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Can Codex Handle Mental Omega? Bleed Red on Casual

Steven Li

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Can Codex Handle Mental Omega? Bleed Red on Casual

49 просмотров · 9 дн. назад
Steven Li
130 подписчиков
49 просмотров · 9 дн. назад
Can an AI coding assistant command the Soviet invasion in Mental Omega? I asked Codex to practice first, then start fresh and record Soviet Mission 1: Bleed Red on Casual. The result: victory on the second fresh attempt, with no reloads and an official mission time of 03:37:13. Boris called in airstrikes, the armored assault ran into trouble, and one overlooked Arsenal kept the victory screen waiting. This 49-minute edit follows the winning run with on-screen explanations and original game audio. Key actions stay at normal speed; repeated travel and preparation are accelerated. Save/menu pauses are cut. The earlier naval-opening loss is acknowledged, not spliced into the winning timeline. HOW THIS EXPERIMENT WORKED One Codex commander combined screenshot-guided keyboard/mouse targeting with small local controllers for bounded movement, production and health checks. The reviewed native bridge exposed scoped own-unit/state observations. The game handled pathfinding, combat, damage and mission scripts. Static mission research was separate from live observation. Game: Mental Omega 3.3.6, a mod for Red Alert 2: Yuri's Revenge, running from a separate project folder with its own settings and saves. Folder separation is not a complete OS sandbox. Recorded team: one GPT-6.1 Sol / Ultra commander and three GPT-6 Astra / Ultra support agents. Session usage: about 3.39M uncached input plus output tokens, with 200.4M cached input counted separately. These counters cover preparation and both fresh attempts, exclude video editing, and do not measure unique text, subscription quota or dollar cost. A checkpoint-based practice win came first. This demonstrates one supervised mission, not a general autonomous campaign player or a controlled ranking of the models. CHAPTERS 00:00 Mission briefing and control setup 01:14 The scripted invasion opening 02:25 Keeping the flagship alive 04:05 Missiles at the Statue of Liberty 05:09 Boris and the western road 10:20 When a target click becomes movement 12:51 Barrels and the western bridge 14:05 The eastern force 16:57 Repairing the eastern crossing 19:43 Taking the outpost and inheriting the base 20:19 Building and rallying Rhinos 21:36 The central armored assault 25:45 Boris returns to the western route 32:19 Designating from a distance 32:58 A blocked route and a new breach 35:13 Construction Yard and the health fallback 40:36 The War Factory falls 44:53 The remote refinery 45:54 One required Arsenal remained 47:14 The final counterattack 48:28 Mission Accomplished 48:54 Results and capability limits LIBRARIES AND TOOLS Thanks to the developers and maintainers behind the tools used here: ra2yrcpp and pyra2yr — upstream sources for the reviewed project-local native bridge/client: https://github.com/shmocz/ra2yrcpp https://github.com/shmocz/pyra2yr YRpp — C++ game headers: https://github.com/Phobos-developers/... Ares 3.0 and the existing Syringe loader — part of the isolated mod runtime. DDrawCompat 0.5.4 — display compatibility: https://github.com/narzoul/DDrawCompa... Codex Computer Use — screenshots and UI actions. Custom Python controllers and recording helpers; Windows Graphics Capture and game-process audio capture through local C#/.NET helpers. No microphone capture. FFmpeg — time scaling, encoding and assembly: https://ffmpeg.org/ Pillow — dashboard, text and pointer overlays: https://python-pillow.org/ NumPy — emblem graphics and technical media checks: https://numpy.org/ Base game: Westwood Studios / Electronic Arts. Mental Omega mod and mission assets: the Mental Omega team and contributors. Custom Soviet-themed dashboard, series emblem and on-screen commentary. Original game audio only; no added voice-over or music. Thumbnail: original illustrated game-poster artwork created with OpenAI image generation. What should Codex play next? #MentalOmega #RedAlert2 #Codex