game_text Last edited 10 months ago2024-01-19 01:39:44 UTC

game_text - 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. game_text affects only the activator by default unless "All Players" flag is checked.

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4 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 2 years ago2022-06-01 00:43:04 UTC Comment #104487
The only way to add thís kind of words is using env_message
Commented 9 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.
2024-06-29
apparently HLCSG also needs -notextconvert argument. sauce: singularmurderer
Commented 3 weeks ago2024-10-29 22:53:13 UTC Comment #106475
The target attribute does not work. This entity can't trigger anything else.

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