You need to run it under the debugger to find out what's happening here, but first of all let's get your build environment set up right.
First of all you need to tell VCPP where to find your DirectX SDK headers and libs; go to Tools | Options and set it up something like these. Don't worry if your paths are different to mine, or if I have extra stuff in there that you don't have; just focus on where you installed the DirectX SDK to, and make sure that they are at the top of the list.
Now you need to set up VCPP to run it under the debugger. First thing is to set the debug configuration as active, so go to Build | Configuration Manager and ensure that GL Debug is selected for Active Solution Configuration:
Now in the Solution Explorer right-click on the GLQuake project and select Properties like so:
Then set your linker properties to create the executable in your Quake folder, like so. Note that I've given it a different name to the regular GLQuake so that it won't overwrite it:
Finally set your debugging properties similar to this. I always debug in a windowed mode so that if it crashes I can easily get back to the environment. I also like to debug in a separate gamedir so that anything I do won't stomp over ID1.
All set, so hit Ctrl-Shift-B to build it, then when that's done hit F5 to run it in the debugger. It should break out of the executable at any crash point and go back to the environment, letting you inspect the values of variables, examine the call stack, and generally see what's going wrong.