archangelmorph
Veteran
That's kind of a curious thing because you'd think with deferred shading/lighting, it wouldn't be an issue since it's just another light... In fact, with 16+ people shooting in the scene, it would be a good reason for implementing that rendering method.
Now...whether or not those lights should cast dynamic shadows... that might be too intense and worthless (to enable by default) for a fast-paced shooter.
Very true..
Except...
UT3.0 doesn't support deferred rendering..