<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[New Opening Screens]]></title><description><![CDATA[<p dir="auto">I vote we give <a href="http://www.Wiredforwar.org" rel="nofollow ugc">www.Wiredforwar.org</a> some love and change the following image:</p>
<p dir="auto"><img src="/uploads/files/upload-42ef185d-a111-4a1f-b8d6-86a0f90f391c.BMP" alt="charlogo.BMP" class=" img-fluid img-markdown" /></p>
<p dir="auto">To something more suitable for us. Like a big <a href="http://Wiredforwar.org">Wiredforwar.org</a> Image. Anybody has any nice ideas?</p>
<p dir="auto">Color-inverted picture of a nice drawing I found on the old forum. Something like this. Black, technical, with URL?<br />
<img src="/uploads/files/upload-025a141c-b93a-421e-94d6-25e220290ba2.BMP" alt="charlogo2.BMP" class=" img-fluid img-markdown" /></p>
]]></description><link>http://wiredforwar.org/topic/26/new-opening-screens</link><generator>RSS for Node</generator><lastBuildDate>Fri, 12 Jun 2026 17:15:10 GMT</lastBuildDate><atom:link href="http://wiredforwar.org/topic/26.rss" rel="self" type="application/rss+xml"/><pubDate>Mon, 30 Mar 2015 19:17:02 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to New Opening Screens on Sat, 16 Apr 2016 12:36:55 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/109">@themad</a> Very detailed. I'd love to see the full version!<br />
I mean, I'd just like to see it. You get it.</p>
<p dir="auto"><em>yay.gorilla</em></p>
]]></description><link>http://wiredforwar.org/post/1089</link><guid isPermaLink="true">http://wiredforwar.org/post/1089</guid><dc:creator><![CDATA[AvionAris]]></dc:creator><pubDate>Sat, 16 Apr 2016 12:36:55 GMT</pubDate></item><item><title><![CDATA[Reply to New Opening Screens on Sat, 16 Apr 2016 00:58:01 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/109">@themad</a><br />
Hi! Those renders look good!</p>
]]></description><link>http://wiredforwar.org/post/1087</link><guid isPermaLink="true">http://wiredforwar.org/post/1087</guid><dc:creator><![CDATA[Pisarz]]></dc:creator><pubDate>Sat, 16 Apr 2016 00:58:01 GMT</pubDate></item><item><title><![CDATA[Reply to New Opening Screens on Fri, 15 Apr 2016 21:31:53 GMT]]></title><description><![CDATA[<p dir="auto">Hi, recently i was looking for some artwork for Machines and i find this artist in DeviantArt with sick renders and models for the wraith reaper!!!</p>
<p dir="auto"><a href="http://www.deviantart.com/art/Wraith-Reaper-Skeleton-Bottom-601725741" rel="nofollow ugc">http://www.deviantart.com/art/Wraith-Reaper-Skeleton-Bottom-601725741</a></p>
]]></description><link>http://wiredforwar.org/post/1086</link><guid isPermaLink="true">http://wiredforwar.org/post/1086</guid><dc:creator><![CDATA[themad]]></dc:creator><pubDate>Fri, 15 Apr 2016 21:31:53 GMT</pubDate></item><item><title><![CDATA[Reply to New Opening Screens on Sat, 16 May 2015 17:29:44 GMT]]></title><description><![CDATA[<p dir="auto">@Encrypted<br />
That's a great idea! But that should be for Open Machines, since it might be a bit difficult to modify the original game for doing that. Apparently we can only <em>replace</em> things rather than <em>add</em> them.</p>
]]></description><link>http://wiredforwar.org/post/613</link><guid isPermaLink="true">http://wiredforwar.org/post/613</guid><dc:creator><![CDATA[Pisarz]]></dc:creator><pubDate>Sat, 16 May 2015 17:29:44 GMT</pubDate></item><item><title><![CDATA[Reply to New Opening Screens on Sat, 16 May 2015 17:20:50 GMT]]></title><description><![CDATA[<p dir="auto">Maybe unlocking some opening screens by doing a few achievements couldn't hurt...?</p>
<p dir="auto">yay.gorilla</p>
]]></description><link>http://wiredforwar.org/post/612</link><guid isPermaLink="true">http://wiredforwar.org/post/612</guid><dc:creator><![CDATA[AvionAris]]></dc:creator><pubDate>Sat, 16 May 2015 17:20:50 GMT</pubDate></item><item><title><![CDATA[Reply to New Opening Screens on Sat, 16 May 2015 15:45:30 GMT]]></title><description><![CDATA[<p dir="auto">This is quite close to what I had in mind:<br />
<img src="/uploads/files/upload-9b6d8196-83c6-465f-96bf-ddb9b75258bb.jpg" alt="Invisible-Tanks-FUTURE-military-vehicle.jpg" class=" img-fluid img-markdown" /></p>
]]></description><link>http://wiredforwar.org/post/610</link><guid isPermaLink="true">http://wiredforwar.org/post/610</guid><dc:creator><![CDATA[Pisarz]]></dc:creator><pubDate>Sat, 16 May 2015 15:45:30 GMT</pubDate></item><item><title><![CDATA[Reply to New Opening Screens on Sat, 02 May 2015 15:43:43 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/2">@bilal</a><br />
@Encrypted</p>
<p dir="auto">I have to apologize, since I didn't express myself correctly (now that I think about it, I was quite ambiguous, again, haha).<br />
The line-up that I was talking about is this one:<br />
<img src="/uploads/files/upload-644467f2-9bd2-4ccd-bfb9-6bb7670d5fd2.JPG" alt="upload-84c10d87-3d57-4cc4-bb10-eb267b46c812.JPG" class=" img-fluid img-markdown" /><br />
According to the game's original website, this is the <em>only</em> concept art available. I was referring to the fact that the machines are <em>together</em> :)<br />
It's interesting to point out the design issue though, since that's basically the aim of concept/production art.</p>
<p dir="auto">Also, that pretty much summarizes what happened. Yet, I think that the designs of the game actually stick to the concept art quite well considering the low amount of polygons per model.</p>
]]></description><link>http://wiredforwar.org/post/569</link><guid isPermaLink="true">http://wiredforwar.org/post/569</guid><dc:creator><![CDATA[Pisarz]]></dc:creator><pubDate>Sat, 02 May 2015 15:43:43 GMT</pubDate></item><item><title><![CDATA[Reply to New Opening Screens on Sat, 02 May 2015 14:02:14 GMT]]></title><description><![CDATA[<p dir="auto">I guess Machines is like that because Acclaim and Charybdis didn't have too much time. And money.</p>
<p dir="auto">They've promised so much: weathers that affect your machines, placing mines in buildings, commanders assigning your machines to do whatever you want so all you have to do is to click a button... yet we've got visibly less. But... I'd still say it's because they didn't have time and money.</p>
<p dir="auto">Later on, Acclaim got bankrupt and tried to save itself by releasing a bad game which, honestly, didn't made it. And then... kaputt, hasta la vista, auf wiedersehen...</p>
]]></description><link>http://wiredforwar.org/post/568</link><guid isPermaLink="true">http://wiredforwar.org/post/568</guid><dc:creator><![CDATA[AvionAris]]></dc:creator><pubDate>Sat, 02 May 2015 14:02:14 GMT</pubDate></item><item><title><![CDATA[Reply to New Opening Screens on Sat, 02 May 2015 04:31:07 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/30">@Pisarz</a><br />
Making sketches for a model or using reference images in the background really helps with any model really. They really do help speed up the modelling process.</p>
<p dir="auto">Yes, anything (viable) from the community can be used in the game including code, art, etc... However, I don't know if a splash screen would really be a place for something like that. Maybe an animation that pans a camera through them quickly or something? I mean I don't know how important a splash screen really is anyway.</p>
<p dir="auto">Yeah, I think original models need to be fixed. If you look at the coverart:<br />
<img src="/uploads/files/upload-6af59904-f730-4f9a-837d-de2ae5015c0c.jpg" alt="3850_685647.jpg" class=" img-fluid img-markdown" /></p>
<p dir="auto">versus the ingame reaper:</p>
<p dir="auto"><img src="/uploads/files/upload-590f660f-6412-4529-b9fe-ff9700dc8112.bmp" alt="machines 2010-08-19 15-14-18-07.bmp" class=" img-fluid img-markdown" /></p>
<p dir="auto">You can see that the "artistic vision" (melodramatic?) wasn't really achieved. You can see details like face plating and weapon attachments and different coloring between legs and body parts are ignored.</p>
<p dir="auto">I think that if we would want to revamp this model for example, a 2D artist would have to paint out concepts based on the shaping of the coverart reaper.</p>
]]></description><link>http://wiredforwar.org/post/567</link><guid isPermaLink="true">http://wiredforwar.org/post/567</guid><dc:creator><![CDATA[bilal]]></dc:creator><pubDate>Sat, 02 May 2015 04:31:07 GMT</pubDate></item><item><title><![CDATA[Reply to New Opening Screens on Sat, 02 May 2015 03:06:20 GMT]]></title><description><![CDATA[<p dir="auto">@Encrypted<br />
<a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/2">@bilal</a><br />
Yeah, it is quite useful for <em>drawing</em>, but since I still haven't used any 3d rendering software much, I had to ask. I've seen people use it for adding characters in filmed footage, but industrial design is way more accurate. This method is used a lot in <strong>engineering</strong> though, so it might depend on the software itself (like AutoCad, etc.).<br />
Maybe we should try, since the machines' models are quite simple.</p>
<p dir="auto"><strong>Thanks for the link!</strong> I didn't know that it was called like that (we could use both wireframed and outlined models).</p>
<p dir="auto">For example, wireframes could be used for the splash screen, press kits, units' descriptions (for <a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/28">@Judas</a>' MACHINES' app idea, for example), etc. And outlined models could be used for a strategic and tactical guide, a booklet with everything you need to know about MACHINES!</p>
<p dir="auto">Also, I've been thinking about the following: this will be a product open to the public since it is going to be made thanks to the collective contributions of this community. So, what if we put as a splash screen a line-up of different machines similar to the original concept art? That way we could represent the variety of people that form this gestalt. Simpler, and it could be used as promotional material as well.</p>
<p dir="auto">Besides, we will need to fix the original models anyway. Right?</p>
]]></description><link>http://wiredforwar.org/post/566</link><guid isPermaLink="true">http://wiredforwar.org/post/566</guid><dc:creator><![CDATA[Pisarz]]></dc:creator><pubDate>Sat, 02 May 2015 03:06:20 GMT</pubDate></item><item><title><![CDATA[Reply to New Opening Screens on Fri, 01 May 2015 21:13:46 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/30">@Pisarz</a><br />
You mean the method of using perspective sketches when modelling?<br />
Imo you should always do that if you have the time unless you don't need exact results.</p>
<p dir="auto">I also saw this before: <a href="http://www.blenderguru.com/tutorials/quick-tip-how-to-make-a-wireframe-render/" rel="nofollow ugc">http://www.blenderguru.com/tutorials/quick-tip-how-to-make-a-wireframe-render/</a><br />
Easy and fast way to get a wireframe effect.</p>
]]></description><link>http://wiredforwar.org/post/565</link><guid isPermaLink="true">http://wiredforwar.org/post/565</guid><dc:creator><![CDATA[bilal]]></dc:creator><pubDate>Fri, 01 May 2015 21:13:46 GMT</pubDate></item><item><title><![CDATA[Reply to New Opening Screens on Fri, 01 May 2015 19:11:46 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/30">@Pisarz</a> Oh, my friend programmer did this a lot. Makes your models feel realistic if you do it correctly.</p>
]]></description><link>http://wiredforwar.org/post/564</link><guid isPermaLink="true">http://wiredforwar.org/post/564</guid><dc:creator><![CDATA[AvionAris]]></dc:creator><pubDate>Fri, 01 May 2015 19:11:46 GMT</pubDate></item><item><title><![CDATA[Reply to New Opening Screens on Fri, 01 May 2015 12:40:36 GMT]]></title><description><![CDATA[<p dir="auto">We could use this method: <a href="http://www.the-blueprints.com/modules/tutorials/images/tut-maya/7.jpg" rel="nofollow ugc">http://www.the-blueprints.com/modules/tutorials/images/tut-maya/7.jpg</a><br />
But it wouldn't be very efficient.<br />
Does UE4 do the same thing?</p>
]]></description><link>http://wiredforwar.org/post/563</link><guid isPermaLink="true">http://wiredforwar.org/post/563</guid><dc:creator><![CDATA[Pisarz]]></dc:creator><pubDate>Fri, 01 May 2015 12:40:36 GMT</pubDate></item><item><title><![CDATA[Reply to New Opening Screens on Fri, 01 May 2015 10:32:16 GMT]]></title><description><![CDATA[<p dir="auto">Yeah, saw that thing with the models too. I've once tried to load "Ninja" or "Gorilla" unit in Anim8or, and what I've saw looked kinda weird.</p>
]]></description><link>http://wiredforwar.org/post/562</link><guid isPermaLink="true">http://wiredforwar.org/post/562</guid><dc:creator><![CDATA[AvionAris]]></dc:creator><pubDate>Fri, 01 May 2015 10:32:16 GMT</pubDate></item><item><title><![CDATA[Reply to New Opening Screens on Fri, 01 May 2015 03:55:14 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/30">@Pisarz</a></p>
<p dir="auto">Yeah, I could not get the material files to load either. Also, the models are not necessarily the whole unit. For example, weapons are in different files, I think the reaper only has one leg, and other stuff. All of that needs to be fixed up before using a unit model.</p>
]]></description><link>http://wiredforwar.org/post/561</link><guid isPermaLink="true">http://wiredforwar.org/post/561</guid><dc:creator><![CDATA[bilal]]></dc:creator><pubDate>Fri, 01 May 2015 03:55:14 GMT</pubDate></item><item><title><![CDATA[Reply to New Opening Screens on Thu, 30 Apr 2015 22:59:34 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/2">@bilal</a><br />
Found it!<br />
<img src="/uploads/files/upload-0da14bcb-417e-4f8d-b8cc-ae133c6d7b09.jpg" alt="Machines grunt cool.jpg" class=" img-fluid img-markdown" /><br />
Yet, I'm having some trouble with the .obj (wavefront) files.<br />
According to this site,<br />
<a href="http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Wavefront_OBJ" rel="nofollow ugc">http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Wavefront_OBJ</a><br />
if the .mtl files are matched with the .obj files they will be imported too, but instead I get both the parts of (in this case a level 3 grunt) and some other polygons that, in the game, are not visible (it looks like the International Space Station though XD).<br />
<img src="/uploads/files/upload-8aa2c4c0-8411-4de7-b5bc-1bef1fec124d" alt="upload-0666c35f-1936-49fb-8f8d-59cfae99db50" class=" img-fluid img-markdown" /><br />
At least I had no problem importing the files :)</p>
]]></description><link>http://wiredforwar.org/post/559</link><guid isPermaLink="true">http://wiredforwar.org/post/559</guid><dc:creator><![CDATA[Pisarz]]></dc:creator><pubDate>Thu, 30 Apr 2015 22:59:34 GMT</pubDate></item><item><title><![CDATA[Reply to New Opening Screens on Thu, 30 Apr 2015 21:28:44 GMT]]></title><description><![CDATA[<p dir="auto">Awesome! I'm intending to put the grunt with twin weapon systems in some interesting pose (I think that the loading page of the original game had something like that. I'm going to look for it in my files since I think that I took a screenshot of it).</p>
]]></description><link>http://wiredforwar.org/post/557</link><guid isPermaLink="true">http://wiredforwar.org/post/557</guid><dc:creator><![CDATA[Pisarz]]></dc:creator><pubDate>Thu, 30 Apr 2015 21:28:44 GMT</pubDate></item><item><title><![CDATA[Reply to New Opening Screens on Thu, 30 Apr 2015 21:20:34 GMT]]></title><description><![CDATA[<p dir="auto">Here: <a href="http://download.wiredforwar.org/Game/Machines%20Models%20%26%20Textures.zip" rel="nofollow ugc">http://download.wiredforwar.org/Game/Machines Models %26 Textures.zip</a></p>
]]></description><link>http://wiredforwar.org/post/556</link><guid isPermaLink="true">http://wiredforwar.org/post/556</guid><dc:creator><![CDATA[bilal]]></dc:creator><pubDate>Thu, 30 Apr 2015 21:20:34 GMT</pubDate></item><item><title><![CDATA[Reply to New Opening Screens on Thu, 30 Apr 2015 19:29:24 GMT]]></title><description><![CDATA[<p dir="auto">I have an idea!<br />
<a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/2">@bilal</a>, you have the original game's models right? Could you send them to me or tell me where can I get them? Because if I open them with Blender, I think I can achieve the outline effect! <strong>The tutorials are above in the thread</strong> in case that you want to try ;)</p>
]]></description><link>http://wiredforwar.org/post/554</link><guid isPermaLink="true">http://wiredforwar.org/post/554</guid><dc:creator><![CDATA[Pisarz]]></dc:creator><pubDate>Thu, 30 Apr 2015 19:29:24 GMT</pubDate></item><item><title><![CDATA[Reply to New Opening Screens on Thu, 30 Apr 2015 06:40:12 GMT]]></title><description><![CDATA[<p dir="auto">So, you say, after you guys do all the A.I. and internet playability stuff, everyone can contribute? Sounds fair.</p>
]]></description><link>http://wiredforwar.org/post/553</link><guid isPermaLink="true">http://wiredforwar.org/post/553</guid><dc:creator><![CDATA[AvionAris]]></dc:creator><pubDate>Thu, 30 Apr 2015 06:40:12 GMT</pubDate></item><item><title><![CDATA[Reply to New Opening Screens on Thu, 30 Apr 2015 03:48:29 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/30">@Pisarz</a><br />
So with any program, unless the developer allows it, nothing can be changed by the user.</p>
<p dir="auto">In other words: Unless the machines developers made the program have some interchangeable path to a video to play before the game starts, it cannot be added or modified. However, since hard coding paths is often a bad idea, programmers can use files to read data that can be added easily without changing code and recompiling.</p>
<p dir="auto">Moving on, I know that one video is played before the game starts, which is sort of the trailer for the game. So, if there is a file or some changeable option that says "load this video," with proper decoding (you would have to know how it is encoded, unless it's not encoded at all), you could change it to say "load that video."</p>
<p dir="auto">That's why most of Judas' modding posts are basically file data changes.</p>
<p dir="auto">Another example is that the images that are shown before the video are loaded, but they are not hidden anywhere and can be seen or modified. So to mod those, one could just replace the picture with a different picture of the same name and have that picture show up when the game loads.</p>
<p dir="auto">Anyway if someone really wants to put video in the original game, he/she could go ahead and investigate on how the game loads its video at the start and just replace it. I doubt that we would have the ability to add more videos in without changing source though (which isn't available).</p>
<hr />
<p dir="auto">With UE4 we're trying to make a very, very early version of a new machines game with just viable AI and netcode, since both don't work very well in the first game. What it will be at the end will hopefully be a community collaboration of ideas.</p>
]]></description><link>http://wiredforwar.org/post/549</link><guid isPermaLink="true">http://wiredforwar.org/post/549</guid><dc:creator><![CDATA[bilal]]></dc:creator><pubDate>Thu, 30 Apr 2015 03:48:29 GMT</pubDate></item><item><title><![CDATA[Reply to New Opening Screens on Wed, 29 Apr 2015 22:53:56 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/2">@bilal</a><br />
Considering those arguments... I guess you are right. Do you mean that we need the source-code (just like what happened with Homeworld Cataclysm? That they couldn't remaster it?)? Or is it due to our current level of knowledge and/or experience? Either way, I guess I exaggerated a bit with the copyright issue.<br />
But, I have to ask the following (from a technical, not legal, point of view): which things can we modify in the original game? Which things can't be modified? What are we intending to do with Unreal Engine 4? Are we going to make a re-release of the original game using the same AI (that would be a huge problem, considering pathfinding issues, etc.)?</p>
<p dir="auto">I apologize for the amount of questions, but it's difficult for me to keep up with some of the technical concepts.<br />
We can simply stick to <a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/28">@Judas</a>' original proposal using technical drawings or outlines. One splash screen with <a href="http://wiredforwar.org">wiredforwar.org</a> and some grunt next to it (the schematics of it).</p>
]]></description><link>http://wiredforwar.org/post/545</link><guid isPermaLink="true">http://wiredforwar.org/post/545</guid><dc:creator><![CDATA[Pisarz]]></dc:creator><pubDate>Wed, 29 Apr 2015 22:53:56 GMT</pubDate></item><item><title><![CDATA[Reply to New Opening Screens on Wed, 29 Apr 2015 18:33:42 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/30">@Pisarz</a> said:</p>
<blockquote>
<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/2">@bilal</a><br />
We can modify the original game, and the splash screen could be ours, but we should put the original credits and the original trailer somewhere in the game. Another option in the main menu maybe?<br />
Yeah, an animated gif could work.<br />
Or, how about a short video, using the same format that the opening animation and trailer use?</p>
</blockquote>
<p dir="auto">Why? I mean; It's not like we made it. Plus you'd probably have to edit a binary file which we wouldn't know the formatting for to tell it which video to run, and after that, the videos I believe use Rad Game Tools' Bink Video which requires a license.</p>
<p dir="auto">Either way doesn't make much sense/matter imo.</p>
]]></description><link>http://wiredforwar.org/post/543</link><guid isPermaLink="true">http://wiredforwar.org/post/543</guid><dc:creator><![CDATA[bilal]]></dc:creator><pubDate>Wed, 29 Apr 2015 18:33:42 GMT</pubDate></item><item><title><![CDATA[Reply to New Opening Screens on Wed, 29 Apr 2015 15:18:16 GMT]]></title><description><![CDATA[<p dir="auto"><a class="mention plugin-mentions-user plugin-mentions-a" href="http://wiredforwar.org/uid/2">@bilal</a><br />
We can modify the original game, and the splash screen could be ours, but we should put the original credits and the original trailer somewhere in the game. Another option in the main menu maybe?<br />
Yeah, an animated gif could work.<br />
Or, how about a short video, using the same format that the opening animation and trailer use?</p>
]]></description><link>http://wiredforwar.org/post/542</link><guid isPermaLink="true">http://wiredforwar.org/post/542</guid><dc:creator><![CDATA[Pisarz]]></dc:creator><pubDate>Wed, 29 Apr 2015 15:18:16 GMT</pubDate></item></channel></rss>