game_text (Half-Life) Last edited 15 years ago2009-02-26 13:08:43 UTC

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Point Entity

This entity is used to display messages on-screen. It is used instead of env_message because it doesn't need to a file full of message strings to be distributed with the map.

Attributes

Flags

Inputs

Outputs

Notes

*
Line breaks can be added with by inserting a \n after each sentence where you want a new line. e.g. Game Over \n Thanks for playing!
would yield:
Game Over
Thanks for playing!
*
X, y, effect, color, color2, fadein, fadeout and fxtime are the same as those found in titles.txt.
*
The easiest way to get a text-based message at the start of your level, like the Black Mesa one from HL, is to add a trigger_auto to the level and set it's target to the name of your game_text. You might have to add a delay to the trigger, depending on wether you fade the screen in or not, but either way when the game starts your text will be displayed.
*
For some reason, Valve saw fit to remove this entity from Team Fortress Classic.

3 Comments

Commented 2 years ago2022-04-19 00:48:19 UTC Comment #104339
For some weird reason if you put an gramatical-stressed word (exámple) the game will crash.
Commented 1 year ago2022-06-01 00:43:04 UTC Comment #104487
The only way to add thís kind of words is using env_message
Commented 2 months ago2024-02-23 10:56:45 UTC Comment #106006
There should be more information about character sets: what the game supports, how to get the best results on displaying most languages in whatever charset env is necessary (like VNs requiring shift-jis system charset).
Decided to test for myself.

Vanilla Half-Life's text engine seem to be broken for anything that's not ASCII. It consumes single-byte character sets (presumably ANSI/Windows-1252/system locale) but the text rendering is consuming UTF-8. This results in the broken text consistent with the table in this page: https://www.i18nqa.com/debug/utf8-debug.html

Haven't looked at the other SDKs or engines (candidates include Updated/Unified/Featureful/Xash-fwgs/Pathos) on how they handle text. Hopefully better than the unrecoverable mess vanilla is in right now.

ALSO, JACK will purposefully mangle non-ASCII texts. You'd need to edit the .map directly and feed it to the compilers yourself.

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