Enjoy

Little list of features
DOT3 normal mapping (no PPL uses player position to get bumpverts).
Stainmaps.
Specular.
Dual pass water warp, emulating shaders.
Ingame models used for HUD and loading screens.
lit support.
Flares on light entities.
Bloom, i set a pretty conservative value for bloom_alpha as a default, but you can set it from the menu if you find other values to look better.
Beefed up particle system, pretty true to the original (oh yeah smoking guns to).
Stencil based heathaze on lava, also uses arb shading.
underwater fog, colors are parsed out of the water textures so it allways looks right.
Particle replacements for the most grizzly by todays standard looking sprites(light globes bubbles and such).
External texture support, TGA + PCX + PNG + BMP.
Skyspheres.
Lumas + fullbrights.
pk3 support.
VM is from bengt jardrups enhanced glquake, it does have a small bug cause it crashes on the rogue mission pack demo. The game plays fine though.
Engine is a bit picky about correct lumas, if something turns up dark and it should not be check if you have a luma texture for the affected model/surf and either fix it or remove it.
I have applied a large deal of the fixes from the tutorial section, so one could call it a community effort

The base Engine was MHQuake9 MH's last OpenGL based engine before he started work on D3DQuake,
i know hees not to happy with some of the things in it, but it looks great so would be a shame to let it go to waste.