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News:

June 15, 2004

by: Yakedo

News Update: Version 1.13!

In a cheap attempt to extend our 15 minutes of fame, we've got 1 more release! Not a patch, a full bore release. I gave up on patches. They're like band-aids on wet skin. Click on the files page and we've got a whole list of choices for v1.13 (ever notice how there is no logic to our numbering scheme?).

And yes, the manual installer is smaller. Nothing's really missing and my only guess as to why it's smaller is due to RAR compression. Beyond that, nothing is missing. Except an automation process and a star sticker.

June 4, 2004

by: Yakedo

News Update: ARGH!*()$N!~%@!
Apparently I forgot to includes the maps prior to the Aquagrill (and no, I can't decide if that's 1 word or 2 :P). So with that in mind, let's try this one more time >_<

* Redsun2020 [ExPack] Hagb


If this keeps up, I'm just gonna remake that Escalade/Short yellow bus and stick it in the garage.

New patch... again... I've always said there's a reason I'm not employed. This is probably one of'em.

Oh, be on the lookout for The Nameless Mod. I just saw a preview of the trailer and only two words come to mind; "Kick Ass."

May 31, 2004

by: Yakedo

News Update: Finally, a real patch! That addresses... stuff... Lots of stuff! Read the readme cause I'm really not in the mood to dump that much info on the front page :P

May 24, 2004

by: Yakedo

News Update: *Ahem* Now ya'll have gone and made me upset :P
STOP RUNNING THE REDSUN2020.EXE WITHOUT THE COMMAND LINE ARGUMENTS! :P

You're supposed ot use the shortcuts. And if you did a manual install, read the readme! It's like a little manual, that nobody reads anyways. And since I know a lot of you don't read manuals, read this:

C:\DeusEx\System\Redsun2020.exe INI=Redsun2020.ini USERINI=Redsun2020User.ini

All of that, on one line. Note the INI and USERINI settings? Yeah, those are so that the game reads the right ini files. Then you don't have to mess with anything... Which means the rest of Deus Ex simply works! Plus it means had I gotten really really bored, I could've put in a replacement texture package in the Redsun/Textures folder and it would've used that instead of the default one :P

* Hagb explodes into a beautiful explosion of radishes.

May 23, 2004

by: Yakedo

News Update: I don't think I've seen a start this rough since Daikatana...

Good news, there's a patch! Gee, that took all of but 24 hours... Here's what it covers.

- Includes all missing packages. Includes Redsun_Extro1.umx, TITAN.utx, WeatherFX.utx.
- Fixed the JR Admin's door in 21_OtemachiKu. It wasn't being highlighted.
- Fixed the conversation with Redsun in 21_TokyoStation.
- Fixed the missing doors from 21_YokotaniBank_Off.

If you're patching and you are in any of these levels, you're gonna have to resort to a save that was before that map for the patch to take effect.

Simply extract the file into the main Deus Ex folder. Let it overwrite what it wants.

May 22, 2004

by: Yakedo

News Update: Due to a drive by beating with a broken 23" Apple Cinema HD LCD screen, I've decided to listen to their request to upload a manual installer. This is also for those who simply can't get the installer to work.

If you'd like to download the music of Redsun 2020 by Steve Foxon, check out Orak's Emporium! Now with 33% more music!

Steve Tack, stop shaking your finger at me and saying "I told you so!" :P

And in more news, if you're missing a package file, then you need the infamous "Titan" texture package. Apparently Burden of 80 Proof had the same problem. And seeing that it's a year old problem tells you just how closely I pay attention to the community :D

Guess I'm gonna have to release a patch next weekend -_-

May 22, 2004

by: Yakedo

News Update: Finally, something to pass the time till Thief 3 comes out next weekend. (Or maybe you're like me and just can't afford a computer to play Half-Life 2 and Doom 3.)

There are two available options for downloading. The first option is the full sized installer. The second, are the parsed Rar files, that are 19.5mb's a peice. It will extract into the installer file.

A free account with the EdgeNetwork/EdgeFiles is required to download.

If there are any problems, contact me at odc21(at)hotmail.com with the subject "Redsun 2020" and I'll do my best to resolve your issue.

So from all of us at Redsun2020 to all of you out there, where ever you are, remember, the light at the end of the tunnel may be you. Good night.

[Late Breaking News Update]: It's come to my attention that the installer may not work with foreign patches. I blame the registry check that's in the installer itself. I'll try to have this resolved before the weekend is over.

Till then, I've figured out a registry hack to fix this. Read ALL of the instructions (I know how you guys can get...)

First, click on the Start Menu=>Run. In the Run window, type in "Regedit" (minus the quotes) and press Ok. Click on HKEY_CURRENT_USER, then press Ctrl-F and type in "1112fm" (minus the quotes). It'll take a couple seconds and it will eventually pull up the setting you need. Your version setting will likely read "1112fm_D1" (or F1 for the French patch). Change this to "1112fm". Leave the Registry Editor open. Then run the Redsun 2020 Installer. After it is done installing, change the Version in the Registry Editor back to "1112fm_D1" (or _F1 if that's what you had before).

[Scrapped Opening Lines]
- It's out?! Holy crap, hell froze over!

- Redsun 2020 - Finally a mod that won't make your computer explode.
- Does anyone even have Deus Ex anymore?
- Sheep Thief Enterprises brings you...
- Finally an excuse to steal Deus Ex (We don't condone theft but the point stands!)
- Redsun 2020 - The only mod that won't require you to spend $500 to upgrade your computer to play it.
- Redsun 2020 - Because Tangerine Moon sounded silly.
- Looks like we beat our 2020 deadline! *Phew*, with only 16 years to go too. That was a close one...
- You know this started as a map pack right?
- And to think it ONLY took us 4 years! (or was it 5? Was anyone keeping track?)
- April Fools!... Err.. yeah... ok.

Feburary 2, 2004

by: Yakedo

News Update: Ah screw it. If anyone asks, the release date is in 16 years or when Ion Storm releases an SDK for Deus Ex 3. Yes I said 3. Cause we all know there will be some form of SDK for Deus Ex 2 (official or not) long before we're done.

January 20, 2004

by: Yakedo

News Update: It is 5:16pm here in Houston, Texas. It's about 52°F outside and we're still not done >_<

There's a dollar in it if you can kill me. Regardless, a lot has gotten done, but there's still more crap left to do. I am definitely going to take a long nap after all this is said and done. I've got a rough idea of when it should be done, but rather than get any false hopes up, I'll keep it to myself. Back to work...

November 25, 2003

by: Yakedo

News Update: What!??! What!?!? We're not doing anything!??! You're bored!?!? Why I!!!... I think I'll sit down now... and steal a sheep \o/

In lighter news. Yeah... we're not dead. I'm a bit frazzled about the no Deus Ex: IW SDK thing but from what I understand it's because the tools are intergrated with a CVS (
Concurrent Versions System, commonly associated with open source software development) so it would take a while to rip it apart. The best we could ask for is "Please please please mistar Smith can we have ze source code? We'll happily tamper with it ourselves (or so we'll claim...) and get it top notch!" The reality of it is, we've got better chances of seeing god...

Well I guess we can go for being the first Deus Ex mod released after the sequel then :)

Oh and I updated the screenshots with a massive *gasp* 4 shots! \o/
Yeah not a lot but face it, we're running out of maps we haven't shown you :|

September 06, 2003

by: Yakedo

News Update: Good lord has it been that long? Anyways here's a little update about what's going on around here.

We are nearing the end (yeah I know, I've said it before... now sit down!) and really we're getting to the point where a lot of stuff is being tied together. To say the least a lot of maps were created from the middle, outward. In otherwords, all the maps in the middle of the map were done ages ago and the begining and ends are just now being tempered in the fires of... oh fuck it, they're almost done.

Yes, this is still largely a map mod... map pack... whatever you wanna call it. Sorry, no massive amounts of updated models to, new guns, or thousands of different augs... hell we can't even afford voice overs. It's just $5 for a mic and a 3 months of time to learn Sound Forge that I just don't have.

In mildly related news, we've been busy with real life again, so if this isn't out by the time DX:IW is... so be it. The fact is I'm almost done building an 65' AC Cobra kit car and Odaiba is an IT manager and has been rather busy at work because of the string of viruses running amok like little kids smashing dishes in a fine china store.

Regardless, August was personally a productive month despite endless hours fixing bugs, optimizing maps, and smashing my head against the desks.

Oh one other thing, go play Zodiac. I've found it oddly intriguing. I just wish my maps were as indepth, I blame the fact that it took me 3 years to figure out that all flags start out as false... And best wishes to Aunt Betty on future projects, may they fare better. I still don't fully understand Chronos but with time and more playing perhaps it'll make sense.

Sorry, no useless link today, you're on your own this month.

July 19, 2003

by: Yakedo

News Update: I'm convinced I get more spam now... If you're one of those freaks who wonders why mods take so long? "Hell the game already exists! WTF!?!" Then please read this. Infact, read it anyways if you do any sort of game development.

Gamasutra - Goodbye Postmortems...

July 13, 2003

by: Yakedo

News Update: Darn, I should've waited till Tuesday to update >:)
In random silly news, I got a chance to play The Cassandra Project. Very cool. Their take on using the multitool I felt was awesome. I was disappointed that it was only an intro and not the first mission. Talk about a teaser...

As for us, we're working our asses off to get this done before Odaiba has grandkids ;)
In the meantime, occupy yourselves with this. If it stops, just restart it. Sorry, it's streaming video :I

June 15, 2003

by: Yakedo

News Update: I'd say the past month has been most intriguing. Yes ladies and gentlemen we're alive and well and working hard. At the moment the site may not work entirely as we've moved and the fine folks at DeusEx Gaming were kind enough to take us under their wing.

In semi-related news Steve Foxon has now the father of a bouncing baby girl! She's made a record bounce of 3 feet high so far ;)

Enough idle chit chat, I'm off to feed my addiction to Battlefield 1942. If you need something to entertain yourself, try Castle >:]

Oh and for those who are probably wondering. No, 2020 is not the release date :P
* Yakedo glares at #dxediting...

March 21, 2003

by: Odaiba

News Update: Steve Foxon, our music guy for our mod has competely redone his homepage and updated with a special section that includes the songs he is doing for redsun2020. His site is called ORAK'S MUSIC EMPORIUM He did a great job. You can download samples of some of music for our levels. ;D

Here is the quote Steve Foxon writes on his homepage;
This is where you will find all of the music I write for Redsun2020 the single player MOD for Deus Ex, when it is released. I'm not doing all of the music, just as much as I can. Meanwhile, just to wet your appetite, here are 3 samples of what is to come. These are finished tracks. Each preview is about a minute or just over, and should give you a feel for the diversity of the music. Some of it has been quite a challenge, with the story set in Japan, I've had to write some music that is Japanese influenced, one sample of which is included here. I particularly enjoyed the Hibiya Plaza piece, and I actually scared myself silly whilst writing it!

For now he has 3 samples; Otemachi Labs, Otemachi Ku and Hibiya Plaza.


March 12, 2003

by: Odaiba

News Update: I think it is time for an update ! All us members are fine and still active with this mod! Anyway, I know you are more interested in the progress so here is what we have been doing since January of this year. First of all, our beta4 testing went well but it just tells you how important these beta tests are. We are currently fixing and cleaning up all our stuff based on great feedback from Steve Foxen who is our main tester. He doesnt let anything go and confirms all our levels are the best they can be. :D

Steve F. is also helping with lots of our music and currently creating music for Otemachi-ku level. He did a GREAT music score for our Hibiya Underground level and made it VERY SCARY. Yakedo is helping creating the outline for Kabuki-cho. Actually, Kabuki-cho theme consists of 6 maps or so. Markus created the Disco and Aqua-grill levels, Yakedo is doing the external level and Yokotani bank, I am doing the Internal *DOME* kabuki-cho along with an ocean puzzle level and the Kabuki-cho Police Station.

In our Kabuki-cho theme, Joseph (our main charactor) will need to steal something (secret) from Yokotani bank. In order to enter the bank, I have designed 4 completely different missions or methods. According to your selection, you can go down to the ocean floor, or steal a helicopter at the police station, dismantle an electrical grid or go brute force.

Anyway, we are still many months away to release. I hope we can release our mod this summer and before DX2 comes out but....we keep on working until it is *completely* done. So dont sell your old dx cd quite yet.;D


Jan 07, 2003

by: Odaiba

News Update: Happy New Year everyone! Well, here some updates and plans for 2003 regarding our mod. Yes! We are still here and alive. Yes! We have plans to finish this mod and have you play it this year!

I like to announce we have several maps finished since my last October post. TMGComplex is Done! Otemachi-Ku level is Done! HibiyaPark Plaza Level is Done and I ended up splitting into 2 levels. HibiyaPark Towers is finally done as well. Our current Beta has been release to the testers and currently waiting feedback. Yakedo is very close in finishing up the Bank and much progress on Tokyo Station. Markus completed AquaBus Terminal cinematic as well.

We still have 2 more big beta tests to go. I still have Kabuki-cho level to work on. My other Military levels; TMGMilitary 1, 2 and 3 are about 80 percent done. Out of our 22 so levels, only one new level left to be started, about 5 others to finish and polish up and we are done. The overall of our mod is about 80 percent I would say. We still have 20 to 25 percent to do but I already see the end of the goal line!

You know, this is a huge mod and has already taken over 2 years and we are now in our 3rd year but it is great to see *ALL* our mod members still here with me. I think this is very special and unusal. Most mods are not that lucky to have members stay and finish a project.

Special Stuff: We have added tons of conversations, posters, books, newspapers and email that have *FUN* and humor content. Many of the conversations are very deep which means the player can trigger a charector 4 to 5 times to get new info and story. I added a redsun2020 easter egg in HibiyaPark Towers which I will keep secret for now. :D

Oh yea, Our current beta release is about 45mb to download compressed. I expect it to be close to 100mb for the final release. (Sorry fokes but beta releases are for our internal development team only) Anyway, it will be a great year for DX and the worlds we have created. :D



Jan 07, 2003

by: Odaiba

News Update: Happy New Year everyone! Well, here some updates and plans for 2003 regarding our mod. Yes! We are still here and alive. Yes! We have plans to finish this mod and have you play it this year!

I like to announce we have several maps finished since my last October post. TMGComplex is Done! Otemachi-Ku level is Done! HibiyaPark Plaza Level is Done and I ended up splitting into 2 levels. HibiyaPark Towers is finally done as well. Our current Beta has been release to the testers and currently waiting feedback. Yakedo is very close in finishing up the Bank and much progress on Tokyo Station. Markus completed AquaBus Terminal cinematic as well.

We still have 2 more big beta tests to go. I still have Kabuki-cho level to work on. My other Military levels; TMGMilitary 1, 2 and 3 are about 80 percent done. Out of our 22 so levels, only one new level left to be started, about 5 others to finish and polish up and we are done. The overall of our mod is about 80 percent I would say. We still have 20 to 25 percent to do but I already see the end of the goal line!

You know, this is a huge mod and has already taken over 2 years and we are now in our 3rd year but it is great to see *ALL* our mod members still here with me. I think this is very special and unusal. Most mods are not that lucky to have members stay and finish a project.

Special Stuff: We have added tons of conversations, posters, books, newspapers and email that have *FUN* and humor content. Many of the conversations are very deep which means the player can trigger a charector 4 to 5 times to get new info and story. I added a redsun2020 easter egg in HibiyaPark Towers which I will keep secret for now. :D

Oh yea, Our current beta release is about 45mb to download compressed. I expect it to be close to 100mb for the final release. (Sorry fokes but beta releases are for our internal development team only) Anyway, it will be a great year for DX and the worlds we have created. :D

Oct 05, 2002

by: Odaiba

News Update: I am currently taking a break on the Hibiya levels and taking my energy in creating the outline for Kabuki-cho. As I am a sucker for detail, I am designing this one into 2 levels. I did not realize how huge the Yokotani Bank is and trying to scale the levels accordingly.

In other news, our mod has over 20 huge levels and we been using only one mission for our whole mod. As it turns out we may need to split it into several missions. It should be transparent to the player except saving the game time should be shorter. I know personally, I dont like to wait to save a game more than 10 seconds. The disadvatange is just more management work since several things are based on the mission number like conversations, etc.

I keep telling people, it takes time to create such a big mod (should we call it a full fledge add-on pak for Deus Ex?). 2 years have passed and on our 3rd year. If you are worried whether this mod will get done or not...DONT! The question is just WHEN. I stop short to provide dates or even what month of the release but looking at where we are and our currently pace of things....hmmmmm....My best guess would be early next year.

Sept 27, 2002

by: Odaiba

Snapshot Update: As promised, I have 20 fresh snapshots for your viewing. Most of these shots are showing our recent work and include the following levels; HibiyaPark_Plaza, Passageways, HibiyaPark_Towers, YokotaniBank, TokyoStation and our Intro Cinematic. I hope you enjoy them.

Sept 23, 2002

by: Odaiba

Quick Update: I thought I would let you know that I will get off my butt and post some new snapshots for you! Anyway, give me a week to organize but they should be posted within this week.

Sept 20, 2002

by: Odaiba

Progress Update: Another Friday, another update? Yes Sir. Almost sounds like I have been updating this site on a weekly basis for years! (cough cough). Anyway, I brought most of my conversations from test map over to the real maps regarding beta 4 testing. This includes, TMGComplex, Otemachi-Ku, Hibiya Plaza, Passageways and HibiyaPark Plaza levels. If you been following our mod closely, you will notice something new about the names. First of all, I changed Otemachi City to Otemachi-Ku. It only makes scense since Otemachi is really a part of Tokyo City. The *KU* in Otemachi-ku means "WARD" or section in Japanese.

I created a brand new connecting level called "Passageways". It is not very big and I am more or less already finished with it. I am sticking this sucker between Hibiya Plaza and HibiyaPark Towers maps. I was orginally just going to put the whole thing at the beginning of HibiyaPark Towers map but I find it is probably easier just to make it a seperate level. This allows me to go more into detail. Again, there really is not much theme except to located a man in the Water Pumping station work area underneath HibiyaPark Tower grounds. The serviceman will provide you an introduction to your next goal through some interactive conversations. Anyway, I should be done by this weekend amoung other things.

Sept 14, 2002

by: Odaiba

Progress Update: Well, I bet you are surprise to see an update so soon since my earlier post last week. I cannot promise anything but I will try to update this page on a weekly basis.

So what is new since last week? Well, Markus updated his new Intro which is a cinematic level. It starts out with with a helicopter flying over the ocean while the sun is setting. The camera pans back as the helicopter lands on an island in South Asia where Joseph is doing UNATCO training. Our whole story starts out when the TMG(Tokyo Metro Government) kidnaps Joseph and brings him back to their private labs to steal his augs and figure out their techology. This is where Yakedos Level starts called Otemachi Labs.We will probably have two intro cinematic cuts before you start out. The second cut will show various parts of Tokyo and then some of Otemachi Labs and finally a Pan up shot where Joseph will attempt his escape.


As for me, I am still working on conversations but progressing I am happy to say. I usually make a simple test map to test the NPCs before bringing them over to the real levels. I am now finishing up conversations on Hibiya Park Plaza and Hibiya Plark Tower levels.

Sept 09, 2002

by: Odaiba

Progress Update: Beta4 release is still in progress. We have lots of conversation in some of our levels where it takes some time to create, test and debug. I think Otemachi-city has the most conversations with some complicated flag scripting. It has been a learning curve in creating this part. There is still conversations to do in Kabuki-cho level but should be pretty straight forward with the experience I have now. In other news, Yakedo is almost finished with Yokotani Bank and has done an awesome job. Out of all his levels, I think I like this one best! :D He has also included quite a lot of conversations as well. I really wanted this mod to be only part action and the rest like an adventure and it is turning out to be that way. :D
July 04, 2002

by: Odaiba

Progress Update: We are now working on releasing Beta4 for internal testing in the middle of July. This version will included OtemachiLab1, OtemachiLab2, TMGComplex and finally Otemachi City levels. The first three levels is pretty straight forward goal to simply try to escape from OtemachiLabs and TMGComplex and make your way to Otemachi City. Once you arrive at the city, the main story starts to take off. :D I created Otemachi City mainly as adventure type level. Most of the time you do not need to run, just walk down the streets so I feel I can add more detail and not worry too much about FrameRate. Anyway lots of conversation will take place as well.

In other development, Yakedo is working on the Bank and providing me the prefab so I can add it to my Kabuki-cho level. Our main Charecter Joseph will need to steal something valuable at the bank. Yakedo and I are creating FOUR alternative methods on how Joseph can go about doing this. Each one will depend on how you developed the strength and skills of Joseph. It is very tricky to create and over 2 months of just planning to figure out the different ways to enter the bank and how the player will exit once the item has been taken. :D Anyway I cannot tell you any more than this!

Oh Yes...HAPPY 4th OF JULY! if you are in America that is.......

Current Members

by: Odaiba

Member Update - People have come and gone but our main core members have always been the same. Here is a quick list;

Odaiba - John Leonard (thats me) Leader of Redsun2020, Producer, Writer, Lead Level Designer

Yakedo - Level Designer, Compiling, New Textures, Scripting

Markus - Level Designer, The Cinematic level designer

Steve Tack - Programmer, Installer, New classes, Special scripts, Sound Management, Internal Tester

Steve Foxon - Music for several of our levels and Cinematics, Music for credits and main menu, Interal Tester

Scott Saunders - Web Design, Many of the sign art work, Charector development(Adam and Joseph), Internal Tester

Matei Sarbu - Internal Tester

There will be new Interal Testers list soon but I am not sure about our skin development at this time.


Redsun2020 is created and directed by John Leonard a.k.a. Odaiba < odaiba@crocus.ocn.ne.jp >.
Redsun2020.com site is designed and managed by Scott Saunders < scopa@starmail.com >.
News may be reproduced if credit is given to Redsun2020, all other files may only be used if permission is granted by any of Redsun2020 staff.