Originally Posted By: Malice
Have you tried breaking the string into many TEXT object and positioning the and assign all as children in the lbg window? Unless there is some limit to the number of lbg_text per lbg_window. I believe this is how Lukas did it in demo.c

Yea, since the strings are modified at runtime (the user can enter in text into an editbox which gets added to a log), I tried creating TEXT* on runtime using txt_create. But as I mentioned earlier, it creates them in several seconds and locks up the entire game.

I cannot create TEXT* statically since I do not know how much text will be entered into the editboxes.

Originally Posted By: Malice
Or not using lbgui and making a acknex panel->window and placing the TEXT object behind it off full size and then scrolling by changing the TEXT objects pos_y ?
Yes, I suppose I meant something like this method. So I can make the LBG_window have no content then use the scrolling to change the pos_y of the TEXT*. But how do I get the TEXT* to be clipped once it's past the LBG_window frames?