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Should be for the same reason as regular JoeQuake - there's a PAK file of additional content you need to run JoeQuake and which is available on it's site.
With these ports my objective was to preserve the original behaviour of the base engine as much as possible. This means that a layer was added to translate OpenGL calls to D3D calls, but nothing else was changed (unless there was some weird renderer functionality that didn't work in D3D). So as a general rule if it applies to the original then it also applies to the port.
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