JURASSIC WAR NATIVE WINDOWS PORT 1.10O - MISSION REPLAYS
13 September 2026

7 October 2026 maintenance (native file 1.12.19.0): Previous and Next now reach
recordings beyond the former 512-file library limit. A + by the page count
indicates further pages. Category tabs search older recordings when needed.
Playback, recording format and gameplay remain unchanged.

25 September 2026 update: visual version 30 replaces three ambient wildlife
appearances with neutral miniature Mammoth, Centrosaurus and Rhamphorhynchus.
Earlier replays retain the original passive wildlife appearances. Visual
version 29 recordings retain the motion
pulse that makes small passive ground critters flee actually moving units.
An idle unit never starts the pulse. Older recordings retain their previous
ambient appearance. The replay file format remains version 8.

Open Replay in the lower-left corner of the main menu. The compact carved
stone tab reuses the original title-menu stone and exact Replay lettering,
with its own hover state. The browser and playback controls use the game's
existing stone panels and gold text.
Version 4 recordings retain modern fog memory, including allied vision, in
player view. Free camera remains unrestricted. Earlier replay formats remain
readable. See MODERN-FOG-README.txt for save and visibility details.
The button is composed into the title frame before display, preventing its
background and label from blinking during repeated redraws.

RECORDING

Save mission replays is enabled initially. Its checkbox is in the Replays
browser. Play a campaign mission, skirmish, Classic TCP/IP match, eight-player
match or co-op campaign mission. Recording starts when the battlefield loads
and finishes when that mission ends, is retried, is replaced, or you quit.
Returning to the main menu lets you watch the finished recording. Each player
records locally; a multiplayer host does not need to distribute extra network
messages to record a match. Use the same current release for all multiplayer
participants.

A replay is also saved when you leave a mission before winning. Retrying or
loading starts another file. Earlier missions cannot be recorded retroactively.
Title-screen demonstrations and replay playback are excluded from recording,
including when autosave is disabled. The Replays button is hidden during demos.

New filenames include local date/time, the recording player's tribe, the
campaign level or multiplayer/skirmish map number, the mode and a unique suffix.
For example: 2026-09-13_14-30-00_Tyrano_Level-01_Campaign_1234-00.jwr
Co-op uses the campaign level. Multiplayer and skirmish use Map-01 to Map-20;
loaded skirmishes recover the map from their saved setup. Existing recordings
keep their filenames and remain listed alongside new recordings.
They are stored in Replays under the game's effective storage directory, or
Profiles\NAME\Replays when launched with --profile NAME. The recording setting
is kept separately in ReplaySettings.ini. Existing saves and campaign progress
are unaffected. Copy a completed .jwr into the destination Replays directory
to share it with another installation using the same game content and replay
format. Playback works offline, including recordings of multiplayer matches.

PLAYBACK CONTROLS

Pause / Play          Space
Rewind 10 seconds    -10 s button or Page Up
Forward 10 seconds   +10 s button or Page Down
Jump to any time     Click the progress bar
Beginning / end      Home / End
Switch view          View button or V
Move free camera     Arrow keys, WASD, or click the minimap
Close playback       Back

Seeking works while paused. Playback pauses at the end. Rewind and forward
are time jumps; there is no continuous reverse playback or speed multiplier.

Free camera reveals the entire battlefield and can move independently even
while paused. Player view follows the recording player's camera and fog,
preserves their viewport width and sidebar visibility, and shows their
recorded side panel, selection and resources. Every view is centered inside the bordered playback area above
the controls, preserving its aspect ratio without cropping. In multiplayer this is the local recorder's
perspective; use another participant's file to follow that participant.
The replay reconstructs battlefield frames rather than recording a video of
the desktop, mouse cursor, temporary help screens or options dialogs.

Music and positional effects accompany playback. Pausing freezes replay
audio. Seeking clears old effects and restores music state; short effects
already in progress at the target time are not reconstructed mid-waveform.
The game's current music/sound settings control playback volume.

STORAGE, RECOVERY AND COMPATIBILITY

Recording saves compressed world snapshots on a worker thread. It does not
run AI again during playback or issue gameplay/network commands. All eight
tribes, including original and modern AI activity, are captured as they occur.
Snapshots are captured once per changed engine tick; paused mission intervals
retain their elapsed time. A full snapshot at least every five seconds bounds
rewind work. The actual recorded sidebar uses palette indices, not a video.

Disk use depends on battlefield activity. Files are not automatically deleted.
The browser shows the newest 512 files. One recording is limited to six hours,
2 GiB or 500,000 frames. A full disk stops recording and reports a failure;
a slow writer can skip frames to keep gameplay responsive. These limits do
not end the match. To remove a recording, select it in the browser, choose
Delete, then confirm. Cancel keeps the file. Deletion is permanent; files still
being recorded or opened by another process cannot be deleted.

Completed frames before an interrupted final write can be recovered; the
browser marks such files '(recovered)'. Bad checksums, invalid frame bounds,
incompatible content and malformed world data are rejected. A file still
being recorded is unavailable until its writer closes it.

The replay format records only designated retail world-data sections, palette, camera
metadata, side panel and audio events. It does not load executable code or
resume a simulation. Compatibility uses a hash of the 16 supported game-data
file hashes and the format/frame layout; changing only a future executable's
version label need not invalidate a recording. Changing game content or this
layout can require a compatible playback build. There is no import of old
savegames, videos or recordings from other Jurassic War implementations.

Version 1, 2 and 3 recordings remain playable in 1.10Q. Their original scenery
and earlier Dynamic World appearance remain unchanged. New recordings use
format 4, visual version 5, and require 1.10Q or a later compatible reader.
They store all four activity preferences and the short fading unit trails on
every captured frame. Pausing, rewinding, jumping directly to a keyframe and
switching camera modes preserve the recorded footprints. Trails use bounded
world coordinates and contain no pointers or executable data. The protected
game content remains unchanged. The current multiplayer protocol is C017.
See DYNAMIC-WORLD-README.txt for the optional scenery.

Spectator viewing clips (.jws) also appear in this browser and can be watched
or deleted. They contain only the permitted received view, use the spectator
playback controls, and retain up to three minutes per clip. They do not allow
free navigation outside the recorded pixels. See SPECTATOR-README.txt.

VALIDATION

Live tests cover recording and playback, pause/seek/view controls, independent
camera movement, return to a fresh skirmish, campaign recording, eight local
TCP/IP players, co-op retry boundaries and Classic TCP/IP. Automated file tests
decode every frame and check backward/forward seek equivalence, partial-tail
recovery, CRC/content/world rejection, disabled recording and storage failure.
The development evidence is under win11_port/analysis/replay_audio_20260912.
Network tests used real separate game processes on one computer; a two-machine
WAN session and subjective listening on different audio devices remain manual
validation. See AUDIO-AUDIT-README.txt for the audio audit and measured checks.

Release 1.10I regression checks cover cursor layering, the compact main-menu
button, playback alignment, delete/cancel/empty-list behavior and demo exclusion
with autosave disabled. Evidence: win11_port/analysis/ui_lobby_20260913.

Release 1.10K repeats the playback UI checks with both version 1 and version 2
recordings and tests backward/forward seeks and recorded visual flags.
Evidence: win11_port/analysis/dynamic_world_20260913.

Release 1.10M keeps replay file format 2 and writes visual version 3, recording
Fish, Bird, Tree and Passive critter activity. It reads all previous replay
visual versions with their original appearance. New recordings require 1.10M
or a later compatible reader. Multiplayer compatibility is now 0x0110C014.

Release 1.10N checks cover curved difficulty artwork, all eight language menus,
tiny grassland dinosaurs, fading trails, all 20 skirmish map identities, new
filenames, legacy playback, and forward/backward seeks with recorded trails.
Evidence: win11_port/analysis/world_polish_20260913.

1.10Q records Dynamic World visual version 5 (river fish, three grass dinosaur
variants and lava eruptions). Older versions 1-4 retain their original look.
Live combat numbers and partner selection marks are personal UI, not stored
in replay frames.

Replay sections (1.10R)
The browser has Single player, Co-op, Skirmish and Multiplayer tabs. Existing
recordings are classified from their first recorded frame, even after a file
is renamed. Spectator clips use their saved map/roster metadata. Clips without
that older metadata remain under Multiplayer; damaged mission files use their
original mode suffix when available, otherwise Single player, so they remain
available for deletion. Playback performs its normal full validation.
Each section has its own visible list; playback, paging and Delete refer to
the selected recording within that section. New recordings use Dynamic World
visual version 6, which includes cosmetic cloud shadows.

Cloud continuity and compatibility (1.10X, 14 September 2026)
New mission recordings use file format 5 / visual version 10, adding four
bytes per uncompressed frame for accumulated cloud drift. Playback retains
the exact recorded phase even after wind edits and reverse seeks. Formats
1-4 remain readable with their original visual behavior. New format-5 files
require 1.10X or a later compatible reader. Recorded gameplay data and
existing save formats are unchanged.
