Solved ESP not working

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Rake

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Jan 21, 2014
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Hello, I am trying to make ESP for Assault Cube, I followed Fleeps tutorials, searched for information in GuidedHacking forums, but I cant get my ESP working . Example https://gyazo.com/2397d9a3f4db448752fc8c7d50bead3b .

Code : https://github.com/nobodyltu/Repository/tree/master/AssaultCubeESP

Thanks.
Matrix Address is good, everything looks good really, noice job, I use 0x50F4F4 for my local player because I think it works online and in single player mode and the one you're using only works for single player maybe

Hmmmm I would try using my world2screen function, you will just have to change the way the matrix values are accessed to match yours and change viewport[2] to screen width, and viewport[3] to screen height.

C++:
	vec3_t W2S(glmatrixf *mvpmatrix, vec3_t pos)
	{

		//Matrix-vector Product, multiplying world(eye) coordinates by projection matrix = clipCoords
		vec4 clipCoords;
		clipCoords.x = pos.x*mvpmatrix->v[0] + pos.y*mvpmatrix->v[4] + (pos.z)*mvpmatrix->v[8] + mvpmatrix->v[12];
		clipCoords.y = pos.x*mvpmatrix->v[1] + pos.y*mvpmatrix->v[5] + (pos.z)*mvpmatrix->v[9] + mvpmatrix->v[13];
		clipCoords.z = pos.x*mvpmatrix->v[2] + pos.y*mvpmatrix->v[6] + (pos.z)*mvpmatrix->v[10] + mvpmatrix->v[14];
		clipCoords.w = pos.x*mvpmatrix->v[3] + pos.y*mvpmatrix->v[7] + (pos.z)*mvpmatrix->v[11] + mvpmatrix->v[15];

		//perspective division, dividing by clip.W = NDC
		vec3_t normalizedDeviceCoordinates;
		normalizedDeviceCoordinates.x = clipCoords.x / clipCoords.w;
		normalizedDeviceCoordinates.y = clipCoords.y / clipCoords.w;
		normalizedDeviceCoordinates.z = clipCoords.z / clipCoords.w;

		//viewport tranform to screenCooords
		GLfloat viewport[4] = { 0 };
		glGetFloatv(GL_VIEWPORT, viewport);

		vec3_t playerscreen;
		playerscreen.x = (viewport[2] / 2 * normalizedDeviceCoordinates.x) + (normalizedDeviceCoordinates.x + viewport[2] / 2);
		playerscreen.y = -(viewport[3] / 2 * normalizedDeviceCoordinates.y) + (normalizedDeviceCoordinates.y + viewport[3] / 2);

		return playerscreen;
	}
Let me know if you have any questions, hope it works for you
 

TheKirvis

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May 11, 2014
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Thanks for response. I tried to implement your code. Not sure if I did it correctly but result is the same.
 

Kroopy

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glViewport(0, 0, Resolution_width, Resolution_height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, Resolution_width, Resolution_height);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();

Do this before everytime you draw
 

Rake

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glViewport(0, 0, Resolution_width, Resolution_height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, Resolution_width, Resolution_height);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();

Do this before everytime you draw
He's using a GDI overlay :facepalm:
 

Lukor

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I think this looks like a wrong FOV because it stretches to the edges...
That would be my guess at least
 

Rake

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I ran your project and no ESP was drawn at all so I didn't want to troubleshoot the entire project...If you have a version that works better I will look at it
 

TheKirvis

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Rake;41439 said:
I ran your project and no ESP was drawn at all so I didn't want to troubleshoot the entire project...If you have a version that works better I will look at it
Okay, I pushed my latest update. It should be working
 
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