No. I may have disabled the inclusions for freeimage.dll
I got a build and I found the freeimage.dll
The only thing that seems to be whack so far is that the default table that I made had a steeper slope, and the compiled version reverts to 6. So I am going to have to set those variables.
If anyone is interested this is the build I made. The ONLY changes is with the default table that I threw in JP's Plunger, my ball, and a few other changes, and of course put startshake in the script. I did re-script the plunger and cheated by using a real plunger to actually to the work. I will now work on as well as other things using active ball to launch. The real plunger is not in perfect sync, but the settings for it of course would achieve that. I did not mess with it because i will probably use active ball to set the ball in motion. The code is a mere fraction of the impulse plunger code from VPM, and the only single if statement makes sure the graphic increment does not exceed the graphics. The plunger elements are in a collection.
The funny thing, or least expected thing is that the compiled version, with the V9.0.7 source has the description 9.09, It is not 9.09 though as it does not paste preserving names.
I included freeimage.dll, because I may have messed up the include for that, and I gave it a strange name so it will not overwrite VPinball
If you do have a problem with freeimage.dll drop it into your Windows/system folder and it should work regardless of where you run an app from that needs it. I first tried system32, but that did not work.