If you have an original Quake CD with a DOS version, install the game with DOSBox. Instructions on how to install a game from CD in DOSBox are here. The game files are in the ID1 folder of the Quake installation. If you have an original Quake CD with a Windows version, you don't have to install the game. The game files are in the ID1 folder on the CD.
Hell no it isn't. Yes it is - it supports stencil shadows, normal mapping, particle effects, per-pixel lighting, water shaders and transparent water And? Does throwing gfx effects at game content, without making sure they actually FIT with the theme and feel of the game make the game look better in your opinion? You seem to have no visual taste, I am afraid. There are quite a bunch of Quake engines that support many of those effects, but they don't force it upon the player. What you get upon starting them is the game in high resolution, better texture rendering, better and smoother lighting, fullbright support (which was working in winquake, but broken in original glquake, etc etc. All without breaking the feel and immersion of the game with bloody ridiculous colored lighting, over-the-top cartoon particle effects and the like.
By the way, the original GLQuake did transparent water in 1997. Originally posted by BFG10K: Tenebrae preserves the original artwork and theme of the game but enhances it with technology. That's what makes it bad. Bump-mapping (etc.) from Doom 3 doesn't look good unless you've got all the textures+bump maps to make it look good. Even Doom 3 sucks at that, and looks plasticy. Darkplaces is a much better engine than Tenebrae in every other way, so you might as well use that with an upgraded (i.e.
Quake-like, not the kind you dislike) texture pack to make it look almost as good as Tenebrae can possibly but doesn't. Has some good textures and models. I haven't used them, though.