LiquidBounce
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[FEATURE] LiquidBounce 1.18 Features
A list of 1.8+-specific modules, LiquidBounce will need:
- [x] NewChunks
- [x] ElytraFly
- [ ] CrystalAura
- [x] VehicleFly
- [x] AntiLevitation
If you think something is missing, let me know.
You can also make this features: SmallShield VehicleFly Packet mode in Fly
AntiLevitation also
You can also make this features: SmallShield VehicleFly Packet mode in Fly
What is "Packet mode in Fly" and SmallShield supposed to be?
You can also make this features: SmallShield VehicleFly Packet mode in Fly
What is "Packet mode in Fly" and SmallShield supposed to be?
Packet mode in Fly will use C04 packet (y is going to be out of bounds) to fly. Similar to TeleportRewinside SmallShield will hide shield from screen (i use 1366x768 on my second pc so shield and fire are so big)
VehicleFly and AntiLevitation modules are added.
You can also make this features: SmallShield VehicleFly Packet mode in Fly
What is "Packet mode in Fly" and SmallShield supposed to be?
Packet mode in Fly will use C04 packet (y is going to be out of bounds) to fly. Similar to TeleportRewinside SmallShield will hide shield from screen (i use 1366x768 on my second pc so shield and fire are so big)
i think SmallerShield can be combine into AntiBlind too much modules are messy
ElytraFly is added.
A list of 1.8+-specific modules, LiquidBounce will need:
- [ ] NewChunks
- [x] ElytraFly
- [ ] CrystalAura
- [x] VehicleFly
- [x] AntiLevitation
If you think something is missing, let me know.
A Feature that has nothing to do with 1.16 but could still be useful is "Health Predict" in Nametags. This option should predict the health of a player.
For example:
- If you joined on the server, LB checks whether the function makes sense.
- All players have as default 20 health
- If a player suffers damage, LB should calculate the damage value based on the current item in hand and subtract it then from the assumed health
- When a player dies, his health is resets to 20
It is logical that the calculation is only possible within the visible players/ loaded chunks.
A list of 1.8+-specific modules, LiquidBounce will need:
- [ ] NewChunks
- [x] ElytraFly
- [ ] CrystalAura
- [x] VehicleFly
- [x] AntiLevitation
If you think something is missing, let me know.
A Feature that has nothing to do with 1.16 but could still be useful is "Health Predict" in Nametags. This option should predict the health of a player.
For example:
1. If you joined on the server, LB checks whether the function makes sense. 2. All players have as default 20 health 3. If a player suffers damage, LB should calculate the damage value based on the current item in hand and subtract it then from the assumed health 4. When a player dies, his health is resets to 20
It is logical that the calculation is only possible within the visible players/ loaded chunks.
Interesting idea. Would you be interested in implementing it?
A list of 1.8+-specific modules, LiquidBounce will need:
- [ ] NewChunks
- [x] ElytraFly
- [ ] CrystalAura
- [x] VehicleFly
- [x] AntiLevitation
If you think something is missing, let me know.
A Feature that has nothing to do with 1.16 but could still be useful is "Health Predict" in Nametags. This option should predict the health of a player. For example:
1. If you joined on the server, LB checks whether the function makes sense. 2. All players have as default 20 health 3. If a player suffers damage, LB should calculate the damage value based on the current item in hand and subtract it then from the assumed health 4. When a player dies, his health is resets to 20
It is logical that the calculation is only possible within the visible players/ loaded chunks.
Interesting idea. Would you be interested in implementing it?
It is possible that I can implement that, but I just don't have the time at the moment to implement and pursue my approchaes this further. When I'm talking about it, I tried different approaches about 1 year ago. These approaches haven't quite worked, but that's where a start point could be. Nevertheless, I would also need a little help with translating Java into Kotlin, as I haven't dealt with the language that much. IntelliJ's auto-translator works reasonably well, but it sucks for the most part in my opinion.
So if you give me a few months, I'll try request a working PR. Otherwise you and everyone else here are of course invited to open a community PR as well.
A list of 1.8+-specific modules, LiquidBounce will need:
- [ ] NewChunks
- [x] ElytraFly
- [ ] CrystalAura
- [x] VehicleFly
- [x] AntiLevitation
If you think something is missing, let me know.
A Feature that has nothing to do with 1.16 but could still be useful is "Health Predict" in Nametags. This option should predict the health of a player.
For example:
1. If you joined on the server, LB checks whether the function makes sense. 2. All players have as default 20 health 3. If a player suffers damage, LB should calculate the damage value based on the current item in hand and subtract it then from the assumed health 4. When a player dies, his health is resets to 20
It is logical that the calculation is only possible within the visible players/ loaded chunks.
can you explain how this is needed? mods can just get the health of the player and display that. is there a desync or something I don't know about?
can you explain how this is needed? mods can just get the health of the player and display that. is there a desync or something I don't know about?
Sure, let me explain it: The issue at hand, is that the server can tell players whatever they want about the health of other players. This effectively renders health/damage indicators useless because they would always just display what the server wants them to display, not the actual value. That's why they were suggesting that the client could try to predict the current health of another player and then display that instead of the fake value that the server sends. Obviously this would be a setting in the "Nametags" module.
can you explain how this is needed? mods can just get the health of the player and display that. is there a desync or something I don't know about?
Sure, let me explain it: The issue at hand, is that the server can tell players whatever they want about the health of other players. This effectively renders health/damage indicators useless because they would always just display what the server wants them to display, not the actual value. That's why they were suggesting that the client could try to predict the current health of another player and then display that instead of the fake value that the server sends. Obviously this would be a setting in the "Nametags" module.
oh yeah, good point, i forgot that
I might have some useful suggestions for if LiquidBounce will ever be used for actual crystal pvp:
- HoleESP (Displays safe holes)
- Burrow (Places an obsidian block or echest inside of you by moving you up really fast and placing a block where you were before getting lagged back into the block (this is how I think it works, it requires an anticheat as well))
- Surround (Places obsidian around you (maybe an option to use any block as well))
- HandView (Modifies the position and size of items in your hand / off hand)
- OffHand (Option in inventorymanager which will automatically put gapples (or crystals) in your offhand and switch it to a totem when you're about to die)
- AutoCity (Automatically mine someone's surround blocks)
- CityESP (Display minable blocks when someone is inside of a safe hole)
- BedAura (Place beds on someone)
- AnchorAura (Same as BedAura except it's respawn anchors)
- ReverseStep (Step but downwards) I'm very sorry if this is a bit overwhelming since it's quite a lot. I personally think it'd be great if we could actually use LiquidBounce for crystal pvp instead of just minigame and regular pvp servers now that we have a 1.16 version.
I might have some useful suggestions for if LiquidBounce will ever be used for actual crystal pvp:
* HoleESP (Displays safe holes) * Burrow (Places an obsidian block or echest inside of you by moving you up really fast and placing a block where you were before getting lagged back into the block (this is how I think it works, it requires a bad anticheat as well)) * Surround (Places obsidian around you (maybe an option to use any block as well)) * HandView (Modifies the position and size of items in your hand / off hand) * OffHand (Option in inventorymanager which will automatically put gapples (or crystals) in your offhand and switch it to a totem when you're about to die) * AutoCity (Automatically mine someone's surround blocks) * CityESP (Display minable blocks when someone is inside of a safe hole) * BedAura (Place beds on someone) * AnchorAura (Same as BedAura except it's respawn anchors) * ReverseStep (Step but downwards) _I'm very sorry if this is a bit overwhelming since it's quite a lot. I personally think it'd be great if we could actually use LiquidBounce for crystal pvp instead of just minigame and regular pvp servers now that we have a 1.16 version._
these are good ideas
why not crystalaura?
???
It is being added. What do you mean?
why crystalaura is not being added
You can also see in the first post, it's literally in the todo list.
EDIT: Plus, NewChunks
module is also added
why crystalaura is not being added
You can also see in the first post, it's literally in the todo list.
EDIT: Plus,
NewChunks
module is also added
NewChunks on 1.16.x? NewChunks has been patched in Spigot 1.13....
why crystalaura is not being added
You can also see in the first post, it's literally in the todo list. EDIT: Plus,
NewChunks
module is also addedNewChunks on 1.16.x? NewChunks has been patched in Spigot 1.13....
No it’s for 1.12 lol, remember, liquidbounce is gonna be for 1.8 - 1.17 unlike other clients
CrystalAura module is added.
pogs
I think that you should close this topic as NewChunks has been patched? (perhaps, there must be a reason its removed from the module list) and CrystalAura is already added.
You can also make this features: SmallShield VehicleFly Packet mode in Fly
What is "Packet mode in Fly" and SmallShield supposed to be?
Packet mode in Fly will use C04 packet (y is going to be out of bounds) to fly. Similar to TeleportRewinside SmallShield will hide shield from screen (i use 1366x768 on my second pc so shield and fire are so big)
you can use the deluxe4k resourcepack. This will solve the shield problem. I think the pack will also support the latest version, since it is still being updated.
sometimes people want to use another resource pack and still have small shield additionally, some people don't understand json notation so can't add small shield to their own resource pack adding it to a cheat client/utility mod makes it easiest for people to have small shield
Antibot with option of spawn in combat
i don't understand why those people want liquid bounce 1.18 to be an anarchy client like meteor client etc which already exists
segmentation is good for cheat clients
should get closed or at least counter should get updated (I guess) ( https://github.com/CCBlueX/LiquidBounce/blob/nextgen/src/main/kotlin/net/ccbluex/liquidbounce/features/module/modules/world/ModuleCrystalAura.kt )