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Music stops in vanilla but not in Chocolate-Doom during modified demo #340

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AXDOOMER opened this issue Feb 17, 2014 · 0 comments
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@AXDOOMER
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I recorded a demo and I tried to remove the pause with a hex editor. I failed to do it and even demo editors like Lmp-it and LMPC failed. The demo will desynch. I added a pause command in the second player's tic, right after the first player's tic that had a pause command. The level's music will stop playing in vanilla, but it will continue to play in Chocolate-Doom. It's between the first and second frag.

Demo file and map.
http://www.mediafire.com/download/wc9512ztfvrg3vb/music-stop.zip

@jmtd jmtd added the music label Sep 8, 2015
Azarien pushed a commit to Azarien/chocolate-doom that referenced this issue Apr 11, 2020
This reverts the following commit, which drew the automap beneath the
bezel for decreased screen sizes. I am not sure anymore why I would
have ever wanted it this way:

fabiangreffrath@8acfb03

Fixes chocolate-doom#446.

Also, moving the call to `AM_Drawer()` past `R_DrawViewBorder()` fixes chocolate-doom#340.
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