Why does this gametext keep flickering and not holding?

Hello. I am making an adventure map for Garry’s Mod.
I have made 4 game_texts in the map. They are set to hold text for 4 seconds. Here are the game_text settings.

And here is what runs the texts. (You walk in the house and it activates texts like the person is talking)

And when I run the map. the text only shows up for like 0.1 seconds? it like flickers and this is so annoying.
I was able to actually fix this by doing random things around the map… for example: setting the lightmap scales to 64, deleting doors, adjusting lights??? And it somehow fixed it? However, I was just doing normal map editing, and I go to test it, and it happens AGAIN v_v.

There’s some reason this is happening. I thought I would load the pointfile to show me what the problem might be. And when I did, there’s a red line out in the void of the map… but it’s not pointing to anything?

It wouldn’t just be there for no reason though?
But yeah if someone has experienced this before and knows how to fix it then that would be nice.

Compile log:

** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod” “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\Grief.vmf”

Valve Software - vbsp.exe (Mar 14 2016)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\Grief.vmf
ConVarRef mat_reduceparticles doesn’t point to an existing ConVar
Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (0)
**** leaked ****
Entity trigger_once (5439.62 -4172.89 -97.30) leaked!

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (4132.0 0.0 -205.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (4132.0 0.0 287.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (4186.0 0.0 280.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (4662.0 0.0 280.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (4608.0 0.0 780.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (4608.0 0.0 -220.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (4608.0 1024.0 280.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (5120.0 512.0 280.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors… ***
Processing areas…done (0)
Building Faces…done (0)
Chop Details…done (0)
Find Visible Detail Sides…
Merged 8 detail faces…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_wasteland02*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_wasteland02*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors…
Finding lightmap sample positions…
Displacement Alpha : 0…1…2…3…4…5…6…7…8…9…10
Building Physics collision data…
done (1) (201093 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 343 texinfos to 268
Reduced 49 texdatas to 46 (1243 bytes to 1118)
Writing C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\Grief.bsp
1 second elapsed

** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod” “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\Grief”

Valve Software - vvis.exe (Dec 9 2014)
4 threads
reading c:\program files (x86)\steam\steamapps\common\garrysmod\bin\Grief.bsp
reading c:\program files (x86)\steam\steamapps\common\garrysmod\bin\Grief.prt
LoadPortals: couldn’t read c:\program files (x86)\steam\steamapps\common\garrysmod\bin\Grief.prt

** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod” “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\Grief”

Valve Software - vrad.exe SSE (Dec 9 2014)

  Valve Radiosity Simulator     

4 threads
[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]

Loading c:\program files (x86)\steam\steamapps\common\garrysmod\bin\Grief.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure… Done (0.29 seconds)
3320 faces
7 degenerate faces
1183448 square feet [170416528.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
18 direct lights
BuildFacelights: 0…1…2…3…4
WARNING: Too many light styles on a face at (32.000000, 84.000000, -81.000000)

WARNING: Too many light styles on a face at (32.000000, 84.000000, -191.000000)

WARNING: Too many light styles on a face at (32.000000, 103.000000, -104.000000)

WARNING: Too many light styles on a face at (85.000000, 32.000004, -178.000000)

WARNING: Too many light styles on a face at (85.000000, 103.000000, -104.000000)

WARNING: Too many light styles on a face at (85.000000, 32.000000, -81.000000)

WARNING: Too many light styles on a face at (85.000000, 70.000061, -105.000000)

WARNING: Too many light styles on a face at (-75.000000, 84.000000, -191.000000)

WARNING: Too many light styles on a face at (-75.000000, 84.000000, -81.000000)

WARNING: Too many light styles on a face at (-75.000000, 103.000000, -104.000000)

WARNING: Too many light styles on a face at (-85.000000, 32.000000, -104.000000)
.
WARNING: Too many light styles on a face at (32.000000, -32.000000, -81.000000)

WARNING: Too many light styles on a face at (32.000000, -32.000000, -191.000000)

WARNING: Too many light styles on a face at (32.000000, -103.000000, -104.000000)

WARNING: Too many light styles on a face at (85.000000, -84.000000, -178.000000)

WARNING: Too many light styles on a face at (85.000000, -103.000000, -104.000000)

WARNING: Too many light styles on a face at (85.000000, -83.000000, -81.000000)

WARNING: Too many light styles on a face at (85.000000, -12.999931, -105.000000)

WARNING: Too many light styles on a face at (-75.000000, -32.000000, -81.000000)

WARNING: Too many light styles on a face at (-94.000000, -50.961552, -191.000000)

WARNING: Too many light styles on a face at (-90.000000, -72.269249, -191.000000)

WARNING: Too many light styles on a face at (-90.000000, -50.961552, -191.000000)

WARNING: Too many light styles on a face at (-87.000008, -50.961552, -191.000000)

WARNING: Too many light styles on a face at (-75.000000, -32.000000, -191.000000)

WARNING: Too many light styles on a face at (-85.000000, -18.961548, -104.000000)

WARNING: Too many light styles on a face at (-85.000000, -88.269249, -115.000000)

WARNING: Too many light styles on a face at (-85.000000, -84.000000, -91.000000)

WARNING: Too many light styles on a face at (-75.000000, -103.000000, -104.000000)

WARNING: Too many light styles on a face at (-87.000000, -70.000008, -121.000008)
5…6…
WARNING: Too many light styles on a face at (-83.000000, -87.000000, -132.999985)

WARNING: Too many light styles on a face at (-85.000000, -81.000000, -133.000000)

WARNING: Too many light styles on a face at (-85.000000, -87.000000, -131.000000)
7…8…9…10 (1)
Build Patch/Sample Hash Table(s)…Done<0.0040 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (4)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0…1…2…3…4…5…6…7…8…9…10 (10)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 29/1024 1392/49152 ( 2.8%)
brushes 490/8192 5880/98304 ( 6.0%)
brushsides 4176/65536 33408/524288 ( 6.4%)
planes 4778/65536 95560/1310720 ( 7.3%)
vertexes 4623/65536 55476/786432 ( 7.1%)
nodes 2335/65536 74720/2097152 ( 3.6%)
texinfos 268/12288 19296/884736 ( 2.2%)
texdata 46/2048 1472/65536 ( 2.2%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 3320/65536 185920/3670016 ( 5.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1952/65536 109312/3670016 ( 3.0%)
leaves 2365/65536 75680/2097152 ( 3.6%)
leaffaces 3670/65536 7340/131072 ( 5.6%)
leafbrushes 1167/65536 2334/131072 ( 1.8%)
areas 4/256 32/2048 ( 1.6%)
surfedges 23257/512000 93028/2048000 ( 4.5%)
edges 13269/256000 53076/1024000 ( 5.2%)
LDR worldlights 18/8192 1584/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 197/32768 1970/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3327/65536 6654/131072 ( 5.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 247940/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 24840/393216 ( 6.3%)
LDR ambient table 2365/65536 9460/262144 ( 3.6%)
HDR ambient table 2365/65536 9460/262144 ( 3.6%)
LDR leaf ambient 8270/65536 231560/1835008 (12.6%)
HDR leaf ambient 2365/65536 66220/1835008 ( 3.6%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/536 ( 0.2%)
pakfile [variable] 174061/0 ( 0.0%)
physics [variable] 201093/4194304 ( 4.8%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 8760
Writing c:\program files (x86)\steam\steamapps\common\garrysmod\bin\Grief.bsp
15 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\Grief.bsp” “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\Grief.bsp”

** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\hl2.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod” +map “Grief” -steam

Well right off the bat I can tell you there’s a leak somewhere you’re going to have to fix. That red line pointing to nothingness is actually Hammer trying to tell you your map has a leak, and the red line is a path it takes from the nearest entity to the outside void. I’m not sure if that’s what’s causing the issue with your game_texts, but it’s a good place to start nonetheless.

Thanks! I just got it fixed and the texts seem to work okay so far!

Just a suggestion:
Dont waste 4 game_text to display 4 messages.

Use Addoutput to change the message of a game_text and then Display it.

OnStartTouch gametext_name,AddOutput,message <insert new message>,<delay>
OnStartTouch gametext_name,Display,<same delay+0.02>

I cant check right now if it’s keyvalue “message” or something else.
But anyway Disable SmartEdit and check what is the “key” to use.