Pulse is a MOD for Half-Life 1. Pulse takes place in Black Mesa after the incident. You are famous scientist Gordon Freeman. In the beginning of Pulse, you are in Surface Lab A Security Complex, a lab and security station on the absolute surface of the Black Mesa Research Facility. You are working with your scientist pals when one scientist working with a hazardous radiation meter detects high radiation amounts coming from all over. They radio into the Administrator's office, the office of Dr. Wallace Breen. Instead of Breen answering, they pick up a remote conversation between Breen and an unknown voice. "It's done," Breen said. "The xenian crystal triggered a dementional rift between Earth and the boarderworld Xen. Now let's get to the surface!" "I'm sure my employers will be pleased," says the unknown voice, and then silence fills the room followed by an explosion. The other scientists are amazed that the Administrator of Black Mesa...

Post feature Report RSS Beta 1 - The Bug List

This is the list of bugs that I have complied after play-testing Pulse: Episode One Beta 1 a year ago. This covers quite a lot of bugs that have hindered the gaming experience of the mod.

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If you were ever wondering if I picked up on a lot of the bugs in the Beta 1 release of Pulse, then I hope this clears up that question for you. Below is the list of bugs per map for the Beta 1 release that I found and documented while play-testing the Beta about a year ago. If you have noticed any other bugs, please report them in the comments or send me a message.

The Bug List

Overall
- Fix pistol model to have silencer.
- Make mapping architecture better.
- Fix textures for walls where doors slide in.
- Lessen number of monsters in corners.
- Stop enemies from being carried over from map to map (in some cases).
- Turn enemies to face the direction that the player will be going at them (in various places).

intro.bsp
- Intro music will not play as expected in Steam version of Half-Life.
- Timing of scripted sequences are off in Steam version.
- Make stating hallway a bit more interesting.

pls0.bsp
- Fix backwards texture on "Secure Access" door.
- SCI_MISSION sound file lags before playing.
- SCI_MISSION sound file must be louder.
- Get rid of alarm sound in Supply Room (or lower it a little) and possibly in other rooms too to hear SCI_MISSION better.
- Add song in Supply Room once you first get your suit (the song for Half-Life when you first get it).
- Alien slave spawns from previous map in ground.
- Grate is visible on ground when it moves, lower it into ground a bit.
- Water cover glass door needs to be pushed back, too. It shows in the wall when moving.
- Lower water from hole a bit so that it doesn't disappear when it hits the ceiling.

pls1.bsp
- Fix texturing of ceiling in sewers.
- Make waterfall and water move down.
- Make waterfall sprite.
- Change water colors from blue to green.
- Fix vent texturing.
- Make water protector move back faster after valve is turned.
- "Secure Access" door goes outside of wall as it rises.
- Reduce amount of AAA textures (should reduce lag).

pls2.bsp
- Make water green.
- Fix "Secure Access" door's texture on the top.
- Fix texture of wall that is seen right after "Secure Access" door.
- Fix texture on floor of vent.
- Make vent easier to get into.
- Add a push function to push player through vent and down into floor with alien slaves.
- "Surface Lab A" sign texture extrudes from rotating door when it's opened.
- Fix zombie room a bit.
- Lessen number of fast assasins in yard.
- Extend wall around yard to hide unwanted objects outside of map.
- Health and suit can be gotten through back of crate.
- Put railings on towers.
- Make button smaller in 2 areas.

pls3.bsp
- Change side slidings for rolling doors.
- Change textures for tops and bottoms of rolling doors.
- Texture sides of catwalks.
- Change side slidings for metal doors.

pls4.bsp
- Func_ladder protrudes too high in home-made latter.
- Explosive boxes don't actually explode.
- Reduce amount of soldiers a bit.
- Get rid of turrets.

pls5.bsp
- "Node graph out of date" message appears.
- Retexture steering wheel properly for car (make it black).
- Seeing distance problem.
- Reduce amount for monstermaker to spawn lesser copies of soldiers.
- Fix nozzle on turret.
- Add a gate near the create that rotates, then when the button is activated, have gate roll back, then crate rotates.

pls6.bsp
- Explosion sound does not work at beginning of map.
- Reduce number of alien slaves on side walk.
- Reduce number of zombies in enclosed catwalk.

pls7.bsp
- Grid that separates explosive lift can be seen in floor and ground when moving.
- Fix hole above conveyor belt.

pls8.bsp
- Fix narrow mountain passage near supply area.
- Fix mountains sticking out in supply area.
- Fix lighting on mountains in supply area.
- Leak in corner of mountains near beginning of map.
- Make clip at top of mountains further out to prevent player from getting on top.

pls9.bsp
- Place G-Man behind locked door near security area.
- Add more architecture to Xen specimen area.
- Fix protruding piece of mountain wall coming into the walkway.
- Add more to waiting room.

pls10.bsp
- Add more to Barney's hideout room.
- Show barney shooting a zombie down, or a dead zombie lying in the room.

pls11.bsp
- Reduce number of soldiers a bit.
- Replace invisible wall at beginning of map with something more realistic.
- Fix leaks in corners of both soldier rooms.
- Place spotlight on red button for more visibility.
- Add more architecture to soldier rooms.
- Take soldier at the immediate right of the second room, and move him to the left instead.
- Add medkit somewhere in second room (preferably near button).

pls12.bsp
- "Node graph out of date" message appears.
- Put "caution" tape around red railing near slope.
- Make retinal scanner reset after being used by the player.
- Make "East" door stay open permanently after being opened from the inside.
- Add more detail to long hallways.
- Change number of alien slaves in map.
- Make sounds for retinal scanner activation.

pls13.bsp
- Caution texture is used on ground in Maintenance Station.
- Fix last area when trying to get up on pipe.

pls14.bsp
- Add more things in Barney's Hideout (as mentioned for pls10.bsp).
- Fix slanted button.
- The object that the button is on protrudes out of the wall in the hallway behind it.

pls15.bsp
- Make lift activation button smaller.
- Make lift doors open and leave a lip (not go into wall completely).
- Make boxes in fast assassin area easier to break.
- Fix some box textures.
- Fix tram rail tunnel to look better.

pls16.bsp
- "Node graph out of date" message appears.
- Fix texture near door to "dark room."
- Add little blobs of toxic waste at bottom of vat (will show when it empties).
- Fix toxic waste so it does not go through wall near control button.
- Put glass cylinder between two large cylinder pieces, and have toxic waste in them.
- Tilt barney on an angle when he is activating retinal scanner.
- Place some "caution" padding around the entrance of the ladder in the large toxic waste room.

pls17.bsp
- Platform 3 goes into the lambda core piece.
- Tilt monsters in Bay "B" to face teleporter.
- [Maybe] Put ladders to platforms with railings in both Bays (A and B).

pls18.bsp
- Add more architecture to lambda core room.

pls19.bsp
- Extend trigger_once to make wall break earlier than it currently does.
- Set wave level to "0" for this map.
- Turn alien slave to face the player.
- In the crawling pipe, place a grate at the other end of the pipe and put the white steam behind it.

pls20.bsp
- Fix bottom grid for door that is opened with button in beginning of map.
- Lessen number of alien slaves and alien grunts in later hallways (and shorten the hallways).
- Add some cracks in the walls or missing tiles in the longer hallways.
- Place some sort of security room with ammo or something in the hallways (for variety).

pls21.bsp
- Door takes too long to break after laser is on it


So, there is the bug list that I have composed. Now, please understand that I am not going to get around to fixing these bugs and releasing another Beta for quite some time (due to the lack of time in my schedule, which I discussed in a recent news article). When I have the time, I'd love to fix these bugs and release another Beta. Some of these items on the list above aren't actually bugs, but are features or changes I would like to make to certain maps in the Mod that I want to remember for later.

This was posted to assure everyone that the bugs with Pulse have been recognized, and they will be fixed at whatever time in the future I get around to it. I do hope that it's sooner rather than later.

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