Present for you
Hondo.
Use gl_overbright 1 (default) to enable. Overbrights are only available if GL_ARB_texture_env_combine is also available. In general that means that they're available on everything aside from old first and second gen 3dfx cards (or other hardware of comparable age).
They could be easily added to the gl_texsort 1 path for brush models on this ancient hardware, as that doesn't depend on combine. Adding them to alias models needs a little more work though.
I've made the whole project Visual C++ 2008 friendly, and removed the need to use gas2masm (just added the generated .asm files to it; ml.exe comes with 2008). The WinQuake builds won't compile successfully though, and I didn't bother with fixing them.
Just search for the word "overbright" in the source and you'll find most of what you need.
Incidentally, there
is a third engine that can run SDQuake.
