.10.20 Available Now (Dec 03, 2025)
CS: Middle East 1948-1985 < v3.10.20 Available Now (Dec 03, 2025)
---
CS: Vietnam 1948-1967 < v2.10.20 Available Now (Dec 03, 2025)
CS: Middle East 1948-1985 < v3.10.20 Available Now (Dec 03, 2025)
Re: Campaign Series: Vietnam v2.10.00 Public Beta Now Available
Been playing the update beta and found no issues with the game I just completed.
There was a wee issue with the label text on the situation report, though.
See included pic.
The new UI features are great. Much easier to see unit info.
Also like the permanent intel feed box.
I thought it may prove an annoyance on my not large laptop screen, but not at all.
Gavin.
There was a wee issue with the label text on the situation report, though.
See included pic.
The new UI features are great. Much easier to see unit info.
Also like the permanent intel feed box.
I thought it may prove an annoyance on my not large laptop screen, but not at all.
Gavin.
- Attachments
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- Situation Report.png (1.69 MiB) Viewed 1157 times
- Crossroads
- Posts: 18417
- Joined: Sun Jul 05, 2009 8:57 am
Re: Campaign Series: Vietnam v2.10.00 Public Beta Now Available
Thank you for your feedback, Gavin! I’m glad the new UI works well for you on your laptop. Laptops are often the most challenging devices to configure so that display resolution and scaling settings allow game dialogs to display optimally.GavinP01 wrote: Thu Oct 23, 2025 10:22 pm Been playing the update beta and found no issues with the game I just completed.
There was a wee issue with the label text on the situation report, though.
See included pic.
The new UI features are great. Much easier to see unit info.
Also like the permanent intel feed box.
I thought it may prove an annoyance on my not large laptop screen, but not at all.
Gavin.
On my development system, I use a 34" 3440×1440 display at its native resolution with the Scale setting at 100% (1:1), which works fine.
However, on my wee Asus S13 Zenbook with a 13" 4K screen, it’s a completely different story. What I’ve found to work best is lowering the resolution to 1920×1200. At 100% scale, everything is a bit too small. At 125%, it’s almost optimal, though tab titles start to misalign slightly. At 150% which would be perfect for my aging eyes he layout issues you’re seeing become more noticeable. It is quite similar, actually.
The game is built with MFC (Microsoft Foundation Classes), which was the standard in the 2000s. I’ve set the app manifest to indicate it is not DPI-aware, meaning Windows should handle scaling by “zooming” the dialogs rather than relying on the app itself. However, because the game engine sits behind one (Scenario Launcher) or even two layers (Matrix Launcher → Scenario Launcher), this information seems to get lost along the way. If you launch the game engine (vnengine.exe) directly from disk, scaling works better than when it’s launched by another executable, though I’m not entirely sure why.
The new IntelFeed and Scenario Briefing dialogs use more modern WPF (Windows Presentation Foundation) UI components, which scale pretty much perfectly as your screenshot shows.
This is very much a YMMV situation, so experimenting with different resolution and scaling combinations is worth the effort. As a general rule at least in what I have found to be the case, the closer the Scale setting is to 100%, the more natural the display output will look. Setting the resolution first, then tweaking with Scale if needed.
Note: This is a general response to display issues overall. Hope this helps!
Visit us at: Campaign Series Legion
---
CS: Vietnam 1948-1967 < v2.10.20 Available Now (Dec 03, 2025)
CS: Middle East 1948-1985 < v3.10.20 Available Now (Dec 03, 2025)
---
CS: Vietnam 1948-1967 < v2.10.20 Available Now (Dec 03, 2025)
CS: Middle East 1948-1985 < v3.10.20 Available Now (Dec 03, 2025)
Re: Campaign Series: Vietnam v2.10.00 Public Beta Now Available
Playing The Long Night. Couple of what appear to be issues:
1. Background Sound is fine but Sound Effects aren't. Seem to work for Side B but sporadic for Side A. Sometimes I could toggle the selection and it would work, other times not.
2. Control-Q for double time doesn't always work. When it doesn't I can hit the button for it and that works.
Jim
1. Background Sound is fine but Sound Effects aren't. Seem to work for Side B but sporadic for Side A. Sometimes I could toggle the selection and it would work, other times not.
2. Control-Q for double time doesn't always work. When it doesn't I can hit the button for it and that works.
Jim
- Crossroads
- Posts: 18417
- Joined: Sun Jul 05, 2009 8:57 am
Re: Campaign Series: Vietnam v2.10.00 Public Beta Now Available
Thank you for your feedback, Jim!jimpyle wrote: Fri Oct 24, 2025 4:18 pm Playing The Long Night. Couple of what appear to be issues:
1. Background Sound is fine but Sound Effects aren't. Seem to work for Side B but sporadic for Side A. Sometimes I could toggle the selection and it would work, other times not.
2. Control-Q for double time doesn't always work. When it doesn't I can hit the button for it and that works.
Jim
Ctrl+Q can be a bit finicky at times, I’ve seen this too and haven’t been able to get to the bottom of it yet. It seems to happen when you press the key combo while the mouse is hovering over the selected unit. If you select the unit from the Unit List on the side panel, it usually works on the first try. Or something like that. Oddly, this doesn’t seem to affect any other hotkey combinations.
As for the sound effects issue, I haven’t been able to replicate it on either my dev rig or laptop. Is anyone else seeing this?
Visit us at: Campaign Series Legion
---
CS: Vietnam 1948-1967 < v2.10.20 Available Now (Dec 03, 2025)
CS: Middle East 1948-1985 < v3.10.20 Available Now (Dec 03, 2025)
---
CS: Vietnam 1948-1967 < v2.10.20 Available Now (Dec 03, 2025)
CS: Middle East 1948-1985 < v3.10.20 Available Now (Dec 03, 2025)
Re: Campaign Series: Vietnam v2.10.00 Public Beta Now Available
Just thought I'd give some quick feed back after having a quick lookaround.
Revisiting this topic, I'm sorry to say there has been no difference in the scrolling behaviour, the map will still scroll when I move the mouse to the lower screen.
I've noticed the full screen window doesn't quite fill the screen, you can still see the desktop to either side and below the window. (See the screenshot), also the game icon in the task bar is also the generic windows app (minor).
In the Unit info area, the white outline on the text contrasts too much with the text, especially the red text. It either needs thinning or muting.
One other thing is, if you close the intellifeed window, there doesn't seem to be any way that's obvious to reopen it.
Revisiting this topic, I'm sorry to say there has been no difference in the scrolling behaviour, the map will still scroll when I move the mouse to the lower screen.
I've noticed the full screen window doesn't quite fill the screen, you can still see the desktop to either side and below the window. (See the screenshot), also the game icon in the task bar is also the generic windows app (minor).
In the Unit info area, the white outline on the text contrasts too much with the text, especially the red text. It either needs thinning or muting.
One other thing is, if you close the intellifeed window, there doesn't seem to be any way that's obvious to reopen it.
Gen. Montgomery: "Your men don't salute much."
Gen. Freyberg: "Well, if you wave at them they'll usually wave back."
Gen. Freyberg: "Well, if you wave at them they'll usually wave back."
- Crossroads
- Posts: 18417
- Joined: Sun Jul 05, 2009 8:57 am
Re: Campaign Series: Vietnam v2.10.00 Public Beta Now Available
Hello Plodder, thank you for your feedback as well!Plodder wrote: Sun Oct 26, 2025 2:23 am Just thought I'd give some quick feed back after having a quick lookaround.
Revisiting this topic, I'm sorry to say there has been no difference in the scrolling behaviour, the map will still scroll when I move the mouse to the lower screen.
I've noticed the full screen window doesn't quite fill the screen, you can still see the desktop to either side and below the window. (See the screenshot), also the game icon in the task bar is also the generic windows app (minor).
In the Unit info area, the white outline on the text contrasts too much with the text, especially the red text. It either needs thinning or muting.
One other thing is, if you close the intellifeed window, there doesn't seem to be any way that's obvious to reopen it.
1. Scrolling issue is confirmed. I had managed to restrict Left and Right scrolling, but Up and Down is erroneously triggered on non-game displays, whether horizontally or vertically stacked. This is now fixed and will be available in the next installer. Sorry about that.
2. Full screen mode does indeed leave a narrow edge unfilled on the left, right, and bottom. I’ve noticed this too, but haven’t considered it a priority. I’ll give it another go at some stage. Thanks for pointing it out.
3. The Unit List uses red text for alert-type intel: "D I S R U P T E D", "F I X E D" (these too do stand out in particular, due to capitalization and white space), and "Assaulting" are the three main cases where this frosted red is used. Also: "Out of Fuel" and "Out of ATGM" for helos and gunships, and "Unavailable" for artillery. FWIW, the red needs to be frosted to remain visible against the green background. (I’m using a white shade for frosting, not pure white. Red is toned down too, not a pure hue either.) An alternative would be a white opaque background behind the red text, but that would look quite out of place I think.
4. IntelFeed doesn’t have a direct command to reopen it, but it will pop up again once there’s a message to display. If you want to display it immediately, you can go to Status > Command Report and upon closing that dialog the IntelFeed is invoked to display the same report. (As a design note: Command Report wasn’t originally shown when IntelFeed was enabled, but beta testers felt it was important for it to pop up so they can study the report before the friendly artillery phase kicks in, since the report then gets buried under newer intel in IntelFeed.)
Hope this answers your questions!
Visit us at: Campaign Series Legion
---
CS: Vietnam 1948-1967 < v2.10.20 Available Now (Dec 03, 2025)
CS: Middle East 1948-1985 < v3.10.20 Available Now (Dec 03, 2025)
---
CS: Vietnam 1948-1967 < v2.10.20 Available Now (Dec 03, 2025)
CS: Middle East 1948-1985 < v3.10.20 Available Now (Dec 03, 2025)
Re: Campaign Series: Vietnam v2.10.00 Public Beta Now Available
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.
Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe
"Be Yourself; Everyone else is already taken" ~Oscar Wilde
*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.
"Be Yourself; Everyone else is already taken" ~Oscar Wilde
*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.
Re: Campaign Series: Vietnam v2.10.00 Public Beta Now Available
No worries, thanks. In regards to the text, I don't have an issue with the colour of it, but the white outline is too thick and bright and makes the red and blue text hard to read for me. If you make the white outline thinner and slightly dimmer then I think the red and blue text will be a bit more readable.Crossroads wrote: Sun Oct 26, 2025 8:37 amHello Plodder, thank you for your feedback as well!Plodder wrote: Sun Oct 26, 2025 2:23 am Just thought I'd give some quick feed back after having a quick lookaround.
Revisiting this topic, I'm sorry to say there has been no difference in the scrolling behaviour, the map will still scroll when I move the mouse to the lower screen.
I've noticed the full screen window doesn't quite fill the screen, you can still see the desktop to either side and below the window. (See the screenshot), also the game icon in the task bar is also the generic windows app (minor).
In the Unit info area, the white outline on the text contrasts too much with the text, especially the red text. It either needs thinning or muting.
One other thing is, if you close the intellifeed window, there doesn't seem to be any way that's obvious to reopen it.
1. Scrolling issue is confirmed. I had managed to restrict Left and Right scrolling, but Up and Down is erroneously triggered on non-game displays, whether horizontally or vertically stacked. This is now fixed and will be available in the next installer. Sorry about that.
2. Full screen mode does indeed leave a narrow edge unfilled on the left, right, and bottom. I’ve noticed this too, but haven’t considered it a priority. I’ll give it another go at some stage. Thanks for pointing it out.
3. The Unit List uses red text for alert-type intel: "D I S R U P T E D", "F I X E D" (these too do stand out in particular, due to capitalization and white space), and "Assaulting" are the three main cases where this frosted red is used. Also: "Out of Fuel" and "Out of ATGM" for helos and gunships, and "Unavailable" for artillery. FWIW, the red needs to be frosted to remain visible against the green background. (I’m using a white shade for frosting, not pure white. Red is toned down too, not a pure hue either.) An alternative would be a white opaque background behind the red text, but that would look quite out of place I think.
4. IntelFeed doesn’t have a direct command to reopen it, but it will pop up again once there’s a message to display. If you want to display it immediately, you can go to Status > Command Report and upon closing that dialog the IntelFeed is invoked to display the same report. (As a design note: Command Report wasn’t originally shown when IntelFeed was enabled, but beta testers felt it was important for it to pop up so they can study the report before the friendly artillery phase kicks in, since the report then gets buried under newer intel in IntelFeed.)
Hope this answers your questions!
Gen. Montgomery: "Your men don't salute much."
Gen. Freyberg: "Well, if you wave at them they'll usually wave back."
Gen. Freyberg: "Well, if you wave at them they'll usually wave back."
- Crossroads
- Posts: 18417
- Joined: Sun Jul 05, 2009 8:57 am
Re: Campaign Series: Vietnam v2.10.00 Public Beta Now Available
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.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.
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CS: Vietnam 1948-1967 < v2.10.20 Available Now (Dec 03, 2025)
CS: Middle East 1948-1985 < v3.10.20 Available Now (Dec 03, 2025)
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CS: Vietnam 1948-1967 < v2.10.20 Available Now (Dec 03, 2025)
CS: Middle East 1948-1985 < v3.10.20 Available Now (Dec 03, 2025)
- Crossroads
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Re: Campaign Series: Vietnam v2.10.00 Public Beta Now Available
Cheers, I will see if I can tone it down a bit further for the official release.Plodder wrote: Mon Oct 27, 2025 3:47 am No worries, thanks. In regards to the text, I don't have an issue with the colour of it, but the white outline is too thick and bright and makes the red and blue text hard to read for me. If you make the white outline thinner and slightly dimmer then I think the red and blue text will be a bit more readable.
Visit us at: Campaign Series Legion
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CS: Vietnam 1948-1967 < v2.10.20 Available Now (Dec 03, 2025)
CS: Middle East 1948-1985 < v3.10.20 Available Now (Dec 03, 2025)
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CS: Vietnam 1948-1967 < v2.10.20 Available Now (Dec 03, 2025)
CS: Middle East 1948-1985 < v3.10.20 Available Now (Dec 03, 2025)
Re: Campaign Series: Vietnam v2.10.00 Public Beta Now Available
Is the Disrupted unit tag supposed to be over other text? looks badly placed. I'm playing in 1920x1080


Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe
"Be Yourself; Everyone else is already taken" ~Oscar Wilde
*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.
"Be Yourself; Everyone else is already taken" ~Oscar Wilde
*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.
Re: Campaign Series: Vietnam v2.10.00 Public Beta Now Available
Played the scenario "the Wrench" got a draw, which wasn't bad as I forgot about the released units in the camp
never used them. When the scenario ended. Playing on up to date Windows 10


Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe
"Be Yourself; Everyone else is already taken" ~Oscar Wilde
*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.
"Be Yourself; Everyone else is already taken" ~Oscar Wilde
*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.
Re: Campaign Series: Vietnam v2.10.00 Public Beta Now Available
QOL suggestions- Can "Scenario information", Scenario Briefing", "Command Report" and "Message log" get button icons under "INFO" on the tool bar, and/or hotkeys. Can't remember all the hotkeys, maybe help minimize going back and forth from menus to tool bar.
Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe
"Be Yourself; Everyone else is already taken" ~Oscar Wilde
*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.
"Be Yourself; Everyone else is already taken" ~Oscar Wilde
*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.
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Re: Campaign Series: Vietnam v2.10.00 Public Beta Now Available
Hello Budd, yes, that is by design, I thought it was less disruptive on top of Org intel rows, than say centered in the middle. Come to think, it might look less disruptive with a solid white background, while there. I will have a look at this.budd wrote: Mon Oct 27, 2025 10:13 am Is the Disrupted unit tag supposed to be over other text? looks badly placed. I'm playing in 1920x1080
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Visit us at: Campaign Series Legion
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CS: Vietnam 1948-1967 < v2.10.20 Available Now (Dec 03, 2025)
CS: Middle East 1948-1985 < v3.10.20 Available Now (Dec 03, 2025)
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CS: Vietnam 1948-1967 < v2.10.20 Available Now (Dec 03, 2025)
CS: Middle East 1948-1985 < v3.10.20 Available Now (Dec 03, 2025)
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Re: Campaign Series: Vietnam v2.10.00 Public Beta Now Available
Did you play as the US side? In that case the video it tries to launch would be Draw10.mp4. If as PAVN, then the video would be Draw21.mp4. Can you play those videos directly from the Vidoes folder?budd wrote: Mon Oct 27, 2025 10:40 am Played the scenario "the Wrench" got a draw, which wasn't bad as I forgot about the released units in the campnever used them. When the scenario ended. Playing on up to date Windows 10
![]()
Visit us at: Campaign Series Legion
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CS: Vietnam 1948-1967 < v2.10.20 Available Now (Dec 03, 2025)
CS: Middle East 1948-1985 < v3.10.20 Available Now (Dec 03, 2025)
---
CS: Vietnam 1948-1967 < v2.10.20 Available Now (Dec 03, 2025)
CS: Middle East 1948-1985 < v3.10.20 Available Now (Dec 03, 2025)
- Crossroads
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Re: Campaign Series: Vietnam v2.10.00 Public Beta Now Available
I think we are out of available hot key combos, unfortunately. INFO toolbar redraw and implementation will not make it to officai release, that is quite a lot of work. For now, it would seem it is what it is. At least they are all under Status menu.budd wrote: Mon Oct 27, 2025 10:58 am QOL suggestions- Can "Scenario information", Scenario Briefing", "Command Report" and "Message log" get button icons under "INFO" on the tool bar, and/or hotkeys. Can't remember all the hotkeys, maybe help minimize going back and forth from menus to tool bar.
Visit us at: Campaign Series Legion
---
CS: Vietnam 1948-1967 < v2.10.20 Available Now (Dec 03, 2025)
CS: Middle East 1948-1985 < v3.10.20 Available Now (Dec 03, 2025)
---
CS: Vietnam 1948-1967 < v2.10.20 Available Now (Dec 03, 2025)
CS: Middle East 1948-1985 < v3.10.20 Available Now (Dec 03, 2025)
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Re: Campaign Series: Vietnam v2.10.00 Public Beta Now Available
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.
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.
Visit us at: Campaign Series Legion
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CS: Vietnam 1948-1967 < v2.10.20 Available Now (Dec 03, 2025)
CS: Middle East 1948-1985 < v3.10.20 Available Now (Dec 03, 2025)
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CS: Vietnam 1948-1967 < v2.10.20 Available Now (Dec 03, 2025)
CS: Middle East 1948-1985 < v3.10.20 Available Now (Dec 03, 2025)


