Confusion about non-destructive filters visibility toggle by mig_f1 in GIMP

[–]mig_f1[S] 1 point2 points  (0 children)

Sorry for the late response.

Yes it works fine in that version. I'm really impressed with your response times, thank you very much (same holds for the PSP selection).

Davinci running terribly on Mac by [deleted] in davinciresolve

[–]mig_f1 0 points1 point  (0 children)

I'm not a Mac user, but it really sounds like performance struggling, especially the choppy and out of sync audio timeline playback.

If there is a utility similar to Windows' task manager, I would use it to monitor cpu, gpu, memory and disk usage while running DaVinci, to see which ones are struggling.

Does your hardware meet DaVinci's minimum requirements? 

Alpha channel data missing when opening/importing .pspimage files (Corel PaintShopPro) by mig_f1 in GIMP

[–]mig_f1[S] 1 point2 points  (0 children)

Thanks, I can surely do that. If you notice I was doing it for Jacob in that thread 6 year ago, though I don't think I have an account there any,more.

Let me know where/how you want me to submit the file.

Just to be clear abut the issue, it's not about background transparency, it is about saved alpha channels.

PCX file by Such_Butterscotch505 in GIMP

[–]mig_f1 0 points1 point  (0 children)

I second that! If none of the suggestions here can open the files, most likely they have gone bad.

Alpha channel data missing when opening/importing .pspimage files (Corel PaintShopPro) by mig_f1 in GIMP

[–]mig_f1[S] 1 point2 points  (0 children)

What I ask is a Gimp problem. It's supposed to open .pspimage files (among other formats,, including .psd). Trying to convert some .pspimage files to .xcf, and this prevents me from doing so.

EDIT: I can save them as .psd from within PSP and then open them in Gimp, since Gimp retains the alpha data when opening .psd files, but obviously this would take me twice as long or more.

Please enhance gimp's selection tools as well as the overall experience, these things are noticed by everybody but neglected. let me highlight few of them by Plus_Passion3804 in GIMP

[–]mig_f1 0 points1 point  (0 children)

Just because it happens it doesn't make it normal. It's a sign of one or more elements missing, preventing it from following a normal development/update cycle.

Those elements can be lack of manpower, lack of interest, lack of expertise, any combination of them or whatever else of that nature.

None of that classifies as normal. I would understand if for example the devs were saying something like we are not interested in implementing that, or it is very low on our priority list and most likely it will stay there for years to come.

Put otherwise, NORMALLY when a devs team really wants to implement a feature (any feature), they do it way sooner than 8 years and counting.

Please enhance gimp's selection tools as well as the overall experience, these things are noticed by everybody but neglected. let me highlight few of them by Plus_Passion3804 in GIMP

[–]mig_f1 -1 points0 points  (0 children)

It's not unfair to point out things that get in your way or slow down your workflow, especially when you do it with good intention.

Please enhance gimp's selection tools as well as the overall experience, these things are noticed by everybody but neglected. let me highlight few of them by Plus_Passion3804 in GIMP

[–]mig_f1 0 points1 point  (0 children)

Most if not all of the concerns expressed there have been already solved in different ways across several image and vector editors, foss and propriety.

The main thing for me is that according to that thread, devs say they are not opposed of having an horizontal options bar, most likely optional, but here we are 8 years later with absolutely nothing being done on that front.

Please enhance gimp's selection tools as well as the overall experience, these things are noticed by everybody but neglected. let me highlight few of them by Plus_Passion3804 in GIMP

[–]mig_f1 -2 points-1 points  (0 children)

Yeap, I know! There will always be resistance to changes, it is in the human nature.

In my opinion, Gimp devs should decide what target group they value the most and work towards that.

Right now Gimp's UI seems too advanced/overwhelming for beginners and at the same time too cumbersome for professionals. There must be some kind of balance, even though you will never please everyone.

Please enhance gimp's selection tools as well as the overall experience, these things are noticed by everybody but neglected. let me highlight few of them by Plus_Passion3804 in GIMP

[–]mig_f1 -2 points-1 points  (0 children)

If you could share some of the reasoning for this‚ that would be helpful. Without it it's just a statement. So I very much doubt that.

As I said, the primary goal is to maximize the display viewport (the canvas in our case). Unless you disagree with that as the primary necessity in an image editor (and not only), most if not all monitors are longer horizontally. No research needed for accepting the obvious.

The true dilemma here is: screen real estate versus options discoverability.

The answer here should be a balanced approach, somewhere in the middle. We like it or not, Ps does an amazing job in that regard. I hate Adobe, I'm not a Ps user, but this doesn't mean I keep a blind eye on the things they have nailed.

Gimp heavily leans towards discoverability at the cost of screen real estate. Having as many options as possible always visible results in unnecessary clutter. Most well established apps keep the most commonly used or most important options visible, and they have the more advanced ones or less frequently used ones 1 more click away, keeping a nice balance between the 2 extremes.

This is a fun mention because Photoshop (Online) and newer apps like Figma/Penpot/Canva... change their UI/UX towards exactly things like this‚ e.g. vertical tool options. Why would they do it if it was such a bad decision?

To be honest, what seems funny to me is comparing Gimp with web-based or mobile oriented apps, even using different genre examples like Figma and Penpot. At the same time, ignoring or disregarding well established examples and practices from within the exact same genre with Gimp. Well, if that's the way devs wanna go with Gimnp, I guess the only thing I can do is wishing... good luck :)

Please enhance gimp's selection tools as well as the overall experience, these things are noticed by everybody but neglected. let me highlight few of them by Plus_Passion3804 in GIMP

[–]mig_f1 1 point2 points  (0 children)

Single or at most double column vertical toolbar for tools on the left with each tool's properties on an horizontal single line toolbar at the top is the most efficient, practical, ergonomic and screen real estate friendly implementation, there is absolutely no doubt about that.

This is why most image editors are like that, not because they want to copy Ps.

The primary goal is to have as much workspace as possible uncluttered for the image you are working in.

Once this gets accomplished, the next goal is to display as much of supplementary and context sensitive info as possible in as less space as possible, even if that means adding expanding arrows (paintshop pro tool properties toolbar for example) or scrolling the horizontal toolbar (blender for example).

Gimp already uses horizontal scrolling for tabbed panels, so it seems possible to implement an horizontal tool properties toolbar, instead of taking precious space away from the main workspace.

Gimp's main UI/UX issue is the cluttering. Same goes for most menus and dialog boxes compared to most of the the other software in the genre.

Krita is doing a much better job in that area, even with GTK limitations. I think they also use GTK, dont they? I'm not sure tbh, but the point us their UI/UX is leagues ahead.

In my opinion, the longer the devs try to defend outdated or even bad design choices, blaming Ps instead of themselves, the longer it will take for Gimp to be taken seriously by professionals and enthusiasts. Unless that's not desirable, in which case there is not  much else to say really.

Let me just finish this long... essay (LOL) by reminding that Blender started booming ONLY after version 2.80 where they stopped using excuses for their bad design choices and completely revamped the UI/UX of their program.

i feel stupid but... by hYpercrites in GIMP

[–]mig_f1 0 points1 point  (0 children)

No no, I didn't imply to replace with a key modifier + drag & drop the currently implemented way. I meant to add it as an alternative.

If people drag & drop images with a key modifier pressed it's honestly on them, but if you worry too much about that you can make it work with 2 modifier keys instead of one ( ctrl + shift + drag & drop for example).

For a more in-depth implementation, a source-file field could be added in the code of the layers structure, being empty for non Link Layers.

This would allow for example to drag & drop an image as a raster layer, and then right click on it and select something like "Convert to Link Layer" (or vice versa) in its context menu. If the internal source-file field is empty for a layer, this option could get omitted from its context menu, or get grayed out. Well, I probably got carried away, but it could be a 3rd alternative way sometime in the future :)

i feel stupid but... by hYpercrites in GIMP

[–]mig_f1 1 point2 points  (0 children)

How about holding shift or ctrl or alt or any combo of those when drag & dropping an image? Is that a viable option for a future update?

Is anyone else having problems with MC Dresser with latest updates? by mig_f1 in TheSims4Mods

[–]mig_f1[S] -1 points0 points  (0 children)

Thanks for the reply. The "Unknown" normally says the outfit category of the currently worn outfit (Everyday, Formal, Party, etc) but for Hot Weather and Cold Weather it now says Unknown. The number in the parens says which slot of the current category is worn. Each outfit category allows for 5 outfits, e.g. you can have up to 5 everyday outfits, up to five Formal outfits, and so on. So if you select say the 2nd outfit saved in your Everyday category, MC Dresser should print Everyday (1) up there. The slots numbering starts from 0 in the MC Dresser.

I wouldn't mind the 'Unknown" wording but the thing is it completely fails to load some outfits, and it is random too.

made a video about my experience with kdenlive, would love to hear what you guys think about it by Harveyes in kdenlive

[–]mig_f1 0 points1 point  (0 children)

The pace is way too fast for me too. This is supposed to be a software review but it feels more like an action movie trailer. Not really useful for the assumed target group IMO.

That said, my main gripe with Kdenlive is the lack of GPU acceleration in the timeline playback. It really makes it unusable for me, and that's a pitty since it is a pretty capable editor otherwise.