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You can also download a texture pack http://www.moddb.com/games/quake/downloads/rygels-texturepack-xolveoptimized
If anyone else comes across this post later, please go to the DP site and check for new links, since there may be newer builds. :-)
Once you have that downloaded and installed, you'll have two executables (if you're on Windows): darkplaces-sdl.exe and darkplaces.exe. My understanding is that darkplaces-sdl.exe is usually the better-tested variety since it uses a crossplatform codebase, so give it a try first.
BTW DarkPlaces is a fine choice for a Quake engine but there are others too, depending on what sort of features/behavior you're looking for: http://steamcommunity.com/sharedfiles/filedetails/?id=118401000
My personal favorite accellerated port that I would consider "best" for playing Quake is DirectQ, because it's pretty faithful to the game's software rendering to the point for being one of the only source ports that support pixel shaders for water and skies. It's a nice 'modern' one for the vanilla experience. Of course one could use Darkplaces for a vanilla experience too by turning off the filtering, but the physics are slightly different and there's still no shader water effect. It is awesome for a multiplayer client though since it handles so many multiple protocols that fragment the multiplayer community.
I wouldn't recommend using any 'hd pack', especially for playing Quake for the first time. HD packs are a hyped up novelty that deface the game's strong atmosphere. Cardboard-looking rocket launchers, brown water forced into clear blue, and brown rock forced into green, etc...
For Quake2 there is also a DirectQ II which is pretty much like DirectQ - support for modern displays (Hor+ widescreen!), pixel shader water effects and fixed rendering issues (proper overbright and gamma which is often an oversight in q2 ports)
I like Quakespasm for playing user mods and maps cause it's actually compatible with them.