A lot of the community have voiced their issues with the load times in this game over the years. All the load removers thus far have been red taped so lets hope that we can work towards some sort of agreement for the betterment of the speedrun.
https://github.com/TheIntercom/LiveSplit.PostalLoads
Given that this version of the Unreal engine doesn't seem to have an explicit game state that we can use to determine when we are loading I've injected my own. This load remover literally patches the LoadMap and SaveGame functions and passes the state to LiveSplit before and after they run. The primary issue is that while this method seems to be the most accurate it makes re-timing the old runs next to impossible. This is mainly because the LoadMap function finishes before the load screen actually disappears and we gain control of The Dude. I'd like for this community to have the privilege of fairness with regards to hardware, independent of the quality of runs being produced.
I propose that old runs, for the sake of advancement, are simply grandfathered in for the time being. We re-time these runs by removing the entire load screen, subtracting 1 second each time, and make adjustments to the load remover as time and the community deem necessary. If I have to re-time every run, then so be it. Let me know what you guys think because I really think we deserve better than nothing.
We've had this Discord server sitting around for a while now but we never shared it since there was never much activity. However, there seems to be some interest bubbling and no one really uses IRC anymore so here you go guys.